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Kenneth
 
PostPosted: Sun, Jan 26 2014, 11:39 AM 

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Joined: 23 Aug 2011

Is there anywhere or any way we can read all the various loading screen lores that pop up on transitions? There are a lot of interesting one's I've seen that help flesh out the lore of various places, but they load so quickly that some I could never fully read.

Just curious.


 
      
Dark Immolation
 
PostPosted: Sun, Jan 26 2014, 13:38 PM 

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Joined: 20 Apr 2008
Location: The downeaster "Alexa"

First World Problems
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You think Magic is your ally... but you merely adopted the Art. He was born in it. Molded by it.
Sometimes, an angel is simply a devil with better intentions.


 
      
Kamina
 
PostPosted: Sun, Jan 26 2014, 13:39 PM 

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Joined: 05 Jul 2007
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You need to get something to read the .tlk file, basically.

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"Operating in the border between light and darkness, shadowdancers
are nimble artists of deception. They are mysterious and
unknown, never completely trusted but always inducing wonder
when met"


Last edited by Kamina on Sun, Jan 26 2014, 13:50 PM, edited 1 time in total.

 
      
Yossarin
 
PostPosted: Sun, Jan 26 2014, 13:40 PM 



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Joined: 23 Jan 2006

On a gentler note, no, I don't think there is a repository for them on the forums. I will say, however, that there are not an awful lot of them, so within a month's time I'm sure you could probably have read them all in their entriety, taking two or three transitions apiece to get the whole of a single entry.


 
      
555444333
 
PostPosted: Sun, Jan 26 2014, 13:48 PM 

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Joined: 08 Oct 2005
Location: Czechia

Speaking of, some of the lore is wrong, out of date or simply mispelled! :lol:

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Man, this account is over 10 years old. Where do I get my old man beard?


 
      
Dark Immolation
 
PostPosted: Sun, Jan 26 2014, 13:49 PM 

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Joined: 20 Apr 2008
Location: The downeaster "Alexa"

I didn't mean to sound mean! I actually have the same problem and have just come to accept that plenty of Amia's tidbits will remain mysteries to me. >_>

_________________
Image
You think Magic is your ally... but you merely adopted the Art. He was born in it. Molded by it.
Sometimes, an angel is simply a devil with better intentions.


 
      
Kamina
 
PostPosted: Sun, Jan 26 2014, 13:50 PM 

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Joined: 05 Jul 2007
Location: Kent, England.

Give me a moment OP, I'll see what I can do about copypasting.

I can copypaste, but it will take a while. Please watch this post.

_________________
Image
"Operating in the border between light and darkness, shadowdancers
are nimble artists of deception. They are mysterious and
unknown, never completely trusted but always inducing wonder
when met"


 
      
Kamina
 
PostPosted: Sun, Jan 26 2014, 14:08 PM 

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Joined: 05 Jul 2007
Location: Kent, England.

Boom:

