Lore - Axe Glacier and Lore - Oakvael: Difference between pages

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[[Axe_Glacier|Back to AXE GLACIER]]
[[Oakvael|Back to OAKVAEL]]


==AXE GLACIER - LAND OF ICE==
==OAKVAEL - CITY IN THE TREES ==


Axe Glacier, one of the coldest spots in the known lands. Just climbing the mountainside is an adventure. Many creatures have adapted well to the colder climate, and can only be found near the glacier. If you decide to adventure in Axe Glacier, make sure to come prepared with some protection from the elementsWithout any enchantment protecting you from the cold, just walking on the glacier will damage you every round, until you eventually freeze to death. When you first enter the glacier, you find yourself in Axe Town. Thieves will immediately like the town because there is no Sheriff to take keep law and order, making doing business much easier. The trainers here can train to much higher levels than those of Kesmai town can. Silvermoon, the blacksmith, keeps his secret forge just North of the Wizard’s hut. There you will find a gate that requires you to wear a moonstone ring and enter only at night.
In ages past, Oakvael was overrun by the foul creations of the Brotherhood of Yasnak.  In an effort to protect themselves, the citizens of Oakvael built a great city in the trees of the realm, some of the trees are so great that they can actually support the full weight of the city without bending or breaking. The dwellers of the city devised a way of walking safely among the trees, and after a few accidental drops from the tree city to the surface, they developed magical boots for walking on air. Thus was the beginning of the group commonly referred to as the "Air Walkers Society". Many of the greatest trainers in the lands have taken up residence in Oakvael, training those that would venture forth in the advanced arts of sword, hand, and magic. They are scattered throughout the land, but with due diligence all may be found in order to seek the wisdom that they may provide. The surface of Oakvael was ravaged by many of the foul experiments, and for many years the foul beasts roamed the surfaceThere are still areas that are controlled by the forces of evil, but for the most part, the surface has returned to its original wild state, with Griffins, Bears, and Boars roaming freely. Occasionally near the Burned Woods, one can find an Orc sentry. Luckily the guardians of the portal, Peyton and Karin, have contained most of the foul beasts. Cudyl, a High-Knight of Old, roams the surface, and is the trainer that will send a Knight on to greater glory.


If you are not of lawful alignment, extreme caution is advised in entering Axe Town. Mother Opal, the priestess that watches the portal area, is highly skilled in the ways of martial arts and has no mercy on wrongdoers. There are also several statues positioned around town that can pass out instant death to those who stand next to them and are not of a lawful nature. Thieves, due to their disguise, can safely pass the guardian statues with no fear. Of course, since there is no wandering Sheriff, or any other wandering law enforcement, sometimes the forces of chaos get bold and walk right into town. Just West of town is Sun Lake, formed when some of the waters from an ancient waterfall were mysteriously frozen in placeThe waters are icy coldThe water flows from the lake South into another river that leads beyond the glacier into completely unexplored territory. Across the lake to the Southwest is a small expanse of caverns, inhabited by Orcs, Kobolds, Goblins, Wights, Wraiths, and an occasional WyvernIt is not much tougher than what you would expect to find on the second level of the Kesmai dungeon. To the North is the frozen waterfall. Several places have had handholds carved to make climbing easier (though they all require that both hands be used in the climb).  Most of the climbs lead to the lower glacier area, sixty-feet above the base of the waterfall.  One climb, the farthest to the West, leads to the Griffin's nest, eighty-feet above the base of the waterfall.
In the South, behind a wall of trees, in a very secluded glade, lives Doom.Orc, a vile half-breed that is the strongest that remains on the surface of the forces that were unleashed by the Brotherhood.  An Archer of great renown, he commands a small garrison of Orc Archers, and with them is a Presence that will stun any who try to seek entry into his domicile. His dislike of magic is such that he has forbidden any Wizard or Thaumaturge to enter his domicile.  Doom.Orc carries an ancient weapon, the Doom Crossbow (sometimes called the Dorc bow), which is a magical bow capable of taking down all but the most insidious of creatures due to it's blue-glowing attribute.
In the far Northeast corner of the Surface, through a dense patch of briars, along a trail that leads deep in the woods, live Aniet and BrychAniet is a Knight trainer, and will grant Knighthood to all that are worthy of the titleBrych is another of the Old Order of High-Knights who will grant a weapon of great renown, the Knights Halberd. In exchange for this superior weapon you must give him a small token, the Miseri-corde Dagger (know for it's blue-glowing properties)He will also send those that he gifts with the Halberd to seek the ancient master of Knights that is hidden deep within the catacombs beneath the surface of Oakvael. To the Southwest, a master Martial Artist has managed to set up a dojo of sorts, and will train any Martial Artist that desires advanced instruction in the disciplines of the hand. Living with the master is Yuri, a Ninja of old, who will tell any Martial Artist that inquires in the way to obtain a special set of gauntlets, capable of penetrating any armor, and killing all but a very few of the forces of evil.


