Milo's time in The Herald's Holdfast
Milo spent a fair amount of time searching the hugh library of the Herald's Holdfast, searching out information, outside of "normal" time. This page shows the "results" of his various searches.
Here is the list:
- Sigylls and Wizard Markings
- Ssessibil Istahvar (of the Lonely Tower)
- Orc Tribes (particularly on the ones around The Lonely Tower) - Gwath of Daggerdale
- The Cult of the Dragon - Milo's Family Tree
- Ceely's Family Tree
- Von Fedel
- The Zhentarium
Research on "Sigylls / Tattoo magic": (4 months)
Several books describing a rare magic in which magical spells are effectively tattooed onto the flesh of a magic user - the spells are then simply activated by touching the tattoo and willing the spell to be cast" - none of the books had the details of how such a magical tattoo could be created - merely anecdotal evidence of some people who had been known to possess such magics - Harry Fathesque (a member of the Arcane Brotherhood in Luscan), Herron the dark (Red Wizard of Thay), plus other mages unknown. Where these tattooed mages had managed to find the mechanism to create the magic is unknown. The various books about how the magics worked were by a few different survivors of encounters with these characters, and more in the form of journals and histories.
***
A more recent book described a strong magic of binding which would display itself into sigils or tattoos on the bound person's skin. It went on to describe how these had been used twice in the Year of the Prince (1357 DR).
"It all started when a young lady called Alias woke up in the month of Mirtul in the City of Suzail with azure blue sigils on her arms. The sigils she bore bound her to perform certain deeds for her creators, among them a wizardess named Cassana in Westgate.
One of the deeds she was supposed to carry out was the assassination of King
Azoun of Cormyr. Among the groups behind the sigils was the Fire Knives,
a group of guild thieves that had been driven by the king from Cormyr.
Alias was to exact their revenge for them. The use of the sigils back-fired
however, and Alias, with help from a saurial paladin she called Dragonbait,
managed to bring the sigils creators to ruin instead."
"At about the same time, another group of adventurers managed to defeat
the demon Tyranthraxus in the ruins of the city of Phlan on the Moonsea. It
was believed that the demon was destroyed, but it actually was only defeated
and began operating anew in Myth Drannor. Some of the surviving Fire Knives
became agents of Tyranthraxus and passed on the tale of the sigils on Alias's
arms to him.
Tyranthraxus learned to master the magic of the sigils. He then formed a New Alliance of the Bonds that included himself, the Zhentarium, the surviving Fire Knives, surviving priests of Moander and the rightful ruler of Thay, the expelled Red Wizard Dracandros. In Marpenoth of the Year of the Prince, agents of Tyranthraxus managed to place the sigils on a new group of adventurers, but the sigils backfired again.
The survivors of the Fire Knives were hidden out in Tilverton, but the bearers of the sigils managed to defeat them. The adventurers then were drawn to Yûlash, where they found and destroyed a hidden temple of Moander. The next stop was Zhentil Keep. Fzoul Chembryl, at that time still a priest of Bane, was interested in the alliance of Tyranthraxus more as an experiment than a cause.
He made a deal with the bonded adventurers, and they went on to the village of Hap in Battledale, where they brought about destruction of the wizard Dracandros and his dracolich and dragons. The last stop in their adventure was Myth Drannor, where they managed to destroy Tyranthraxus himself."
(OOC: This pretty much echoes the story that Lady Alustriel told the group when she first saw the sigils.)
Research on Wizard Markings: (1 month)
OOC: Essentially a list of spells of a similar ilk - that bound the weave into some form of rune/pattern/symbol/sigil - not usually on people though! Effectively "related magics" of sorts.
WIZARD SPELLS:
Wizard Mark (Alteration)
1ST LEVEL
Range: Touch Components: V, S, M
Duration: Permanent Casting Time: 1
Area of Effect: Up to 1 sq. ft. Saving Throw: None
When this spell is cast, the wizard is able to inscribe, visibly or invisibly, his personal rune or mark, as well as up to six additional characters of smaller size. A wizard mark spell enables the caster to etch the rune upon stone, metal, or any softer substance without harm to the material upon which the mark is placed. If an invisible mark is made, a detect magic spell will cause it to glow and be visible (though not necessarily understandable). Detect invisibility, true seeing, a gem of seeing, or a robe of eyes will likewise expose an invisible wizard mark. A read magic spell will reveal the maker's words, if any. The mark cannot be dispelled, but it can be removed by the caster or by an erase spell. If cast on a living being, normal wear gradually causes the mark to fade.
The material components for this spell are a pinch of diamond dust (about 100 gp worth) and a pigment or pigments for the coloration of the mark. If the mark is to be invisible, the pigments are still used, but the caster uses a stylus of some sort rather than his finger.
Sepia Snake Sigil (Conjuration/Summoning) 2ND LEVEL
Range: 5 yds. Components: V, S, M
Duration: Special Casting Time: 3
Area of Effect: 1 sigil Saving Throw: None
When this spell is cast, a small written symbol appears in the text of any written work. When read, the so-called sepia snake springs into being and strikes at the nearest living creature (but does not attack the wizard who cast the spell). Its attack is made as if it were a monster with Hit Dice equal to the level of the wizard who cast the spell. If it strikes successfully, the victim is engulfed in a shimmering amber field of force, frozen and immobilized until released, either at the caster's command, by a successful dispel magic spell, or until a time equal to 1d4 days + 1 day per caster level has elapsed. Until then, nothing can get at the victim, move the shimmering force surrounding him, or otherwise affect him. The victim does not age, grow hungry, sleep, or regain spells while in this state. He is not aware of his surroundings. If the sepia snake misses its target, it dissipates in a flash of brown light, with a loud noise and a puff of dun-colored smoke that is 10 feet in diameter and lasts for one round.
