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Dexander

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Somewhere in Shanid Stretch

Danx sits front of table in his hideout, which is everywhere and nowhere, petting big cat in his lap. Car purrs happily and he is in good mood. His affairs in Fort Black has started to pay off. He wants more gold and more power. He lowers the cat in the floor as he rises and leaves the hideout.

Later of Fort Black, he pickpockets people for fun as he wanderers through the streets. A notice board catches his eyes, he stops to read the announcement. "Gnoll trouble in central Shanid Stretch, dead gnoll is pretty I have to admit" he whispers with evil grin. "Even I am great with daggers and lurking in shadows, I might need someone to take the hits tho" he thought.

Danx rips the announcement off the board and headed side streets and vanished to the crowd.
 

Tapscott

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Muggló
God of the Skritt

by
Albert Hornswoggle

As I have continued my studies on the foul ratfolk known as the Skritt, I believe I have finally unearthed enough of their religion to present it to you, my fellow scholars. No small number of my peers have mocked me for my continued research into the Skritt, and their existence, but fools I name them all. The Skritt exist far and wide across this land, and while they may be reviled and distrusted, that does not diminish their numbers or their threat. For us to deal with them properly, we must understand them fully. That is why I am putting my quill to this parchment and writing these tomes.

The Skritt are unusual in their worship, when compared to the rest of the land, as they do not worship a pantheon of gods, but instead swear themselves to one divine. Muggló is the name of the single God of the Skritt, and it is to him that they pray for anything and everything. For a gentle winter, they pray to Muggló; for victory in battle, they pray to Muggló; and even for success in a hunt, they pray to Muggló. The Skritt believe their God to be one of many divine beings, but is the only true God deserving of prayer by the Ratfolk. According to Skritt mythos the very first of their kind was born when Muggló had congress with a common rat, resulting in the emergence of the Skritt.

The Skritt, despite these firm beliefs, are not overly religious. The Shrines to Muggló are tended and looked after, the priesthood is respected, and life proceeds as it would elsewhere in the world. The Skritt, it seems, are content to have their religion remain their own rather than preaching their God’s gospel to the various people of our world.

Muggló requires no forms of elaborate obeisance in his worship, does not desire great offerings, or even want grand temples. The God of the Skritt, it appears, is one that has little interest in the world. If there is truly such a thing as an apathetic God then it must be Muggló, God of the Skritt. The divine being is noted as being neither overly helpful, nor hindering, of the Skritt species, and will only involve himself in mortal affairs when his interest has been piqued.

I have managed to acquire a sketch of the supposed form of the Skritt God, and will copy it as faithfully as possible here. The skeletal face, bedecked with horns, does not seem like the visage of a benign God, but I suppose it fits well with his personality. Mysterious, powerful and disinterested. I am confident that if this God, Muggló, were ever called upon by the Skritt to wipe out their enemies, he would simply ignore them.

GreatHornedRat_zps9f9bf556.jpg

Muggló, God of the Skritt
 

Bialaska

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Yalendo

"Yalendo, you won't ever find a more wretched bunch of scumbags, villains and want-to-be kings." - local inhabitant

To the north one finds Yalendo, a land of wilderness and hardly any civilization. Many kingdoms have tried taming the lands, all have failed, since according to legends and myths, the land arise and fight back on foreign conquerors. An even larger number of kingdoms arose from these lands, only to collapse once their self-proclaimed king died, rarely from old age, most to ambitious rivals or vassals.

A small number of villages and a few larger towns dot the landscape. Because the fact that there are no true kingdoms has made Yalendo into a haven for outlaws and bandits on run from the law. Yet it also provides a home for those looking for a better life and the opportunity to decide their own fate. The leadership of these settlements differ, but most often it is the strongest or smartest who act as their leader.

The forests of Yalendo possess lumber of great quality, the soil is quite fertile and the great mountains, also covered in forests, can contain great wealth to those finding valuable metals and gemstones.
 

alexander23

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Gnolls and Gods
report two

As depicted in Tome 1 of this series there are many creatures and dark gods whom Gnolls don't dare even to mention. After much work and careful talking i manage to get in contact with the Blooddance pack whom openly talked about many of such gods. I was warned to be “careful of talking about them” but again is just beastly superstition.