A caution to Thieves at this point; do not put you faith in your hide spell. The chill in the air is such that you will lose your hide, and the Ghods of Murphy have decreed that you will always lose it when you most need it.
In the Northwest corner of the surface, the Thieves have claimed an area where they may train in peace, away from the hustle and bustle of the crowds. Next to the Thieves guild is Berg's Pit, a hole where garbage that is collected and dumped down a chute from the city above. The graveyard is just to the Southwest of the portal complex, and will provide to any that desire a passage to the realm of the Underworld.


Many years ago, the Demon Asmodeous built a great castle in Axe Glacier and the entrance to this castle can be found on the sixty-foot level.  The immense beauty and magical flying buttresses give an unearthly quality to the castle, and even having been built by the powerful Demon Lord, it still has something of a graceful beauty. Years after the castle was built, and Asmodeous was banished from the realm, Poraph, the father of Giants, claimed the castle as his own.  His descendants still rule from within the castle, around which you will encounter many of his minions, skilled with axe, dagger, and hand.  Some are even well versed in the magical arts. Within the castle are more of his minions. The entrance to the castle is well guarded, requiring night to enter and an axe in hand. As an added measure, the entry portal has a stunning effect on all who pass through it. Finally, it is a one-way portal.
Three areas of the surface have collapsed, granting those with FEATHERFALL ability access to the lower reaches of the area.  The first of these drops is just South of the portal complex, and leads down to Spider City, where great Spiders, Scorpions, and Vipers live. Previous adventurers have left a rope here to climb up and down. This is the highest level of the catacombs, and is actually rather deserted, except for an occasional Kobold, Orc, Troll, and of course…Spider. The second area is East of Rager's Lake, and is really a two-ledge jump. One ledge leads to the Serpent Sea level, the other to the Temple of the Demons. Both of these areas are very dangerous, and should be avoided except by very high level individuals, or larger hunting groups.


To the South of the castle is another cavern structure. Many Wolves wander through the caverns, along with Hobgoblins, Wraiths, Spectres, Ogres and Rockworms.  Some of the lesser creatures also wander the caverns as well. Deep within the caverns is a stairway that leads to the eighty-foot level. The entire East side of the area is an immense glacier, left over from when the river that flowed from the top of the mountain was instantly frozen by whatever power chose to punish this land.  Few creatures live on the ice itself, though you might find an occasional Ice Lizard wandering the area.
The third area is in the Southeast corner of the surface, and has been nicknamed "The Express Elevator to Hell". This should give the wary adventurer a warning that extreme caution should be used by those desiring to use it as a method of quickly moving from the surface to the areas below.  Some of the jump points lead to the Spider City or to the Serpent Sea, but most lead directly to the level of the Undead, an area where the Brotherhood performed some of their most advanced research in the generation of Undead Warriors. The East side of the surface is covered in a great forest of burned trees, and is referred to by the locals as the Burnt Woods. No one remembers exactly how the forest was destroyed in that region, though legend has it that the Brotherhood summoned a Great Dragon there, and the Dragon decimated the woods until Cudyl came and killed the Dragon. Cudyl can still be found wandering in the woods, ever vigilant.


Eighty feet above the bottom of the waterfall one can find the Griffin’s nest in the Southeast corner, near the climb up from the base level.  There, a lawful Griffin resides and keeps watch over the pass on the East side. Around to the North side of the pass is a climb up to Porphyry's Pub, then the path continues along the West side, where it becomes Rose Pass, named in honor of a group that was responsible for many of the adventures a long time ago. As you follow Rose Pass to the North, you can see the upper levels of the Giant’s castleRose Pass terminates to the North with a climb up to the one hundred twenty-foot level. The second floor of the Giant’s castle is also located eighty-foot above the base of the waterfall. Here, the Giant keeps his throne room. On the altar outside the throne room, the forces of law, in an attempt to provide some balance, cause a special Returning Hammer to appear from time to time. In addition, within the Giant's throne room is the Goose that laid the golden egg.
The city in the trees is a vast expanse of walkways inter-linking the various shops and domiciles that are present there.  The Sheriff keeps vigil in the area surrounding the temple and most of the Northern walkway, but does not go near the pawnshop or bank. This is of great value to the Thieves that reside within the town, as they can transact business without the constant sniping from the Sheriff's deadly longbow. The city is supported, from below, by several huge oaks. These are thought to be thousands of years old.  In the city proper can be found many of the shops where the business of town is performed. The West end of town is primarily reserved for commerce where the jeweler, apothecary, pawnshop, weapons, and armor dealer can all be found, along with the bank and the lockers. The East end of town has the temple, the tanner, the tavern, the sage, and the climb up to the Wizard trainer and Confessor Ghost. The Bull and Falcon Tavern has long been a meeting place for the locals to exchange storiesAdventurers congregate there to set up expeditions or to unwind after a trip of eradication. Near the pawnshop lives the lower martial arts trainer. The main level of the temple is located in the town proper, and Tveckie will train advanced Thaumaturges in the ways of petitioning the Ghods for their powers. Along the main boulevard is a hut, which belongs to the martial artist Konran. Unfortunately, he is never home, but he will grant a gift to those who can help him find his way back home from the Troll Temple deep below the surface. Above the town level, in the upper level of the temple, the Confessor Ghost resides.  From the upper level of the temple are two other climbs.  One will lead to the advanced Wizard trainer and the other to a lookout position far up in the trees.  In ages past, this was used to watch for enemies approaching the city, or to locate fires in the forest (which could be devastating.) Below the city, but still above the surface, the gym facilities are located, along with the weapons trainer, who will train those advanced students in the art of using the particular weapons.


