Timeline

This is the ***OLD*** Waterdeep Timeline. Retrieved from the abyssal depths of the internet. There's been some typo, grammar and sentence reconstructing by Ror, but the story has remained unchanged. Enjoy.

It remains unsure whether this is canon or not. If it was, the current year (2013) would be 1280.

-[ Prehistory ]-

Airships - A technological explanation

Airships are sometimes confused with spaceships, or seen as something of high technology. Airships are in fact not advanced technology. There is no harnessed electricity in the Great Realms, nor are there devices like hydraulics. Airship technology would resemble something from the 19th Century.

At the heart of an airship are the engines. Makou Combustion Engines resemble an earthly diesel engine, a device made of iron with pistons inside that drive a crank shaft which powers the vehicle. The engine works on the same idea of a diesel engine which is compression. Fuel is placed inside the piston chamber and compressed. The air and fuel combination heats up under compression and explodes, driving the piston. Once the engine is started, it will run under its own energy and compression. These engines are started through a series of pulleys, cables, springs and weights. Original airships involve a key and lever system. A lever is pulled several times which tightens up several springs and raises several weights. The key is placed in what is known as the ignition, which in fact is nothing more than a secure triggering system. The key is turned which releases the tension of the springs and weights, which drives a series of gears and cables that turn the makou engines over. A newer system found on most modern airships involve only the key. The springs and weights for startup are drawn into position with a secondary system of springs and weights when the ignition key is turned to off. The off position includes another trigger which cuts the fuel to the engines, thus turning them off.

Airships have undergone several transformations in the devices used to levitate and float these ships. The original airships use a large blimp device which is filled with Makou Gas #2. These blimps were built half metal and half canvas and was connected with the main airship. Shafts and gears ran into the blimp allowing engine propellers to be placed on the blimp itself, along with rudder systems. Battle Cruisers and War Cruiser Class Airships utilize this type of system. Flotation and levitation for any airship is a balancing act. It is said a perfectly floated airship can be lifted off the ground by a single dwarf. Cargo Airships on the other hand are floated. So without cargo, they would float away.

'Second Generation' airships as they are called use a totally different floatation system, such as the Highwind Class airships. These airships use a series of pipes and chambers built within their hull to float and levitate the airship. Without the blimp flotation device these airships prove to be much faster and have evolved into another class known as the 'Single Seaters'.

Not all races embraced Makou Technology in the belief that by using the lifestream as an energy source, they were possibly killing the planet. Such claims were mostly heard from the Blue Haven Kingdom, a government of the elven kind. The Stormchaser Class airships were designed using a more natural form of Makou, the crystalized Materia created by the lifestream. Stormchaser airships use materia for floatation and typically use natural or magical means to move, such as sails or magical spells. Ironically these airships were not possible until the creation of Makou Technology, as large quantities of materia was not common in nature, but form rapidly within the Makou Reactors.

A history on airships

Until recent times, Airships were a rare creation in Toril. Legend and lore of the Faerunian Continent speak of enchanted flying vessels built by the elves, or the flying machines of the dwarven kind. Several attempts would be made on the Great Realms Continent, especially by the Vectorian Kingdom in the 8th century. Inventors of steam technology and the steam engine, they attempted to make a flying vessel out of a watership (which were now using the steam engines to sail), and using a blimp filled with the rare gas helium to levitate it. This attempt was declared a failure due to the rarity of helium and weight of the steam engine system. The weight of the boilers, water and coal fuel causted the ship to be too heavy to be lifted by the helium. An airship would not be attempted again until the 12th century.

Makou Technology is the process of creating a burnable gas using the planet's lifestream, a liquid energy that flows deep within the planet. Sid Deadwillow of the Tripower Kingdom discovered that a burnable gas could be created when the liquid of the lifestream was compressed with steam, and various forms of this fuel could be created. Most common is Makou Gas used in such applications as street lamps and housing lighting. The invention of the airship would be made possible by two other forms of Makou Gas and one vital creation, the Makou Combustion Engine.

Makou Gas #2 is a lighter than air gas, which unlike the two other forms of Makou Gas is not combustable. Makou Gas #3 better known as Makou Fuel is a sludge like liquid form of regular Makou Gas (Makou Gas #1), and is used with the Makou Combustion Engine. These engines are much smaller than the Vectorian Steam Engines and produce more power. Together with the now readily available lighter-than-air Makou Gas made airships possible.

The Tripower Company is a business with no official ties with the Tripower Kingdom Government. Created by Sid Deadwillow in 1254 as a corperation, it bares the Tripower name due to its three business owners (who also happen to be the founders of the Government). The Tripower Company would regulate and maintain the Makou Reactors and sale of Makou Gas, while also creating inventions which used the technology. Its first item for sale was the Makou Airship. They would utlize and use a new industrial technique known as mass production to create these airships. This onslaught of airships would cause a major shift in the Realmism Stock Markets and Corperations as airships were faster than the commonly used Locomotives and Waterships, demand for these ships would climb, and the continent itself would change.

Airships are an everyday sight in the Great Realms and with the public sale of Makou Technology, various classes and types can be found in the air. The continent is no longer as large as it once had been, a trip from Westbridge to Figaro once took months of travel was now reduced to a seven day flight. And this was only good for a continent built on centuries of business and trade.

Loners - a description

Loners are those who are either seeking to join a clan or have been outcast by their previous one. Unlike outlaws, loners will follow laws and rules set forth by the clan they are in, or of the country they pledge to.

Outlaws - a description

Outlaws are individuals who do not pledge themselves to any country and typically follow their own rules and laws to life. There is no central organzation within their own, they may form small groups to travel together but form nothing that can be seen as officials. Makou City in the eastern region is known as their capital city, but in fact this is only due to the high population of outlaws which make it their home. The city itself is ran by a small district organization of elected officials of the towns people.

Thieves, mercenaries and bounty hunters are highly associated with the outlaws, as outlaws tend to take jobs in those fields. The bounty hunters are an organized group within the outlaws and at least one master list of the wanted is kept between them. There is typically one bounty book in each major town, typically found at the local bar.

The Hoard - a description

Imagine if you will, stepping into a world, that just isn't your own. A world devoid of the mundane. A world where thieves, whores, liars, murderers, wise men, scholars and bankers are all intertwined in a macabre dance of debauchery.

A world where freedom is tantamount to success, where lust is tantamount to excess, and GREED is the paramount emotion. A Greed for wealth, a greed for secret knowledge, a greed for that next hit or a greed for carnal knowledge beyond most moral and traditional standards. In the world of The Hoard you will find all of this and much much more. Gone now are the noble intentions and misguided traditions. We do not seek our fortunes and our pleasures only to be taxed and burdened. We are above such laws and justices which seek to reign us in. What is ours is ours. What is yours... Just might become ours if our whim decides. Already rumors abound. Strange stories of deranged howls piercing the night, children plucked from their beds, stores of liquor gone missing and mysterious bright fires sprouting up across the lands. The good folk are refusing to acknowledge these stories, to do otherwise would be admitting that the world just isn't as sane as they once thought.

Log: 30032013 - Ror & Zazza

This teaching session in essence: start from the basics and work from there. Once your character background is known to you, it becomes easier to write your descriptions and notes.

Sephirothian Empire

Faction name: Sephirothian Empire
Faction type: Faction
Status: Defunct
 
Former townships: Mahn-Tor


Once the ruling body over Mahn-Tor where Sephiroth made his home. This group of followers sought to bring Jenova back into being.

This faction can also be said to represent the entire Empire in its dealings with the rest of the Realms. Recently, the Empire of Sephiroth has made an alliance by force with the Vectorian Empire.

Once the Sephirothian Empire allied with Vector and during the grand opening of the great Titan Valley Gate, which shortened the traveling time to the Heifong Empire, the two empires banded together in an attack upon the TriPower Kingdom. Fortunately, it was thwarted.

Keepers of Antiquity

Faction name: Keepers of Antiquity
Faction type: Faction
Status: Defunct
 
Former townships: Myth Drannor


The Keepers of Antiquity were a loosely structured form of government currently in jurisdiction over the area in and around the Ruins of Myth Drannor. To them, Myth Drannor represented a worse case scenario of knowledge lost, and it was in their intent to keep history from repeating. With the everpresent danger of Ragnarok, this intent was further grounded in necessity. Their goals were simple: to preserve all forms of knowledge through the cataloging of antiquities, the charting of territories, and by recording the passage of events both social and historical. Citizens took an active role in the faction, through contributions to the knowledge base in any way they could provide. In return, they enjoyed a rich and prosperous citizenship under the strong and everpresent government structure of the Keepers of Antiquity. Though they did not maintain an open door policy on applying for citizenship, they did accept citizens through a mentorship process in which those interested became sponsored by a current citizen or member who would step up and speak on their behalf. Those genuinely interested in joining had to find a mentor first. Qualities they looked for in a citizen were those who felt strongly about their beliefs and were of a good and temperate nature. Prior knowledge about the realms or the desire to learn was an obvious prerequisite to citizenship.

