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HISTORY OF VANA'DIEL version 2.1

Final Fantasy XI for Playstation 2 and PC
----------------------------------------------
By Kerrigan of Asura

send comments/suggestions/additions to [email protected]
----------------------------------------------

As told by Vana'diel historical texts (ie. SQUARENIX) and events witnessed by
Kerrigan and the following contributors:

FFXIonline.com:
Tazirai and CRtwenty

In the game:
Deakka of Asura
Tiberion of Asura
Fayth of Asura
Joren of Asura
Jeremias of Titan
Marion of Asura
LordWafik of Asura
Bakri of Titan
Zyaan of Kujata
Kittystalker of Asura

And many thanks to the crew at Ala:
Rainblade
TheHolyDragoonSeraphus
SirJac
Tenmile
Kametatsu
Teratron
Faranim
Ryotu
MrDarkKnight
}{Xaelis
Baveise
Evilassin
Yunchang
KaleFFXI
Nyavya



----------------------------------------------
UPDATES

Version 2.1
- added apendix VIX
- entire CoP story completed
- went through and edited/spell checked some chapters

Version 2.0
-Holy-Moly! It's been so long since I started
this faq ><; I'm thrilled so many people have liked it :)
NEW FOR 2.0:
- There was a plot problem with Louverance in sections
22-27 I missed. It is now fixed, I won't spoil it :P
- Added the Vana'diel profile of the last great smn
- Added the vana'diel profile of the first musketeer
- added some info on stuff I missed
- added more of the Afs
- added through chapter 29
- added appedix V, VI, VII, and VIII
- added the final bit of the Dynamis plot




CHAPTERS
----------------------------------------------
1. In The Beginning...
2. The Truth
3. The Age of Beasts
4. The Age of Magic
5. The Age of Power
6. The Age of Technology
7. The Mission North
8. Moon's Eclipse
9. Strange Rumblings to the North
10. Legend of the Crystal Warriors
11. The Rise of Jeuno
12. The Crystal War
13. The Age of Adventurers
14. Return of the Shadow Lord
15. Redemption
16. Reason to the Rhyme
17. Hidden Past
18. The 6th Ministry
19. Return of the Talekeeper
20. The Rise of the Zilart
21. Awakening
22. Ancient Flames Beckon
23. The Isle of Forgotten Saints
24. A Transient Dream
25. The Cradles of Children Lost
26. The Return Home
27. Echoes of Time
28. In the Light of the Crystal
29. Emptiness Bleeds
30. Twilight
31. Dawn
Vana'diel Profiles
Dynamis
Artifact Armor
Appendicies


----------------------------------------------
1. In the beginning...

Many aeons ago, there was a sentient jewel. A living stone by which all life
was created, banished the darkness, and spawned forth Gods of infinite power.
Their prized creation was the world of Vana'diel, their celestial playground.
Here the gods played, until eventually they fell into slumber. It was during
this time that the children of the gods began to create their own civilization.
They traveled through the sky, extracted gold from stones, and gave birth to
grasslands across the world. These were the Ancients. But, one day, the
Ancients seeking to join their god parents decided to gain entrance into
paradise. Enraged by such a brazen display of insolence, the holy gatekeeper
destroyed their path and cast their homes to the bottom of the sea. Shortly
thereafter, the goddess Altana awakened and saw the ruin that had had once
been Vana'diel. Seeing this she felt an emotion which gods seldom feel,
sadness. She wept for the tiny world and her tears cleared away the damage
done, but that was not all. 5 divine tears fell to the new soil.
Each of these 5 tears was the birth of one of the races of Vana'diel.
Hume, Elvaan, Taru, Mithra, and Galka. All different, all the same. Altana's
sorrow left and she once again departed, leaving the world to grow in peace
and harmony.

but the story does not end there.

There was another god, awakened and watching, from his place in the shadows.
Promathia, God of Twilight, angered by what he had seen saw fit to condemn her
work. Bringing out each of the 5 races darkest attributes - the elvaan's
arrogance, the hume's apathy, the envy of the mithra, the cowardice of the
taru, and the galka's rage. This would curse them to constant internal
conflict. Finally, to seal the deal he created races of his own. These
dark races, the beastmen, were charged with fighting the people of Vana'diel
and occupying their minds. Never again would they think to open the door to
the gods.

There is one final tale however....