From the Giant’s throne room and across the bridge, is a special temple shrine to Asmodeous. It is well maintained in case of the Demon Lord’s return. Thaumaturges keep the sacrificial flames burning bright and Warriors work hard to keep the riffraff from desecrating the temple. Across the gorge from the temple is the Lightning Mesa. Here you will find a simple altar and a few zealots that still follow the ways of lightning.  Be careful if you enter here, for they attack like lightning (hard and quick). To the South of the pass is a smaller set of caves. The ZAP caverns contain more of the riffraff that seem to like the caverns. (primarily because they are warm). In addition, it is rumored that a king among Wolves likes to wander near the entrance to the caverns and that this King Wolf carries the much-sought Obsidian Egg.
Below the surface is where the Brotherhood liked to perform its research. The first level below the surface is where initiates were trained in the arts. A garrison of Orcs and Kobolds once guarded the area and a few of them remain, but for the most part, the area has been taken over by Spiders, Vipers, Rats, and Scorpions. Beware, however, many of these creatures can inflict a poisonous bite or sting. While the Brotherhood was active, it had minions of Hobgoblins, Orcs, and Trolls. Some of these they trained in the art of magic. They housed them in some wet caverns located below what is now Spider City, and to keep the troops in line the Brotherhood summoned Spectres from the Undead level. Even after the fall of the Brotherhood, these foul creatures maintained their barracks in the wet caverns that they were used to, and they made an alliance with the Spectres set to watch them. For you see, the Spectres did not wish to return to the Undead level, where they were less powerful. Therefore, the Spectres agreed to assist the Hobgoblins in guarding the area. These Spectres cast a powerful blinding spell, followed by multiple death spells. There are many foul pools in the caverns, and what goes into those pools even I dare not think.


A long time ago, there was a great hero of Axe Glacier, Porphyry of that which is C.U.R.E. He was a very valiant Warrior, but had a weakness for certain spirits that were served at this particular pub in Axe Glacier, not to mention the rather attractive barmaids that worked the place. The POR family had frequented that bar for many years (and in fact had been some of the best patrons).  One day, the proprietor met with an accident while heading home. In his will, he left the entire bar to the POR family as a token of his esteem for his favorite patron. To this day, one can find POR propped up at a table, leaning back in his chair (or sometimes he's on the floor, depends on how far back in the chair he leaned). Of course, the original proprietor never liked keeping tabs, so he arranged to have a branch of the Kesmai bank moved in so his customers would have convenient access to their cash. And as a service for his customers, he provided balm and recall agents, figuring that the best customer was a living customer, and with recalls set for the bar, he'd have a good supply of repeat customers.
The Eastern ledge and the Wyrm Wilderness were formed by an unknown magic, perhaps the same magic that devastated the surface forest on the East side. The various passages and climbs that are found on these levels helped to provide easier access from the wet caverns and the Serpent Sea for the Brotherhood to move supplies around. The Eastern ledge is mostly deserted, except for an occasional wandering Kobold or Orc. The cave on the West side of the ledge was used to store supplies, and has a pit that leads to the wet caverns. The Wyrm level is completely deserted except for the Wyrms themselves. These are insidious creatures, and are very tough to kill. They are impervious to any blade except those made of silver, and though magic can hurt them, they are more resistant to it than most creatures. Extreme caution should be used if even one of these beasts is encountered.


