In Morningthaw, darkness and blood
flooded the land in equal measure.
The month began inauspiciously
enough. The pent-up tension of the previous month, the sense of
threat, like a towering wave about to break, hovered still over
the heads of all. The clouds still raced, the moons still
loomed, and the figure of the Demon still appeared during storms
. . . yet no Shadow activity broke the oppressive quiet. The
biggest news was the murder of the Banderling thief known as
Gertarh.
In the desert, Hamud ibn Rafik
fought a personal battle with the forces of Darkness, and it did
not go well with him. “We no longer fear our mortality,” he
wrote his daughter Devana, “but there exist worse things than
death.” Having given his loyalty to the forces of Bael'Zharon,
he found himself less and less able to resist their commands. He
told Devana of a portal in the South Direlands leading to a
facility called the Nexus. He seemed to think that some key to
defeating the Shadows could be found in that place.
Unfortunately, those attempting to investigate the complex found
the way blocked by strong doors. Some attempted to slip through
by exploiting unpredictable forms of teleportation magic.
During the pause, explorers
rediscovered the legendary Silifi of Crimson Stars -- an
artifact many despaired of ever finding. The weapon had been
lost after the death of the One Queen, when the warrior Wari al
Sha'im had wandered into the A'mun Desert in search of new
challenges. Apparently he met a violent end, for his weapon was
broken into many pieces, none of which were easily found. It
seemed that the blade had been utterly shattered. Only careful
exploration of the desert lands allowed the bold to reconstruct
the Silifi. Kayna bint Iswas, a recluse Walim scholar learned in
the lore of the Silifi, was instrumental in forging this
Isparian relic anew.
Then the Shadows launched their
invasion. The first wave, lead by a Shadow Captain, hit Fort
Tethana and the Direlands. After a sharp battle, the defenders
of the Fort repulsed the dark warriors, slaying the Captain.
Shouts of victory echoed from the walls, but the euphoria was
short-lived. The Shadows advanced across the northern land
bridge into Osteth, encamping themselves at Plateau. They were
defeated there as well, and moved further east, into the Mount
Esper area. Their last Captain moved to Stonehold to lead her
forces, but was anticipated. A large force met her there, and
she was cut down.
While the remnants of the
Captains' forces could be found in the forests and on the slopes
of Esper, the Shadow armies seemed to have gone underground once
more. The illusion of peace was shattered a week later, as their
armies poured into the Direlands once more, under the leadership
of the dread general Black Ferah.
She first assaulted the
religious retreat at Wei Jhou. The defenders were hard pressed,
but once Ferah appeared to lead the attack personally, she was
quickly surrounded and cut down. Again, the defenders rejoiced,
but Ferah, as she fell, hissed, “A fine attempt, but this is
but my shadow. I shall move on!” So she did, advancing across
the southern land bridge into the Linvak Mountains. Ferah was
perhaps too bold in stating her intentions, and was met in the
hamlet of Kara by strong forces. She and her Lieutenant were
smote down within seconds of appearing. Again, the Isparians
rejoiced. After this easy victory, some of the more powerful
defenders thought the battle no longer worth their time, and
left the field.
This proved a mistake, as the
general moved her command post into one of the howling Shadow
Spires. The portals leading to this blasphemous construct
appeared randomly on the landscape. Not a few adventurers
wandered into these gateways, and were slain by Ferah and her
bodyguard. In the end, the Isparians assembled at the portals to
launch a cohesive assault on the Spire. Ferah again found
herself overwhelmed. She fell, coldly stating, “A fine attempt
. . . I see I must reformulate my plans.” Again, the Isparians
celebrated a victory, and again it was but a temporary respite.
Eight days after the climactic
fight in the Spire, Ler Rhan's forces flooded the wastes of the
A'mun desert. Unlike Ferah, he elected to establish his
headquarters in the Spires at the outset. However, the portals
to the Spires proved unresponsive to powerful adventurers.