The spell cannot be detected by normal observation, and detect magic reveals only that the entire text is magical. A dispel magic can remove it; an erase spell destroys the entire page of text. It can be cast in combination with other spells that hide or garble text.
The components for the spell are 100 gp worth of powdered amber, a scale from any snake, and a pinch of mushroom spores.
Explosive Runes (Alteration)
3RD LEVEL
Range: Touch Components: V, S
Duration: Special Casting Time: 3
Area of Effect: 10-ft. radius Saving Throw: None or ½
By tracing these mystic runes upon a book, map, scroll, or similar object bearing written information, the wizard prevents unauthorized persons from reading his material. The explosive runes are difficult to detect--5% chance per level of magic use experience of the reader; thieves have only a 5% chance. But trap detection by spell or magical device always finds these runes.
When read, the explosive runes detonate, delivering 6d4+6 points of damage to the reader, who gets no saving throw. A like amount, or half that if saving throws are made, is suffered by each creature within the blast radius. The wizard who cast the spell, as well as any he instructs, can read the protected writing without triggering the runes. Likewise, the wizard can remove the runes whenever desired. Others can remove them only with a successful dispel magic or erase spell. Explosive runes otherwise last until the spell is triggered. The item upon which the runes are placed is destroyed when the explosion takes place, unless it is not normally subject to destruction by magical fire.
Symbol (Conjuration/Summoning)
8TH LEVEL
Range: Touch Components: V, S, M
Duration: Special Casting Time: 8
Area of Effect: Special Saving Throw: Special
A symbol spell creates magical runes affecting creatures that pass over, touch, or read the runes, or pass through a portal upon which the symbol is inscribed. Upon casting the spell, the wizard inscribes the symbol upon whatever surface he desires. Likewise, the spellcaster is able to place the symbol of his choice, using any one of the following:
Death One or more creatures, whose total hit points do not exceed 80, are slain.
Discord All creatures are affected and immediately fall to loud bickering
and
arguing; there is a 50% probability that creatures of different alignments
attack each other. The bickering lasts for 5d4 rounds, the fighting
for 2d4
rounds.
Fear This symbol creates an extra-strong fear spell, causing all creatures
to save
vs. spell with -4 penalties to the die roll, or panic and flee as
if attacked by
a fear spell.
Hopelessness All creatures are affected and must turn back in dejection
unless they save
vs. spell. Affected creatures submit to the demands of any opponent--for
example, surrender, get out, etc. The hopelessness lasts for 3d4 turns;
during this period it is 25% probable that affected creatures take
no action
during any round, and 25% likely that those taking action turn back
or
retire from battle, as applicable.
Insanity One or more creatures whose total hit points do not exceed
120 become
insane and remain so, acting as if a confusion spell had been placed
upon
them, until a heal, restoration, or wish spell is used to remove the
madness.
Pain All creatures are afflicted with wracking pains shooting through
their
bodies, causing a -2 penalty to Dexterity and a -4 penalty to attack
rolls for
2d10 turns.
Sleep All creatures under 8+1 Hit Dice immediately fall into a catatonic
slumber
and cannot be awakened for 1d12+4 turns.
Stunning One or more creatures whose total hit points do not exceed
160 are
stunned and reeling for 3d4 rounds, dropping anything they are holding.
The type of symbol cannot be recognized without being read and thus activating
its effects.
The material components of this spell are powdered black opal and diamond dust,
worth not less than 5,000 gp each.
PRIEST SPELLS:
Glyph of Warding
3RD LEVEL
Sphere: Guardian
Range: Touch Components: V, S, M
Duration: Until discharged Casting Time: Special
Area of Effect: Special Saving Throw: Special
A glyph of warding is a powerful inscription magically drawn to prevent
unauthorized or hostile creatures from passing, entering, or opening.
It can be used to guard a small bridge, to ward an entry, or as a
trap on a chest or box.
The priest must set the conditions of the ward; typically any creature violating
the warded area without speaking the name of the glyph is subject to the magic
it stores. A successful saving throw vs. spell enables the creature to escape
the effects of the glyph. Glyphs can be set according to physical characteristics,
such as creature type, size, and weight. Glyphs can also be set with respect
to good or evil, or to pass those of the caster's religion. They cannot be set
according to class, Hit Dice, or level. Multiple glyphs cannot be cast on the
same area; although if a cabinet had three drawers, each could be separately
warded.
When the spell is cast, the priest weaves a tracery of faintly glowing lines around the warding sigil. For every 5 square feet of area to be protected, one round is required to trace the warding lines of the glyph. The caster can affect an area equal to a square the sides of which are the same as his level, in feet. The glyph can be placed to conform to any shape up to the limitations of the caster's total square footage. Thus, a 6th-level caster could place a glyph on a 6-foot x 6-foot square, a 4-foot x 9-foot rectangle, a 2-foot x 18-foot band, or a 1-foot by 36-foot strip. When the spell is completed, the glyph and tracery become invisible.
The priest traces the glyph with incense, which, if the area exceeds 50 square
feet, must be sprinkled with powdered diamond (at least 2,000 gp worth).