As progress and advancement rapidly changed the Great Realms, the past was just as quickly forgotten. The Keepers of Antiquity were determined to preserve the history, and foundation these Realms were built upon. Much of the rich and deep history of the Realms had been lost and forgotten. Heroes passed on, civilizations were buried, and not even in passing were they whispered under a breath. They used their time and resources to locate, uncover, protect, and manage those parts of the Realms which had been lost: legends, manuscripts, artifacts, possibly even entire cities. Most of the information they found was shared with those who sought it. They were of neutral disposition and would share their findings freely. Their members came from all races, classes, and churches, as long as there was no evil intent, working a coordinated effort to find out as much of the past as possible. This would entail a lot of hard work, but they considered that once history was lost, it was lost forever.

Descent into Darkness

Faction name: Descent into Darkness
Faction type: Faction
Status: Defunct
 
Former townships: ?

These drow existed only to preserve their ancestry according to The Jihad.

Army of Darkness

Faction name: Army of Darkness
Faction type: Faction
Status: Defunct
 
Former townships:

The AoD despised all life.

X-Cops

Faction name: X-Cops
Faction type: Clan
Status: Defunct

Alignment:

The Zhentarim

Faction name: The Zhentarim
Faction type: Clan
Status: Defunct

Alignment: Neutral to evil

The Legion

Faction name: The Legion
Faction type: Clan
Status: Defunct

Alignment: Neutral good

The Legion was the front line army of the Tripower Kingdom. It was similar to the Magitek Army of Vector at the time. All races were present in the Legion, as long as they had sworn allegiance to the Tripower and Nisstyre. De facto, the Legion was the personal army of Nisstyre against Vector. With the Tripower faction having dwindled in importance, the personal legion of Nisstyre was the place where decision making for the Tripower actually took place. Eventually the relation between the personal legion and its king became severely strained and the entire legion was put to death. Igniting necessary reform within the Tripower.

The Illuminati

Faction name: The Illuminati
Faction type: Clan
Status: Defunct

Alignment: Neutral

Eclectic and ethereal, the members of the Illuminati awee a broadsweeping and diverse group. Swearing allegiance to no deity as a group, they prefered instead to let the individual be who or what they were. They were scholars and performers, fighters and mercenaries, spellcasters and elementalists, story-tellers and song singers. There was a niche in the Illuminati for any being who had something to share. Knowledge was something this group valued and each new inductee into the clan was brought in because they had shown a desire to learn and something to teach.

The Conclave

Faction name: The Conclave
Faction type: Clan
Status: Defunct

Alignment: Good

Shadow Thieves

Faction name: Shadow Thieves
Faction type: Clan
Status: Defunct

Alignment: Neutral

Considered to be neutral, they were a family of thieves and rogues who cared only for their own kind. Their ways were secretive and they served whomever hired them. 

They were a group of thieves, assassins, mercenaries, and spies formed long ago from the dead Westbridge guild known as "Nightshade". The Thieves lived in hiding, rejected by society, but never alone. They openly disregarded the laws and challenged the governments with ruthless abandon. They had been known to commonly attack officials and destroy government property. Unlike most groups, the Shadow Thieves were a family. Nothing being more important than their brethren. Everything was shared, and a thief was always ready and willing to die for brethren without hesitation

Seraphic Templars

Faction name: Seraphic Templars
Faction type: Clan
Status: Defunct

Alignment: Chaotic good

Seraphic Order

Faction name: Seraphic Order
Faction type: Clan
Status: Defunct

Alignment:

Parliament of Westbridge

Faction name: Parliament of Westbridge
Faction type: Clan
Status: Defunct

Alignment:

Order of Judgement

Faction name: Order of Judgement
Faction type: Clan
Status: Defunct

Alignment:

Magitek Army

Faction name: Magitek Army
Faction type: Clan
Status: Defunct

Alignment:

Knights of the Shield

Faction name: Knights of the Shield
Faction type: Clan
Status: Defunct

Alignment: ?


The Knights of the Shield was a loose network of nobles and merchants who shared information so that they could each exert influence in their chosen area of interest. The members of the order were for the most part entirely self-interested. They could use the information gained from the organization for the betterment of lives and livelihoods in many lands, but they chose instead to employ it in gaining political leverage and personal advantage.  

Crimson Guardians

Faction name: Crimson Guardians
Faction type: Clan
Status: Defunct

Alignment: Neutral good.


They were overall, a friendly group. They dedicated themselves to helping others when the need arose. They were the helpers of the realms.  A family of diverse people who prided themselves in being quick to lend a hand.

The Crimson Guardians, were a family of adventurers of diverse faiths and backgrounds. They stood unified by the common belief that in helping others all would benefit from a better world. They prided themselves on being a clan who were quick to give aid to those in need, be it the young, inexperienced adventurers or stalwart veterans alike. Unlike other clans, Guardians relied upon intellect, not brawn to fulfill their duties.
Helping those worthy was a must for their clan. They encouraged individuality and thought to be expressed by their fellows. Their family existed on reputation and goodwill, so they depended on every member to act accordingly with discretion - though they were not and would never be slaves to the whims of those who would abuse their goodwill. To be inducted into their family was not an easy task, but well worth the wait if one was truly noble, unselfish and filled with "Guardian Spirit". It was their deepest wish that should one choose to become a member that they would want to do so for life.

Enlightened Combine

Faction name: Enlightened Combine
Faction type: Clan
Status: Defunct

Alignment: Good

Elven Alliance

Faction name: Elven Alliance
Faction type: Clan
Status: Defunct

Alignment:

Dragon's Hoard PK

Faction name: Dragon's Hoard PK
Faction type: Clan
Status: Defunct

Alignment: Chaotic neutral

Dragon's Hoard Merchants

Faction name: Dragon's Hoard Merchants
Faction type: Clan
Status: Defunct

Alignment: Neutral

The Dragon's Hoard Merchants was a group of the most skilled and most elite merchants in all of the realms. They were experts on everything, dealing with the best of all equipment realm wide. If you needed a piece of equipment, they could almost always get it for you, or told you where or how to get it... for a price of course.

In their ranks they held some of the rarest and most powerful pieces of equipment imaginable. They were a very knowledgeable group of people. Most knew a great deal about the goings in the realms. Their god was Lord Nisstyre, the Head Merchant and God of Nightmares. They  followed in his footsteps and teachings. 

Deil

Faction name: Deil
Faction type: Clan
Status: Defunct

Alignment:

Church of Strife

Faction name: Church of Strife
Faction type: Clan
Status: Defunct

Alignment: Chaotic evil

Worshipping Cyric, the God of Strife, Death and Murder - also called, 'The Dark Sun' - Cyricists have read 'The Cyrinshad'. This unholy book forced all who read it, to believe that Cyric was the center of the universe, and imbued them with a ferocious desire to destroy all heretics and unbelievers.

Cyric's faith was one of control by any means necessary. Force and deception were used in equal measure to spread his word. He was highly venerated by those of black hearts and evil deeds, from petty murderers to evil rulers of empires. They were cut-throat and cruel, and devout to their god to a point of madness in some cases.

Church of Nightmares

Faction name: Church of Nightmares
Faction type: Clan
Status: Defunct

Alignment: Neutral to evil

A once mighty clan, The Dragon's Hoard, was top of all other guilds in the realms, but as time passed and the world changed, so did this clan. It lost its members to other large clans such as the Church of Strife, and the Church of Destruction. The Dragon's Hoard saw that the days of being a merchant clan were over. Murder, stealing and other activities were the only thing people related with.

Seeking help, they prayed to their captain, who was the god of Nightmares, running as the mortal president of the government "The TriPower State". Nisstyre, god of Nightmares heard their cries and appeared before them. They pleaded with him and told him how the clan had crumbled. Nisstyre agreed, and he began to think. His thoughts were of his godhood: how he did not live like a god, but as a mortal. How sometimes mortals got confused at his own mortal role. Nisstyre, sitting in his office in the TriPower Headquaters began to think, and finally walked out of the tower, never returning to his job. His son took his place under the title of "Vice President".

Within the TriPower capital of Torregiano, a dark church was formed: The church of nightmares, Mercenaries of the Dragon's Hoard, followers of nightmares, and Nisstyre, the church of nightmares was a clan of killers, stealers, and people who looked for any money. They only kept true bonds with other clans that only their lord told them. They only excepted the best people from all trades.