Cordor was once much smaller, but a great earthquake shattered the city, sinking much of it into the Underdark. It was rebuilt through Duke Montgomery's great magic, and along with outside help, rebuilt bigger and better, as the City of Water.
Kohlingen is commonly known as the Holy City, and is ruled by a theocratic council, headed by a single person called "The Justicar". The Triad is the dominating faith in the theocracy, with the draconic god Bahamut close behind.
The great Manor atop the hills near Kohlingen used to be the home of Earl Manfried, a man possessed of little willpower, and access to a copy of the fabled Necronomicon. It drove him insane, and he ravaged the countryside, haunting the areas until 1380 DR.
Kohlingen's symbol is the silver dragon, Imperator. Often called "The Platinum Dragon" out of respect, the dragon passed away years ago... but those close to Kohlingen and its Keep say his spirit lives on within it.
Wharftown is a small fishing village on the western end of Amia Island. It is full of scallywags, pirates, fishermen, and other men of the sea. A temple to Selune is one of the prominent landmarks.
Bendir Dale is a village in the center of the island, populated mostly by halflings and gnomes. The village was originally a border patrol fort from Cordor that expanded due to Halfling diligence into the settlement it is today.
Bendir Dale has a well trained militia, and is stoutly defended despite its relaxed, happy population. This is for good reason: It is beset on three sides, by Orcs, Trolls, and Mylocks, and to the north, Amia Forest poses its own problems.
Uhm is a tiny village north of Wharftown that originally served as a waypoint between Kohlingen and Wharftown. Over time it sprung up into a humble settlement that mostly tends to keep to itself.
Visit www.amiaworld.net for information on class changes, feats, spells and more!
The Skull Crags are a mountain range that dominate the eastern portion of the island of Amia. They are full of hideous beasts and are often a place of great conflict between powerful forces of good and evil.
At the Peak of the Skull Crags is an ancient Temple that has been used over the years by many groups and organizations. It was also once the home to the great red dragon, Infernus, one of the Dark Flight of Tiamat.
Winya Ravana is an Elven jewel of a city, brought back to the Prime Material after a battle with the great archfiend, Terzaroch. It nestles atop the Nexus Falls, in and amongst the treetops.
The Elves call the area around Winya Ravana "The Nexus". The hills and forests are largely calm and patrolled by elves, but occasionally a patrol of Beastmen slip by and cause havoc on travellers until they're brought under thumb again.
The Lifestone is an Elven artifact of great power within Winya Ravana. Its powers are shrouded in mystery and rumor, and few Elves alive could speak of what it is truly capable of, were its powers unleashed.
Stonehold, later known as Wyrmhold, was once a great fortress of evil. It had many masters over the years, but the most famous was the Dark Flight of Tiamat, a group of evil chromatic dragons bent on world domination.
The Bitter Coast is the name for the stretch of land running south of Wharftown along the coast, to the Lowland Swamp. It is a haven for pirates and brigands, cast out of Wharftown for their thieving ways.
The Quagmire Swamps south and west of Kohlingen are inhabited by lizardfolk of two main tribes: Red and Green. The Redskin tribe freely trades without outsiders, but the Greenskin tribe is viciously hostile, even to the Redskins.
Tarkuul is a wasteland of a city, crawling with undead and necromancers. It floats in the sea, risen from the seafloor, west of Amia Island. Dark whispers abound about the place, with the biggest rumor saying that the city itself is alive.
Years ago, an island named Lumorier was just off the northwest coast of Amia. At the same time a grand earthquake brought down Cordor, a massive cataclysm sundered the island of Lumorier apart, creating the atolls and breaks now seen.
Amia Forest is the name for the huge forest that covers the central portion of the island, along with the nearby Forest of Despair. Amia Forest is much more inviting, though off the beaten traderoads, the wilds are dangerous.
The Forest of Despair is well named: Beasts prowl it, and a cult of lycanthropes that worship Malar make this place their home. The Malarites are just as happy to make prey of humans as they are a deer or a rabbit.
The Mylock Hills are full of minotaur-like creatures named "Mylocks". They are expert forgemen and never venture out of their dens without a full suit of heavy platemail, worn by even the mages and priests. No one can say what an unarmored one looks like.
The Crouching Lemur Monastery is a small place, nestled within the base of the Skull Crags mountains on the south end. There, monks brew ale and scribe, as well as teach themselves and others to live in the mountain in harmony, with themselves and the multiverse.
Rumors say that a legendary monk makes his home within the Crouching Lemur Monastery, and that he is a grandmaster in every known form of unarmed combat. The Lemurs tell outsiders that he will accept worthy candidates for training in an order of their choice.
The Storyweaver's Triumvir is a bard college, a grand library, and an eccentric tavern all in one. People from all walks of live come to and through the Triumvir for a variety of reasons. Never be surprised at what you find.