Typical glyphs shock for 1d4 points of electrical damage per level of the spellcaster,
explode for a like amount of fire damage, paralyze, blind, deafen, and so forth.
The DM may allow any harmful priest spell effect to be used as a glyph, provided
the caster is of sufficient level to cast the spell. Successful saving throws
either reduce effects by one-half or negate them, according to the glyph employed.
Glyphs cannot be affected or bypassed by such means as physical or magical probing,
though they can be dispelled by magic and foiled by high-level thieves using
their find-and-remove-traps skill.
The DM may decide that the exact glyphs available to a priest depend on his religion, and he might make new glyphs available according to the magical research rules.
Symbol
7TH LEVEL
Sphere: Guardian
Range: Touch Components: V, S, M
Duration: 1 turn/level Casting Time: 3
Area of Effect: 60 ft. radius Saving Throw: Neg.
The priest casting this spell inscribes a glowing symbol in the air upon any surface, according to his desire. Any creature looking at the completed symbol within 60 feet must roll a successful saving throw vs. spell or suffer the effect. The symbol glows for one turn for each experience level of the caster. The particular symbol used is selected by the caster at the time of casting. The caster will not be affected by his own symbol. One of the following effects is chosen by the caster:
Hopelessness: Creatures seeing it must turn back in dejection or surrender
to capture or attack unless they roll successful saving throws vs.
spell. Its effects last for 3d4 turns.
Pain: Creatures affected suffer -4 penalties to their attack rolls
and -2 penalties to their Dexterity ability scores due to wracking
pains. The effects last for 2d10 turns.
Persuasion: Creatures seeing the symbol become of the same alignment as and
friendly to the priest who scribed the symbol for 1d20 turns unless a saving
throw vs. spell is successful.
The material components of this spell are mercury and phosphorous (see 8th-level wizard spell, symbol).
Research on Ssessibil Istahvar:
(2 weeks)
> Milo checked the indexes for any reference to "Ssessibil
Istahvar" or
> any other reference to "Istahvar".
There were very few references to this mage, at least not beyond words to the effect that he is a powerful mage who is very much a loner, living in "the Lonely Tower", in an isolated area more than 100 miles north of Silverymoon, not too far from Beorunna's Well between the Moonwood and the Coldwood.
One author described the mage's use of a tribe of orcs. dominating them so that they live in a village around his tower and act as his body guards to keep away unwelcome guests.
Another author postulated that he abhorred human interaction, and was a stickler for privacy - using his orcs to ensure that no-one came near to talk to him. The same author went on to say that he believed Ssessibil had no magical hold over the orcs - had not enslaved or charmed them, but merely "domesticated" them, turned them away from their normally blood thirsty and evil natures, and had formed more of a partnership with them instead.
Another author - a mage - indicated that he was a foremost specialist in potions, and had developed many unique potions - and that only other potion specialists had a chance of engaging any dialogue with him. There were a few references to him in books on potions that backed this report up. This reference also went on to describe the tower as obviously of magical creation of the highest order, stuck in what he believed was the middle of nowhere.
One disgruntled author postulated that Ssessibil wasn't even human, and that he was actually something completely different, merely masquerading as human behind some form of illusionary body. What the author thought he actually was, the writer did not speculate, having never actually had the chance to test his theory out!
In all the references however, there were no indications, beyond the probable enslavement / charming of orcs, that Ssessibil had ever actually done anything wrong (evil) to any other civilised being. Also, none of the references were under 14 years old.
During his research, he comes across no references to anyone, anything or anyplace with either the name Ssessibil or Istahvar. Even looking the genealogies and family tree sort of information, he can find no reference to any other family members.
Research on the Orc Tribes:
(2 week)
> and a little background on known Orc clans in the area
There are few authors who have tried to document the numerous and varied tribes of orcs that can be found in the north - though Milo does uncover the following more general information.
Orcs
The five geographically divided orc clans worship an alliance of chaotic, orcish
gods. In addition to the clerical spells granted by the god, they sometimes
control creatures associated with their deity, using them as mounts, familiars,
or bodyguards. Shamans of Bahgtru mount mighty oxen; shamans of Shargaas summon
bats, giant bats, and colossal doombats; Yurtrus shamans animate dead to create
skeletons and zombies; priestesses of Luthic (also shamans) summon cave bears.
Tribal names are variants of orcish Gods' holy symbols. Thus, the icon of the
Stinking Claw would be a rotting claw (a variant of Yurtrus's white hand). Orc
holy spots are marked by huge piles of humanoid skulls. Orcs are so devoted
to their holy sites they become berserk if they find a site desecrated, destroying
all they encounter in their frenzy.
Fallen Lands Orcs: The orcs of the Fallen Lands and Graypeaks follow King Ogrash, a powerful orcish shaman and warrior who's reputed to wield Skullripper, a halberd +3. To the south, many petty orcish kings wage constant battle against each other. More often than not, orcs encountered in the southern region are involved in battle with other orcs. Known tribes of the Fallen Lands include King Ogrash's Bloody Scar tribe, Black Slasher, Severed Fist, Seven Eye, and Black Bone tribes. Orcs of the Fallen Lands have cavalry - 20% of all encountered orc bands are mounted on ugly, black, ostrich like flightless birds. Most mounted orcs have short bows and lances.