The following creatures are dark and terrible, i cannot guarantee that there mere existence mush less worship won't upset and disgust many of you, but it is essential is documented for our future.




0A17dC7.jpg


The Naagaloshii:


This supposedly dark god is of the must repulsive existence. According to the Gnoll’s shamans it feed in fear and pain of mortal creatures and truly enjoy driven them mad with terrible nightmares of the likes no sane being have ever seen. It is believed the hunger of the Naagaloshii never can be satiate and yet never the less must his servants feed him in rituals of horrific nature whom i will detail in another Tome of the series.

This terrible “god” is one of great power it seem capable of granting dark and terrible magic to its followers somehow across the veil, or so its claimed by this beasts. Not that they would know of such advanced concepts as veil of course. I personally have been dubious of this power until i was brought to the rituals and i must said, it certainly must be some terrible being when it could keep a heart pulsating even one hour after removal.




KugLDxr.jpg


The green eyes one:

Accordingly to the shamans no name have ever been told by this “god” to any living being, nor is even believed to have a solid body as is more of a nonspecific form. This dark creature seem to enjoy dead and savagery as sacrificed not the fear of its victims but the pain of death in brutal ways. Especially enjoys sacrifices of living beings, in a terrifying ritual to be written about later.




GrpIH37.jpg


The Wardinga:

This...creature if i may call itso, seems to represent the death or better say the undead as we can look at its sketch. Called in times for dark magic of necromancy and curses and so on, sacrifices are given of resent deseaced and living sick and so on to be consumed directly by the “god” at night. I myself didn't saw the god but not many are allowed to seen the ritual even though i was explained it to me. The worse thing is however it seem that the offered become minions of the creature and are sent into the world to find more to satiate the monster, i have seen one of the so called “Wardig, the undying” and are a terrible curse upon the world.

LypgNYK.jpg

A female Wardig

There are many more creatures and gods but i am on the move at the moment, expect more reports. Send to city of Alarth.
 

iisbroke

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((Deadline?))

Orders are always due Saturday unless stated otherwise. Also have due date stated on IRC. TURN 2 ORDERS DUE DECEMBER 13.
 

Jako473

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Dwarven Defenses and Military

jlE4y98.jpg

A Yeti, a beast of war.

The Empire of Stone is one of the oldest nations to have ever existed, and for this, their military tradition is unmatched in many fields. Dwarves employ a large array of weapons and soldiers, and never tire to always outfit their men with the best equipment available. Due to current circumstances, many cities have been lost from the Empire, thus many variant types have been stripped from the military and it is being kept as a core force of classes that can fill a variety of rolls. This is because usually each city is assigned a specific metal or mineral to grow and mine into their mountains, the magics that let them acquire these metals in not always reliable, thus new cities are often shunned until they find a natural deposit, and then they begin to flourish.

The Main Branches: The military is mostly divided into the ancient dwarven culture seperations of old, that still exist today, but to a lesser degree from when the Empire first started. The infantries are set up into many different classes and specializations.

There are the Greybeards, the oldest of the branches. They are renown for their prowess in the sword and shield, usually serving as the vanguard in many situations to lead the dwarven armies into glory. Their faction is based in Organd, and have provided some of the most renown warriors in history. The Greybeards, from sitting in the capital, also greatly influence the politics of the Empire, and dictate some of the other branches' responsibility, taking a grandfather role. They serve as the Emperor's chosen sometimes, and guard him at all cost. Their main mission is to recover the Arkenstone, however.

jACF4l8.jpg

Next are the Broadbeams, they are known for their siege craft, and their ability to craft excellent siege-engines, able to destroy walls and kill hundreds in just one battle alone, they are renown all across the world and are feared for the utter terror that they cause. The Broadbeams themselves are usually remarked as cowardly, and hide in their stout walls the first chance they get. While not remarkable, Iul'Kar is known as one of the more defend-able positions, merely just because of the huge amount of defenses that it has.

The Blackrocks are seen as suspicious, and rightfully so, their own kin having grown from the original dark ones of their race. While usually having black-beards, and orange eyes, the Blackrocks don't share that much difference with their kin, despite the high amount of soot that is permanently etched onto some of their faces, for the years they spend in the forges of Orophil. They make the finest weapons, even ones that are delicate and not fit for constant use... Rather, for more quiet uses. They are the only thing that the dwarves have close to assasins, and they keep the secrets of their cities with a tightness that is unparalleled.