Kobolds and Goblins roam the frontiers, fields, and small hills just north of Cordor. While thye're a nuisance to travellers, they're also a nuisance to each other, so many caravans get along by wating for them to fight amongst themselves.
The Green Lake in Amia Forest was once home to a submerged construct, larger than a house. Over the course of a few months, it rampaged across Amia, causing serious damage to anything in its way.
Glinulan's Hold is the name given by the Guldorand loggers to the caverns and halls that extend into the Skull Crags, and exit out of the mountains far to the north, near Actand. The loggers claim Dwarf Clan Glinulan disappeared after unearthing things that never should have been.
Glorag Mur is the commonly accepted name of a hidden away gnomish golem factory. The golems within seem content to mill about mindlessly after their creation. The creator himself seems content to produce golem after golem, searching for the perfect creation, but he is very violent towards intruders.
Actand is an enigmatic place near the northeast end of the island. It has a small village, but just near it, angels and demons are locked into endless combat with each other. Both sides seem to ignore the rest of the world, focusing their wars on each other.
The Salandran Temple is a place of rest, healing, and relaxation. It is a high class hospital often used by adventurers. The healers there take an oath of neutrality, and it's not uncommon to find a Paladin and a famous assassin as bedmates.
Salandra is a demigod in service to Ilmater. She is a deity of healing and purity. She was risen to godhood, sponsored by Ilmater, due to her services in life for the Crying God. She has only a few temples, with her largest being on Amia Island.
Brogendenstein is a chilled, frozen island to the northwest of Amia Island. The southern portion is occupied by Dwarves. Long ago the entire island was a dwarfhome, but those days are long gone.
The lands outside Barak Runedar, the Dwarf Keep in the south tip of Brogendenstein, are largely feral. Huge beasts, savage barbarian tribes, and massive giants roam the lands that were stolen from the dwarves ages ago.
The western part of Brogendenstein is the coldest, most frozen over part of the island. Glacial ice and frozen creatures prowl the wastes, preying on each other, and anything foolish enough to venture in.
A Barbarian tribe settles the central portion of Brogendenstein. They live in the nearby caves to escape the bitter cold of the area. They are frosty to outsiders, and often attack armed intruders on sight.
Both Fire and Frost Giants lair at the top of the mountains of Brogendenstein. Frost Giants live on the exterior wilderness of the mountain, and deep within the Dark Spires, an old Dwarven home, Fire Giants ply their trade over lava filled forges.
The snowy forest in east-central Brogendenstein, at the base of the mountains, is home to cold-adapted Orcs, who have learned to survive and even thrive in the harsh weather, becoming much tougher than their usual kin.
The far northwest of Brogendenstein is a desolate place. Those who come back alive report seeing skinned creatures, floating heads, massive bone golems made from Giant bones, and other monstrosities, all coming from a strange manor in the ice...
Forrstakkr is an island even further north than Brogendenstein. It is inhabited overwhelmingly by humans who dislike outsiders, and hold them at arms length unless they prove themselves useful to the settlement.
Forrstakkr is covered in a mystic Aurora Borealis. This strange light and energy covers the entire island. Magic functions awkwardly on Forrstakkr, and magic of all sorts tends to be less effective, or even go entirely awry.
A temple dedicated to Helm is one of the largest buildings on Forrstakkr. The Helmites are a bit more welcoming than the rest of the Forrstakkrans and tend to help outsiders find their way around the island as best as they can.
Near Forrstakkr is a small island where a group of exiled gnomes conduct their dangerous research. Loud explosions and plumes of smoke can be seen, even from the main island of Forrstakkr.
Some settlers talk about an incredibly curious, but powerfully intimidating iridescent scaled dragon who lairs near the south end of the island. Most tend to leave her alone, but not everyone gets a choice: She's known to seek people of her own accord to sate curiosity.
The region of Ruathym is a rocky, windblown chain of islands to the east of the Amian Islands. A few portals connect the region to the Amia Island, and the two have recently become inextricably linked politically.
Fortress Wiltun is carved into the mountain of one of the islands, and is ruled by its namesake family. The Wiltun Dynasty has ruled Fort Wiltun for generations, and their iron fist maintains peace and order in the region. The largest navy around doesn't hurt either.
Caraigh is a large island rivalling Amia Island in size, but much less civilized and settled. The only major settlement is Ceyren's Mill, at the far northeastern end of the island. The rest of the island is wilderness, save for a few small waypoints.
Caraigh is an island shrouded in tragedy. An ill-tempered ruler botched a summoning ritual, and was slain by a demon prince, who immediately set his minions upon Caraigh, destroying the town of Aigheshed, and tainting the very land itself.