High Forest Orcs: These orcs dwell in tunnels and small villages about two days journey into the wood. They're arch-foes of rangers and possess forestry skills. They worship a power they call Herne the Wild Hunter, a lawful evil variation of the Master of the Hunt (which, in reality, is Malar with a different mask). Orc tribes in the High Forest include the Tanglethorn, Sharpspike, Bloody Eye, and Horned Lord tribes. Orcs of the High Forest have the nonmagical abilities of rangers, but they gain no pluses in battle against goblin-class creatures. Wild Hunter shamans actually grow stag antlers from their heads.
Ice Mountains Orcs: Most of the orcs within these mountains are loyal to King Graul, son of Eldoul. The orcs of the Ice Mountains wage constant war with the dwarves of Citadel Adbar and stage frequent raids against Silverymoon and Sundabar.
Spine of the World Orcs: In these bleak mountains, the most powerful orc tribes skulk in stone fortresses stolen from the dwarves and renamed Eyegad, Tame, and Vokan. Within their gloomy, squat buildings and oppressive, black temples are the visible tips of sprawling underground tunnels and cavern complexes that house tribes with names like Skortchclaw, Skreetch, and Bleeding Eye. Others, like the Slashers and Orcs of the Severed Tongue, lurk in the unnumbered small caves that pepper the valleys and passes of these mineral-rich mountains.
Trollmoor Orcs: These orcs are loosely organized and rove the Evermoors in bands to prey on travellers, attacking boats on the Rauvin, raiding against outlying settlements near Nesmé and Everlund, and organizing in the fall to attack the Uthgardt Runemeet at Flintrock. Known orc tribes in the moors include the Vile Rune, Dripping Spear, Bonesnapper, Red Murderer, and Throat Slitter tribes. They worship the various orc gods Bahgtru, Gruumsh, Ilneval, Luthic, Shargaas, and Yurtrus.
There is no mention of the name of any particular orc tribe that is associated with Ssessibil.
Research on Gwath: (4 months):
<Milo aka Phil wrote>:
> and then onto the apparent Drow, "Gwath", and where
she might have
> gone to after leaving Spiders Haunt wood.
From a reference in a book of historical events in Daggerdale:
"The first traces of Gwath in the Dalelands go back to the ill-named Year
of the Kindly Lich (606 DR), when a travelling mage from ancient Cormyr named
Garthur and his band entered the southeastern part of the Daleswood, now known
as Spiderhaunt Woods. The band had many difficult encounters with gigantic spiders
in the forest, some of them believed by Garthur to be unnatural creatures. Garthur
noted in his journal that the forest still had been peaceful and free of such
spiders in a similar expedition some 10 years earlier.
He and his band also discovered new trails that had been made into the Daleswood, and they were following these trails when the many encounters with the giant spiders occurred. After a bit more than a day in the forest and with many hard battles behind them, Garthur and his band came upon an opening in which stood a larghe and evil-looking towre of great dimension. Furthermore, this tower was guarded by a band of four highly capable warryors of the darke elven ffolk.
It came to combat with these four apparent drow, and after three of the dark elves and one of Garthur's warriors lay dead before the tower, a woman, in part of the drowe race, emergethed from the towre and identified herselfe as Gwath the mighty and she did saye, that she beeth a priest of Llolth. She then attacked us with magickes most powerful and evil, and only in the last minute was I able to use mye own magickes to remove myselfe and the last survivore of my group to safetye. And long it was that our wounds did healeth, before we again were of our known strengths.
A few years later, when Myth Drannor was at the peak of it's glory, Garthur returned to the Daleswood, or Spiderhaunt wood as it is called now. It was still home to many species of giant spiders, but the tower was deserted, scarred from many physical and magical attacks, and Gwath had disappeared, not to be heard of again!"
Milo believes this may well be the same book that had been uncovered by the scholar at the Vault of the Sages in Silverymoon.
***
Another author, this one named Rhauntides, spent a decade studying in Halruua, in the Shining South, where he wrote a book, in which he claims that the name Gwath is known from ancient tales in which a half-drow named Gwath once had been active as a mighty priestess of Llolth where the half-drow nation of Dambrath now stands, and further, this Gwath vanished inexplicably from the South in the early 7th Century DR, at roughly the same time Garthur recorded first mention of the Gwath of the North.
In a footnote, he goes on to say how he had a difference in opinion with Elminster, who had claimed his own library in his tower in Shadowdale holds a number of texts taken from the drow chambers in the Twisted Tower after their defeat, and these texts prove almost conclusively that Gwath was a full drow who came from the dark elven cities beneath the Dalelands. From the way Rhauntides writes, it seems clear that he and Elminster hold different opinions on the true origin of Gwath - drow or half-drow. A hand written note, scrawled in the margin says "Or a master of disguise!"
***
Another book, written by elves and subsequently translated, and dating back to the history of the fall of Myth Drannor - also mentions Gwath.
At this time, Elminster said, Myth Drannor was rising to the height of its
glory, and the drow race seemed determined to halt the expansion of
the moon elves westward from the legendary city. As a priestess of
Llolth, Gwath seems to have been in the forefront of this campaign.
The ancient elves of Myth Drannor came to know Gwath as a powerful priestess
of drow sapper bands that conducted guerrilla warfare by night in Cormanthor
on the fringes of Myth Drannor, and the elven author indicated he has no doubt
that Gwath played a major role in opening a gate for the Army of Darkness into
Myth Drannor in the Year of the Lost Lance (712 DR).
