Lore
I love to spread information through the game for reference. Here is some of what's been seen.
A Strange Code

23p1w1 7p1w12 2p2w1 3p4w14 13p3w12 2p2w12 21p1w12
13p2w12 6p2w1 13p3w1 2p2w12 3p5w1 2p1w5 3p2w4
1p2w3 7p1w16 22p2w1 11p4w8 3p2w3 15p2w4 2p4w16
22p2w3 13p2w2 28p1w9 14p1w6 23p1w1 25p6w5 11p1w17
13p3w6 2p4w6 21p2w5 25p2w3 26p7w12 33p2w4 2p2w2
3p2w7 2p2w9 22p3w12 16p4w2 27p2w19 13p2w9 3p3w5
33p4w8 16p4w3 23p5w17 6p2w3 22p3w3 22p1w2 9p2w6

 

A Letter from the Past

A broken man will come to the forest, there to meet with Sheshair the Wise, to be her hands and do her bidding.....

Our greetings Brother,

Though we bid you greetings seperated by many passings of the seasons, we pray that this letter finds you whole and without pain. We pass unto your safekeeping our charge; that the collected knowledge of our order will not pass into darkness or be used by those who would create pain. As you read this, know that the protections that guarded the library that surrounds you have failed. They can no longer be depended upon to hold back the coming darkness and those who have been blinded by that darkness. We pass to you our mantle. Keep well our lives work, it is our gift to the future.

Keep well the book of Kyristan. Knowledge in itself is not evil, but in the wrong hands, Kyristanís research could be manipulated for fell purpose and create pain unlike any ever known. In the right hands, hands that wield the power of the old master, it could restore great power and bring about wonders of a like not seen in the history of the realm.

Know that we have traveled beyond the veil, and know pain no longer.

- Darius of Ilmater

 

A Proclamation

Whereas:
The use of magic within the city of Athkatla has always been limited to the members of two recognized guilds.

Whereas:
Members of several known religious organizations have been known to use both holy and arcane magics in many instances. Ostensibly for the purposes of healing and research but not exclusively.

Whereas:
Father Brom of the Church of Ilmater has been discovered to have been in league with Abyssial creatures and in service to them.

Whereas:
It has been discovered by the High Mage Popoff that the destruction of said Church was due to Abyssial sorceries by Father Brom and associates with said individual perishing in the resulting blast.

Whereas:
This sorcerous might was summoned through the unwilling sacrifice of several patrons of the Church of Ilmater, their remains found in the smoking ruin of the former temple.

Whereas:
The only arcane mages not serving the two recognized guilds are in service to the Church of Mystra.

Whereas:
The Church of Mystra lent aid and comfort to the Clerics of Ilmater immediately after said failed summoning.

Let it be concluded that:
The Churches of Ilmater and Mystra have wielded Arcane Magics in direct defiance of the laws of the city of Athkatla.

Let it be concluded that:
The Churches of Ilmater and Mystra are in league with fell intent.

Let it be concluded that:
The Clerics of said orders during the month of Uktar were knowledgeable of such actions.

Therefore let it be resolved that:
All recognized Clerics of Ilmater and Mystra are to be considered criminals within the city of Athkatla. Subject to the laws of her citizens.

Let it be resolved that:
All Clerics of these two orders that were present in Athkatla during Uktar be tried and put to death for their actions during the month of Uktar.

Let it be resolved that:
All Clerics of these two orders who do not bear writs of transit signed by the Magistrate of the City of Athkatla be considered criminal and subject to prosecution to the fullest extent of Athkatlan law.

Signed into order by my hand on this, the 2nd day of the 3rd ride of Uktar.

Welryn Barre
High Magistrate of Athkatla


The Prophecy

And so it shall come to pass that in the turn of the harvest on the day of the first snowfall in the year of the Ancient the Triad in Darkness shall be delivered unto the sacred of Oshalla, two of the people with a third who is guided by gods not of the people, and with them will be One Unseen.

One of the Triad shall be with child, the Unseen One who is of the people and not of the people, conceived in violence and begotten in hatred. The Mother will be void of self and lost, and the child, half beast and rudderless in the motherŒs void, will only attract the darkest of souls, a shadow soul of the people lost for many seasons, who will find solace in this form touched by hate and fear.

She will herald the coming of the last days, the Portent in Flesh.

The Mother will be served by one of her blood, one who is called Witchbane. A dark pallor drapes her and will drag her to an early end, for she is touched by darkness and blinded by it. Bent to serve that which she despises, she will betray her own and destroy them to serve the means of others.

Her fall heralds the certain darkness.

The third will be supplicant to the Lord of Blood, a servant of Battle, and right hand of Death. He is displaced of his people, seeking answers he does not wish to find, and soon to be touched by the Darkness that is WitchbaneŒs Gift that he may serve it and deliver to it his people. In the end, he will destroy the Holy of Oshalla, and His Own.

His fall heralds the rending of the weave of magic.

All this you will see when the Holy turn against their own. This is the First Sign.