Blackmoor Keep was a centerpoint for the evils on Caraigh for a time, along with the ruined Aigheshed Village. During a massive conflict between cultists and knights, the entire Blackmoor Keep was engulfed in mystic energy and disappeared.
A small rocky set of islands sits alone, adrift in the Trackless Sea. This place used to be the Mystran Monolith, a place of learning dedicated to the goodly gods of magic. It was stolen from the world in a mysterious Aurora similar to Forrstakkr's, and never seen again.
Before the Mystran Monolith disappeared, it was often a focus of heated combats, such as a war between it and a Vampire Coven, also involving Kohlingen. There was also a lengthy shadow-war against Sharrans and their Shadowcaster leader.
The island of Khem is connected to Amia by way of a portal within Glinulan's Hold, near Guldorand. How the portal manifested, few understand, but it is stable enough to function as a trades-way portal.
Khem is an island in the Alamber Sea divided into two distinct cultures: The progressive Faerunian pantheon's culture, headed by Kelemvor, Hoar, and Lathander's faithful, and the old empire of Mulhorand's culture, worshipping their Eight Gods.
Windblown sand dunes cover much of Khem outside of the few oases and settled areas. Covered caravans led by Dune Crawlers, large scaled beasts of burden indigenous to the area, trek across the sands carefully to deliver trade goods.
Ne'sek is the home of Faerunian culture in the area. It's home to a very large Lathander Temple, as well as a temple to Kelemvor. Lady Si'neela is the defacto leader of the settlement, and also the highest ranking Priestess in the area.
Nes'ek was once plagued by undead issues arising from the cursed tomb of Ankh'remun, an ancient pharoah from days past, when Mulhorandi culture was the only culture. A great solar powered magical crystal named the Morningcrystal kept the undead at bay from the area.
Ankh'rmeun's tomb outside Khem erupted into a huge conflict when Zan'thun, a Cleric of Set, took control of the cursed Pharoah and lay siege to Nes'ek, destroying the city and the precious Monringcrystal before being himself destroyed, ending the curse for good.
Djedet is the focal point for Mulhorandi culture, and it is evident everywhere you go in the area surrounding the city. The difference between Djedet and Ne'sek is like night and day. Both areas are welcoming to travellers, though.
Wandering nomads make their homes among the sandy wastes of Khem. These nomads tend to be fiercely territorial. Their societies are largely matriarchal, and consists of the worship of elemental spirits and other great desert creatures.
Many ruined temples, and tombs dot Khem. The adventurer who is able to keep from getting lost in the sands will find many, many things waiting for him out there in the desert. As long as the wildlife doesn't eat him...
The Frozenfar is a part of the Faerunian mainland. Predictably, it is far to the north, and very frozen. The town of Endir's Point is a natural docking location for much of the trade in the area. It exports the ores mined from the settlement as well.
Near Endir's Point in the Frozenfar is a small village known as Chillwyck. Chillwyck often finds itself the center of disputes between various organizations that see it as easy to control and manipulate, due to it being small and weak. Those organizations are correct.
A dormant volcano lies some distance out in the Frozenfar. A tribe of fire-worshipping barbarians has made its own on the steps of the volcano, using its warmth to stave off the eternal cold of the area.
An old human fort in the Frozenfar, Fort Summer, was overrun by ogres years ago and now serves as their stronghold on the surface. Attempts to reclaim the area from the ogres have thus far been unsuccessful.
The Underdark in the regions related to Amia can be split into two broad categories: The local Underdark underneath the Amian Island itself, and then the portion of the mainland Underdark beneath the Frozenfar.
The Local Underdark under Amia Island (as it is referred to by Amian Adventurers) is, oddly, deserted by much of its most commonly known terror: The Drow. Two ruined cities lie in its tunnels, and instead, subterranean horrors like Illithids and Beholders abound.
The Mainland Underdark beneath the Frozenfar is home to a settlement named L'Obsul, an Underdark city run by an alliance of necessity between Drow, Orogs, Duergar, and Svirfneblin. Peace is maintained by the ever present idea of mutually assured destruction.
The "Shadowscape" is the name for a city on the Shadow Plane that used to reside on the Prime Material. Due to the work of many powerful shadowdancers, the entire city was shifted to the Shadow Plane to save it from a horrible fate.
The Shadow Plane is well known for its connections to the Prime Material. As one drifts around its dangerous areas, the canny adventurer will surely notice a similarity between some of it's domains, and places in the Prime Material.
Zanshibon is a tiny hospitable (relatively speaking) place on a layer of the Infinite Abyss. It used to be a desert island on the Prime Material, but was sunk when an archfiend's plots went awry. Though it failed, it managed to drag the city down to the Abyss with it.
Far within the wastes of the Abyss is a piece of Zanshibon that disconnected from the city when it fell. It smashed into the Abyss and sunk underground, and was quickly overrun by demons. Only the bravest adventurers dare enter its roads and buildings.