Gwath did not escape unscathed from her attacks upon the elves of Myth Drannor. The rulers in the Elven Court learned of her tower in Spiderhaunt Woods, as the borderland forest had come to be known, and led many forays into the wood to attack and inflict damage upon the tower. With time, Gwath was forced to flee, and she sought refuge in the foothills of the Desertsmouth Mountains on the western border of Merrydale (now known as Daggerdale), where she began construction of the Gwathburg in the Year of the Scarlet Sash (679 DR), finishing it in the Year of the Lost Lance (712 DR), as the Army of Darkness begin attacking Myth Drannor.
After the fall of Myth Drannor in the Year of Doom (714 DR), the drow controlled
the entire surface valley of the Ashaba from present-day Ashabenford
to deep within the Dagger Hills north of Shadowdale. The real goal
of the drow seemed to be to gain the iron-fisted domination of the
western Dalelands, from Spiderhaunt in the southwest to the Desertsmouth
Mountains in the West and the Tesh Valley in the north.
Again, all indications are that Gwath was the spokeswoman of Llolth and the
leader of the drow movement.
Gwath's next goal was to destroy the growing human population in the western Dalelands. To this end, she summoned 15 great vampire lords from another plane to her Gwathburg, immediately exerted control over them, and ordered them to infect all of Merrydale with vampirism. These vampires first were seen in the Year of the Grey Mists (796 DR), when Merrydale began to be known as Daggerdale. It appears that Gwath turned over her Gwathburg to the vampire lords at this time and moved to a new, secluded tower in the Desertsmouth Mountains, one that has not been located to this date, although sages believe it to be in the northern part of the mountains, somewhere south of the old Tethyamar mines.
At this point, however, Gwath and the drow had overextended themselves.
Both the elves of Cormanthor and the men of the western Dalelands and Cormyr
arose against the vampires and the drow. The vampires had completely overtaken
the village of Highstone in the Dagger Hills, turning its entire population
into vampires. In a daring daytime raid, elves from the Elven Court attacked
the village, which had come to be called Bloodstone, and before the sun set
on that fateful day, a wooden stake had been driven through the heart of every
vampire in the village.
At almost the same time, a band of 400 armed men from the southern Dales and northern Cormyr, led by a group of priests of Lathander from Cormyr, fell upon the Gwathburg shortly after sunrise. After a day's fighting that caused many losses among the men of the Dales and Cormyr, the last of the 36 drow soldiers defending the castle of the vampire lords was killed, and with less than 30 minutes remaining until sunset, the priests of Lathander drove stakes into the hearts of all 15 vampire lords.
This is believed to have taken place in the Year of the Patchworked Peace (802 DR). The vampires of Merrydale, now Daggerdale, had not been completely destroyed, but the vampire lords and their slaves in the village of Bloodstone were eradicated. The villagers of Daggerdale were able to track down and destroy the remaining vampires in the dale on their own. The Gwathburg is left to fall into ruin and is essentially shunned by Daggerdale residents.
Of Gwath herself, there was no further mention in that history, though it was suspected that she had fled to a new location.
***
After this point in history, there is little evidence that Milo can find in
the library to indicate what had happened to Gwath, at least until
the Year of the Plow (906 DR). Searching other history books, Milo
finds a reference to the Cult of the Dragon, which refers to a wizardess
named "Gwann" who takes up with Algashon of Bane within
the Dragon Cult in that year. The book goes on to describe some of
the history of the Dragon Cult - and later mentions, in the Year of
the Midday Mists (1195
DR) that the liches Gwann, Harbet Gall and Xarth Kistar seal a pact to divide
control of the main elements of the Cult of the Dragon among themselves. There
is also references to the Harpers and their continued opposition to the Cult
of the Dragon.
It is a scrawled hand written foot note says "Gwann = Gwath?" that Milo spots that makes this book possibly relevant.
***
Delving deeper, this time focusing more on the Dragon Cult, Milo discovers more:
In a notebook belonging to a long dead Harper, Milo finds a note that in the Year of the Blacksnake (1285 DR), Gwynna, the Witch of the Desertsmouth Mountains, tipped the Harpers to the whereabouts of Sammaster's lich. The Company of Twelve, all paladins supported by the Harpers, destroyed the lich of Sammaster, though his phylactery is not found.
Again, another scrawled note in the margin - "Gwynna = Gwann?" Milo
starts to believe that someone else has once performed this same research in
the past, leaving a few traces of their own conclusions.
***
Other references to either Gwath, Gwann or Gwynna are hard to find. Certainly, Milo can find no references to Gwann before the Year of the Plow (906 DR) and after the Year of the Midday Mists (1195 DR), and similarly, he can find no references to Gwynna before OR after the Year of the Blacksnake (1285 DR).
More Info on the Cult of the Dragon
OTHER NOTES ON THE CULT OF THE DRAGON - most found out by Milo in his researches
The secret society known as the Cult of the Dragon has existed in the Realms for over 400 years. The primarily human membership seeks to elevate evil dragonkind to rule all of Toril as its dominion. When possible, the Cult transforms powerful, willing evil dragons into dracoliches. The Cult's main activities include serving as an intelligence-gathering and communications network for the evil dragons of Faerûn and the Cult's dracoliches. Cult members regularly visit the lairs of evil dragons, praising them effusively and telling them of the destiny Sammaster First-Speaker proclaimed for them: rulership over all. Cult members contribute large amounts of treasure to these dragons' hoards, offer any assistance at their disposal (healing potions and spells or an exchange of spells and other magical knowledge), enlarge or otherwise expand the dragons' lairs, add mechanical or magical traps to the lairs, and generally work to persuade these dragons to actively cooperate with the Cult. Cult members also make all necessary preparations for those dragons that do consent to become a dracoliche.