Seven events are the crux of this Fate, seven points to the Dark Star that will blossom into the fire of the Last Days. Alter these events, twist the
points, reweave the threads, and the Dark Star shall become the Rising Sun of a new age on Faerun.

Cleanse the One Unseen of the taint of its beginnings; replace the blood of Hate with the blood of War that the Dark Soul may be driven forth from its place. This will allow the Bearer of Pain to restore the Old Master who dreams of return.

Find the new refuge of the DarkSoul; she will seek one hailing far from the sacred places of Oshalla and there she will grow like a cancer, corrupting and consuming her host. A host to be delivered in pain to the ones who would destroy the supplicant of war. The host will deliver an innocent unto death before joining the supplicant. Deliver the host and the innocent to the Teacher of the Dead and ask aid that the DarkSoul may be captured and her victims recovered.

Seek out the stricken Warrior of the Weave and the Keeper of Secrets and help them free the spirit of the fallen Warrior of Light. When he is free he will guide the Old Master home.

Know that the Strong-One-In-Between and the Teacher must survive; they do not know their fate. When the night comes, the Bearer of Pain must protect them.

Deliver into the keeping of the One Who Is Already Dead the knowledge of the ancients, for it will chase away the darkness.

When all seems lost and the Darkness howls at the gates of the soul, seek out the Ravens, and the Witch of the Wood.

Preserve those beloved of the gods and the protectors of the north, and do not allow them to fall into darkness. When the night comes, only they will be able to lead the people from the darkness.

Marshall well your allies, for on the eve of the coming Fate, when the Portent is imminent, her purpose will be decided and only if the new weave
has entrapped the old will the DarkSoul fall.


The Strictures of the Clerics of Tempus

1. Never start a fight. Always finish one.

2. Honor your enemy at all times. The enemy that you underestimate will be your undoing. Honor the enemy that has fought well be he alive or dead. The loss of a fine warrior diminishes us all.

3. Kill not the warrior that can no longer fight so that he may live and one day tell others of your prowess.

4. Harm not the innocents in battle so that they may one day tell of why warriors died in honor.

5. There is no dishonor in withdrawing from the field of battle. Quarter shall always be provided to an enemy who has fought with bravery and honor. Our order shall be known for both ferocity and humanity.

6. Do not hate your enemy. Hatred consumes the soul and blinds the eye. Vengance is powerful. Hatred is foolish. You should never forget why you are in battle and how you got there.

7. Your enemy is never evil in his own eyes. Strive to understand him. In understanding you may find an ally. Otherwise you may kill him quickly and without remorse.

8. To begin and end a war without bloodshed or loss is the greatest honor.

9. Strive to harm not the lands or possesions of thine enemy unless necessary. Wars end and life returns to normal. To hamper this return is
unkind.

10. There are a multitude of ways to fight a war be it ferocity, deception or words. Strive to perfect and honor them all.

 

A Captains Log

15 Hammer
The number 4 staging area has been wiped out. It would have taken an incredible amount of force to do this. First the house, now a processing area. We're going to have to step up patrols and deal with any resistance in a strict manner or control could slip. Now that Popoffs position is threatened we're seeing more and more of ARs shadow mage. Not a good sign. I expect him to try something to regain a hold soon.

16 Hammer
Word has it that we're abandoning the message rings. They're being replaced by various other means. It's a bad idea to not have a standardized message system. Finally visited the sea port today. It's well hidden. I'm told there are two land entrances. One is in a valley and the other is in the Orc mines to the East. I don't see how X can work with Mind Flayers but his powers seem to be respected. They just look at the rest of us like a buffet.

17 Hammer
The Southern stronghold was attacked this morning. This is the first time that X has actually been in danger. We've been given the order to relocate everything. It's obvious that someone is moving against us and that someone is the MSG. If X can secure the goods for the Shilmistans, we're taking over an area near them with sea access.

Word has it we lost a ship in the attack.

20 Hammer
We're strengthing the Southern fleet. It's just come down that my boat will be reenforced by three more to arrive on Midwinter if not before. They're also going to beef up the garrison troops. Each of the three will carry 50 more. That's going to stress the RB resources to the limit. I'd like to know what the hell the family is trying to accomplish here.

21 Hammer
We set out for RB at dawn this morning. We're making good time as we're completely devoid of cargo. I don't like it too much but what does my opinion matter these days. I think that BM is losing his hold on things.

23 Hammer
The Southern stronghold is almost empty now that X has moved. Probably only 30 people left. All of the produce has been moved. The dwarf is in place.

24 Hammer
Hit a storm early this morning and had to tack around it. It's going to stretch our arrival by a day.

27 Hammer
X informs us that some of the produce down South have gone down. We'll need to check that out first thing. I'll send word and get a party to investigate.

Good news, Kyristan's has been located in the hands of some Clerics not far from RB. 3 warbands have been dispatched to regain it.

28 Hammer
No word from the raiding party. Not a good sign. Something has happened at the G tribe. This is not good at all.

29 Hammer
Spoke with the controller this morning. He says everything is ready for our arrival tomorrow. Good. At least we're not coming into a hostile situation.