Younger warriors, mages, and archers made sorties into the Spire
and were beaten back by this fearsome apparition. Eventually,
however, he was overcome, and moved on to the plains in the
Aluvian-settled regions of Dereth. Again, he was tracked and
defeated. Once more he moved, into the Spire found in the
festering Blackmire Swamp. Once more he fell, and Black Ferah
reappeared in the Direlands to give his troops time to regroup.
To assist her, she brought to
life the spires that loomed close to the towns of Osteth. The
Shadows of the Spires -- Shadow Children, for the most part --
were fought by the newest arrivals to Dereth, as the portals
leading to their lairs refused to activate for the mighty. The
town Spires, however, did field two new horrors: Shadow Sprites
and Spire Shadows. Sprites appeared to be Zefir that had been
absorbed by the darkness. Spire Shadows, possibly the most
disgusting of Bael'Zharon's followers, appeared to have grown
out of the floor of the Spires. The implications were troubling
-- it now appeared that the Spires were bizarre, living fusions
of multiple creatures, twisted and bent to the will of the
Hopeslayer.
Each of the Shadow Spires,
however, carried a secret treasure: a piece of a key. When these
were combined in the proper fashion, the doors to the Nexus were
opened. Massive parties flooded the facility. Legions of
powerful Undead and Shadows resisted their advance, but the
sheer numbers told on defenders. At the bottom of the Nexus
hovered a floating crystal, similar to the Great Work of Frore.
It was quickly swarmed by the vengeful Isparians, and fell.
Tayway of Thistledown, Freeze of Frostfell, Al Neo of
Morningthaw, Qua Badib of Leafcull, Hell Maker of Harvestgain,
and Lop of Darktide made the killing blows, and were rewarded
with chunks of the Crystal. At the fall of the Nexus, the
Shadow-armies melted away into the Darkness, leaving behind only
an echo of unsettling, strangely satisfied, laughter.
Many questions were left
unanswered. Where was the third general, Isin Dule, and why had
he not participated in the assault? What was the purpose of the
invasion, and why, if the Shadows have limitless armies, did so
few participate? What was the Nexus Crystal, why were the
Shadows protecting it, and why did they melt away upon its
destruction? Most importantly, what was to come? The generals,
it seems, were pushed back, but not defeated, with what
consequences for Bael'Zharon, no one knows.
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- The stage is set for an
unparalleled battle! Travelers, beware of Shadows, and look for
heroes among you who can determine the fate of the lands of
Dereth.
- "Detached characters"
(which recently caused some characters to temporarily appear
missing) should now be a thing of the past. All characters that
were not truly deleted will now appear in your character list.
Some long-past characters may show up in this way. In some rare
cases, you may have more characters than can show up in your
character list. If your character slots are filled and you still
think a character is missing, delete an unwanted character and
wait for the "temporarily unavailable" label to
vanish. This will allow one "overflow" character to
show up. If you still feel a character is missing, read the
"State of the Code" article.
- "Infused" pyreal
ingots (used for Atlan weapons) can no longer be given to
others! Before, there was a loophole where a player with a high
weapon skill could use a glyph to stamp (or "infuse")
the ingot to yield higher quality, then give it to a
not-so-skilled player, who could get a superior weapon. We had
to tolerate this until we fixed a bug. Now, you can NOT give the
infused ingot to anyone else -- the future owner of the Atlan
weapon will have to use the glyph on it him- or herself. Note
that you can still have a skilled Alchemist form the ingot to
begin with, and give the ingot away. In other words, non-infused
pyreal ingots still can be traded among players freely.
- Experience point distribution
within fellowships is generally more fair and logical. Before,
which member of the fellowship made the kill affected how much
XP was generated. If the kill was made by a fellow who was much
higher level than the victim, the whole group's XP was reduced.
Now, just the XP for the higher-level members is reduced.