In exchange for the Cult's services, its members ask 'cooperative' dragons for permission to use their lairs as emergency shelters and for a promise of aid should the Cult ever call on them using the Cult's rings of dragons. (Most often this means combating some foe of the Cult.) Cult members also guard and tend any eggs or hatchlings that may be present in the dragons' lairs when the dragons so desire (such as when they leave for a substantial period of time to hunt or raid).
The Cult is a fractious organization comprised of numerous independent cells across Faerûn. Unlike such organizations as the Harpers or the Zhentarim that possess some sense of unity due to centralized command structures and powerful, charismatic leaders, some cells of the Cult are almost as likely to be at each other's throats as they are to be working together. The lack of both a headquarters (or even a predominant region of influence) and the presence of a single strong leader keeps the Cult and its powerful allies, the dracoliches, from achieving (or at least maintaining) the great power and influence to which they might otherwise rise. Indeed, only the Cult's founder, Sammaster First-Speaker, was able to hold the Cult together as a unified whole beneath him.
Sammaster was a mage who lived well over 500 years ago and eventually became one of Mystra's Chosen. This touch of divine power was too much for Sammaster's mind, and he was eventually driven insane, unlike the Chosen of the modern Faerûnian era. Mystra removed her touch, but the damage was done already and proved irreversible. The Goddess of All Magic could not cure Sammaster (or refused to for her own inscrutable reasons), nor did she put him out of his madness and misery, an act of restraint that, though it seemed merciful at the time, in retrospect would have prevented much grief and bloodshed over the intervening years.
In any case, the delusional Sammaster was convinced he had some special insight into the powers of the Realms (the gods) and Toril's future. He set about translating (or retranslating in many cases) the works of several legendary oracles and sages, among them Maglas, author of the prophetic tome, The Chronicle of Years to Come. In one particular passage Sammaster found the genesis for what would become the Cult of the Dragon. Below is the passage as Elminster and most other reputable sages over the centuries have translated it:
"And naught will be left save shattered thrones, with no rulers but the dead. Dragons shall rule the world entire, and . . ."
Sammaster the Mad translated the passage thusly:
"And naught will be left save shattered thrones with no rulers. But the dead dragons shall rule the world entire, and . . ."
This revelation lit a fire in Sammaster's demented mind and led to his organizing a band of followers to whom he passed on his teachings in a magical book called the Tome of the Dragon. These followers then spread his word, and eventually the group took on the appellation "Cult of the Dragon." It created its first dracoliches in 902 DR.
In time, Sammaster was slain, but he had prepared for his death and was able to attain lichdom for himself. Most tale-tellers and hedge-row sages believe that years later Sammaster's undead form was itself killed as well, since some members of the Cult have stated that the founder is dust in some forgotten tomb.
Regardless, the Cult of the Dragon has continued on without its founder. His disciples have wended their way across the length and breadth of Faerûn, and his teachings have insinuated themselves into the greedy and insecure hearts and minds of the weak-willed, the unethical, the grasping, the power-hungry, and those who seek elevation to wealth or power through covert means rather than honest hard work. But as with any philosophy the farther the tenets the Cult is organized upon have spread, the more variations and interpretations of them have sprung up and the greater number of schisms have formed within the Cult. Thus, many of the Cult's cells today proffer divergent versions of the Cult's history and its final destiny.
Potted History of the Cult:
c. 800 DR
Sammaster First-Speaker, founder of the Cult of the Dragon, is born, though
the location and exact date of his birth are lost to time.
817 DR The Year of the Deadly Torch
The traveling mage Mnethos takes the young Sammaster as an apprentice, noting
the boy's fierce intelligence and fascination with magic.
818 DR The Year of Broken Locks
Mnethos the mage introduces Sammaster to the glory of Our Lady of Mysteries,
the worship of whom Sammaster soon adopts.
c. 825 DR
Sammaster leaves the service of his magely tutor, Mnethos, having learned all
he can from the itinerant wizard.
c. 835 DR
Sammaster achieves the status of an archmage at an age almost unheard of at
that time. Sammaster wanders Faerûn extensively.
c. 840 DR
Sammaster's researches into the field of metamagic result in many new enchantments.
851 DR The Year of the Jasmal Blade
Our Lady of Mysteries appears to Sammaster, they dally, and the Goddess of Magic
offers to make the archmage one of her Chosen. It seems that Mystra has foreseen
the death of a Chosen and Sammaster is to be her replacement.
c. 851-852 DR
Sammaster meets with the Sage of Shadowdale, Elminster, and learns how to use
and control his Chosen powers, including silver fire.
855 DR The Year of Cornerstones
In the spring, Sammaster first meets Zhent slavers. Many die, including innocent
prisoners.
c. 855-861 DR
Sammaster enters an extended period of exhaustive research into the processes
of life, death, and undeath, creating several original necromantic enchantments
before again taking to traveling Faerûn.
861 DR The Year of the Exploding Orl
Sammaster meets and begins a relationship with Elué/Alustriel, Chosen
of Mystra.
864 DR The Year of the Broken Brunch
Sammaster's relationship with Alustriel ends with disastrous results for Sammaster's
emotional and mental wellbeing.