Above the eighty-foot level is an immense cavern system, with the frozen river running in a valley between the caverns. Ogre Caverns, West of the frozen river, contain many more Hobgoblins, Spectres, Wraiths, Gargoyles, Ogres, Wolves, Rockworms and Ice Lizards that roam the frozen river area. At the North end of the frozen river is another very high cliff where the river forms another great frozen waterfall. Climbs have been made that lead up to the highest level of the glacier.  For those that have trouble with the climb, there is a stairway up to a sloping passage to the East of the river. There is also a climb up to the Harper Woods in the Western caves, and stairs that lead up to a chaotic temple built into the mountain overlooking those same woods. In the Eastern caves is a climb up to Lockpick Town, so named for its one unique item that is unavailable from any other source, and their primary means of trade. Just South of the climb up to the town, there is another stairway leading to the Caverns of DOOM.
Ages ago, long before the existence of the Brotherhood, an underground river from the sea managed to carve out a grotto beneath the surface of Oakvael. The sea water receded leaving a small salt water grotto. In this sea, a vast multitude of creatures thrived without the direct aid of sunlight. As time passed, a Serpent moved from the surface to the sea to feed on all of these creatures. The Brotherhood discovered the cave where the Serpent (Cecil) lived, and tried to carve out more dwellings for its ever-growing number of minions. This time it was for the associates of the Brotherhood that the caves were used. The Serpent did not like this intrusion, and devised it's own plan of defense. With the help of a Water Nymph (Pesclanor) who also lived in the sea, they conjured up a black fog, which constantly transported the Brotherhood from one location on the level to another. To further complicate the matter, they convinced a few renegade Trolls to assist in carving the central cavern, where the fog was, so that the shape would be symmetrical, confusing those that were caught by the fog. To this day, the Serpents Maze remains confusing and full of surprises. The plan was partially successful, as the Brotherhood abandoned most of the area immediately surrounding the sea, leaving the Serpent in relative peace. Other areas farther to the West were developed, and the Sorcerers from the Brotherhood took up residence. Descendants of those dwellers can still be found there today, though fortunately they have lost the main secrets of the Brotherhood, sticking to the more common forms of magic. These descendants saw the futility of fighting the Serpent's control of the level, and decided to form an alliance (albeit an uneasy one) with the Serpent and the Nymph.
On the one hundred twenty-foot level is the entrance to the Axe Glacier branch of the Thieves’ Guild.  Buried in the Northeastern corner of the Skull Caverns (so named after a notorious group of Thieves), the entrance is well hidden so that only a Thief may trigger it. The outside of the guild entrance is usually in the middle of a large zoo, so it is prudent to use extreme caution when leaving the guild. It is a short, if dangerous, trip from the guild to Lockpick Town, which can be safely accomplished with cleverness and copious DARKNESS spells. From Lockpick Town a Thief can quickly access the upper glacier area (Drake, Ice Dragon and Yeti lairs) by jumping down from the North end of town. There is even a little known jump-down that explosively transports you to the Axe Town portal complex.


Formed many years ago by pools that ran off the river (when it was not frozen), the denizens of the area have spent many years carving the walls straighter and adding the finishing touches for their evil abodes. Legend has it that many years ago, a group of Fighters discovered the original caves, and used them as a base to launch a series of attacks against the Yasnaki Brotherhood in Axe Glacier. Unfortunately, most of the Fighters were killed, and when the Brotherhood discovered their hiding place, they came in and, with powerful magic, changed all of the inhabitants into Orcs, Hobgoblins, and Ogres.  A few of the Brotherhood's Fighters stayed to take charge of this new force and descendants from that disaster still inhabit the caves. Of course, one of the inhabitants DID manage to escape, but not before he was turned into an Orc himself.  Hiding out for many years, Rocky.T.Orc has finally come out of hiding and has set up a shop on Kesmai Island, where he hopes to put the memory of that disaster behind him.
The main city and temple of the Brotherhood was established below the Serpent Sea level. Walking along the avenue, you can both appreciate the beauty of the city (even the Brotherhood did a few things right), and at the same time sense the ultimate evil which was the driving force behind the Brotherhood. The Northern part of the city was the temple to the Demon Lords, and other minor temples were established around the perimeter of the city. The temple, with its grotesque imagery, is still perhaps one of the few marvels from the Brotherhood that was not destroyed when the Brotherhood itself perished. Today it is home to a few descendants of the Brotherhood, but is mainly occupied by large numbers of Troll, and is usually referred to as the Troll Temple because of this. Glamuzu is the local variant of "law enforcement", though I really doubt that there are any laws to be enforced. Still, together with his martial artist deputy, Griizalu, he keeps an eye on everything, and makes sure that nothing comes along to disrupt their daily business. In the Northwest corner is an abandoned archery range, which has been converted to a prison of sorts. Glamuzu caught Konran wandering through the city, evidently drunk from a few too many Troll brews, and locked him up here. Anyone daring enough can try to spring Konran free and lead him back to his home in the city above. In return, Konran will give his rescuer a gift of a special cloth. The Troll minions, and a few Wizards and Thaumaturges, still remain, keeping the sacrificial flames lit, and performing their evil incantations, on the hope that one day a new Brotherhood will emerge.
Above the Skull Caves, Lockpick Town was established. Thieves first established the town in order that they could train and do business without local law enforcement officials constantly trying to end their meager existence. During the reign of the Brotherhood, the Thieves of Axe Glacier were ignored, and the Thieves likewise ignored the Brotherhood. Moreover, the town flourished.  When the Brotherhood was finally eradicated and others finally moved back to Axe Glacier, they tried to establish law and order in all of the towns. Of course, the residents of Lockpick did not like this, and they showed their displeasure in many ways, until those of the law finally took the message and left Lockpick to it's own devices (but not before at least establishing a temple there). There is a tree stump in the center of town, charred and scorched, but still standing. This is left as a reminder, to all, of what happens to Sheriffs in this town. Legend has it that the last person to hold the job as Sheriff was taken, tied to the tree, and then Okerneal himself cast a concentrated FIRESTORM on the tree and immediate area. When the maelstrom had cleared, nothing was left but the charred remains of the tree.