While Altana soars on wings of freedom, Promathia is bound in chains.
It is even said that his confinement was a limitation he placed upon himself.
Can this be true? And if so...why?

--------------------------------------------
2. The Truth

The real history is quite different from the story passed down through the
generations. Unknown exactly when, but sometime after the creation of Vana'diel
and before the rise of the 5 races, there existed 2 peoples. The first were
a group of powerful beings of infinite wisdom and might. These people were
called the Zilart. Ruling the land from their city in the far north ocean,
the celestial capital of Al'taieu, the Zilart held the world in the palm of
their hand. Soon they developed supernatural abilities and gained great skill
in magic as well as telepathy. This telepathy, or the "Whisper of Souls" as
it had become known connected all the Zilart with eachother and together they
accomplished amazing things. Those women of most significant skill were trained
to be part of the Dawn Maidens. This group was considered to be directly in
service of the Goddess Altana, whom the Zilart revered above all. Led by the
gatekeeper, the most religious and powerful of all Zilart, legend told that
they held the keys to paradise.

Eventually, some children of the Zilart were born without this power of
telepathy. Seen as freaks they were outcast from the city and forced into
the wilds. Here these people, the Kuluu as they would be known, found their
own form of magic from the Avatars of the world. Befriending and controling
the forces of nature the Kuluu built massive cities on the north lands and
Sarutabaruta to their honor. The Zilart seeing the Kuluu's own nation
growing took it upon themselves to conquer the Kuluu and subjigate them.
The Zilart King at the time decided that total control was needed, and the
creation of amulets for the Kuluu was implemented. These amulets were given
to the Kuluu to wear, and sent the mental transmissions of Kuluu to the
"Eye of Altana", which the King could use to read the thoughts of the Kuluu.
Finally to secure his control he closed the gateway to the capital, allowing
it to be opened only once every 100 years. This way only a select few could
enter and exit when they were needed.

The Zilart, like all with power, sought more of it.
Under the rule of the twin Zilart princes Eald'Narche and Kam'lanaut, the
Zilart began a mad crusade to not only achieve paradise but enter it.
The Zilart began construction of a final monument to their greatness, the
floating city of Tu'lia. The palace of Fei'yin, was created for the two
brothers as a control station for their massive project. Then across the
world, massive pillars were constructed, connected by gigantic conduits.
These would later be known to present day people as the 3 crags and Drogaroga's
Spine. Next a power core created on Quifim Island was created. This would power
the city's magical ability to float in the clouds. Finally the gateway to the
gods was created, Ro'Maeve. Using the power of the gatekeeper and the
dawnmaidens as the key to their power source, the Zilart believed paradise was
finally at hand.

But, history is filled with irony and this tale is no different. The power
they sought could not be controlled and the world would pay the price.
When the gateway was opened the Terrestrial Avatars awoke under the
leadership of the Wyrmking Bahamut. A massive battle in the sky took place.
But, unbeknownst to Bahamut or the Zilart, the Kuluu has been secretly working
with the Dawn Maidens. Deep within the Temple of Uggalepih the two groups met
to form a plan to strike back at the Zilart. Apparently over time the Kuluu
had developed modes of communication where the Zilart could not read their
thoughts, and with this could contact the Dawn Maidens and work in private.
Under the leadership of the gatekeeper Yve'noile and the Kuluu leader
Grav'iton, the two forces assualted Fei'yin and overloaded the control center.
The result was a massive explosion in which the planet was almost destroyed.
The backup of the power flow through the conduits send shockwaves the entire
world over. The fallout was terrible. The Northlands, once a lush green forest,
were now a barren wasteland. The battle over, there was still one final problem.
The Wyrmking was still at large and those who survived feared his wrath. It was
at this time that a young boy made a deal with the Avatar, one that would
change the fate of mankind forever. Soon after Bahamut disappeared.

In the aftermath of the destruction the Kuluu who were not killed were slowly
warped over time into the race we now know as the Tonberry. The Dawn Maidens,
all killed in the blast were blessed with a ghost like afterlife to protect
and watch over their gatekeeper and possible future reincarnations. As for
the Zilart, most- like the Kuluu, had died in the disaster. The capital
thought destroyed was soon forgotten, left only to distant memory and song.
The fate of the twin brothers Eald'Narche and Kam'lanaut remained unknown.