Church of Mysteries

Faction name: Church of Mysteries a.k.a. Church of Mystra
Faction type: Clan
Status: Defunct

Alignment: Neutral



The Church of Mystra was a neutral church which allowed all alignments into her fold. Guardians of magic and mysteries, they served the plane of Aber-Toril as teachers and counselors between states and countries.

Choice decision, and knowledge, leavened with a healthy dose of good for most individuals were the hallmark of Mystra's faith — though there were many of those who leaned to the darker or neutral sides of magic.

Magic is great power and with great power comes great responsibility. They treated magic not for the power it could wield but as a true art, greater and more beautiful than any other. They strove to use it efficiently and eschew carelessness and recklessness as it would lead to catastrophe.
.
They, the Mystran clergy, worked hard to preserve all magical lore and sometimes in order to keep them safe, they hid them in secret libraries, private safeholds, and well guarded research laboratories so that magic could flourish eternally throughout Faerun.

They also sought beings skilled in the magical art, to keep watch of identities, powers, and behavior of individuals likely to become magic-users of great importance. Not everyone could find old magic of note, but all of Mystra's clergy were taught to devise their own magic so that magic would always be strong and hardy. They were the devotees of mysteries and were constantly enshrouded by it's mist.

How did one join the Church? One should sooner ask How to touch the universe. For one does not. Fate itself drew the mysteries to those who were interested.Mystra herself directed her clergy to those she selected - and she was always watching.

Over time, the existing members of the Church had noticed a pattern to her actions. She seemed to favor those whose character stood out uniquely - unswayed by their capacity for violence. There was no need to look for her. For Mystra alone would invite you when the time came.

Church of Justice

Faction name: Church of Justice
Faction type: Clan
Status: Defunct

Alignment: True neutral

The Church of Justice was a neutral clan and 'Justice' was all through the eye of the beholder. Each member delivered justice as how they perceived it and how they saw fit. Both good and evil were helped by the church, despite officers of justice (OOJ) patrolling the streets of Westbridge and Zozo. Eventually the interest in the Church declined and the number of officers dwindled until eventually the Church ceased to be.

The Tome of the Tripower Kingdom

Overview
ALIGNMENT:  Neutral Good     NEMESIS: Unknown
STATUS:  Combo                      ALLIES:  Unknown
WORSHIP: Variable                  WHOLIST: TrPwr

Under the supreme leadership of Nisstyre, the Tripower is run by his esteemed General of the Armed Forces, Hathorne Judge. Creators of Makou Technology and long-standing in their victories and wars, the Tripower has risen to push back the Vectorians as they lay claim to lands and riches not theirs.

Currently the Tripower is split between its military, technological, and civilian divisions. In the ever-changing battle with the growing Empire of Vector, all branches are equally as important to win the war.



The Hall
NAME: Tripower Kingdom
LOCATION: Torregiano

STATS
Rooms: 192
Shops: 11
Mobs:  37
Obj:   129
Mprog: 9

Clan rules
  1. ALWAYS make the killing of a Vectorian your first priority. We have no issues with other clans unless they are fighting along Vector. Put your personal feelings aside and RP a Tripower member Vector is ALWAYS to be target number one.
  2. Alts are allowed in other clans as long as you have the maturity to keep it separate. If you have a Vector alt, the Tripower will attack it. If you give away clan secrets and are caught, you are gone.
  3. The Tripower should be your primary clan.
  4. Excessive drama and mean crap on OOC or CGOSSOOC will get you booted. It matters. The tripower is not going to be full of morons on parade.
  5. If you want to leave the clan on your own, a simple RP note to the clan and an explanation to the leaders will be enough. We are not holding you hostage. If we kick you, you will sit in the dungeon for 200 ticks and then you will be free.
  6. Members will be asked to post one RP note a month. Does not have to be long, does not have to be the best thing in the world, but one note a month for a clan based on RP is not too much to ask.
  7. All items for sale are to be offered for sale first to other Tripower members before outsiders, but there are no rules against buying from outsiders and bidding against each other, we understand the want for good equipment.
  8. Tripower togglers are expected to help fellow Tripower togglers get through the gauntlet. This means helping a fellow member out before going on that run or having his back. The Tripower is all about loyalty.
  9. There will be no internal drama. If you have a problem with a fellow member, keep it off channels and note the leaders and Patron Immortal.
  10. Know the history of the Tripower. All the information is on the website. You need to understand the history of the Kingdom before you enter it. There won't be a test but we will know if you are faking it. 
  11. Please have a full description and RP configured before you ask to join.
  12. Have fun with it. It is a game after all.

A Tripower book: 'Kingdom History and Lore'

A Tripower book: 'Kingdom History and Lore'.

An old proposal: New Horizons: Meeting Our Growing Power Demands

| _  _ ____ _ _ _    _  _ ____ ____ _ ___  ____ _  _ ____   ||
| |\ | |___ | | |    |__| |  | |__/ |   /  |  | |\ | [__  . ||
| | \| |___ |_|_|    |  | |__| |  \ |  /__ |__| | \| ___] . ||

 


Meeting Our Growing Power Demands. A proposal for future possibilities. -Prof. Hojo

Introduction
With the advent of mako power we have been able to usher our society into a new era of productivity and prosperity. Accomplishments that just a few decades ago only seemed possible through the use of magic are now made available to all through the availability of affordable electric power we provide with our mako reactors.

However, studies have shown that we will not be able to keep up with the projected rate of demand.  Already the amount of raw lifestream we are able to siphon from naturally occuring sources has begun to dwindle.

To this end, I present two methods of my own invention that I propose will allow us to achieve and even exceed the projected increases of demand for power far into the future.
  1. Hydraulic Fracturing
  2. Esper Utilization

Hydraulic Fracturing
I have invented a new method for extracting the raw mako we require from the planet more efficiently and in more locations than we previously thought possible.  I call this method Hydraulic Fracturing, or fracking for short.

This method works by opening fractures within deep rock layers through the use of highly pressurized liquids. By simply drilling a single well bore, then pressurizing it sufficiently to create fractures within the surrounding rock layers, we can allow much greater upwelling of the lifestream from deep within the planet and increase our rate of extraction 5x or more.  In addition, by only having to drill a single small bore hole, this will allow us to extract the mako from locations previously thought unreachable through conventional means.

Of note, I recommend privacy and secracy in developing this new method.  We have already faced resistance to our extraction of mako from the planet and this method does necessitate destruction of underlying geologic layers.  In addition, there is possibility of contamination of surrounding groundwater by the forced upwelling of the lifestream mako.  However, this is a benefit to us as it will allow for large scale study on the effects of mako exposure on general populations.

Esper Utilization
While fracking can increase our extraction of lifestream mako from the planet, there is speculation that mako may be a finite resource.  For this reason I propose the use of a potentially infinite resource for additional power generation, Espers.

We know that the Esper race is comprised of exceptionally magical beings.  What I have found through my research is that Espers may be tapped as a power source themselves. By utilizing a modified reactor, the magical power contained within the very being of the esper can be extracted and converted into electrical power.

There are many Espers already in existence that can be leveraged for their naturally occuring power.  And, while a single Esper can only provide a finite amount of energy before expiring, through strategic hunting, capture, and reproduction, we have an essentially infinite potential supply of power that is completely scalable to our needs.

Conclusion
In conclusion, you can see that I have provided two brilliant solutions to address not only our short term energy needs, but also long term needs into perpetuity.

If I am only given the appropriate funding and resources to fully develop these methods I shall provide results to exceed all expectations.  I welcome any and all inquiries and will proudly provide a more in depth proposal along with financial estimations upon request.

Professor Hojo, Senior Researcher of ShinRa Electric Power Company

A bible of Talos

A bible of Talos lies here.

A bible of Silvanus

A bible of Silvanus lies here.

A handwritten note

I must get rid of all those that stand in the way of my research. Even that man from the Turks. I scientifically altered him and put him in the basement. If you want to find him, then search the area. But, this is merely a game I thought of.  It is not necessary for you to participate if you don't want to. The safe is voice activated.  Speak the combination carefully and in the correct order.  The four hints for
the numbers are:
  1. The lid of the box with the most oxygen.
  2. Behind the ivorys short of tea and ray.
  3. The creak in the floor near the chair on the second floor.
  4. Right 78

Escapee Report No. 1

? Month  ? Day

"The two escapees were located near Midgar"

A glowing list

Darkest night and foes be brave, winter's chill and valiant knave,
Power gained at life's expense, eternal sleep the recompense,
Blood and beating heart include, in spite the evil spreading through,
Power held in floating bands, power held throughout the lands.

             ->*<-

Bring these thus to me, one for each point on the pentacle:
  • A Platinum Orb
  • An aura of Torment
  • A Shimmering Spirit Bracer
  • A protomateria fragment
  • A tattoo of seven stars in a circle

The Evil Bible

The scriptures of evil lie here fluttering away from the breeze.