On the one hundred eighty-foot level in the Northwest corner of Harper Woods is the portal to the Underkingdom. Thought to have been permanently destroyed, it was reactivated by King Kookoo to allow adventurers to come to the aid of his people. The old Yasnaki settlement and temple occupy most of the rest of the area. The town itself is overgrown, but still a few remnants of the old order may be found wandering around, those who managed to hide deep within the woods when the Muian Thaumaturges came through and eradicated the Brotherhood. In the center of the settlement is a small pond that is home to a unique creature. This magical creature will aggressively guard what is left of the once thriving settlement. Deep in the temple to the West is a portal to Kesmai, where the order performed many of their greatest experiments.
The level of the Undead Altar is a hazardous place to be, even for the bravest adventurers! It is said that, at the height of their power, the Brotherhood built an altar complex, based on the pattern of the portal complexes, in order to assist them in summoning many of the foulest beasts imaginable. In this complex, they summoned many Liches, Wraiths, Wights, Spectres, Ghouls, Banshees, and Stalkers. Many of them also attempted to prolong their life beyond its normal measure with enchantments of enormous power. They had managed to summon Wraiths that were very capable fighters, but had lost their capability for magic. The Banshees they summoned were capable of casting their spells by simple force of will, but lacked any real endurance. The Ghouls and Stalkers were very potent fighters indeed, and the Liches were among the best spell casters around. The sorcerers that attempted the life prolonging technique were successful to a degree, though in the process they lost some of their magic skill, and were limited to one or two spells that they could still remember. In an attempt to summon a being that was both a capable fighter and a competent Magician, the Brotherhood set forth in the altar area to cast their greatest enchantment yet, even greater than the one which summoned the Dragon to Kesmai. The results were devastating.  A great explosion rocked the entire area around the altar, and the explosion ripped a great hole all the way to the surface of Oakvael. Most of the Brotherhood were killed by the blast, and the few that remained were so beat up that they could not withstand the onslaught of the two creatures that answered their summons. For they did manage to summon two Demon Liches, both capable in the area of the martial arts and magic. The summoning was not as well as they had desired, but as none of survived, it hardly matters. The Iron Lich Twins (Larry and Harvey) roamed the level until they found an area to their liking, where they established a permanent residence.


The source of the frozen river can be found high in the mountains. Whatever force froze it, must have been very powerful indeed for the fish and everything are there in the waterfalls, suspended for all time. Soon after the river was frozen, four of the nastiest, meanest, and most powerful of evil forces took control of the caves that served as the source of the river. They have killed many a valiant Warrior, and the treasure found in their lairs is second to none. In the lowest section, easily reached from the waterfall, lives Sparkles, a very powerful blue Drake. His skin is silvery and toughened by the cold so that only magical, blue-glowing, edged weapons can penetrate his hide. The electric charge of his breath is such that it can kill all but the most powerful in one blow, and those that do survive are often stunned by the charge. Usually with the Drake (although it does tend to float around) is a Presence of ice, which has developed immunity to non-magical weapons. From time to time, intruders, especially hidden Thieves may be lucky enough to observe the banter between the Drake and the Presence as they frolic in almost a juvenile manner.  
Near the stairs leading from the Troll Temple level is another staircase, carved with a completely different architecture, leading down to the Reptile Pit. Eons ago, the ancient Order of High-Knights devised a testing area for the bravest of their ranks and sited it in the lowest level of the Oakvael dungeon. The Reptile Pit is the result of their efforts. The ancient Knights created perhaps the greatest test of bravery and fighting ability and filled it with some of the most formidable opponents one could hope to meet. Two Knights administer the pit, Clwyd, who guards the entrance barring admission to all but Knights and Gorfwylltra who stands in the innermost point of the pit. Between these, two lie numerous obstacles and powerful creatures. The obstacles include walls of magical concussion, which confuse adventurers by convincing them that they are under attack by their fellows.