------------------------------------------
3. The Age of Beasts

The magic explosion from the blast which warped the Kuluu into the tonberry
also changed other creatures slowly into the races which we know today.
The first races to form were the beastmen. These races thrived in the
era of darkness after the destruction of the Zilart's kingdom. The 3
largest hordes were the Orc, Yagudo, and Quadav. The Orcs were the
most battle hungry of the 3, with a lust for blood. Their homeland were
the dark forests of the Northern Quon continent. The next were the Yagudo,
a bird like race which prided itself on it's religious connection to the gods.
Though they were religious in nature it was obvious this state of mind had
driven them to fanaticism. The last was the Quadav, the turtle creatures.
Seeking those things precious, they grew to become miners and made their
home in the swamps of Southern Quon.

There were more beastmen which grew in other parts of the world as well. To
the islands of the south west, the mighty Antican's came to power creating
a massive catacombs beneath the island chains. The far north islands were
home to a giant race of beasts called Gigas. The last smaller race was the
Sahagins. These fishmen lived in the caves and waters off the coast of the
south eastern islands. Together all these "monsters" grew in size and
number and soon controlled the mass of the known lands of today.

There was another race as well, the strange Goblins. Unlike other beastmen,
Goblins can be found in most regions across Vana'diel. Their flexible
lifestyle and adaptability to the surrounding environment have given them
the ability to coexist with other beastmen as well as people. Compared to
other beastmen, Goblins have developed superior techniques in trades such
as smithing and healing. Now adays they are also considered the most
religious of the beastmen. Their cousins the Moblins who live deep within
the earth have specifically devoted themselves to whorshipping Promathia.
With this religion they Goblins and Moblins stay away from the affairs of
the other beastmen. It can be said though, that the only real threat of
the goblin, is it's high prices.

Over-time, however, 3 new races on the side of right began to fight back
against the mindless hordes. The first were the mighty Galka. Blessed with
powerful bodies and brute strength the Galka were the first new race to
create a civilization on Vana'diel. Centered in the Kuzotz island region
the Galka created a massive city spanning the entire island. Having, what
they believed, effectively defeated all their enemies there. But, unbeknownst
to them, deep below their kingdom was another beastman army. The Anticans a
race of ant-like people who had thrived beneath to south of Kuzotz decided
it was time to deal with the Galka. Outnumbering the Galka, the battle soon
turned against the Galkan who with their remaining numbers were forced to
flee through the ancient tunnels near their capital in hopes of discovering
a new world on the other side in which the Antican's could not follow. Though
defeated, the Galka did not easily forget, and deep inside them boiled an
unstoppable rage and thirst for revenge. Their civilization was in ruins
and their enormous cities soon fell to the mighty Anticans and shifting
sands of the Kuzotz.

The second race were the Mithra. These cunning quick witted creatures were
the stealthy warriors of the time. Due to the lack of male Mithra, the men
stayed home to raise children while the women formed the political and warrior
classes. Making their home on the island of Elshimo the Mithra build and
maintained a small society. Though active in the battles with the beastmen
on their island, they did not seek them out. Protecting their borders was
enough for them, and apparently enough for the beastmen, as over time the
attacks decreased. It appeared that while not at peace, the beastmen of
Elshimo had an understanding with the Mithra.

The last were the tiny Tarutaru. These little creatures while not very
strong, were highly intelligent. Though they battled valiantly, the
Taru peoples were terrified of the massive horde of beastmen. Weary
of the never-ending conflict, and declining in number, the taru wandered the
world in search of peace. After discovering an uncharted continent, they named
the land Windurst and settled down to build a brighter future for their kin.
Several decades after the Tarutaru's long journey had come to an end, a young
Taru girl exploring the mysterious towers scattered across the outskirts of
Windurst lost her way. It was during the time that she came in contact with
last of the Kuluu race. She was led to what we today call "The Full Moon Well"
and the power of magic was bestowed upon her and her people. It was at this
time she was given the magical "Book of the Gods" and had a vision of the
future. She saw the life of the taru for hundreds of years into the future.
This girl would be come the first Star Sybil. Together with her people she
worked to harness and understand the mysterious power that had been given to
them.
So began the Great Age of Magic.

