On the dawn of the 8th of
Thistledown, Isparians awoke to find the world turned upside
down.
Overnight, the fearsome Shadow
Spires had descended upon Tufa and Cragstone. Tufa, bereft of
defenders as usual, was utterly annihilated by titanic blasts
from the Spires. A blackened crater filled with deadly ebon mist
was soon all that remained of the town. The once-tranquil waters
of the oasis now thundered into this crater via a waterfall.
A small patrol of Shadows was
discovered among the charred remains of the buildings. While
they briefly controlled the town, help arrived as news spread,
and the enemy was quickly suppressed. Among the Shadows was a
strange and unsettling creature dubbed a “grievver.” This
eyeless, delicate looking insect proved swift and deadly in
combat, attacking with acidic breath and resisting the arcane
arts. However, it was but the first; numerous other encounters
with grievvers were reported, and often in the company of
Shadows.
Cragstone might have shared
Tufa's fate, but for the timely arrival of a pair of enigmatic
heroes. Witnesses reported that a skilled archeress and a mage
dressed in white repulsed the approaching Spires, destroying one
in a massive explosion that carved a new crater bay into the
shoreline of the River Prosper. Seemingly in retaliation, the
Shadow Spires moved northeast to devastate the prosperous town
of Arwic, inflicting horrific casualties and disrupting the
entire region.
As the afternoon wore on, more
reports came in of previously unseen species wandering the
landscape. Huge and mighty ursuin became the first non-human
species to arrive from Ispar. Bizarre niffis -- levitating
half-squid, half-shellfish creatures -- bobbed gently along the
shores and desert sands. The scholars of Cragstone, after
recovering from the terror of the night before, hypothesized
that these new species arrived through some form of damage done
to portalspace by the Shadow Spires' blasts. In the past, the
actions of these howling monstrosities had displayed an alarming
tendency to cause new ruptures between the planes.
When the first night fell after
the catastrophic attacks, a more subtle horror was discovered.
The stars and moons had disappeared. In their place, strange
fires chewed the sky. Whether the astronomical bodies had been
moved, destroyed, or somehow occluded could not be discerned.
The shooting stars seen the previous month, though, continued to
fall. Indeed, their speed and numbers only seemed to increase.
In the next few days,
patrols discovered several previously uncharted rings of
standing menhir stones, all of which hummed with growing power.
A nervous watch was kept at these locations, and pickets
reported frequent contact with both Shadows and the undead.
Finally, portals opened at all
the rings, allowing access to three large and previously
undiscovered dungeons. The first, Fenmalain, was littered with
the corpses of Shadows and undead. Exploratory parties moved
cautiously throughout the halls, encountering isolated groups of
weak Shadows and undead, apparently the survivors of a massive
battle a few hours before. Large companies of Shadows infested
the second dungeon, Caulnalain. They appeared to be working at
the behest of Isin Dule, for they staunchly defended the
facility. The last, Shendolain, was thick with powerful undead
from both the Direlands castle of Chalicmere and Aerlinthe
island. Casualties at this dungeon were horrific.
At the bottom of each facility
lay a single towering obsidian obelisk. For a brief time, these
baffled the weary and bloodied adventurers. Then it was realized
that the keys to these “gates” could likely be recovered
from the enemies of humanity. Shadow Children indeed surrendered
the keys to Fenmalain; Lieutenants, those to Caulnalain; and the
fearsome grievvers yielded the way into the deeps of Shendolain.
At the heart of each dungeon lay
a terrible secret -- each held safe one piece of the Yalaini
Mage Council's crystal array, in which was bound the dread
Hopeslayer, Bael'Zharon. The children of Ispar attacked each in
turn, and, in turn, each fell. As the crystals shattered and
toppled, massive waves of energy flowed across the face of
Dereth. Some claimed to have heard black laughter.
Not all the news proved quite so
grim: Dereth's native verdalim, berimphur, and hennacin plants
came into season. Alchemists and cooks were soon working round
the clock fulfilling requests for the green, yellow, and red
dyes that could be made from the plants' ground and boiled pulp.
Many turned a tidy profit at the task, assisted by improved
trade laws drafted by the sages of Hebian-to. The rare dyeing
disasters were a sight to pain the eyes, although some,
inexplicably, appreciated the eye-catching results. These
outcasts of fashion were politely tolerated in most towns, but a
few found themselves ducking under hurled mugs and flatware.
At the conclusion of
Thistledown, the thin strand of a single remaining Soul Crystal
suspended the fate of the world. Bael'Zharon's power waxed.
. . . and in the blackened
rubble of Tufa, eight shattered stones, all but forgotten in the
chaos, sputtered their magical powers back into the dead earth.
Something began to unravel.
|
- Added new creature-only
weapons.
- Added new logout motion and
animation. Now, when a player logs out, they get purple bubbly
effects and fade out.
- Fixed some typos in vendor,
NPC, and monster death strings, as well as some item
descriptions and trade skill strings.
- Cragstone's scribe, grocer, and
healer shop strings now match the town spec.
- Crystals now leave corpses.
- The Esper Firestorm, Lethe
Hellfire, and Tenkarrdun Hellfire elementals now leave a corpse,
guaranteeing that whoever kills them has first dibs at their
phat l00t.
- Virindi now cast Drain instead
of Health-To-Mana.
- Multiplied the range of the
armor/weapon spells by 2.5.
- Added owls and distant wolves
to heavy forests as part of our continuing ambient sound buffs.
- General landscape weirdness
fixes -- floating trees, inescapable pits, and so on.
- Added "@friends
online" option.
- Slashed elemental creatures'
particle counts by 2/3! This will improve the frame rate in very
advanced, very dangerous areas with these creatures!
- Updated the Tatters Dungeon.
- Updated Folthid's Cellar where
players could get trapped.
- Updated the Uziz NPC's -- they
have new snazzy clothes!
- Electrical spurt effects in
Amperehelion Vault now repeat instead of firing just once, and
have a sizzling sound effect.
- SOLL infusions have a better
use string now . . . something that shouldn't be so confusing.
- Previously viewed
packs/sacks/etc. should now not try to open again upon re-login.
- To lessen the camping of the
one good chest in the Soul Fearing Vestry treasure room, the
chests have been scattered randomly.
- For some reason the Great
Heaume glowed in the dark. It no longer does.
- Lurkers, Stalkers, and Raveners
will now always carry weapons. No more “kung fu” drudges.
- Aerfalle's chest is no longer
full of cheese and grapes. A couple of nifty new things have
been added to make up for the inconvenience.
- Tenkarrdun Hellfire, Lethe
Hellfire, Esper Firestorm, and Port Relic Bones had unique stats
allowing players to find them easily. They now have the same
stats as their brethren.
- Imperil VI has been made
resistible.
- Frozen Green Tea's icon is now
green.
- The table has been moved in the
simple suite dungeon near Yanshi, preventing players from
getting stuck on it.
- Shields generated by the
treasure system will now be created with Invulnerability spells.
|