However, the flipside is also true: if a low-level fellow makes
the kill on a victim of equal level, that fellow will get a
non-reduced share of XP, but fellows that are higher level will
get reduced XP. In most fellowship adventuring, less XP will be
lost than was lost with the old system.
- Fixed was a recently discovered
(by us) bug that justified cries of "kill stealing."
We didn't understand these protests before, since the system was
designed to give loot rights to whoever did the most damage, and
XP division was proportional to the amount of damage done.
However, we recently realized that damage above and beyond the
victim's remaining hit points were being fully counted!
Therefore, player A could fight a monster with 100 hit points,
gradually do 60 points of damage, then have player B swoop in,
kill the monster with one 70-point blow, and find that player B
got loot rights and the majority of the XP. But player B didn't
really do 70 points of damage; the monster only had 40 ht points
to lose. This is now fixed, and in this scenario, player B will
get credit for just the 40 points of damage, while player A will
get credit for 60 points, and therefore get loot rights and the
majority of the XP. This is not done as a balancing measure: we
honestly thought it was working this way all along. It was
designed this way, therefore this is a bug that needed to be
fixed.
- Due to a bug fix, Crystal
creatures are now more likely to attack by using bludgeoning
damage. Therefore, during melee combat, Crystal creatures may be
a bit more damaging than before if you are not well protected
against bludgeoning.
- New technology enables players
to affect worldwide properties as part of major events. You
thought events were good before? That was nothin' compared to
this stuff. And this is just the beginning.
- New technology to enable
announcement and log-recording of players who accomplish major
tasks in worldwide event quests.
- Exitless room in Ancient
Lighthouse dungeon -- added a lever to this room!
- Door facing wrong way in
Mountain Fortress dungeon -- fixed.
- NPCs now will give items to
you, even if your option is set not to take items from other
players.
- There are rumors of a bloody
assassination of a well-known master of his art . . . Surely
this is not the end of this drama.
- PK players can't heal monsters
with healkits anymore. This was an annoying loophole that
allowed PKs to harass NPK players.
- Pyreal Motes, Slivers, Nuggets,
Bars and Ingots now look like they should on the ground and in
their icons. They didn't used to. They all looked like Twinkies.
Now they all look different.
- Fixed the bug where locks
always appraise as "trivial."
- Spring long past sprung;
Bunnies not so busy.
- Night ambience is now brighter,
by around 12%.
- Mana Stones now have icons that
better reflect their power levels. This applies mostly to
charged stones you buy from vendors. Instead of looking the same
in their icons, making it harder to tell them apart in a bag of
stones, they now have icons that reflect the power levels.
- Sho & Gharu'ndim bowyers
buy fletching items. The bowyers in Al-Jalima, Stonehold, and
Yaraq sold lockpicks as well as bowyer stuff. They will also buy
lockpicks along with bowyer/fletching stuff.
- Now only you hear noise when
you sell something to a vendor. You won't hear the sales of
others.
- Rope bridge supports are no
longer see-through in dungeons.
- Magma Golem light is brightened
towards red more.
- Most Atlan Staff weapons were
being held incorrectly. Too far towards the base. Fixed.
- Shoushi Grotto -- Reduced
lighting in several rooms and most hallways. This dungeon was
too bright.
- The undead Baron of Colier no
longer leaves his Electric Long Sword on his corpse.
- Added missing acid pool to a
pit in the Incunabula dungeon.
- Special vats, fonts, pools,
fountains, and wells now cast their old spells on players when
used. When a flask is used on these objects you will get a flask
of water. Double the usage, double the fun!
- Casting portal recall spells
now make you play some purple bubbly physics scripts for about
two seconds before blipping you away.
- Target drudges in festival
grounds don't give old cheese for loot now. Oops. Yes, the days
of free cheese are sadly at an end. Blame the Shadows.
- Amullian coat no longer has
humpback.
- Flowers have been thinned out
Dereth-wide.
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