-----------------------------------------
4. The Age of Magic

Empowered by their expanding knowledge and magical abilities the Taru people
united themselves under the Star Sybil, as the Federation of Windurst. At the
same time the beastmen of this continent, The Yagudo, united to take back the
lands which they had claimed for themselves. Working together, the Taru drove
the Yagudo hordes from their lands. After this victory for a time, the Tarutaru
lived in peace and harmony. Their race prospered, unified in their knowledge
of magic and the solidarity of a new and powerful federation.

During this time, the Mithra uncontent with their life of solitude on Elshimo
Island and hearing tales of strange magical beings from the elder mithra
scouts decided to venture out into the ocean to see for themselves. The
cheiftaness, angered by the disregard for tradition, condemned these actions.
Those who left in search of this knowledge were not permitted to return. This
did not stop the adventure seeking youth who set off on their journey.
Eventually arriving at Windurst, the Mithra in awe of the Taru were welcomed.
Their strength and tactical skill would prove useful to the weaker Taru. It
was a dually beneficial arrangement. The Mithra would be allowed to live in
Windurst with taru protection and magics, and in return they would serve as
the foot soldiers of the Taru military. Together, they carved and built the
town of Mhaura into the cliffs overlooking the sea. It was a reminder to the
Mithra that their home was not so far away after all. Mhaura though always a
small town in nature, would become a special place in the hearts of Mithra in
Windurst. It was a glorious age for both their peoples.

But time would tell a different tale. While the Taru bathed in their knowledge
of magic, the other races of the world began to gain knowledge of this power,
even the beastmen. Within a short time, magic techniques were employed by
others. The powerful magic now in the hands of the reckless and bloodthirsty
beastmen was too much for the Taru. Filled with regret, the Tarutaru entered
and long era of isolationism. They closed their borders off to all but their
friends, the Mithra. And so, the once-proud civilization became more and more
out of touch with the rest of the world.

------------------------------------------
5. The Age of Power

The use of magic would bring both happiness and conflict to the other races of
Vana'diel. It was during this time that the insignificant tribe of creatures
called Elvaan would rise to power. With the power of magic and the warrior
spirit deep within them, the Elvaan would grow to become the most powerful
empire of the time. Making their home in deep forests of the oldest known
continent, the Kingdom of San d'Oria was formed. With the Tarutaru monopoly
on magic broken, the Elvaan were able to create powerful orders of knights
who with a powerful code of chivalry feared no adversary. Their lack of fear
stemmed from their deep religious beliefs in Altana and her guidance. While a
King was chosen to rule, the Papsque - the religious leader -
was given great authority.

One by one the beastmen strongholds of the old continent fell. Tarutaru
villages and towns were crushed by the might of the San d'Orian army. Within
a short time, nearly the entire Quon continent had some under San d'Orian
control. It was at this time that one of the vassal's of the ruling d'Oraguille
family discovered small peninsula at the western most edge of Quon. From here
the knights of San d'Oria could head south and sweep around the taru defenses,
remaining beastmen, and secure their domination of Vana'diel. Alphollon
Tavnazia, a royal vassal was bestowed title to the land and given the task of
constructing a massive fortified city as the front lines of the San d'Orian
push south. Over time these lands were known as the Marquisate of Tavnazia
and became a second Elvaan kingdom, under rule of the first. From here
that battles which conquered the lands of Sauromugue Champaign were planned.

But pride comes before the fall.

The presence of the Elvaan pushed the Yagudo, defeated by the Taru, back down
into the lands of Windurst. This caused a series of skirmishes until eventually
the Taru Star Sybil and Yagudo High Priest met. It was there that it was
decided the cause of their problems was the presence of the Elvaan who forced
them into battle with each other.
The two races declared war upon the elvaan and a uneasy truce was declared.

With all of San d'Oria's attention to the Taru's and the beastmen of the
eastern continent, the southern portion of Quon remained unconquered and
uncared for. The inhabitants, the last of the 5 races - the Humes, were
deemed too weak to worry about and ignored by the San d'Oria army. During
this time that a small tribe of the Humes encountered the remnants of the
Galkans who had settled in the new lands of southern Quon, after escaping
their capitals destruction long ago. It was here that the two races united.
The Galkan with their physical strength and the Humes with their ingenuity
and search for knowledge. Together the two races formed a powerful alliance
under the flag of Bastok. Fortified by the regions rich natural resources
and the intelligence-gathering abilities of the Hume race. The nation of
Bastok soon turned it's eyes to the north and the Empire of San d'Oria.