Above the Drake lives a great white Ice Dragon, known as Mama. She is arguably the single most powerful beast ever to exist in the known lands. Her skin is so tough from the cold that only the Silver Great-Axe or the ICESPEAR of a powerful Wizard can penetrate it. The ice of her breath is so cold that even with the best protection, the damage is serious. Her teeth are razor sharp, and her claws can rend flesh effortlessly.  Her favorite meal is human flesh, and she tends to make a regular diet of it. Finally, above Mama in the most remote accesses of the glacier, is Yoric the Yeti.  Yoric's breath is as bad as Mama's and his damage with tooth and nail is nothing to trifle with.  He also can only be touched with magical edged weapons.  With the Yeti is a giant Polar Bear that can cause serious damage with tooth and claw. Also, a few Goblins can be found with Yoric, but that is just because he has not got around to eating them for dinner. Of course, he prefers human meat when he can get it, but with Sparkles and Mama, not very much gets up to him.  In addition, roaming around on the same level, are two of Yoric's pet Ice Lizards.  If Mama is around, she enjoys occasional visits with Yoric, and will fly up to visit him as well. As an act of compassion, the Ghods have placed a Confessor Ghost on the glacier top not far from the climb up to Sparkles lair.  This gives any hero that wishes to confess their karmic burden the opportunity before they go and face death with The Trio (as they are commonly known).
Having survived the concussion spells, would-be heroes will encounter a series of nasty creatures. The most famous of which is, Wendy, the red Whirlwind Dragon. Apart from the Dragon there are also several Minotaur, Stalkers, large Serpents, Concussion Spectres and perhaps worst of all, up to four Wyrms each considered to be as dangerous as a small Dragon. Any Knight who can complete this journey and present Gorfwylltra with further evidence of courage (in the form of a Golden Knight’s Halberd) will be rewarded with extra health.
 
Vulcan, a blacksmith of great renown, moved up to this level with his daughter, Alia, to get away from the crowds of the city. If you can find an Obsidian Egg and take it to him, he will craft for you an axe of great quality, which will return to the hand that threw it.  Beware of Alia, though, for she, too, covets the egg, and would steal it (or just about anything else) if she could.  The entrance to Vulcan's forge is hidden behind a rock wall. The teleport mechanism requires the use of a moonstone ring and can only be activated at night.

Revision as of 09:24, 17 June 2021

Back to OAKVAEL

OAKVAEL - CITY IN THE TREES

In ages past, Oakvael was overrun by the foul creations of the Brotherhood of Yasnak. In an effort to protect themselves, the citizens of Oakvael built a great city in the trees of the realm, some of the trees are so great that they can actually support the full weight of the city without bending or breaking. The dwellers of the city devised a way of walking safely among the trees, and after a few accidental drops from the tree city to the surface, they developed magical boots for walking on air. Thus was the beginning of the group commonly referred to as the "Air Walkers Society". Many of the greatest trainers in the lands have taken up residence in Oakvael, training those that would venture forth in the advanced arts of sword, hand, and magic. They are scattered throughout the land, but with due diligence all may be found in order to seek the wisdom that they may provide. The surface of Oakvael was ravaged by many of the foul experiments, and for many years the foul beasts roamed the surface. There are still areas that are controlled by the forces of evil, but for the most part, the surface has returned to its original wild state, with Griffins, Bears, and Boars roaming freely. Occasionally near the Burned Woods, one can find an Orc sentry. Luckily the guardians of the portal, Peyton and Karin, have contained most of the foul beasts. Cudyl, a High-Knight of Old, roams the surface, and is the trainer that will send a Knight on to greater glory.

In the South, behind a wall of trees, in a very secluded glade, lives Doom.Orc, a vile half-breed that is the strongest that remains on the surface of the forces that were unleashed by the Brotherhood. An Archer of great renown, he commands a small garrison of Orc Archers, and with them is a Presence that will stun any who try to seek entry into his domicile. His dislike of magic is such that he has forbidden any Wizard or Thaumaturge to enter his domicile. Doom.Orc carries an ancient weapon, the Doom Crossbow (sometimes called the Dorc bow), which is a magical bow capable of taking down all but the most insidious of creatures due to it's blue-glowing attribute. In the far Northeast corner of the Surface, through a dense patch of briars, along a trail that leads deep in the woods, live Aniet and Brych. Aniet is a Knight trainer, and will grant Knighthood to all that are worthy of the title. Brych is another of the Old Order of High-Knights who will grant a weapon of great renown, the Knights Halberd. In exchange for this superior weapon you must give him a small token, the Miseri-corde Dagger (know for it's blue-glowing properties). He will also send those that he gifts with the Halberd to seek the ancient master of Knights that is hidden deep within the catacombs beneath the surface of Oakvael. To the Southwest, a master Martial Artist has managed to set up a dojo of sorts, and will train any Martial Artist that desires advanced instruction in the disciplines of the hand. Living with the master is Yuri, a Ninja of old, who will tell any Martial Artist that inquires in the way to obtain a special set of gauntlets, capable of penetrating any armor, and killing all but a very few of the forces of evil.

In the Northwest corner of the surface, the Thieves have claimed an area where they may train in peace, away from the hustle and bustle of the crowds. Next to the Thieves guild is Berg's Pit, a hole where garbage that is collected and dumped down a chute from the city above. The graveyard is just to the Southwest of the portal complex, and will provide to any that desire a passage to the realm of the Underworld.

Three areas of the surface have collapsed, granting those with FEATHERFALL ability access to the lower reaches of the area. The first of these drops is just South of the portal complex, and leads down to Spider City, where great Spiders, Scorpions, and Vipers live. Previous adventurers have left a rope here to climb up and down. This is the highest level of the catacombs, and is actually rather deserted, except for an occasional Kobold, Orc, Troll, and of course…Spider. The second area is East of Rager's Lake, and is really a two-ledge jump. One ledge leads to the Serpent Sea level, the other to the Temple of the Demons. Both of these areas are very dangerous, and should be avoided except by very high level individuals, or larger hunting groups.