There's more, but the last 20 or so tidbits are about class/feat changes, which I doubt is relevant to the aim of OP.

_________________
Image
"Operating in the border between light and darkness, shadowdancers
are nimble artists of deception. They are mysterious and
unknown, never completely trusted but always inducing wonder
when met"


 
      
T0mc4t89
 
PostPosted: Sun, Jan 26 2014, 14:45 PM 



Player

Joined: 17 Oct 2012
Location: A hut in Howness. (GMT+2)

Oh my god put atleast an empty paragraph/space between each of those tips.

_________________
Characters:
Elder Torsten Eadgarsson
"He’d only shown the best of intentions. Firm but not unreasonable. Eager to protect what was his but not eager to overextend his reach, to push himself on to others."


Last edited by T0mc4t89 on Sun, Jan 26 2014, 14:48 PM, edited 1 time in total.

 
      
Kamina
 
PostPosted: Sun, Jan 26 2014, 14:48 PM 

User avatar

DM

Joined: 05 Jul 2007
Location: Kent, England.

T0mc4t89 wrote:
Oh my god put atleast an empty paragraph between each of those tips.

Someone else can, I had to copypaste all of that each line at a time from the code so someone else can format it, lazy sods.

_________________
Image
"Operating in the border between light and darkness, shadowdancers
are nimble artists of deception. They are mysterious and
unknown, never completely trusted but always inducing wonder
when met"


 
      
T0mc4t89
 
PostPosted: Sun, Jan 26 2014, 14:55 PM 



Player

Joined: 17 Oct 2012
Location: A hut in Howness. (GMT+2)

Fine.

Cordor was once much smaller, but a great earthquake shattered the city, sinking much of it into the Underdark. It was rebuilt through Duke Montgomery's great magic, and along with outside help, rebuilt bigger and better, as the City of Water.

Kohlingen is commonly known as the Holy City, and is ruled by a theocratic council, headed by a single person called "The Justicar". The Triad is the dominating faith in the theocracy, with the draconic god Bahamut close behind.

The great Manor atop the hills near Kohlingen used to be the home of Earl Manfried, a man possessed of little willpower, and access to a copy of the fabled Necronomicon. It drove him insane, and he ravaged the countryside, haunting the areas until 1380 DR.

Kohlingen's symbol is the silver dragon, Imperator. Often called "The Platinum Dragon" out of respect, the dragon passed away years ago... but those close to Kohlingen and its Keep say his spirit lives on within it.

Wharftown is a small fishing village on the western end of Amia Island. It is full of scallywags, pirates, fishermen, and other men of the sea. A temple to Selune is one of the prominent landmarks.

Bendir Dale is a village in the center of the island, populated mostly by halflings and gnomes. The village was originally a border patrol fort from Cordor that expanded due to Halfling diligence into the settlement it is today.

Bendir Dale has a well trained militia, and is stoutly defended despite its relaxed, happy population. This is for good reason: It is beset on three sides, by Orcs, Trolls, and Mylocks, and to the north, Amia Forest poses its own problems.

Uhm is a tiny village north of Wharftown that originally served as a waypoint between Kohlingen and Wharftown. Over time it sprung up into a humble settlement that mostly tends to keep to itself.

Visit http://www.amiaworld.net for information on class changes, feats, spells and more!

The Skull Crags are a mountain range that dominate the eastern portion of the island of Amia. They are full of hideous beasts and are often a place of great conflict between powerful forces of good and evil.

At the Peak of the Skull Crags is an ancient Temple that has been used over the years by many groups and organizations. It was also once the home to the great red dragon, Infernus, one of the Dark Flight of Tiamat.

Winya Ravana is an Elven jewel of a city, brought back to the Prime Material after a battle with the great archfiend, Terzaroch. It nestles atop the Nexus Falls, in and amongst the treetops.

The Elves call the area around Winya Ravana "The Nexus". The hills and forests are largely calm and patrolled by elves, but occasionally a patrol of Beastmen slip by and cause havoc on travellers until they're brought under thumb again.

The Lifestone is an Elven artifact of great power within Winya Ravana. Its powers are shrouded in mystery and rumor, and few Elves alive could speak of what it is truly capable of, were its powers unleashed.

Stonehold, later known as Wyrmhold, was once a great fortress of evil. It had many masters over the years, but the most famous was the Dark Flight of Tiamat, a group of evil chromatic dragons bent on world domination.

The Bitter Coast is the name for the stretch of land running south of Wharftown along the coast, to the Lowland Swamp. It is a haven for pirates and brigands, cast out of Wharftown for their thieving ways.

The Quagmire Swamps south and west of Kohlingen are inhabited by lizardfolk of two main tribes: Red and Green. The Redskin tribe freely trades without outsiders, but the Greenskin tribe is viciously hostile, even to the Redskins.