Before the San d'Orians could mass a force to deal with the new kingdom to the
south, the attacks began. Bastok using it's newly created army made quick work
of the outlying San d'Orian southern defenses. Meanwhile the Taru's and
beastmen to the east launched assault upon assault on the empire's eastern
boarder. Finally a massive assault on the defenses at Sauromogue by the
taru broke through the lines of knights. Every last Elvaan fought bravely,
every last Evlaan was killed. In the south the Bastokan's turned their
attention to the key grounds of the Konschtat Highlands. If they could
control these lands Bastok would be safe from counter attack. In a battle
of epic nature, the San d'Orian knights and Bastokan army battled San D'oria
made one last push under the leadership of their first female warrior
Lady Eldie Mantiant. Bastok was forced from the Highlands, but at a horrible
price. The legions of San D'oria had been all but wiped out.

The Elvaan to the east, now faced with the oncoming attack of the Taru and the
growing presence of the Bastokan's to their rear surrendered in order to keep
their lands and secure a truce with the Taru peoples. This was not the final
nail in the coffin, however. The Bastokan chemists and iron workers in a rush
to supply their troops discovered a new powerful cutting-edge technology,
firearms. With these the Bastokan army marched to the Highlands for what would
be known as the Second Battle of Konschtat. Here the newly formed Bastokan

Musketeer's met the most elite of the San d'Orian Knights, but it was no battle
at all...it was a massacre. The knights were riddled and mutilated by the
musketeers gunfire. Both people saw the effectiveness of these weapons and
stood in shock. The San d'Orians pulled their forces back to the borders of
their capital, the outlying towns, forts, and legions destroyed by the now
free to roam beastmen. The Bastokan's shocked by their own power, stopped
their assault on San d'Oria at the Highlands, holding the high ground to
prevent any future counterattack. None would come.

The Elvaan could do nothing, furious with Bastok for the deemed "unchivalrous"
victory and without their former power the kingdom fell into ruin. At the time
of the collapse 2 brothers ruled the throne. The first, and oldest King
Raigegue was a militaristic man who saw his friends and family die at the
hands of Bastok. Gathering the last of the elite troops, he formed the
Royal Knights, in hopes of a counter-attack. His younger brother, Prince
Fellenant, was a more religious and peaceful man. Around him gathered a
loyal group of friends, who would be known as the Temple Knights. Prince
Fellenant against his brothers wishes arranged for a meeting between the
Bastok leaders and his Temple Knights. There he would offer a final peace
in exchange for help dethroning his brother. His proof of peace, the
mysterious and powerful magic scepter known as the "Scepter Royaulais".
This was bestowed to each king upon his coronation by the papsque.
Meanwhile, catching wind of his brother's plan, King Raigegue sent
his best and most anti-Bastok knight, Vijortal Caphieux. He and a few
other royal knights would join the prince's party saying they wished for
peace, and then assassinate him.

It was then, camping in what is now called Ordelle's Cave that the plot was to
take place. But, by some strange twist of fate, Vijortal turned against the
assassins and stopped the attempt. Though he saved the prince's life, he was
mortally wounded. The prince continued on to Bastok and there the Temple
Knights and Bastokans agreed to usurp the throne from King Raigegue. Gathering
forces he took San d'Oria and crowned himself king, but just before a
counter-offensive by Raigegue, it is said that Fellenant had a great vision
granted to him by the Scepter Royaulais. Though it is unknown what was seen,
he stepped down and surrendered to his brother. Since it was deemed long ago
that royal blood could not be spilled, Fellenant was placed in the dungeons
underneath San d'Oria. With the help of his Temple Knights, he soon escaped
through underground tunnels into Junger Forest. It was from here, in the deep
woods of Davoi that he waged a war against his brother. This was the start of
the great civil war.

Lasting for countless generations the war between the two sides of San d'Oria
raged through their lands. Finally, the leader of the Temple Knights, Ranperre,
led a final assualt on the capital. Carrying a mystical sword he found deep
within the caverns of Davoi and surrounded by his vanguard of Dragoons (which
would later grant him the name - The Dragon King) he led his troops into
battle. His sword, the Lightbringer, struck a fear into the hearts of both his
troops and his enemies. Before the battle could begin, the Royal Knights
surrendered for fear of the sword. Without having even unsheathed it, Ranperre
had united San d'Oria at last. From his throne he decided the power held by the
Lightbringer was too much for one man, and it was sent forth from San d'Oria
to Tavnazia as not only a sign of trust and peace, but to be locked away deep
within the halls below the city. There it would be protected by the royal
family for all time. San d'Oria had come full circle, once a great empire, now
a small fledgling kingdom again.