The Book of Quotes

Page 1
When the student is ready, the teacher will appear, let the true spirit of Gnosis be your guide.


Page 2
Welcome to the Book of Quotes!

These quotes have been taken from the people of the realms over time. A wide variety of people have contributed to make this book happen, and in doing so, have had their name printed into a book, with their quote, and will now live on forever in these realms. But it's not too late for you. You can also contribute, and add to the many people who already have. If you wish to have yourself documented in the fashion that the following people have, please contact Mielikki (via note), and list your quote and how you would like your name to be written.

Enjoy the book!
Mielikki, Lady of the Forest

Page 3
"Us crazy people are the scapegoats to the world..because anything have enough common sense to deny it." -Samoth, One CRAZY Mutha!

"oaifhaignoiaen fioa enagi rowngwe!" "Find the truth of that, each his own as it has always been, and always will be." -Louie, The Finally gave a Quote, Guy

"Tis better to be fuzzy than not to be fuzzy at all." -Burro the Fuzzy

"Have you ever seen a man explode? Good. I didn't think so. Let this be your first lesson. Don't make Mystra mad." -Morus Lo Siew to his disciple.

Page 4

"When will wizards ever learn? If you don't respect the magic you wield it will destroy you." -Gromph Baenre to Liriel Baenre

"Magic is the ultimate tool. The ultimate art. The everlasting beauty. Then why child would you want to use it to level a city?" -Storm Silverhand to Daet'Be 

"Que sera sera - Shit Happens." -Epsilon Moonshade

"It has long been known that one horse can run faster than another - but which one? Differences are crucial." -Lazarus Long, stated by Torm the True

Page 5
"I would expect nothing less from Strifers than to piss on the graves of both their enemies... and their allies."
"It is often the mistake that ones overreaction to a crisis is mistake for heroism."
"From wandering the deserts I have realised that we all are specks of sand being blow through the dunes of life."
"Underestimating a foe can be the first mistake in battle... the second is fighting him."
"A leader doesn't make a clan strong, its members do."
-Lasher the Mechanical Sage
-Jafar Khet the Desert Nomand

"The cup is neither half empty nor half full. there is nothing in it because I was thirsty. Yummy."
- Mellenium the AnGeL of SaRcAsM

Page 6
"Lover by Day, Killer by Night..." -Lightfoot

"I say when it comes to loyalty, platinum is thicker than blood." -Mikey 

"If you forget the past, you have  no chance of a future." -Eznor, the Shadow Historian

"Vampires may be Undead, but not Unperson." -Dedric Shadewulf, Leader of the House of Communications

Page 7
"Chance favors the prepared Mind" "It is better to be called a fool then speak up and be proven one" -Sylvaniana Tarinanya, Great Wizard of Mystra

"grrrrrrrrrr *snarl*"
"Life is too important to be taken seriously" -Cheyenne, Church of Celestia and Order of the Black Rose

"Absolute Power Corrupts Absolutely" -Trelane, the Seeker of All

"Moo""Mankind could hold the universe in the palm of its hand, If only it could learn to unclentch it"
"..."'  -Nanaki

Page 8
"There is a line between truth  and reality, one must find where each is before you can understand yourself."
-Kwirl Karphys

"These tights don't have pockets, So I guess I am just happy to see you!" -Toxicosysis, superElf!!!!!
 

"To be is to see where the world might not be. For magic is the key to all Mysteries." -Mystra, Lady of Mysteries

"Even if Our Lady Has Left Us, It Does Not Deny Us The Right To Defend Her Every Belief" -Mutt, Eight Rank Of The Church Of Celestia, The Arm Of The Panther, "There Is Still A Ray Of Hope."

Page 9
"Life is short, then you die, so live it to the fullest." -Castral

"Ours is not to reason why, ours is but to do and die. -Wyatt

"No Eternal Reward can forgive us now for wasting the Dawn!"
"Never underestimate the power of human stupidity!"
"We don't see things the way they are, we see things the way WE are."
"The first man to raise a fist is the man who ran out of ideas fastest." -Abduction Darkenheart

Devious and Desperate Beggars (1-2)

The woman had taken her leave and Velentham found himself staring up at the cottage as the hour grew late.  The shadows beneath the trees were already rapidly growing darker and the fireflies came out en masse, reflecting in the grove what was on display high in the heavens.  He looked down at the sound of footsteps - careless steps - and saw heading in his direction the same beggar with whom he had spoken not long ago.  "Hello neighbor," he called, blowing out an exhale of smoke.  He went through the sticks faster than any mortal he knew, and were he of their kind, they might have already killed him by now.
"Ah... hello again."
"Finding your days well?"
"Well.. things could be better.  But, I suppose they could be worse, too."
"How much worse could this place possibly be?"
"The way things are going lately?  I'm not sure I want to know."

Velentham looked to the wrists of the man, desperately keeping his wretching at bay.  How could Sanria honestly have enjoyed the company of this weak and pathetic human being?  "Still haven't found a way to get those off, eh?"
"Whoever made them knew what they were doing." 
Velentham slid from the tree and levitated toward Thasmudyan.  "What keeps you  from just... chopping off your hands and having someone regrow them for you?"
"They are.. a trap for life energy.  I'm a bit concerned that if I were to just  chop off my hands, the bracelets would draw the life energy out of me."
"And you couldn't, say, find someone able to put a shield around them to stop  them from sucking you dry?"  Though he could have, Velentham would not allow  himself to bother offering.
"If I knew someone who could, I might be able to try that."
"And if you die?"
"So what?  I've been dead before."
"Have you now?"
"Maybe I'd die for good if I died this time, because of these bracelets.  I doubt it, though.  My essence would just reform in the Lifestream and I'd be  sent back here again."

This mention of the lifestream pricked the ears of Velentham and the plan in his mind began to slither about, each tongue flick a spark of thought.  He set the man at ease, listening to his pathetic snivelings of how Sanria had gone and married Gilean, left him alone, left him to father a child by the half- naked woman on his own.  Just the thought of the beggar touching flesh to flesh with Sanria made him riled, but he kept the man talking while the thoughts flicked into life.  

"What is it you *do* exactly?" Velentham asked, turning the self-depreciating thoughts on the man.  "Amble around looking like a beggar for your own fun and  games?"
"Apparently I... take care of a kid now."
"You're a nanny!" Velentham grinned.  "That's nice.  You could be with the woman  you love and having a family.  You just... choose not to."
"How could I, exactly? She doesn't want to be with me."
"You get him out of the picture without her knowing about you getting him out of  the picture."
"Maybe I'd be tempted... if I actually had a way to do that."
"I mean... quite possibly you could... say... take Gilean with you into that lifestream and stick him there?  What if he just... couldn't get out in time?"
"But.. that would kill him.  I can't kill people."
"The circumstance would just be... unfavorable.  And... just like you and I...  he can't die.  But he wouldn't come back with any recollections..."

Velentham's mind raced with the possibility and he worked hard to keep the smile off his face, to keep his innermost thoughts hidden.  If he could set the two mortals after the same man, one of them would have to succeed.  Either way, Gilean would die, and he would be sent back to Elysium.  Once there, the tribunal would send him back to Toril for being a traitor, his punishment exacted once more - to be a mortal with no recollection of his past lives.  No recollection meant he wouldn't be in the way, he wouldn't remember Sanria, and Velentham could finally claim what he'd waited so long to call his own.

"A victory for us both," Velentham said, having explained Gilean's Celestial nature.  "And you wouldn't have to kill anyone.  Just... lead him into circumstances  he'd have to resolve."
"So all I'd have to do is... get out of these bracelets.. find Gilean.. and take  him to the lifestream and leave him there.  And do all of this without Sanria knowing."
"Whether or not she knows... I'd handle making sure she'd never remember."
"This plan of yours... it has many potential points of failure."
"Only if you are weak.  You see, this plan of "ours" is simple in its beauty.  You  have the power to lead Gilean to the lifestream, I have the power to make Sanria forget."
"But what if he escapes?"
"You catch your fly with honey... he won't escape because, you see, you'll need to  make him realize it's his idea.  When he willingly goes... he is not a prisoner.  And if it is his idea, well, even if Sanria knows, she couldn't blame you.  Gilean  took a risk."
"This all sounds... well, I don't know.  Like it's wrong, somehow.  But if it gets  Sanria back to me..."
"That's all that matters.  There is nothing in your way but yourself."