Faenor, home to the Stonefoots. They live in some of the tallest mountains in the world, and have their own divisions called Mountaineers. These special soldiers adapt to whatever situation they are in, each having a Hand mortar, an bow, a quiver full of arrows, two mini-crossbows, a pack of bolts, light leather armor, a green cloak, a longsword, a shortsword, a dagger, and even variants on this uniform is encouraged. Some of the more committed mountaineers even carry around vests of dynamite should the need ever arise. Known as quite strange, and fanatical among the branches, they are mostly left alone.

Ironfist support the most rune-armorers and ruin-masters of their kind. They keep to the traditions of old, and even know how to read ancient Dwarvish, which is almost an impossible task for even the most skilled of Loremasters. Their affinity towards Ul'Dar leaves them with a righteous spirit, and a sense of order. They are strictly held to their oaths, like a religious order, and most never stray from the path. The Ironfist has had the least defections of any branch, and that does not look to change anytime soon. The Branch currently looks to expand their dominion, and liberate more lost branches of their kin, under the banner of the Empire. Their holdfast is Andlast, or presently called 'the last outcast'.

9JebYSL.jpg

Dwalin supports the Firehearts. They specialize in alchemy, and gunpowder, the only major producer in the empire, Firehearts use the stuff so much other dwarves say that they eat the stuff. Firehearts usually have an affinity towards fire, and while not as skilled as iron working or siege crafting as some of their cultural kin, they know how to blow something up. Usually used to throw their potions and fire their guns from the back-lines, some firehearts are sabotage specialists, and use their mastery in explosions to craft entire battlefields for the dwarve's advantage.

Bouldertown is a relatively new addition to the empire, and thus they have not set up a long-held military tradition for any of them to be considered for branch status. A melting pot of dwarf cultures, the wild-dwarves(or Uraks as they call themselves) are resented, and their forces are only used as auxiliries in the low lands, never the status of guarding or patrolling in the mountains.

Dwarf Creatures: A variety of different creatures are used for war, but the most common of them are Bell-rockers, a type of stone giant turtle, that can deliver dwarven supplies in it's shell at a worrying but reliable speed. It is often used as a way of placing valuable resources, or even explosives, for digging under the ground and setting off.(sadly the turtles are not preserved in this process)

Balder-Goat, a variant from original mountain goats, that are huge and able to carry up to three dwarves on their backs. Some can even carry five. Usually used as a faster way of transportation, the ones that are bred for this are more prone to fear, and will run away quicker. The war-bread ones are nasty, and are a fiersome weapon against any foe. They are especially useful in the mountains, where they can traverse the mountain sides swiftly.

Yetis... Yetis are a last resort, each city has at least one, huge beasts that are terrors, even dwarves running from the battlefield if they can once they are released. A suprising amount of reported uses of an yeti is ended with it's own life being ended by its allies, for when there are no more enemies to kill, they are quick to turn on their masters. The bloodlust can be subsided, however, and loremasters are ever learning more about the creatures and their first origins.(which is constantly debated)

The forces of the dwarves clamor to regain their lost cities and castles, and re-unite all of the branches once again, but the governence of the dwarves has been stagnate for centuries, bureaucracy choking it and merchant-politics taking the fore-front. More of this will be discussed at a later time, but for now, be glad you aren't a skritt!(and if you are, we deeply apologize for your loss.)
 
Last edited:

Gorganslayer

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((Stds are not surprises :p))
 

aedan777

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Minotaur Religion

Much like their government and culture, the religion of the Minotaurs is not widely established into a single canon. While most of the details of their beliefs vary wildly from clan to clan or group to group, there are a few things that are widely agreed upon. Virtually all Minotaurs agree that the world was created through the power of three supreme entities, Father Earth, Mother Sky, and the antagonistic Oceanus. The world is divided between the embodiments of each, with father Earth having lost much ground to Oceanus long in the past, until Mother Earth found a way to steal Oceanus' form. With the water she stole from Oceanus, she spread it deep within Father Earth, and the resulting mix caused the creation of life. Exactly what type of life was produced is a much contested subject amongst Minotaurs; some believe Minotaurs were the first to arise, thus bringing the embodiment of greatness directly into the world, others believe it was elves that were created first, imperfect creations born from the impurities of Oceanus, with Minotaurs coming much later in a more pure form, explaining why Minotaurs are not the dominate race of the world. Some Minotaur also look favorably on the arrival of the humans, since other continents existing as aspects of Father Earth reflects better on him than to have the near infinite space of Oceanus around him forever.

