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        <title>The Void — Aetolia&#039;s Forums</title>
        <link>https://forums.aetolia.com/index.php?p=/</link>
        <pubDate>Sun, 12 Apr 2026 08:11:29 +0000</pubDate>
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            <description>The Void — Aetolia's Forums</description>
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        <title>The Wastelands of Albedos</title>
        <link>https://forums.aetolia.com/index.php?p=/discussion/2383/the-wastelands-of-albedos</link>
        <pubDate>Wed, 02 Nov 2016 02:42:25 +0000</pubDate>
        <category>The Void</category>
        <dc:creator>Razmael</dc:creator>
        <guid isPermaLink="false">2383@/index.php?p=/discussions</guid>
        <description><![CDATA[As the Dreikathi Empire's hold upon the northern reaches of Albedos loosened following their loss upon the continent of Sapience, pockets of resistance rose to overthrow their now weakened masters. Civil war erupted within the city set deep into the caldera of Drakkenmont and chaos spread across the southern expanse in a ceaseless wave. Settlements, towns, and villages collapsed beneath the cruel swathe that the Dreikathi carved in their struggle to maintain control.

The people of Albedos were not so easily broken.

Taking up arms, they fell upon the Dreikathi's brutish overlords without mercy before fading into the wastes as quickly as they had come, becoming little more than legend and myth to the slaves of Drakkenmont.


----------------------


Byen shifted from foot to foot as a familiar figure came into the gloaming light of the dwindling campfire, his nostrils flaring as he took in her scent with a grimace. "Good hunting, friend? I smell death upon you." The Caentoi raised a hand in greeting to the Ursal, a slab of stout muscle and leathers, that plodded towards him with heavy footfalls.

The Ursal tossed a dark object with a grunt, Byen taking a quick step back to avoid the projectile. "Scout," she rumbled as the object rolled into the light; a sack stained red with dark, drying blood. "Was quick. Bloody. Quick. Have trophy." She sat down heavily on a log before the dying fire, stirring the embers with a blackened branch before fixing Byen with a steely stare.

"And I've such a trophy as well," Byen jerked his head to the left, indicating the desiccated corpse of a headless Vierkathi hunter that swung lazily in the night air behind him with the telltale creak of a rope. "The Deathwalkers will be pleased with our findings."

"Is good hunting," the Ursal snorted in reply, kicking a dry log into the fire with a savage boot and emphatic grunt. "I take ten trophies this moon. You take, pah, three? Not so good. I console you with good drink from their cellar and fine meat."

"Ah, I've had my fill of vakmut flesh from the Underbelly, madam," the Caentoi replied primly, snout wrinkling. "I heard they have started an orych herd in the old shrine's garden. Orych milk and meat to be had with our bounties collected, hm? Much better than the vakmut flesh you've come to love, my dear."

"Ha!" The Ursal thumped a heavy paw against her belly, raucous laughter filling the night air. "If little Caentoi makes it back to shrine, yes? Deathwalkers not pay dead dog. Gatekeeper not so kind, yes?"

"Harel, please! Your constant 'dead dog' comments wound me so," Byen replied, an upturned paw placed against his brow in mock horror. "You are not wrong, though. Now, where is our third friend?"

"Ahh, Aslinn?"

"He's a name about him, Harel."

"Grees-ka?" Harel snorted as the fire began to crackle to life once more, leaning forward to peer through the haze at Byen.

"Graska, yes," Byen muttered, turning to peer over his shoulder into the dark of the wood.

"Where is he?"

"I asked you, Har--"

A wild, keening shriek echoed from the woodlands as a lithe Aslinn bounded into view.

"Ahh, and here he is now. Our wild one, hrm?" Byen bared his teeth in a grin, yellowed teeth gleaming in the firelight.

"Yesss, see?" The Aslinn chattered to himself in broken Albedi, dropping two decapitated Vierkathi heads to the ground with a wheedling laugh as they bounced across the cold ground. His dark eyes peered down at the Ursal and Caentoi with a feverish glaze. "I kill three, but one.. one get away! He run, he cry blood, leave trail--we find him, yes? We need more trophy for dark kings!"

"Tch.. kings, are they?" Byen turned to glance to Harel, the Ursal already shaking her limbs out and kicking a heavy log to snuff out the campfire with a grunt. "Well, Harel. Shall we?"

"I claim trophy," Harel grunted out, hefting her weapon over her shoulder as she strode into the woodlands. "Blood in the air."