Like a rose in the summer heat, the idea blossomed on the face of the beggar,  albeit skeptically at first.  Velentham could barely contain the flood of joy that tingled through his body and under his skin as the beggar walked away.  He summoned to his side a pen and parchment and hastily wrote to the naked savage, warning her not to interfere in the placement of the pawn they both required to play out both of their desires.  He would not only reward the savage with her original form, he would wipe out all memory of Sanria from both of them.  The half-naked one would have her lover to herself, the beggar would remember nothing, his cousin would be relieved of every memory of Velentham and Sanria, and he would at long last pull into his arms the love of his life.  If there were failure points in the plan, Velentham could not see them through the vision of the entire success he was convinced would soon be his.

Velentham walked close to the cottage and lit a cigarette.  There, in the window, was the woman he loved.  He kept himself in the shadows, only putting out his  cigarette when she looked right at him.  Were it not for the shadows, he would have been revealed to her completely.  She closed the curtains and Velentham's grin broadened.  Their destiny was inevitable.

Discussions in Gossamer Cigarette Threads (1-2)

Velentham stared down at the woman in the undergrowth.  There was nothing  left to the imagination, and her body, while pleasing, did not bring about  the typical reaction.  Mortal shells rarely ever did - after all - he did  not long after Sanria for her body.  It was the mind in that shell he sought  and as he peered down at the woman that pierced the space between the  undergrowth and the front door of the cottage, he felt he might have a  willing participant in prying his cousin away from Sanria. 

"Interesting view, is it not?" he spoke from his perch.
"Interesting it is.  The smoker I presume?"
"Mmm.  Picked up the habit in Heifong.  Nasty, so I'm told." The woman turned her gaze back onto him as she spoke.  "A lot of things are  nasty.  Better the devil you know."  He couldn't disagree.

Velentham drifted down from the branches, his eyes on the cottage.  "So tell  me what brings you to spy on this little house."
"Spying is such a harsh word... I prefer observing."
"Semantics, dear lady.  One in the same and who cares if it's harsh.  Own  what we are is what I say.  Cigarette?"

They spoke and as the woman spoke, Velentham could already sense the  direction she was heading.  No different than any of the other chattel he dealt with on a daily basis in Heifong.  They all wanted something, all  were willing to kill to get it, all playing at a game which eventually they would lose.  The difference with this one, was she was holding tightly to a secret beneath her skin.  One his Celestial eyes could see without effort.

The mention of Thasmudyan seemed to rile her and Velentham gave no hint  that the beggarly man disgusted him as well.  Sniffing about his, Velentham's territory, like a dog.  But the true shock came, not in the fact that this half naked woman was upset that the father of her child was lusting after his Sanria, but that she was looking for him.  It was beyond delicious, this turn in events.

"I will reclaim my life," she said. 
"And what life do you dispossess that drives you to a woman you hate and a  man who I hate?" 
"The one I was born with, and stripped of."
"Dark skinned one."
"You can see it!"
"It is rather simple to see if one only bothers to look," he smirked.  "So  you come here looking for that man's family to... what... return you to that  darkness that roils within your soul asking to be set lose on your skin?"
"Pretty much, Yes."
"What do you suppose that is worth to you?"
"Everything."
"I see.  I'll tell you what, dark one.  I won't slay you.  In fact, I'll ask  you to do something quite simple.  You get my cousin away from Sanria.  You  let me get within distance of her to take her to my home, and I'll grant your  deepest desire."
"If I may be so bold to add one more condition to that..."  With a nod from Velentham's head, she continued.  "When she goes to your home...  She must  never return."
"My dear one - if I get her into my home, she'll remember none but me."
"Consider it a deal."

The conditions were struck... she could do what she wished so long as his  Sanria was untouched and unharmed.  Velentham vanished from view, but not from his spot.  He smirked in silence as the woman spat out the words, "Damned arrogant bastard."

Velentham quietly levitated himself over the woman and closer to the cottage. He drifted to the back and felt his heart stop as he watched Sanria sitting by the edge of the stream, reading to the bastard boy.  His breath held and his eyes closed.  He encased himself in a bubble of magic and drifted closer. Had he wanted, he could have reached out, he could have taken her in his arms.

He leaned forward, breaking his own barrier, to take in a deep inhale of her hair.  The slight scent of rose amongst the forest... he had to quickly recoil  as Sanria turned toward him with a look of confusion.  Quickly, he drifted  back to the front of the cottage, his jaw set.  He would have the dirty work done for him.  He would get rid of Gilean without lifting his hand - his people could not blame him - he would then have Sanria and take her, as soon as he figured out how, back to the demiplane his father created for him so long ago.

He settled himself not very far from the half-naked woman and let his mind drift.  His future, his eternity, would be spent back in his rightful home with his rightful demeanor.  Once Sanria had finally settled into her new mindset, she then could ask for ascension.  He had no doubt they would consider her for Celestial-hood, and then they'd be together until the end of time... and time, he was certain, would never end.

Log: 27032013 - Ror and Khalid

OOC commentary: One of the rp's around the Citadel. Best to memorize which alt roleplayed which with character to avoid messy introductions. However, close friends and family might have talked about a character, therefore handing a hook to start with.

Behind closed doors

Pheniox breathed his last breath running from the guards of the Vector scum as he hid from them in the chambers of the priest, little did he know he didn't know where he was at but this excited him all he could see is a thick black robe that covered every inch of the being.  The person hid their face in the darkness of the chamber no skin was shown because of the dark robe.  All Pheniox saw was the outline of a body.  With possibly two protrusions above where the forehead should be.  This being excited him in a way he hasn't been excited before.  He wanted to know more of this person, wanted to know where it came from, where it has been to study it to learn from it, to touch it in only a way he knew how. 

Catalyst

"And you would be Ror, the Tripower member I've been hearing about," said Vorcet Tophen and he shook Ror's hand firmly. "Only good things I hope?" Vorcet laughed. "Of course." And then they talked, about Westbridge. A school and a theatre were at the forefront of the discussion. Where to build them in Westbridge? Which steps were necessary to take? In Vorcet, Ror had found a likewise mind, a fellow bookworm. As the discussion went on, the topic of ruling came up. The city needed a ruling body, but the question was which. Vorcet explained that his preferred choice would be a council with one or two members of each group that may have an interest in trade and the general structure of law within the city of Westbridge. Outsiders, clans. Vorcet explained how a council of the clans would provide a system of checks and balances. Not one group could grab more power without the rest coming down on them. But Ror was sceptic. Although, he liked the idea of a council, he suspected the clans also brought with them greater interests than the city of Westbridge alone. Interests that would sooner or later tear the city apart in strife, with war quickly following. Perhaps it was cynical, but a good politician would have forged an alliance within a week, and by the second week would have minimalized opposition within such a council. Not even the Keepers could prevent politics to unfold in such a way. And so a devious plan formed in Ror's brain. "I have an idea..."  said Ror, and he then explained it to Vorcet.

Ror proposed a council chosen by the people of Westbridge. Since the current people were untrained and unfit to rule, they would then lease administrative rights for 80 years to the Keepers. It was the only neutral party in the conflict that had the respect of all participants.
"Park your island above the city park," said Ror, "Like an umbrella shielding the city. While the city is governed, we build a theatre for culture and a school for education. And after four generations under the protective umbrella, Westbridge would be strong enough to defend and fend for itself." Ror could see how the school had to be divided in subsection. Primary and secondary school, specialized education for those not joining a guild and interested in trading, law or politics. And finally an university. Economical growth would sort itself out, or only needed to be sorted out later in time.

But alas, Vorcet pointed out that the island was not under his command. Things were a little more complex in that regard, but he would put Ror's idea forth to those that guided the Keepers. At least, that's how Ror understood it. It was the start of a gradual topic change. First on structure of the Keepers of Balance and its new leader, and then the topic of Thasmudyan. After all that talking, it seemed Ror had found the wizard he needed, who seemed genuinely interested and most important of all, capable and free of charge.  He wondered if Alsin would believe him. It almost sounded too good to be true! As time and drinks passed the moment of departure came and as Ror walked home, he realized he had forgotten to ask something.


Three days later, Ror knocked on the door of Traggik Endings, and waited for the door to open.  Ror smiled when the door opened and said, "Fancy an adventure?"

How to build your roleplay character: a light tutorial

Adapted from the old Apostles of the Crypt website entry on roleplay posted by Landor (RIP).

Roleplaying is one of the most fun things in Waterdeep but its not easy and it doesn't come without hard work. Therefore this light tutorial allows a swift look at the things needed to roleplay. There are many ways to roleplay and this tutorial does not cover them all, but you do not have to be elite to roleplay. All it requires is some imagination.

Step 1
At first, try to visualise your character. Then, try to describe the way he/she looks like and put that in your description. If you have a hard time doing this, it may help thinking of fantasy creatures or movies such as 'Lord of the Rings' for inspiration. Try to feel your character inside you, as in try to become your character emotionally. In a a way it is like acting, except you are the director, producer and actors all at once as you tell your own tale.