Besides the three primary entities, most Minotaurs also believe in lesser 'avatars' of them, who have existed at various points of time, and done battle against each other for the will of the greater entities. Most consider the gods worshiped by other species to be these avatars. There is much contention of those who claim to be avatars while they still live, with the most spiritual considering them to be too warped by pride to be true avatars. Even claims for the long dead are held in contention, since there is no guideline or benchmark to determine who is or is not an avatar. Great conflicts have broken out over one clan's chosen avatar being held in contempt by another clan, leading each to try and force the other to their own viewpoint. For this reason, an increasingly large population of Minotaurs, mostly young 'Rooted', who rejected the very idea of avatars, insisting the entities have no need for lesser projections, and that other races are merely misled and delusional in their beliefs of gods. This view has also been the cause of several conflicts, proving to be little improvement over the primary theory.
 

iisbroke

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y
Summer 10 A.L.

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1)Spectre17 - William Montagu and his crew scout for shipwrecks in the archipelago for salvaged goods to sell (+9 gold). Many of which were trade ships belonging to powers rival to the Branic Expedition (+2gold, +6 prestige)

2)Zex - Amartheleon hears of the contract from the iron legion to deal with the gnoll incursions and sets out on the multiple season journey it would take to get there, yet is stopped (0 gold, 0 prestige). Falling off his horse his vision goes black and he wakes up in a rose bush, he takes it as a sign to instead spread the faith. He first goes to gathering coin from local populace to construct a church, but the infidels offer only a pauper's pay (+3 gold). Total: +3 gold, injured [unable to do contracts for turn 3]

3)Dexander - Bloodrain manages to form his own warband, small for now but filled with troops he will make loyal to his word alone (+10 units, -5 gold). He first uses his men as thugs to collect extorsion money at Black Castle along the harobour. They manage to gain an adequate amount before other gangs started trying to push them out (+9 gold). Danx and his band of miscreants go into central Shanid to assist the Bronze Legion from the shadows, they spend most of their time robbing the gnolls of supplies, and sabotaging weapons and defenses. While his tactics are openly frowned upon as dishonorable, they where crucial to the Legion's efforts (+11 gold, +9 prestige, +5 rep Iron Legion, -5 rep Ripsnarl). The Bronze legion gifts Danx and his men with more armor and weapons which gives the needed advantage to kill many of those rival gangs that had tried pushing them out of the harbour (+4 gold, +10 prestige). Total: +15 gold, +9 prestige, +10 units, -5 reputation Ripsnarl, +5 reputation Iron Legion.

4)Bialaska - The Speaker of the Forest spends the whole of spring hunting down the thunderous bird, along the way she heals injured animals yet gains no profit(0 gold). She does manage to find bits of loose change on her trek while freeing animals caught in traps (+6 gold). The trail of traps leads her to a farm where she murders the owner robs him, and realeases his livestock into the woods (+3 gold, +8 prestige). Finally at the eve of the summer months she encounters the beast up close. Up on a great mountain she spies it sleeping unsure of what to do she casts a spell of healing to show no harm was meant. The massive creature perks its head up and looks her in the eye. It blinks and motions its eye to a nearby boulder then flaps its wings with a defeaning crack and flies off in to the unknown. The Speaker of the Forest recouperates from the loud noise to see the bird in the distance; then she examines the afore mentioned boulder and finds a skeleton guarding a chest full of gold (+400 gold). Total: +409, +8 prestige, Grand Quest Completed! (honestly I'm suprised he got the roll :/)

5)Endovelicus - The Phonecian tribe attempts to build a statue to their Pheonix diety, but it falls short of their original asspirations (+2 gold, +10 prestige). While seperate from the Federation of the Horn trade relations with them boom (+12 gold). As trade flourished so did profit for the beak fighters of the clan who acted as mercenary gaurds for many of the trade caravans (+16 gold). Total: +30 gold, +10 prestige.