----------------------------------------
6. The Age of Technology

The fall of San d'Oria ushered in an era of prosperity for Bastok, who upon
it's growth declared itself a republic for the people. Hume tradesmen spread
across Vana'diel in an unprecedented era of economic development and trade.
Establishing trade routes with not only Widurst, but their former enemy of
San d'Oria. During this time the Bastokan's decided to expand their industry
from mining into fishing. Two towns were started, the beach town of Selbina
to the south, and Jeuno to the north. While Selbina brought forth more profit,
the town of Jeuno was founded at the intersection of the major kingdoms.
It was decided at this time of peace to hold the first Conquest Evaluation
Assembly in Jeuno. Attended by each nations top advisors, the Assembly was
to outline the boundaries of each kingdom. Eventually, the assembly seeing
their armies lacking battles and fearing they would turn weak or worse, against
the current leader, set up a system of tournaments called Conflict. Nation's
greatest warriors would face off with each other for bragging rights and
control of territory outside the bounds of the 3 nations control of the
previous year. This did nothing but create unneeded anger amongst the 3
kingdoms and soon was stopped by the assembly.

Back in Bastok the fortune's of the Hume's grew quickly, while the
Galka - the laborers, received very little. This was the start of the animosity
between the two races. The jealousy and anger while only subtle for the time
being would eventually take control of the country. But, these thoughts were
only in the backs of the mind's, as the technological developments proceeded
rapidly. This was accelerated with the appearance of the engineering genius
named Cid. Through his inventions, the mining of Bastok's lands gathered more
precious metals and rare ores then ever seen before. The Republic of Bastok
had taken it's place as the 3rd great nation of Vana'diel.

---------------------------------------
7. The Mission North

It was during this time that the Humes, in their adventurous nature, decided
to explore the lands to the far north. Long forbidden they were now the stuff
of imagination and legend. Two Hume officers, an elite Iron Musketeer warrior
Ulrich and the monk Cornelia. Under suggestion of Cornelia, her friend and
Talekeeper of the Galka, Raogrimm was allowed to accompany them. Raogrimm,
as talekeeper carried the memories or all past Galka within him. This gave him
the "title" as leader of the Galka. He was also a member of the Mythril
Musketeers, but in name only, as he detested the treatment of the beastmen by
the Humes in the squad With the help of his friend and aide War Cloud, he was
charged with a task of great importance amongst their people. Cornelia had
known him for some time, and it seemed to many that their association was
more than friendship. Ulrich noticed this too, having feelings for Cornelia,
and did not like it one bit.

To travel to the northlands, the expedition would have to cross San d'Orian
lands. Though they would allow it, the San d'Orians requested one of their
best knights, Francmage come along. Though deemed as a "escort through the
lands", we was more of a spy to make sure the Bastokans weren't up to something
else. Of course seeing this, the Tarus demanded 2 of their top officials go
too. With the Hume's approval, Iru-Kuiru the taru and Rabntah the mithra were
sent. These 6 adventurers set off from San d'Oria through the mountains to the
north. It was here things turned horribly wrong.

Ulrich, after spending so much time with Raogrimm and Cornelia became jealous
of their relationship. Angered that a hume woman would love a Galka over him
he found his own solution. Suggestion the party split in two, Raogrimm and he
would search one way, the remaining 4 would go the other. Taking Raogrimm
down deep into the chasms of the northlands Ulrich plotting the Galka's death,
he did not notice Cornelia had decided to follow. It was in the deepest chasm
that Ulrich launched his attack, hitting Raogrimm when he least expected.
Knocked to his feet and winded, Raogrimm could to nothing as Ulrich pulled
back his sword for the final thrust..
It was then Cornelia jumped in front of Raogrimm, Ulrich's blade thrusting
into her stomach. Ulrich shocked by what he had done ran from the area.
Raogrimm, the woman he loved at his feet covered in blood let out a great roar.
This was the last anyone heard from him.

Ulrich finding the other 3 members of the party announced that Raogrimm and
Cornelia had fallen from a cliff led a fake rescue. No bodies were ever
found and the remaining members decided to return home before anyone else
died. It was then that the strange murders began. One by one, each of the 4
remaining members was horrifically murdered.