Step 2
  • Is the character evil, good or neutral. Is the character aggressive or defensive, scared or scary? And so on, and so on. Think of the characters attitude and keep in mind why the character is that way.
  • Where and when was the character born or created?
  • Who was his/her family and were they important? And if so, why?
  • Where did your character spend its youth?
  • Why did your character spend its youth there?
  • Is the character in a clan? (See the clan help for roleplay tips) Why did your character join this clan?
  • Any plans for the future and if so, what are they?
  • Does your character like ice cream? Does your character swim of have fun? These small things are the things that makes one character different from others.
  • Does your characters have friends or enemies, and why are they enemies or friends?
Step 3
More personal stuff:
  • How does your character react on things that happen in the Realms? Examples: the news, accusations, gossip, etc. 
  • Is (s)he always out for fights?
  • Is (s)he always out for money? For their own benefit?
  • Is (s)he greedy?
  • Is (s)he seductive?
  • Is (s)he a born leader?
  • Is (s)he respectful?
  • Is (s)he the kind of person that shares what he/she has?
  • Is (s)he selfish?
  • What kind of language does (s)he use?
  • What is your characters age? Does the appearance of your character fit the age?
Although this is not a complete list to build a character's personality, it is a start. Success and good luck!

Church of Destruction

Faction name: Church of Destruction
Faction type: Clan
Status: Defunct

Alignment: Chaotic neutral


The clan was started by Talos the Lord of Storm. It was bent on destruction and the chaotic nature of the clan has left little annals on its history, apart from what was written here:

Talos, the Stormlord, was the god of natural Destruction. Tornadoes, earthquakes, tidal waves, and landslides could all be laid at his feet. Though he rarely ever manifested himself, when he did, it was generally in the form of some destructive force- a fire consuming everything in its path, or a great whirlwind.Talos' symbol is three lightning bolts, each a separate color, radiating from a centeral point. Talos' priests were often madmen bent on their own destruction, who would do everything in their power to take as many others as they could along with them. 

Malar, who was also popular among the Talosians, was the god of the brutal hunt and bestial destruction. Mysterious disappearances of townsfolk and brutal maulings could be laid at his feet. Shunned in the civilized lands such as Cormyr and the Dales, he was popular in the north among barbarians, evil striders, and some druids.

As such, the Church of Destruction was often seen as a bunch of crazies and murderers. Their church kept no allies, proclaiming themselves as a clan of killers who reveled in sowing blood and carnage on the Realms.

Church of Celestia

Faction name: Church of Celestia
Faction type: Clan
Status: Defunct  


Alignment: Neutral good

This clan was based on the goodness in the realms, and opposed evil in any way it came, as it despised it. However, to despise evil or simply to wish to protect the realms, was not enough reason to justify membership. Membership required swearing to live by the ways of the goddess Celestia.

Their goddess Celestia did neither believe in unnecessary war, nor revenge or vengeance. Thus no other  member within the church was allowed to harbour such feelings as well. Celestia believed not only that there was good in anyone, but also that life was the greatest adventure. Those who were quick to anger or were subject to follow anyone without the knowledge as to why they did, were not allowed to call themselves a devoted follower. The Celestians considered patience and a kind word important, as these could do far greater things than anything else. Celestians also knew that the balance of good and evil had to remain in one form or another. And this was in part why they were more neutral good than good aligned.

Potential members had to be pure in their intentions, strong willed against temptation, honor-bound and required great patience to deal with the rest of the world and its faults.The Celestians realized that the purpose of their church was not an easy one, but it was seen as the purpose to protect and aid those in great need. Strength of mind and spirit was thus seen as essential and commitment as one for the rest of your lifetime.

The Church of Celestia eventually merged with several other organizations to form the Pax Faerunis. 

Black Rose

Faction name: Black Rose
Faction type: Faction
Status: Defunct
 
Former townships: Makou City

Formed many years ago by one named Amanar, the Black Rose had evolved from a ruthless band of outlaws caring only about power, into a more lawful society. The lands were still controlled by outlaws, but one could have come across others such as law abiding citizens and followers of major churches.

Black Rose was different from others in that they were not a tight-knit family. They were a community no different from Westbridge and ZoZo. It was uncommon to see citizens battling other citizens, but one would never see a citizen battling higher ranking Roses in fear of exile.

After the assassination of Amanar, a dual leadership of Zeros and Turiya replaced the head of the then Black Rose cult. It was Turiya who then pushed forth and changed the direction of the Black Rose. Zeros was then conveniently murdered by a member of the Church of Strife and was exiled from the Black Rose after resurrection. This left Turiya as dictator. In retrospect, both the murder as the assassination might have been in the hands of Turiya, which sealed the fate of the Black Rose, sending its down onto its path of extinction.

Rules
The rules show that this faction was one of exclusion, which preferred to keep knowledge secret, in an attempt to be superior over others. The rules listed here are adapted to be readable.

  • Membership in the Cult of the Black Rose was limited to 10. There was no limit to members of the Faction.
  • One was not allowed to reveal the secrets of the Black Rose to any non-member. In practice, this meant they expected restring of equipment so no one could recognize it.
  • One was not allowed to shirk from a fight. Being outnumbered meant you should not run or hide. This did not mean 'stand and die', but it was expected that one would at least make the effort to put up a good fight.
  • Leadership issues would be settled in combat.
  • Losing a fight (outside of the arena) meant a loss in status. Members would become initiates, initiates were banished. The exception to this rule was the leader. Should the leader be killed then he or she could choose exile.
  • Black Rose members were allowed to spar with each other, but never in the arena. Initiates were fair game: it was up to them to prove themselves against us as well as others.
  • Rules were decided by the leaders and reviewed on a regular basis.

Merchants of Sembia

Faction name: Merchants of Sembia
Faction type: Faction
Status: Defunct
 
Former townships: Old Thalos, Sembia

"Honor Through Wealth"

Originally hailing from the east,  the Merchants of Sembia  were a  group of  people, banded together by one common goal: money. Members were honorable merchants who had an unquenchable thirst and drive for  trading and above all else, a larger bank account.

Apostles of the Crypt

Faction name: Apostles of the Crypt
Faction type: Faction
Status: Defunct
 
Former townships: Crypts of the Undead

Originally founded as a subdivision of the Vectorian Empire, the Apostles of the Crypt were the clandestine  assassin squad of Kefka's. Prior to the war with the Tripower, Lord Kefka used them to help murder Ganon Vector. As an undead experiment, the assassin's of the Apostles were highly effective during the in-fighting.

Once Kefka was defeated by the might of the Tripower, the Apostles went into hiding. During the years since the war, a select few of them rose to the top and built up secret political and economic connections. The higher ups of the Apostles were hidden within several governments and businesses posing as the figure heads for noble families, all the while manipulating behind the scenes. They said to have manipulated the petty lives of the living in order to attain their goals.

Just because they preferred to use means other than brute force,  did not mean they were weak. Immortal lifespans gave them many deadly skills that they employed when necessary. Being an Apostle of the Crypt required secrecy, skill, and intelligence.

The Jihad

Faction name: The Jihad
Faction type: Faction
Status: Defunct
 
Former townships: Jenova
Alignment: Lawful Evil

Ao sent the RoK before, in an attempt to fully destroy the Apprentice. Each time it was sent, it was beaten back... and sent again generations later. It is for this reason that Jihad believed Ao to be evil, and needed to be destroyed. The Jenovese (Jihad) believed that by destroying the RoK in its current incarnation, it was only leaving the problem to future generations. Jihad sought a long-term solution.

In the time before time, Ao took on a pupil, the Apprentice. Ao gave unto his Apprentice a world to build life. And build life he did. When the time came to inspect his pupil's work, Ao discovered his Apprentice had created a world far superior to his own. In jealousy, Ao sought to destroy this new world. The Apprentice opposed him and was murdered alongside his creations. The Great Realms would not see life again until the mortals Nisstyre and Teron stumbled upon it millennia later.

In his final moments, the Apprentice prophesied his own return: when next Ao destroyed the Great Realms, the Apprentice would be resurrected to reclaim his throne, as well as Ao's throne for his treachery.  In making this prophecy, the Apprentice vested his final lifeforce into the RoK, thus making it a dead god. By worshipping the RoK, many Jenovese hoped to sustain and strengthen that ailing force. They also believed that by doing so, they left an imprint of their soul upon the Apprentice's memory- and would be Reborn after the RoK struck and Ao would be defeated.

It should be noted that not all of the Jenovese worshiped the RoK, or sought its fall. The common citizens of Jenova often played no role in their government's schemes. Also, Jihad's five Divisions varied slightly in their beliefs.  Lastly, there was the fanatical group which called itself Dissonance. This group of Cyricists believed the Prophecy was a prophecy of Cyric ascending to Elder Godhood *as* the Apprentice.