6)DutchGuy - Upon arriving in Paridium Prince Soler trades excess equipment at a small village before heading off to Soler's Rise (+6 gold). Once there he joins the expidition offering to lead it himself, but the prince's suggestion is denied by the commander of the forces, his older brother (+5 gold, +9 prestige). Despite this set back Elrond decides to besiege the settlement of Falen'na. He is initially succeseful despite not all the expedition soldiers joining him; but the city sallies forth and forces Prince Elrond to retreat. His brother while pleased with the initiative, was also angry at the lack of respect shown by A)disobeying orders and B)thwarting any chance of taking the city diplomaticly (+5 gold, +12 prestige). Total: +16 gold, +21 prestige, +5 rep Arlathan Empire, Moved to Paridum.

7)Aedan777 - Rolack has a busy spring by first using his magic to strip mine hills for ore (+15 gold), and then failing to trick merchants into buying lesser quality minerals (0 gold). He celebrated his earnings by s;aughtering a group of skritt near Split-Earth (+4 gold, +1 prestige). To round off the season he let off steam by raiding the rich trade caravans that flowed west into the Ali'Ga desert (+5 gold, +12 prestige). Total: +24 gold, +13 prestige.

8)Alexander23 - Sacrifices are given to the Dark Gods to incourage donations to bring their favor, but the dieties only offer moderate amount of favor not finding the sacrifices nor folowers adequate(+3 gold). This time with the staff of Naagalloshii Urau'auk finds much success as a payed hexer(+15 gold). Next he acts as hired magic for other clans performing rituals similar to the one he had lead previous that season (+8 gold, +3 prestige). Certain that he simply didn't have enough sacrifices to offer he decides to raid uprotected human targets, with much success, north of Harrisburg(+5 gold, +12 prestige). Total: +31 gold, +15 prestige.

9)Galren - Bane spends the spring hunting in the forests of Greyglen. He manages to sell many excess materials to his contractors gaining a handsome reward(+15 gold, +5 prestige, +5 rep Shadowfall). With his financials secure for the season he decided to take a risky venture by trading with human frontiersmen. The initial talks for trade were well received but in the end no deal was made (0 gold). Total: +15 gold, +5 prestige, +5 rep Kingdom of Shadowfall.

10)Gorgnslayer - Celborn Sera joins his young prince, Elrond Soler, on the trip to join the military expedition. Along the way he trades surplus artifacts he had gathered in Soler'aan (+6 gold). Having just missed the Prince at the border he continues on to the base camp, Soler's Rise, where he meets Elrond and joins the expedition (+9 gold, +18 prestige, +5 rep Arlathan Empire). While personally unsure of attacking Falen'na Celborn joins his friend knowing that if they took the city it would please Prince Elrond's father. In the fighting though Celborn takes an arrow to his calf muslce in his left leg. (0 gold, 0 prestige, may not do quest orders next turn). Total +15 gold, +18 prestige, +5 rep Arlathan Empire, Moved to Paridium, injured [unable to do quest orders next turn].

11)KaiserBeer - Vaynhardt decides to make a trip to more civilized lands and sells goods at Norcireac, before taking the ferry across to Cireachester, Greyglen (+6 gold). Once on the other side he heads for the foothills of the Quopaw Mountain Range, near Turlock. Other Wargen and human frontiersmen had over hunted in the area but he was lucky enough to kill a white stag (+6 gold, +9 prestige, +2 rep Shadowfall). He elects to keep hunters safe by attacking bandit, brigands, and highwaymen with a moderate amount of success (+5 gold, +12 prestige). One hunter, a wargen named Bane, tries to barter trade but no agreement was made seeing how Vaynhardt had so little from his hunting. Total: +17 gold, +21 prestige, +2 rep Kingdom of Shadowfall, Moved to Greyglen.
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12)Clophiroth - Elianna starts a small business out of her hovel where she makes cosmetics and other small vanity items(+12 gold). She even moonlights as a hedge magician, pruning people's pets with magic for that perfect look(+9 gold). The yyou magi does continue doing errands for the local wizard, gathering a minor amount of ingredients on the side, but nothing substantial(+1 gold, +8 prestige). She managed to gain some prestige beating up a thug who was harrassing vendors in town, earning her reputation as the town's 'caring' mage(+4 gold, +10 prestige). Total: +26 gold, +18 prestige.