The third area is in the Southeast corner of the surface, and has been nicknamed "The Express Elevator to Hell". This should give the wary adventurer a warning that extreme caution should be used by those desiring to use it as a method of quickly moving from the surface to the areas below. Some of the jump points lead to the Spider City or to the Serpent Sea, but most lead directly to the level of the Undead, an area where the Brotherhood performed some of their most advanced research in the generation of Undead Warriors. The East side of the surface is covered in a great forest of burned trees, and is referred to by the locals as the Burnt Woods. No one remembers exactly how the forest was destroyed in that region, though legend has it that the Brotherhood summoned a Great Dragon there, and the Dragon decimated the woods until Cudyl came and killed the Dragon. Cudyl can still be found wandering in the woods, ever vigilant.

The city in the trees is a vast expanse of walkways inter-linking the various shops and domiciles that are present there. The Sheriff keeps vigil in the area surrounding the temple and most of the Northern walkway, but does not go near the pawnshop or bank. This is of great value to the Thieves that reside within the town, as they can transact business without the constant sniping from the Sheriff's deadly longbow. The city is supported, from below, by several huge oaks. These are thought to be thousands of years old. In the city proper can be found many of the shops where the business of town is performed. The West end of town is primarily reserved for commerce where the jeweler, apothecary, pawnshop, weapons, and armor dealer can all be found, along with the bank and the lockers. The East end of town has the temple, the tanner, the tavern, the sage, and the climb up to the Wizard trainer and Confessor Ghost. The Bull and Falcon Tavern has long been a meeting place for the locals to exchange stories. Adventurers congregate there to set up expeditions or to unwind after a trip of eradication. Near the pawnshop lives the lower martial arts trainer. The main level of the temple is located in the town proper, and Tveckie will train advanced Thaumaturges in the ways of petitioning the Ghods for their powers. Along the main boulevard is a hut, which belongs to the martial artist Konran. Unfortunately, he is never home, but he will grant a gift to those who can help him find his way back home from the Troll Temple deep below the surface. Above the town level, in the upper level of the temple, the Confessor Ghost resides. From the upper level of the temple are two other climbs. One will lead to the advanced Wizard trainer and the other to a lookout position far up in the trees. In ages past, this was used to watch for enemies approaching the city, or to locate fires in the forest (which could be devastating.) Below the city, but still above the surface, the gym facilities are located, along with the weapons trainer, who will train those advanced students in the art of using the particular weapons.

Below the surface is where the Brotherhood liked to perform its research. The first level below the surface is where initiates were trained in the arts. A garrison of Orcs and Kobolds once guarded the area and a few of them remain, but for the most part, the area has been taken over by Spiders, Vipers, Rats, and Scorpions. Beware, however, many of these creatures can inflict a poisonous bite or sting. While the Brotherhood was active, it had minions of Hobgoblins, Orcs, and Trolls. Some of these they trained in the art of magic. They housed them in some wet caverns located below what is now Spider City, and to keep the troops in line the Brotherhood summoned Spectres from the Undead level. Even after the fall of the Brotherhood, these foul creatures maintained their barracks in the wet caverns that they were used to, and they made an alliance with the Spectres set to watch them. For you see, the Spectres did not wish to return to the Undead level, where they were less powerful. Therefore, the Spectres agreed to assist the Hobgoblins in guarding the area. These Spectres cast a powerful blinding spell, followed by multiple death spells. There are many foul pools in the caverns, and what goes into those pools even I dare not think.

The Eastern ledge and the Wyrm Wilderness were formed by an unknown magic, perhaps the same magic that devastated the surface forest on the East side. The various passages and climbs that are found on these levels helped to provide easier access from the wet caverns and the Serpent Sea for the Brotherhood to move supplies around. The Eastern ledge is mostly deserted, except for an occasional wandering Kobold or Orc. The cave on the West side of the ledge was used to store supplies, and has a pit that leads to the wet caverns. The Wyrm level is completely deserted except for the Wyrms themselves. These are insidious creatures, and are very tough to kill. They are impervious to any blade except those made of silver, and though magic can hurt them, they are more resistant to it than most creatures. Extreme caution should be used if even one of these beasts is encountered.