865 DR The Year of Flamedance
Sammaster meets and is befriended by Algashon Nathaire, a mage and priest of
Mystra's enemy, Bane, near or in Baldur's Gate.
866-874 DR
Sammaster and Algashon travel widely, with the duplicitous priest’s words
turning Sammaster toward bitterness, resentment, and evil.
875 DR The Year of the Stricken Star
Algashon coerces Sammaster into attacking his former lover, Alustriel of Silverymoon.
Alustriel is wounded in Sammaster's initial assault and calls for aid from Khelben
Arunsun and Laeral Silverhand, two more Chosen of Mystra. Sammaster is stripped
of his Chosen powers. Algashon saves Sammaster from death. Sammaster, insane,
embraces evil from this point onward.
887 DR The Year of Fell Pearls
The first "translations" of ancient prophecies by the mad Sammaster
are distributed, including his specious work on Maglas' Chronicle of Years to
Come.
902 DR The Year of the Queen's Tears
Sammaster's researches into necromancy result in the first successful Cult dracolich,
Shargrailar.
905 DR The Year of the Rotting Word
Sammaster finishes his principal work on the Tome of the Dragon, and copies
begin to appear across Faerûn as the Cult's philosophy spreads.
916 DR The Year of the Sinhala
The Harpers and priests of Lathander ambush Sammaster and his entourage as they
travel to visit two green wyrms in southern Cormanthor. Sammaster and an avatar
of the Morninglord do battle. Sammaster's actions wound the avatar slightly
before he obliterates Sammaster.
c. 916-940 DR
After Sammaster's downfall, Algashon leads the Cult underground for the first
time since its creation in the prior century. Algashon's Cult adopts many of
the revenue-generating schemes required to finance much of the Cult's operations.
c.950 DR
Cult of the Dragon cells number near 100 at this time, the height of Cult power
across Faerûn since the organization's inception.
c. 962 DR
The Cult reaches farther south than ever before with the creation of the cell
in, around, and beneath the city of Hlondeth in the Vilhon Reach.
971 DR The Year of the Children
The Cult's further expansion in the south is halted by the church of Tiamat
when an underground Cult cell "trespasses" on a similar group worshiping
the Dragon Queen in the city of Surkh.
972 DR The Year of the Cairngorm Crown
After the recent defeat in Surkh, dissidents within the Cult begin to openly
question Algashon's leadership and the weighty influence the church of Bane
has had in Cult operations in the preceding years, with the mage Drakewings
becoming a particularly outspoken opponent of the god of tyranny's place in
the Cult of the Dragon.
c. 972-995 DR
The Cult refocuses its efforts to expand in the North, creating at least 10
new cells in this time period. The only known failure of the Cult to infiltrate
an area during this era is in Silverymoon.
c. 995-1000 DR
Factionalism within the Cult increases with most members joining either Algashon's
reformational Bane influenced camp or Drakewings' pragmatic faction.
1001 DR The Year of the Awakening
Tuelhalva Drakewings encounters Gargauth trapped in a pit in Peleveran. Gargauth's
words inspire him to plot a break from the Sembian Cult cell.
1018 DR The Year of the Dracorage
Drakewings frees Gargauth. A horde of abishai baatezu summoned by Gargauth allow
Drakewings to take over the country of Peleveran. Drakewings' faction breaks
from the Cult in Sembia and relocates to Peleveran. Less than one month later,
Algashon musters and incites a Rage of Dragons and destroys the entire nation
of Peleveran. Both Drakewings and Algashon perish. In a related event, a great
Flight of Dragons assaults Zhentil Keep in this year. The old Keep is destroyed,
but the city is saved by its wizards and priests of Bane. The Cult is widely
blamed for the devastation in Zhentil Keep, and the inhabitants of the Keep
first take note of the Cult as a recognized enemy (as opposed to a dimly perceived
nuisance).
1065 DR The Year of the Watching Wood
Harpers in the North find the lair of the dracolich Alglaudyx and manage to
destroy the undead creature, seizing its rich hoard for Harper coffers. With
this newfound wealth, the Harpers invest in valuable properties and businesses
in cities up and down the Sword Coast.
1222 DR The Year of the Horn
The Cult of the Dragon attacks the Harpers, who have fallen under the sway of
the self-styled Harper King, the lich Thavverdasz. The subsequent arrivals of
first Szass Tam and then Elminster result in a significant defeat for the Cult.
1225 DR The Year of the Winged Worm
A Cult of the Dragon cell forms in and around the city of Elversult. Initially
led by human Cultists, the cell is later taken over and run by the first dracolich
the cell creates, Cypress the black.
1279 DR The Year of the Snarling Dragon A Cult of the Dragon cell near Luskan destroys itself when the dragons and dracolich involved with the cell do battle over treasure hoards.
1282 DR The Year of Many Mists
A lich calling itself Sammaster appears in the Desertsmouth Mountains and begins
gathering humanoids, undead, and dragons into an army.
1285 DR The Year of the Blacksnake
An adventuring company of paladins, the Company of Twelve, attack Sammaster's
stronghold. Nine are killed, but the lich's physical form is destroyed. Survivors
confirm that this indeed was Sammaster First-Speaker.
1340 DR The Year of the Lion
Forces of the Sembian Cult cell battle elements of the Sembian military near
Featherdale.
1356 DR The Year of the Worm
The most recent flight of dragons occurs, causing much havoc across Faerûn.