13)Jako473 - The merry band of dwarves attempt to run errands for a water baron, but are given less then full wage which leaves them disgruntled(+3 gold). Kurgan fights the lord and manages trounce him but his hope that would earn his title doesn't work because that is not how titles are passed around in civilized dwarven society(+3 gold, +8 prestige). Kurgan takes the gnome with him to do a simple contract to get more money in his pocket. He meets with much success when one of the gnome's contraptions set a bunch of wild hens on fire, which they then sell the meat to the peasantry(+10 gold, +4 prestige). Total: +19 gold, +12 prestige.

14)Fingon888 - Tak finds a nice helmet that makes him look like 'the baddest skritt in town,' its actually just a rusty chamber pot though(+10 gold, +4 prestige). He tries to sell bones to people but no one wants to speak to him because he smells bad, could it be because of the helmet? (0 gold) Total: +10 gold, +4 prestige

15)Sneakyflaps - Delsaran and his rangers scout southern Soler'aan Coast. A good idea with the usual bandit bands, and strange rumors there(+4 gold, +10 prestige). Once the bandits are defeated he would sell off their goods(+15 gold). Along the way he ran into a scene of utter desolation at a bandit camp, with all the bandits dead. It is unsure if he meet any living soul there or not. Total: +19 gold, +10 prestige.

16)BlackBishop - Stryke's band sets up an ambush spot where they exact a 'toll' from passing merchants (+15 gold). They get into combat with a caravan and find a small child bearing the marks of the Trade Confederacy(+3gold, +8 prestige). Stryke decides to head east toward the North Trading Post, which belongs to the Trade Confederacy (+5 gold, +16 prestige). Total: +23 gold, +24 prestige.

17)Noco19 - Did not send orders.

18)Dadarian - Did not send orders.

19)Tapscott - Did not send orders.

20)Plutonium95 - Did not send orders.

21)Jeeshadow - Did not send orders.

22)Rosvea - Did not send orders.

23)DonKaiser - Did not send orders.

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Orders Due Decenmber 20th; 1300 Eastern Standard Time
 
Last edited:

Gorganslayer

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((Um I think my total stats are wrong...))
 

iisbroke

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((Um I think my total stats are wrong...))

Gorgan you got 6 gold from revenue, the rewards for the quest plus the quest roll that comes with it giving you +9 gold, +18 prestige, and rolled a 1 on the combat order which gave you - prestige 0 gold and injured you. I rolled for same orders as I did with DutchGuy because your orders were "Same as DG."
 

Gorganslayer

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No its fixed now when first looked it said +4 gd +prestige
 

Endovelicus

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The Legend of the Pheonix (PART 1)​

A study by Radora Twohoofs, the Wandering Lorewalker, on the Pheonician god.

Of all the extraordinary gods followed by tribes in the Doth Plains the Pheonician god is one of the most spectacular in my books, most unlike any other god in the Plains. Most other tribes have certain Satyr-like gods, hoofed gods, elemental gods and the like, but this flying god seems out of place for those who are earthbound.

To follow the tracks of how this came to be I have spent a lot of time with Priestesses of the Flames, and even an Eye's Keeper. The Keepers have helped me most in my studies however, out of the little information about the Pheonix they have most of it kept safe within their tribe. But even the little information couldn't help me further too much, there was however one interesting thing I could find, the first page of one of the kept books written by all the Keepers over the course of history.

''Our god, our god in the heavens, our god in the skies, our faithful god above. Struck by the Lord of the Earthbound and crashed onto this holy land. The lands of Doth, the Lords domain, held the Feathers captive, agony, pain. We must stand by the Pheonix, help it rise again, fight the Lord of Doth, for this holy Plain. We will make leave for the Hills of Doth, to safe our god and stop the wroth.''

I followed the only trail I could, I thanked the Keepers and Priestesses for their time and made my leave. I was fortunate that the Hills of Doth were not all too far away from the Pheonician tribes settlement, however the Hills were isolated from the rest of the tribes, it was a dark and eerie place. The Hills of Doth were actually more commonly known as the Dreaded Woods, I spend a few days in the woods to extract the mystery and knowledge of the wood. The eternal strife of the Pheonix will soon be known...