Ages ago, long before the existence of the Brotherhood, an underground river from the sea managed to carve out a grotto beneath the surface of Oakvael. The sea water receded leaving a small salt water grotto. In this sea, a vast multitude of creatures thrived without the direct aid of sunlight. As time passed, a Serpent moved from the surface to the sea to feed on all of these creatures. The Brotherhood discovered the cave where the Serpent (Cecil) lived, and tried to carve out more dwellings for its ever-growing number of minions. This time it was for the associates of the Brotherhood that the caves were used. The Serpent did not like this intrusion, and devised it's own plan of defense. With the help of a Water Nymph (Pesclanor) who also lived in the sea, they conjured up a black fog, which constantly transported the Brotherhood from one location on the level to another. To further complicate the matter, they convinced a few renegade Trolls to assist in carving the central cavern, where the fog was, so that the shape would be symmetrical, confusing those that were caught by the fog. To this day, the Serpents Maze remains confusing and full of surprises. The plan was partially successful, as the Brotherhood abandoned most of the area immediately surrounding the sea, leaving the Serpent in relative peace. Other areas farther to the West were developed, and the Sorcerers from the Brotherhood took up residence. Descendants of those dwellers can still be found there today, though fortunately they have lost the main secrets of the Brotherhood, sticking to the more common forms of magic. These descendants saw the futility of fighting the Serpent's control of the level, and decided to form an alliance (albeit an uneasy one) with the Serpent and the Nymph.

The main city and temple of the Brotherhood was established below the Serpent Sea level. Walking along the avenue, you can both appreciate the beauty of the city (even the Brotherhood did a few things right), and at the same time sense the ultimate evil which was the driving force behind the Brotherhood. The Northern part of the city was the temple to the Demon Lords, and other minor temples were established around the perimeter of the city. The temple, with its grotesque imagery, is still perhaps one of the few marvels from the Brotherhood that was not destroyed when the Brotherhood itself perished. Today it is home to a few descendants of the Brotherhood, but is mainly occupied by large numbers of Troll, and is usually referred to as the Troll Temple because of this. Glamuzu is the local variant of "law enforcement", though I really doubt that there are any laws to be enforced. Still, together with his martial artist deputy, Griizalu, he keeps an eye on everything, and makes sure that nothing comes along to disrupt their daily business. In the Northwest corner is an abandoned archery range, which has been converted to a prison of sorts. Glamuzu caught Konran wandering through the city, evidently drunk from a few too many Troll brews, and locked him up here. Anyone daring enough can try to spring Konran free and lead him back to his home in the city above. In return, Konran will give his rescuer a gift of a special cloth. The Troll minions, and a few Wizards and Thaumaturges, still remain, keeping the sacrificial flames lit, and performing their evil incantations, on the hope that one day a new Brotherhood will emerge.

The level of the Undead Altar is a hazardous place to be, even for the bravest adventurers! It is said that, at the height of their power, the Brotherhood built an altar complex, based on the pattern of the portal complexes, in order to assist them in summoning many of the foulest beasts imaginable. In this complex, they summoned many Liches, Wraiths, Wights, Spectres, Ghouls, Banshees, and Stalkers. Many of them also attempted to prolong their life beyond its normal measure with enchantments of enormous power. They had managed to summon Wraiths that were very capable fighters, but had lost their capability for magic. The Banshees they summoned were capable of casting their spells by simple force of will, but lacked any real endurance. The Ghouls and Stalkers were very potent fighters indeed, and the Liches were among the best spell casters around. The sorcerers that attempted the life prolonging technique were successful to a degree, though in the process they lost some of their magic skill, and were limited to one or two spells that they could still remember. In an attempt to summon a being that was both a capable fighter and a competent Magician, the Brotherhood set forth in the altar area to cast their greatest enchantment yet, even greater than the one which summoned the Dragon to Kesmai. The results were devastating. A great explosion rocked the entire area around the altar, and the explosion ripped a great hole all the way to the surface of Oakvael. Most of the Brotherhood were killed by the blast, and the few that remained were so beat up that they could not withstand the onslaught of the two creatures that answered their summons. For they did manage to summon two Demon Liches, both capable in the area of the martial arts and magic. The summoning was not as well as they had desired, but as none of survived, it hardly matters. The Iron Lich Twins (Larry and Harvey) roamed the level until they found an area to their liking, where they established a permanent residence.

Near the stairs leading from the Troll Temple level is another staircase, carved with a completely different architecture, leading down to the Reptile Pit. Eons ago, the ancient Order of High-Knights devised a testing area for the bravest of their ranks and sited it in the lowest level of the Oakvael dungeon. The Reptile Pit is the result of their efforts. The ancient Knights created perhaps the greatest test of bravery and fighting ability and filled it with some of the most formidable opponents one could hope to meet. Two Knights administer the pit, Clwyd, who guards the entrance barring admission to all but Knights and Gorfwylltra who stands in the innermost point of the pit. Between these, two lie numerous obstacles and powerful creatures. The obstacles include walls of magical concussion, which confuse adventurers by convincing them that they are under attack by their fellows.

Having survived the concussion spells, would-be heroes will encounter a series of nasty creatures. The most famous of which is, Wendy, the red Whirlwind Dragon. Apart from the Dragon there are also several Minotaur, Stalkers, large Serpents, Concussion Spectres and perhaps worst of all, up to four Wyrms each considered to be as dangerous as a small Dragon. Any Knight who can complete this journey and present Gorfwylltra with further evidence of courage (in the form of a Golden Knight’s Halberd) will be rewarded with extra health.