Byen nodded, following after the Ursal with the Aslinn trailing closely behind them. Blood in the air. It was a fine night for a hunt.
-
Courtesy of @Hadrak.]]>
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    <item>
        <title>Lore dump: the Dehkay Plateau</title>
        <link>https://forums.aetolia.com/index.php?p=/discussion/2058/lore-dump-the-dehkay-plateau</link>
        <pubDate>Mon, 09 Nov 2015 06:08:38 +0000</pubDate>
        <category>The Void</category>
        <dc:creator>Ghend</dc:creator>
        <guid isPermaLink="false">2058@/index.php?p=/discussions</guid>
        <description><![CDATA[This has been a pet project of mine and I would like to share some of the lore in total, rather than as a scattered handful of snippets fed in drips and drabs via delegates to Spinesreach; it doesn't seem very fair to restrict this information to a single city, and it may be interesting to see how much work goes into a large-scale project like an entire species. I also hope that it will be useful for the handful of people who play Grecht characters but found Arget Massai and Arget Efri to be lacking in content and information on the Grecht people. If you have any questions, please feel free to post them, but remember: spoilers are the enemy.

As a guide for using this information IC, anything in here would be known to a Grecht of the Plateau. A mainland-born Grecht raised amongst the refugees at Massai would know the vague details, but probably not be up to speed on any of the more recent happenings of the Plateau or the fine detail of living there. The average non-Grecht would know very little as travel to and from the Plateau is heavily restricted.

<b>The Dehkay Plateau</b>

A large area of land to the northeast of Sapience, straddling the border between Albedi and Sapient territory. The Plateau is the homeland of the Dehkay Grecht, spurned cousins to the Grecht of Massai, and covers hundreds of kilometers with icy tundra, sky-scraping volcanic mountains, and glaciers. The Second Imperium is just the latest iteration of one of the oldest cultures in the world.

<b>Concept work</b>
[spoiler]<a rel="nofollow" href="http://i.imgur.com/cN6VuLV.png">An early and not entirely accurate map of the Plateau. Warning: coder art. Spot the bear.</a>
<a rel="nofollow" href="http://www.aetolia.com/image/grecht-dragoon">A Second Imperium soldier.</a>
<a rel="nofollow" href="http://www.aetolia.com/image/grecht-temple-guardian">A neicel temple guardian.</a>
[/spoiler]

<b>Government</b>

[spoiler]Over the course of the last milennia, the Plateau leadership has been almost as fractured as the islands around it. Only in the last few hundred years has a stable government emerged, originally in the form of the bloody military dictatorship called Tolvhauk, or the First Imperium, and more recently in the more subtle form of the religiously oppressive and money-hungry Naru Vhauk, the Second Imperium. The Plateau is currently nominally ruled by a figurehead Exarch elected by a council of Talons, who are in turn representatives of military and merchant bodies across the Plateau. The position of Exarch is one of religious significance, as they are the intercessor between the common people of the Plateau and the Spirit of the earth beneath it - at least in theory. In practice, the priesthood is an entirely separate body of power to the Imperium government, and is largely helpless to prevent the powerful military might of the Talon Council from doing and saying whatever they please. The modern Talon Council is composed almost entirely of military leaders with a small handful of members of the priesthood, in part due to the coup that resulted in the formation of the current Imperium. The Talon Council also traditionally includes the Bearer of the Hundred Dead, the sole legitimate practitioner of Sun Drinker worship on the Plateau (see 'religion').

The Second Imperium has pursued a policy of aggressive internal unification, crushing dissent with military force and using the religious beliefs of the peasant and merchant classes, many of them based in objective fact, as threats. The Bearer of the Hundred Dead is actively employed as an enforcer and weapon by the Talon Council, a policy that is unprecedented in the history of the Grecht and may have serious ramifications further down the track if it continues. Historically this combination of military and religious power is unusual, and is a major part of why the Second Imperium remains stable despite serious unrest in the peasant population. The Second Imperium has accomplished a great deal and has turned the Plateau into a unified and productive body, but at the cost of hosting a ruling class that conducts ethnic cleansing, uses religion as a weapon against the peasants, and crushes uprising with brutal force.[/spoiler]

<b>Geography</b>

[spoiler]As a note on the naming of Grecht cities, Arget means 'fortress' and traditionally referred to a large settlement built in the caldera of a volcano, but now refers to any constructed settlement. Places like the Ebon Basin, which is a sparsely settled volcanic lake, are not an Arget because they lack infrastructure and large-scale settlement.

The Plateau is broken into three main regions: the Cradle of Fire in the far north, the Dehkay Basin in the inner area, and the Daughters to the far south. The Cradle was the landing point for the first Grecht to reach the Plateau and is a desolate, blasted hellhole of a region, ringed by active volcanoes and constantly pelted with rains of ash. Farming is easy enough on a small scale but it wasn't until the Basin was settled that grain and vegetables became widely available to the majority of people on the Plateau. The Cradle is home to Neicel Arget, the religious and siritual capitol of the Plateau, and it is from here that the Exarch and the Talon Council administrate the Plateau as a whole.