---------------------------------------
8. Moon's Eclipse

Meanwhile in Windurst, though an internalist nation, their country continued
to grow. The Mithra developed their own population and chieftaness within
the capital, and a new Star Sybil was appointed. Also mastering magic to a
science, the taru people had grown and prospered. 5 minstries of magic were
created to govern the magical powers of the Tarutaru, each with their own
specific function. The Optistery, was the magical library of Windurst,
holding the tomes of ancient lore and magical power. The Aurastery, or the
schools, were the learning grounds of young taru who would someday be the
future leaders of Windurst. The Rhinostery was the ministry which experimented
with the world around them. This ministry was the group that created the plants
that light up at night. The fourth was the Oarstery, the taru mages training
grounds which developed the ranks of the black, white, and red mages.
The last ministry was the most recent and at the time, the most groundbreaking.
The Maunastery, was responsible for the construction of Cardians. Under the
supervision of the Taru Zonpa-Zippa, the Cardian's were created from dolls
imbued with life by the star fruit collected from the gigantic star tree of
Windurst Walls. These cardians were to be the new infantry and grunts of the
Windurst army and do the daily work too hard for the Taru and Mithra.
The problems would begin here.

The cardians were created with an absolute duty to their master, in this
case, Zippa. Zonpa-Zippa could not of course control them all as the ranks
grew, so he created 4 "Ace" Cardians to rule over them with the basic logic
of black and white, a wrong and a right. The Aces would only report to him,
and he would only have to deal with those 4 to control and army. Zonpa-Zippa
was received as the hero of the Tarutaru.

This would have worked perfectly for the Taru people, if not for the discovery
of the ambitious Optistery minster Karaha-Baruha. Working in the Optistery
libraries Baruha discovered the ancient secrets hidden away by the first
Taru settlers deep within Horotoro Ruins. Working without the authority of
the Stary Sybil he came to Zonpa-Zippa to asked for his help and grant him
the use of super strong cardians to search the ruins with him. Zonpa accepted
and gave him control of the 4 ace cardians. With them in his power, Baruha
had them secretly build a new cardian, Joker. Using magics locked away within
the libraries he bound his life-force to Joker and then proclaimed Joker the
new master of the Aces.

While keeping up appearances in town, Baruha had the 5 cardians search deep
within the ruins. It was then that the canals deep within the ruins were
uncovered. Old sewers from the time of the Kuluu connected through all the
towers, and even the Heaven's Tower of Windurst itself. Also, he had
discovered a mysterious fountain deep within the canal. In it's dark reflection
were the moon and the stars. It became apparent to him that he had stumbled
upon the lost Full Moon Fountain of lore, which had given the first Star Sybil
he great vision. Returning to Windurst he approached the Star Sybil in private,
telling her of the fountain.

With this new knowledge, the Star Sybil returned to the fountain by herself.
It was here that she had a vision which she did not expect. Deep within the
fountain the visage of a great beast appeared. His name was Fenrir, the great
beast of legend which gave the first Sybil her reading. The vision of Fenrir
showed the future of Windurst, in ruin. The world of peace had been destroyed
and the world covered in emptiness. Shocked at this vision she fled from the
fountain. Unbeknownst to the two, Baruha had been watching. Taking the
knowledge gained, he built a study deep within the canals, which would be
known as the Animastery. Here, he discovered through ancient texts that it
might be possible to change the will of the beast, and in fact change the
fate of Windurst. Approaching the Star Sybil with this information, the two
devised a plan. They would return to the fountain and Fenrir and ask how
to change fate, if they couldn't do so, then Baruha would attempt to
manipulate the beast. But, the Star Sybil was unaware how far his lust
for power had gone.

Having bound himself to Joker through the forbidden magics, the sanity and
mind of Baruha began to slip. He had decided not to just manipulate Fenrir,
but to control him entirely. Arriving to ask for council from Fenrir, the
two were turned away with news that fate cannot be changed. It was then the
Star Sybil granted Baruha the chance he had been waiting for. Sapping the power
and will from Fenrir, the great beast muttered out these final words -
Though the path is dark, there is always light.
It was then, the fountain went dark.

Full text:

http://www.neoseeker.com/resourcelink.h ... &rid=83805

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