Tarkuul is a wasteland of a city, crawling with undead and necromancers. It floats in the sea, risen from the seafloor, west of Amia Island. Dark whispers abound about the place, with the biggest rumor saying that the city itself is alive.

Years ago, an island named Lumorier was just off the northwest coast of Amia. At the same time a grand earthquake brought down Cordor, a massive cataclysm sundered the island of Lumorier apart, creating the atolls and breaks now seen.

Amia Forest is the name for the huge forest that covers the central portion of the island, along with the nearby Forest of Despair. Amia Forest is much more inviting, though off the beaten traderoads, the wilds are dangerous.

The Forest of Despair is well named: Beasts prowl it, and a cult of lycanthropes that worship Malar make this place their home. The Malarites are just as happy to make prey of humans as they are a deer or a rabbit.

The Mylock Hills are full of minotaur-like creatures named "Mylocks". They are expert forgemen and never venture out of their dens without a full suit of heavy platemail, worn by even the mages and priests. No one can say what an unarmored one looks like.

The Crouching Lemur Monastery is a small place, nestled within the base of the Skull Crags mountains on the south end. There, monks brew ale and scribe, as well as teach themselves and others to live in the mountain in harmony, with themselves and the multiverse.

Rumors say that a legendary monk makes his home within the Crouching Lemur Monastery, and that he is a grandmaster in every known form of unarmed combat. The Lemurs tell outsiders that he will accept worthy candidates for training in an order of their choice.

The Storyweaver's Triumvir is a bard college, a grand library, and an eccentric tavern all in one. People from all walks of live come to and through the Triumvir for a variety of reasons. Never be surprised at what you find.

Kobolds and Goblins roam the frontiers, fields, and small hills just north of Cordor. While thye're a nuisance to travellers, they're also a nuisance to each other, so many caravans get along by wating for them to fight amongst themselves.

The Green Lake in Amia Forest was once home to a submerged construct, larger than a house. Over the course of a few months, it rampaged across Amia, causing serious damage to anything in its way.

Glinulan's Hold is the name given by the Guldorand loggers to the caverns and halls that extend into the Skull Crags, and exit out of the mountains far to the north, near Actand. The loggers claim Dwarf Clan Glinulan disappeared after unearthing things that never should have been.

Glorag Mur is the commonly accepted name of a hidden away gnomish golem factory. The golems within seem content to mill about mindlessly after their creation. The creator himself seems content to produce golem after golem, searching for the perfect creation, but he is very violent towards intruders.

Actand is an enigmatic place near the northeast end of the island. It has a small village, but just near it, angels and demons are locked into endless combat with each other. Both sides seem to ignore the rest of the world, focusing their wars on each other.

The Salandran Temple is a place of rest, healing, and relaxation. It is a high class hospital often used by adventurers. The healers there take an oath of neutrality, and it's not uncommon to find a Paladin and a famous assassin as bedmates.

Salandra is a demigod in service to Ilmater. She is a deity of healing and purity. She was risen to godhood, sponsored by Ilmater, due to her services in life for the Crying God. She has only a few temples, with her largest being on Amia Island.

Brogendenstein is a chilled, frozen island to the northwest of Amia Island. The southern portion is occupied by Dwarves. Long ago the entire island was a dwarfhome, but those days are long gone.

The lands outside Barak Runedar, the Dwarf Keep in the south tip of Brogendenstein, are largely feral. Huge beasts, savage barbarian tribes, and massive giants roam the lands that were stolen from the dwarves ages ago.

The western part of Brogendenstein is the coldest, most frozen over part of the island. Glacial ice and frozen creatures prowl the wastes, preying on each other, and anything foolish enough to venture in.

A Barbarian tribe settles the central portion of Brogendenstein. They live in the nearby caves to escape the bitter cold of the area. They are frosty to outsiders, and often attack armed intruders on sight.

Both Fire and Frost Giants lair at the top of the mountains of Brogendenstein. Frost Giants live on the exterior wilderness of the mountain, and deep within the Dark Spires, an old Dwarven home, Fire Giants ply their trade over lava filled forges.

The snowy forest in east-central Brogendenstein, at the base of the mountains, is home to cold-adapted Orcs, who have learned to survive and even thrive in the harsh weather, becoming much tougher than their usual kin.

The far northwest of Brogendenstein is a desolate place. Those who come back alive report seeing skinned creatures, floating heads, massive bone golems made from Giant bones, and other monstrosities, all coming from a strange manor in the ice...