The five Divisions of Jihad were:
  • (HoF) Harbingers of Faith
  • (WoR) Warriors of Ragnarok
  • (JNP) Jihad Naval Patrol
  • (JRO) Jenovese Reconnaissance Order
  • (JRS) Jihad Research Syndicate

Pax Faerunis

Faction name: Pax Faerunis
Faction type: Faction
Status: Defunct
 
Former townships: Westbridge
Alignment: Neutral Good

The Pax Faerunis ('The Peace of Faerun') started as an alliance between the Church of Celestia, The Harpers, and the Church of Mysteries. This ancient pact eventually included the Church of Justice and, eventually, the Seraphic Templars as well. They governed over Westbridge after winning the election by a landslide. In addition to actively working to keep Westbridge free from evil, The Pax Faerunis had also set its sights on The Rok, the meteor which threatened to strike. Their purpose was to bring peace and freedom to whatever lands they controlled. Assorted members of four clans came together to use their unique talents to combat whatever force threatened peaceful people.

The Church of Mysteries worshiped Mystra, Goddess of Magic - seeking out new and old magic alike, protecting and preserving it. The Church of Celestia were peace-loving worshippers if Celestia, looking out into the Heavens for inspiration. The Church of Justice - worshippers of Tyr, The Even Handed - meted out impartial justice. And finally, The Harpers, always moved behind the scenes, to maintain the balance of power in the Realms.

As The Rok - that Bringer of Death to All - came ever closer, members of these organizations made their longstanding alliance into a political entity - no longer neutral, not longer pacifist.

The Mystrans opened their secret libraries and magical storehouses to their allies by preparing 'The Archive' - the largest collection of magical knowledge the Realms had seen.

The Celestians, once content to gaze at the stars, turned their eyes to The Rok, flaming over the Realms - promising destruction. With the help of the other allies, they were contructing 'The Celestial Focus' - a telescope that would peer into the heart of The Rok itself.

The Tyrrans had contributed their administrative, and governing skills, to help the Mystrans and Celestians raise the funds necessary to complete their tasks. Their honor, and fairness kept their city politically stable, and kept hope alive that a solution will be found. All citizens could look upon their 'Temple of The High Court' and knew that they were ruled justly.

And finally, The Harpers sent their agents out into the Realms, infiltrating the other governments and factions of the land - watching, waiting - sending much needed information back to their home city.

Nytek Corporation

Faction name: NyTek Research
Faction type: Faction
Status: Defunct
 
Former townships: Torregiano

The annals of history mentioned little about NyTek. It is rumoured they once served as a research organization regarding the four swords of Ragnarok.

According to the Apostles of Sune, Nytek was a small, secretive organization dedicated to research and study. Specifically, Nytek was responsible for many advances in the fields of Makou Energy, as well as airship design and manufacture. Nytek corporation was extremely wealthy, and had virtually limitless cash flow. The TriPower and Nytek joined forces at one point to create an alliance of unparalleled power. Nytek offices were in Torregiano, as well as at the mysterious Tenhauser gate.

Flame

Faction name: Flame
Faction type: Faction
Status: Defunct
 
Former townships: Polaris

Devoted to the God of Fire, Kossuth, Flame was his mortal agents within the realms. With the rise of the Church of Istishia the influence of Kossuth was threatened, as was the intention of the members of the Church of Istishia.  From this threat FLAME was born. Atandella and Elbryan stepped up and gathered all of those that would follow them in the fight against the water loving church. With Istishia under control, Flame broadened itself by setting out to help the people of Polaris. Their mission was to relieve them of the constant chill they were forced to live with every day

Some of their tasks were:
  • To exalt and preach the truths of Lord Kossuth's benign nature in the face of Istishian lies and deceit.
  • To spread the welcoming influence of His blessings to those that were in need.
  • To preserve the Fire Lord's good name in the face of all difficulties.
  • To defeat the Church of Istishia's goals to plunge the realms into elemental imbalance.
  • To make it known that any of like heart and mind were welcome within the Fire Ranks in their most holy of missions.

Emirc Dezinagro Syndicate

Faction name: Emirc Dezinagro Syndicate
Faction type: Faction
Status: Defunct
 
Former townships: The Underdark, Darrowmere, and Meznoberranzan

The Syndicate was a group of individuals whose goals were self preservation and the enrichment of its members by any means necessary. It was a self sustaining organization that renounced all forms of government and relied solely on the bond of its citizens to provide a safe haven for people of all takes who shared the same common goals. The diversity of people within the Syndicate was easily noted, even in its leadership. Everyone from renowned crimelords to distinguished merchants had found their place as part of the Syndicate, and called the lands of the Syndicate home.

In order to ensure each citizen could attain the common goals of the Syndicate, its leaders performed the following tasks:

1. Ensure all lands in which the Syndicate resided remained free of any rule and that those lands served their purpose in acting as safe havens from any form of government.

2. Ensure all citizens had a means of attaining the common goals by granting support in the effects of financial, mercantile, arcane, brute force, and safety.

3. Ensure any and all threats to the Syndicate as a whole or to any single citizen were dealt with accordingly and in a timely manner.

In return, the citizens of the Syndicate agreed to unite in times of need and when called upon by the leaders to fend off threats to any citizen or to the lands in which the Syndicate resided. This unity allowed renowned crimebosses, The Rejected of Society, and anarchists to find a safe haven from the law of former lands in which they resided. On top of that, it was a feasible way to filter themselves into society as merchants or traders, if they wished, without being questioned. Merchants, politicians, and nobles of the realm were attracted to the Syndicate because their trade deals, supplies, and trade routes were guaranteed to be safe along with the fact that there was no taxation, government restrictions, or regulations imposed on them.

Church of Istishia

Faction name: Church of Istishia
Faction type: Faction
Status: Defunct

Former township: New Thalos

Istishia, Elemental Lord of Water, had a varied and scattered following around the Realms. Folk of all walk of life came together to revere the God-King of the Undines and furthered His goals. Because of their diversity, Istishians were most often found in a number of cults, though time had seen the occasional rise and fall of a unified church. They could be identified by their devotion to their God and by their symbol, a cresting wave.

Perceiving that the balance has been shattered due to the influence of Kossuth, the Fire Lord, the Istishians believed that the natural balance of power had shifted and skewed the way of the Realms. His following, known as the Flame, had grown strong and altered the very nature of things. Their work, while good in intention, caused disruption and had to be stopped before things spiraled out of control. Heeding the call of their God, the members of the Church of Istishia pooled their strength to wear down the Flame and return things to the way they were before. Like the tide ebbing and flowing, so they believed the balance would be returned so that the Realms might live peacefully once again.

Istishia's church was varied and chaotic since she took no interest in its structure. As a result it was a collection of cults with each faction coming up with its own ethics, codes, morals, and teachings. Istishia's symbol varied greatly from faction to faction, but was generally a wave of water. It was believed that if Istishia's following (or any of the other Elementals) were to somehow become unified she could become a very powerful force in the Realms. Something the other gods disliked.

Priests of Istishia can be of any alignment. They dressed in whatever their faction deemed appropriate for the representation of their god. This was usually flowing robes and capes in deep blues, greens, and purples. They tended to use light armor and shields, and used tridents, spears, javelins, nets, and bludgeoning weapons.

Tripower Kingdom

Faction name: Tripower Kingdom
Faction type: Clan
Status: Active

Alignment: Government
Patron: Nisstyre

In the name of the king, the senate and the people: we are the Tripower.
  • We are government and you are free to follow your own religion, as long as it does not undermine the Kingdom. We offer sanctuary within our lands for your ceremonies, but we are not concerned with your deity. You are free to worship any God, Goddess or tree you so desire.

  • We accept and welcome any alignment as a succesful government needs people of all pursuasions. Good, neutral or evil, we pass no judgement on your lifestyle choices.

  •  We take care of our own. All for one, and one for all. Even the dark side of the Tripower will stand to aid any of their fellow citizens in need.

  •  We are scientists, inventors, artists, writers, musicians, magicians, soldiers, politicians, citizens and above all, sworn enemies of all things Vector.

  •  We have no aggression towards anyone other than Vector. Nevertheless, we will fight to the end to defend what is ours, should the need arise. Furthermore, as with all governments, we cannot be responsible for what our fringe members might happen to do.

  •  We welcome all, and invite anyone who harbours a grudge against Vector and anything they may have done to you or someone you know.

The Hoard

Faction name: The Hoard
Faction type: Clan
Status: Active

Alignment: Neutral
Patron: Gond

"Power can be taken, but not given. The process of the taking is empowerment in itself."