Though the Cult of the Dragon claims responsibility, the true cause of such
events remains a mystery.
Research on Milo's Family Tree: (1 month)
<Milo aka Phil wrote>:
> Milo's family tree
Looking in the section relating to "public records and archives" - references to the Davidston family tree can be found.
After some lengthy research, Milo uncovers the records pertaining to his family
tree:
(OOC: I can't be bothered to create the dates/locations etc, or the other branches
of the family tree - but the furthest he can go back is 4 generations - and
it seems at least two of his previous generations were actually known for their
violent natures - news to him, for his father and Mother were always peaceful
people - his father known as a arbitrator, negotiator and general pacifist (though
not religious like him))).
....................... David "Bloodletter"
- Elsa Heron......................................................
................................................... !...........................................................................
....................----------------------------------------------------------......................................
....................!...................................................................
!......................................
Rice "David's 1st Son" - Salorian ?..............................
Jose "David's 2nd Son"......
................................!..............................................................................................
..........--------------------------------------------------------..................................................
..........! .................................................................!.................................................
Argon "The Axe" Davidston - unknown ...............Hasrad
"The Hammer" Davidston
........................................!.......................................................................................
............................. Regie "Peacebringer"
Davidston - Selena Soldan.......................
...........................................................................!.........................................
..........
..................................................................Milo
Davidston......................................
Research on Coelacanth "Seasearcher"
(Ceely) (1 month)
<Milo aka Phil wrote>:
> and that of Ceely as well,
Records of Ceely's birth were sketchy - and there was no mention of her father beyond the fact that it was an unknown elf. Her mother's own history is also unrecorded - at least in Neverwinter records - it appears she migrated to the area, though from where is not mentioned. Her other siblings are recorded however: Kelpie - her twin sister - also a half-elf, and her three older brothers - Draco, Marlin and Shark - all sons of "Seawolf" - a long time resident of Neverwinter.
The family history of Seawolf - if you were bothered to look it up, was recorded as a long line of sea-farers living in Neverwinter, the oldest record being dated close to when Neverwinter was founded. Otherwise, nothing special.
Research on Von Fedel (1 month)
<Milo aka Phil wrote>:
> and that of Von Fedel,
Despite long searching, Milo only finds one reference to the name "Von Fedel" - found in some records obtained from a rare copy of Zhentil Keep archives. The record describes the death "in service" of a civic administrator named Von Fedel, who had been executed for trying to pry into places where he wasn't supposed to. The execution order was signed by Fzoul Chembryl High Imperceptor of Bane. A foot note indicates he left a son aged 15, though there is no mention of name nor what happened to the child. The record is dated to a few years before the Time of Troubles - the Year of Harp (1355 DR)
Through your investigations and search, you do however pick up a much better understanding of Zhentil Keep and the "Black Network":-
Zhent/Zhentilar/Zhentarim (the latter
occasionally mis-spelt by me as Zhentarium)
"There can be no understanding of Zhentil Keep without understanding its
groups. The first thing any scholar of the Keep must know is the difference
between the Zhents, the Zhentilar, and the Zhentarim. It only seems like a slight
difference of spelling, but that difference has confounded many a would-be sage.
None of the three are pleasant, but some are more dangerous than others. The least likely to be dangerous of the lot is a Zhent, which is a way to say anybody who lives in or originated from Zhentil Keep.
The Zhentilar are who a person meets most often outside the walls of Zhentil Keep and they are the most obvious threat to the lands of the south. The Zhentilar are the swords and spells of Zhentil Keep, the soldiers and mages that are the armies of the Zhents.
The Zhentarim are the most dangerous. They can be found anywhere, not just in Zhentil Keep. In some cities they are called the Black Network, and it is a name that well suits them. In theory the Zhentarim serve only one master: Manshoon, Lord of the Zhentarim. Manshoon built the Zhentarim years ago as his own network of spies and assassins. He was just setting himself up as High Lord of the Keep and did not trust his fellow Zhents or Zhentilar.
The other thing that marks the Black Network as different from the Zhentilar is its goal. The Zhentilar are soldiers and mages, eager to conquer an empire for Zhentil Keep. The Zhentarim are subtler. They know Cormyr, Sembia, and the others would ally to fight the threat of Zhentilar soldiers.
The Zhentarim goal is to control the trade of all the Dalelands and beyond. To do this, they work in the shadows. It is hard for the Purple Dragons to crush an enemy that does not take the field against them. The Zhentarim corrupt officials, terrorize caravans, and charm merchants into setting prices the Zhentarim like."
Zhentarim Bases
===============
The Zhentarim has minor bases and agents pursuing field work throughout
the Heartlands, but currently it has only three major bases of operation.
The first is the birthplace of the society, Zhentil Keep.
Darkhold, a fortress formerly held by Varalla the Lich-Queen, a lich of fearful
power, is the Black Network's second headquarters. It is located in the Far
Hills, which are themselves nestled between two large arms of the Sunset Mountains
west of Cormyr. The third and most recently established base is at the ancient
Citadel of the Raven that straddles the Dragonspine Mountains. Each of these
bases is a major hub for Zhentarim trade, a headquarters for Zhentilar troops,
and the birthplace and logistical nucleus of many of the diabolic plots of the
Zhentarim's Inner Circle.
You also find out more than you would really want to know about old - i.e. well out of date - trading rosters, trade routes, and various organisations in alliance with Zhentil Keep.