Forrstakkr is an island even further north than Brogendenstein. It is inhabited overwhelmingly by humans who dislike outsiders, and hold them at arms length unless they prove themselves useful to the settlement.

Forrstakkr is covered in a mystic Aurora Borealis. This strange light and energy covers the entire island. Magic functions awkwardly on Forrstakkr, and magic of all sorts tends to be less effective, or even go entirely awry.

A temple dedicated to Helm is one of the largest buildings on Forrstakkr. The Helmites are a bit more welcoming than the rest of the Forrstakkrans and tend to help outsiders find their way around the island as best as they can.

Near Forrstakkr is a small island where a group of exiled gnomes conduct their dangerous research. Loud explosions and plumes of smoke can be seen, even from the main island of Forrstakkr.

Some settlers talk about an incredibly curious, but powerfully intimidating iridescent scaled dragon who lairs near the south end of the island. Most tend to leave her alone, but not everyone gets a choice: She's known to seek people of her own accord to sate curiosity.

The region of Ruathym is a rocky, windblown chain of islands to the east of the Amian Islands. A few portals connect the region to the Amia Island, and the two have recently become inextricably linked politically.

Fortress Wiltun is carved into the mountain of one of the islands, and is ruled by its namesake family. The Wiltun Dynasty has ruled Fort Wiltun for generations, and their iron fist maintains peace and order in the region. The largest navy around doesn't hurt either.

Caraigh is a large island rivalling Amia Island in size, but much less civilized and settled. The only major settlement is Ceyren's Mill, at the far northeastern end of the island. The rest of the island is wilderness, save for a few small waypoints.

Caraigh is an island shrouded in tragedy. An ill-tempered ruler botched a summoning ritual, and was slain by a demon prince, who immediately set his minions upon Caraigh, destroying the town of Aigheshed, and tainting the very land itself.

Blackmoor Keep was a centerpoint for the evils on Caraigh for a time, along with the ruined Aigheshed Village. During a massive conflict between cultists and knights, the entire Blackmoor Keep was engulfed in mystic energy and disappeared.

A small rocky set of islands sits alone, adrift in the Trackless Sea. This place used to be the Mystran Monolith, a place of learning dedicated to the goodly gods of magic. It was stolen from the world in a mysterious Aurora similar to Forrstakkr's, and never seen again.

Before the Mystran Monolith disappeared, it was often a focus of heated combats, such as a war between it and a Vampire Coven, also involving Kohlingen. There was also a lengthy shadow-war against Sharrans and their Shadowcaster leader.

The island of Khem is connected to Amia by way of a portal within Glinulan's Hold, near Guldorand. How the portal manifested, few understand, but it is stable enough to function as a trades-way portal.

Khem is an island in the Alamber Sea divided into two distinct cultures: The progressive Faerunian pantheon's culture, headed by Kelemvor, Hoar, and Lathander's faithful, and the old empire of Mulhorand's culture, worshipping their Eight Gods.

Windblown sand dunes cover much of Khem outside of the few oases and settled areas. Covered caravans led by Dune Crawlers, large scaled beasts of burden indigenous to the area, trek across the sands carefully to deliver trade goods.

Ne'sek is the home of Faerunian culture in the area. It's home to a very large Lathander Temple, as well as a temple to Kelemvor. Lady Si'neela is the defacto leader of the settlement, and also the highest ranking Priestess in the area.

Nes'ek was once plagued by undead issues arising from the cursed tomb of Ankh'remun, an ancient pharoah from days past, when Mulhorandi culture was the only culture. A great solar powered magical crystal named the Morningcrystal kept the undead at bay from the area.

Ankh'rmeun's tomb outside Khem erupted into a huge conflict when Zan'thun, a Cleric of Set, took control of the cursed Pharoah and lay siege to Nes'ek, destroying the city and the precious Monringcrystal before being himself destroyed, ending the curse for good.

Djedet is the focal point for Mulhorandi culture, and it is evident everywhere you go in the area surrounding the city. The difference between Djedet and Ne'sek is like night and day. Both areas are welcoming to travellers, though.

Wandering nomads make their homes among the sandy wastes of Khem. These nomads tend to be fiercely territorial. Their societies are largely matriarchal, and consists of the worship of elemental spirits and other great desert creatures.

Many ruined temples, and tombs dot Khem. The adventurer who is able to keep from getting lost in the sands will find many, many things waiting for him out there in the desert. As long as the wildlife doesn't eat him...