In the wake of the Great Fall of Cruoris, amidst the surge of apostates and the disaffected, the realms saw chaos. From within that chaos, we saw opportunity. And from that opportunity came the Hoard. Bound only in loyalty to each other, beholden to no gods, the Hoard lay beyond reach of any government.

Steadily working behind the scenes, we have amassed fortunes of money, knowledge, and influence. Uniting scholars and soldiers, merchants, even individuals from darker walks of life. The Hoard has expanded its bounds to envelop many of the facets of daily life in the realms. Dealing in economic affairs, financially backing politicians, even providing the finest protection of cargo or escorts. Our presence can be felt in every facet of the daily life within the realms, if one is looking in the right place.

Sometimes our methods may come into question, but it is not control we seek, merely the profit where control is found lacking. It is not our place to take a side. Such an action could cost our organization
not just money, but damage that which we value most. The integrity of our commitments, regardless of who bid the highest. We are usurers of the highest quality, an impartial hand guided simply by the flow of wealth.

Radiant Heart

Faction name: Radiant Heart
Faction type: Clan
Status: Active

Alignment: Good
Patron: Fenmarel

The nemesis of both the Long Death and the Maelstrom, these noble beings are committed to upholding honour and ridding the realms of injustice, chaos and evil. These are experienced fighters who are willing to sacrifice their life to rid the realms of evil and they can be almost fanatical in their zeal. They are an exclusive bunch and are treated by the good with respect and reverance.

They are often the ones frightened citizens come to asking for help from the forces of evil that haunt them.  The members of the Radiant Heart are to be trusted and looked up to, youngsters start at an early age training to join this venerable group.

Order of the Long Death

Faction name: Order of the Long Death
Faction type: Clan
Status: Active

Alignment: Evil
Patron:Vaprak

Death is the only thing guiding this group. Be it a quick death or a slow prolonged death, it's all about the dying. Rumor has it a small cult in the Long Death is trained to prolong death as long as possible while inflicting as much pain as possible to learn what they can. Pain, torture, suffering, blood, horror, decay, stench, rotting corpses and the complete defiling of dead bodies - this is the Long Death.

Maelstrom

Faction name: Maelstrom
Faction type: Clan
Status: Active

Alignment: Evil
Patron: ---
 
Chaos. One word sums up all that is Maelstrom. They may be NPK but their nature is one of chaos, anarchy and lawless bliss.  They despise the rules of all the governments and are sworn enemies with the Order of the Radiant Heart. They see no value in structure, only the instant gratification that comes from the onslaught of chaos and the residue that remains.

All anarchists and fans of chaos are welcomed here, the structure is loose and clan members have no love or loyalty for each other past the desire to bring chaos to all those who fight for order.

Keepers of Balance

Faction name: Keepers of Balance
Faction type: Clan
Status: Active

Alignment: Neutral
Patron: Sune

From the burning ashes of chaos, life must prevail, endure, and renew. Toril, left to its own ends by the absence of the Gods, has found itself deeply at odds. Crusaders for right war on one side - pushing for good at any cost, while Death rampages on the other - willing to go to any means for suffering and torment.  Governments have banded together in opposition of one another, and many without affiliation are left in the ruins. Political ambitions and extreme polarization has filled the vacuum left in the wake of the Black Churchs war on the world. Until now.

The Keepers of Balance are a group of  individuals seeking to counter the extreme polarization of the world through balance. The chasm left when opposing  forces move apart so violently always leaves a void of disarray in  its wake. Balance is the  understanding that  while each and every position has an opposing side, each side is necessary in order to define the other. Good would not exist without evil, nor evil without good; tolerance is required to evoke this depth of understanding.

Members have  the freedom to pursue any focus within the clan - be it balance between magic and technology, balance between good and evil, balance between riches and poverty, balance between knowledge and ignorance - as long as there is an imbalance in the world of any kind, our members can seek to correct it. Those committed to filling the space between polarities and espousing the ideals of tolerance are welcomed into our halls.

Through the spreading of balance and tolerance, we seek to end the age of chaos  that has  gripped Toril.  Though  balance and  tolerance, we strive to bring into order to what is in disarray.  Through balance is the truth, and through truth, balance.

Joybringers

Faction name: Joybringers
Faction type: Clan
Status: Active

Alignment: Good
Patron: Lliira

Lliira is a patron, this is not a church of Lliira worhshippers, there is a cult for that. This chuch is about joy and joy comes in all forms from all or no deities. Joy - the common bond.

'Each day is another movement in the Elysian Rigadoon, the joyful dance of a life lived in rapture and without care or frustration. The joybringers seek joy by working to bestow it upon others in their celebrations, songs, and poetry. Festivals are thrown for all. We gather into celebrations the lost, the lonely, the exiled and outlaw, the shunned, and even our foes. We let people follow their own desires, and in return we never fail to follow our own with a smile on our lips and a rhythm in our step.'

Fear

Faction name: Fear
Faction type: Clan
Status: Active

Alignment: Evil
Patron: Bane

Little is known about this mysterious organization as its patron is Bane, Lord of Darkness, has a small but loyal following. However, Bane is all about fear, coercion, sacrifice, demented plots and vile intrigues. Knowing that, the tone is set.

Black Church

Faction name: Black Church
Faction type: Clan
Status: Active

Alignment: Evil
Patron: Malar

Jenova - The Mother. Ragnarok - The Father. Sephiroth - The Son.

Members of the Black Church are followers of Sephiroth. They would lay down their lives for the Lord and believe themselves to be infused  with Jenova cells, rendering them special. Their only concern is to serve the "High Priest of the Apprentice, charged with the task of completing the Apprentice's resurrection." They are secretive, devout and have definite plans for the lands beyond the Deva Kingdom. Nothing matters for these beings beyond the long-term goal of seeing the Apprentice returned to the lands at the hand of Sephiroth. However many deaths or disease or famines must occur are merely a means to an end. They feel no love or compassion for those outside their ranks and their entire being truly resides around the One True Son - Sephiroth.

Sentinels of Ehlonna

Faction name: Sentinels of Ehlonna
Faction type: Cult
Status: Defunct

Under the threat of Jihad's destructive plans against nature, sages, rangers and other nature orientated people from various races and places banded together under the flag of the goddess Ehlonna in the year 1270. Never before did the nature orientated classes band together at such a scale. Within a year the Sentinels had risen to great power, and their great hall could be found just southwest of the western gate of Westbridge. However, as the threat waned, Sentinel leadership disintegrated and the cult fell victim on an ideological struggle. A final coup supported by the goddess herself backfired and the Sentinels ceased to be. The great hall of the former sentinels was sold. And although the building still stands today, it serves as a Hoard outpost.

Bedlam

Faction name: Bedlam
Faction type: Cult
Status: Defunct

According to Relic
An old anti-governmental cult that opposed the Tripower Kingdom and Vectorian Empire. It was interested in the downfall of governments and instating people's governments. It was mostly centered around gang and pirate oriented activities, led by Relic. Bedlam was closely tied to Shadow Thieves, and became almost a direct branch of the clan. A lot of Shadow Thieves "contracts" that dealt with Bedlam's main focus were taken care of by the cult itself.

The phrase "Ashes to ashes and dust to dust" played an important role in cult code. Often with the leader stating "Ashes to ashes", and the return of any Bedlam member would be "Dust to dust". The Bedlam organization was rich enough to have owned at least one airship. (Bedlam One)

According to The Jihad
Bedlam was a group of Cyricists and other maniacal Jenovese that did not believe The Truth. Rather, as the traditional histories claimed, they believed that The Apprentice was indeed insane, and that his world was indeed filled with anguish and strife. Bedlam's aim, like Jihad's, was to find ways of resurrecting The Apprentice- for very different reasons. They believed that when The Apprentice was resurrected, he would fill the world with strife, and Cyric would rise from his throne to assume his true form- as The Apprentice. They believed that Cyric was, in fact, already The Apprentice, and that The Prophecy was a prophecy of Cyric's ascension into Elder Godhood.

Bedlam pursues many paths to achieve their goals. One was to sometimes subvert the efforts of other Jenovese in order to prevent the fall of the RoK- which they believed caused far more strife still aloft in the sky than if it were to fall. Another, is their effort to gather the Four Elemental Swords of Ragnarok and to take them to the Temple of Light- and to use the powerful wish thereby gained to resurrect The Apprentice without the fall of the Rok.

Most, though not all, members of Bedlam did not pursue any interest in the other five Divisions of Jihad- instead, preferring to act independently as an unofficial sixth Division. The actions of Bedlam were not sanctioned by the Jenovese. In fact, when a member of Bedlam was discovered, that member was sent into exile, if not slain outright. Most Jenovese considered Bedlam a fanatical group beyond redemption.