The Basin, overseen by the city of Arget Tep, is the breadbasket of the Plateau. Historically an extremely war-torn and contested area due to the lack of widely usable farmland elsewhere on the Plateau, Tep has only relatively recently become a stable state with the advent of a powerful merchant cabal that leverages vast amounts of money and trade goods to stave off feuds. So far they have succeeded in keeping the Basin in one piece for almost a century, which is unprecedented. That said, their independence has come at the cost of a light military presence on the roads of the Basin, resulting in bandit activity, lost caravans, and numerous rebel encampments scattered about the tundra.

The Daughters are one of the more desolate regions of the Plateau. They are a series of glaciers that endlessly calve into the Great Ocean between the Plateau and the mainland, and were largely unpopulated before the rise of the Second Imperium. Now they are home to a military garrison at Kemau and a large population of outcasts, lepers and political dissidents who have been left to rot in the barren wasteland near Liek. The Daughters are geographically the closest Plateau region to Sapience, and can be seen from the coast of the Northern Tundra on a clear day.[/spoiler]

<b>Religion</b>

[spoiler]For many years, religion on the Plateau was a quite simple and personal affair. Gods and spirits would vary in name, appearance and nature from settlement to settlement or family to family, with many larger clans carrying their gods with them in the form of symbolic altars or the bones of their dead. Ritual cannibalism is traditionally a very common part of Grecht peasant culture, both because of the harshness of necessity when living in an icy wasteland, and the cultural understanding that the strength of the dead should remain with their family. This has changed, or rather been changed quite violently, by the Second Imperium, which has put a great deal of effort into crushing the traditional religious culture of the Plateau and instituting mandatory worship of the Spirit, Halfat Naru, in its place. In this respect the Plateau is officially monotheistic, supporting a priesthood of non-Ivolnite, non-vampiric undead who are bound to the Spirit and are effectively immortal. The Spirit, or Mountain Sleeping, is depicted as a bright fire burning beneath the earth, or as the sun, depending on region.

A heavily restricted, heavily illegal counterpoint religious observance to the Halfat Naru priesthood is the cult of the Sun Drinker, also known as Sky Dreaming, who conducts sacrifices on the oceanic cliffs to beg the Heart of Winter to turn her gaze away from them. The Sun Drinker is depicted as a vast draconic figure, or symbolized with a broken wyrm's tooth as needed. Being found to conduct worship of the Sun Drinker if you are not the Bearer of the Hundred Dead is punishable with ritual drowning in the Ebon Basin as a sacrifice to the Spirit of the Plateau.[/spoiler]

<b>Notes on culture</b>

[spoiler]A caste structure exists on the Plateau, and has informally for many years. The Second Imperium has elevanted it to a 'holy order' and uses it as a means of enforcing restrictions on travel, inheritance, rights and representation. The castes are divided into the teac, or peasant class, the nel, or warrior caste and military, and the neicel, the priesthood. A 'fourth caste' or 'bought caste' in the form of the merchant princes of Tep also exists, but technically falls under the teac as far as the Plateau government is concerned.

The practice of marking one's face with bright pigment arose on the Plateau as a method of identifying members of your clan in the near-darkness of tundral night or deep caves during the fractious early period of Grecht settlement. In modern times, it has fallen out of favour with many of the lower and middle class due to the relative expense of pigments and the extra time taken to apply the complex markings each day, but nobility, the priesthood, and many masters of trades who wish to appear cultured and refined will apply markings each day, with colour and patterns denoting their position, the nature of their work, and their familial bloodlines. Some of the pigment colours and their meanings are:

Red: religious leadership.
Orange: religious acolyte.
Maroon: military stock.
Teal: peasant stock.
Bronze: merchant family.
White: bound to Halfat Naru; undying; marked for sacrifice.
Black: alchemist or sorcerer; geomancer.
Green: medicine mixer; healer.

Creatures called Taerilans are very common on (and until recently endemic to) the Plateau. They have accompanied the Grecht throughout their entire development as a civilization, appear in all of the oldest and most respected stories and myths, and have recieved non-specific 'holy' status because of this; blood, bone, feathers and hide of Taerilans are used for the best ceremonial equipment, and the taerilan-mounted dragoons of the Plateau nel are an example of some of the finest cavalry in the world.
[/spoiler]

<b>Language and Writing</b>

Credit for the following section goes entire to Ignotum, who is essentially amazing.
[spoiler]An overview of differences between High Grecht (Grecht Galeb), Common Grecht (Grecht Teakeb), and Flatland Grecht (Grecht Abdaleb)

High Grecht, unlike the other two varietes of Grecht, has been preserved relatively unchanged by the undying priesthood; before the influence of the Ankyreans and Kalsu, Grecht was a language that required the extensive declination of nouns to serve grammatical functions. This dialect is quite archaic; even the warrior caste largely speaks Common Grecht. High Grecht features grammatical quirks that have been lost in the language's more modern varieties.