The Frozenfar is a part of the Faerunian mainland. Predictably, it is far to the north, and very frozen. The town of Endir's Point is a natural docking location for much of the trade in the area. It exports the ores mined from the settlement as well.

Near Endir's Point in the Frozenfar is a small village known as Chillwyck. Chillwyck often finds itself the center of disputes between various organizations that see it as easy to control and manipulate, due to it being small and weak. Those organizations are correct.

A dormant volcano lies some distance out in the Frozenfar. A tribe of fire-worshipping barbarians has made its own on the steps of the volcano, using its warmth to stave off the eternal cold of the area.

An old human fort in the Frozenfar, Fort Summer, was overrun by ogres years ago and now serves as their stronghold on the surface. Attempts to reclaim the area from the ogres have thus far been unsuccessful.

The Underdark in the regions related to Amia can be split into two broad categories: The local Underdark underneath the Amian Island itself, and then the portion of the mainland Underdark beneath the Frozenfar.

The Local Underdark under Amia Island (as it is referred to by Amian Adventurers) is, oddly, deserted by much of its most commonly known terror: The Drow. Two ruined cities lie in its tunnels, and instead, subterranean horrors like Illithids and Beholders abound.

The Mainland Underdark beneath the Frozenfar is home to a settlement named L'Obsul, an Underdark city run by an alliance of necessity between Drow, Orogs, Duergar, and Svirfneblin. Peace is maintained by the ever present idea of mutually assured destruction.

The "Shadowscape" is the name for a city on the Shadow Plane that used to reside on the Prime Material. Due to the work of many powerful shadowdancers, the entire city was shifted to the Shadow Plane to save it from a horrible fate.

The Shadow Plane is well known for its connections to the Prime Material. As one drifts around its dangerous areas, the canny adventurer will surely notice a similarity between some of it's domains, and places in the Prime Material.

Zanshibon is a tiny hospitable (relatively speaking) place on a layer of the Infinite Abyss. It used to be a desert island on the Prime Material, but was sunk when an archfiend's plots went awry. Though it failed, it managed to drag the city down to the Abyss with it.

Far within the wastes of the Abyss is a piece of Zanshibon that disconnected from the city when it fell. It smashed into the Abyss and sunk underground, and was quickly overrun by demons. Only the bravest adventurers dare enter its roads and buildings.

_________________
Characters:
Elder Torsten Eadgarsson
"He’d only shown the best of intentions. Firm but not unreasonable. Eager to protect what was his but not eager to overextend his reach, to push himself on to others."


 
      
MadrikVale
 
PostPosted: Sun, Jan 26 2014, 15:26 PM 

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Player

Joined: 14 May 2009
Location: Evanston, Wyoming

You forgot one:

If you come across Amia's satyr and he offers you a drink, you fucking drink it.


 
      
T0mc4t89
 
PostPosted: Sun, Jan 26 2014, 15:31 PM 



Player

Joined: 17 Oct 2012
Location: A hut in Howness. (GMT+2)

MadrikVale wrote:
If you come across Amia's satyr and he offers you a drink, you fucking drink it.


We could have had a nice concert in Bendir if he wouldn't have started playing with those drinks.. >:I

I mean, a paladin and a satyr as a duo? Imagine the revenue!

_________________
Characters:
Elder Torsten Eadgarsson
"He’d only shown the best of intentions. Firm but not unreasonable. Eager to protect what was his but not eager to overextend his reach, to push himself on to others."


 
      
Naivatkal
 
PostPosted: Sun, Jan 26 2014, 15:38 PM 

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Player

Joined: 26 May 2010

'Watch out for top hat and monocle wearing slaadi that will swallow you whole and regurgitate you later.'

What?

_________________
Whomst've'll'd'mn't I play:
Salema Nefahri :: A penny for your thots
Zrae'a'stra'fryn :: That which nightmares are made of
Khasir :: From the East a storm is coming


 
      
666WaysToHell
 
PostPosted: Sun, Jan 26 2014, 15:48 PM 

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Joined: 22 Nov 2010
Location: Western Australia

Naivatkal wrote:
'Watch out for top hat and monocle wearing slaadi that will swallow you whole and regurgitate you later.'

What?

:D


 
      
Kenneth
 
PostPosted: Sun, Jan 26 2014, 17:21 PM 

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Joined: 23 Aug 2011

Thanks, Kamina! :)


 
      
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