Common Grecht sees distinct influence from Kalsu; many of the sounds in the language were taken from flatland speakers, lending this dialect a much wider range of sounds by comparison to the conservative High Grecht. The default grammar of the language shifted to closer resemble the Ankyrean tongue, and many loanwords for things and creatures exclusively in the domain of the flatlands passed into the Grecht tongue.

Flatland Grecht, the furthest-flung branch of the Grecht family of languages, spoken in places like Massai, takes many cues from the southern Common tongue; in addition to a forward shift of many Grecht vowels, the grammar and the consonants have solidified into a form in closer resemblance of many Sapient tongues. Mutual intelligibility with the continental Grecht is still possible, but the adoption of various southern idioms into flatland Grecht presents difficulty in figurative translations.

A full pastebin of the technical details of the language can be found <a rel="nofollow" href="http://pastebin.com/Gz8fVrUQ">here</a>.
[/spoiler]

Thank you for reading! I hope you enjoyed it!]]>
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    <item>
        <title>The Dramedo Peninsula</title>
        <link>https://forums.aetolia.com/index.php?p=/discussion/1868/the-dramedo-peninsula</link>
        <pubDate>Sun, 29 Mar 2015 04:39:56 +0000</pubDate>
        <category>The Void</category>
        <dc:creator>Hadrak</dc:creator>
        <guid isPermaLink="false">1868@/index.php?p=/discussions</guid>
        <description><![CDATA[The first region of Albedos, the Dramedo Penninsula, has finally been released! Players who have visited the Dramedo Crags and the village of Helba in the past may notice some rather sweeping changes with many new areas now cradling the jagged peaks and crags. To give you further guidance to this large region (and to cut down on the extreme clutter), I have created the HELP ALBEDOS GEOGRAPHY file to better outline the regions of Albedos.
 
Ultimately, I wanted to deliver a vibrant, lively experience to the world of Aetolia and I can only hope that you enjoy this vast addition to the game as much as I enjoyed creating it. I'd like to address some new things you may see in the Crags:
 
<b>The Darkest... Dungeon?</b>
 
While the Darkest Dungeon game has been all the rage in the Pools for the past few weeks, we created truedarkness several years ago and have been playing with it to lead up to this release!
Truedarkness is the flag we use to make rooms swathed in impenetrable darkness. Your nightsight will have no power here, as the darkness is insidious in a way that only the Shadow Mother knows. There are several areas within the Dramedo Crags, hidden from sight, that are bathed in this eternal dark. Only the light of a torch or lantern will allow you to find your way through the murk, but beware--ancient monsters and monstrosities will hunt you down in their shadowy domain!
 
The rewards here may be of interest to the more intrepid hunters and explorers, but it's a dangerous game you're playing in the darkness.
 
<b>Early to bed, early to rise..</b>
 
Time plods ever onwards on Albedos! Shopkeepers and workers in Helba retire early from their work so they can rise with the new dawn and begin their labors anew! Night owls and insomniacs may have to make a trip to the general store and forge before the setting of the sun, as the shops will follow the timetables of their owners. Changes of the guard will go off like clockwork and the night patrol will be on the move in the dark hours. Rest assured, though, the Pick and Spade Tavern will be open at all hours to quench your thirst and offer gossip on the latest mining tragedy in the Crags.
 
Likewise, seasonal changes will be effecting the landscape with the migratory and hibernation patterns of many alpine creatures. The world is a living place, so I hope players will enjoy watching the shifting landscape as time passes by and prepare for the bitter cold of winter.

<b>Where is that..?</b>

There are roughly six "hidden" areas within the Dramedo Crags region that are around twenty to fifty rooms in size. You may need some special items to enter, or you may just need to do some good searching! I will be anxious to see who discovers some of these areas! There's over 1,200 rooms for you to explore, so I hope you're in for some spleunking through the dungeons of the Dramedo Crags. Some areas are currently blocked off, but events in the coming weeks will see them revealed.


<b>What should I expect in the future?</b>

There's a long, hard campaign ahead for the Dramedo region. This will be an ongoing series of events in the coming weeks and months and your cities will hopefully be prepared to make a strong show of force against the Dreikathi forces as the story unfolds. Keep your eyes on Albedos, because we're not done yet!]]>
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    <item>
        <title>The Regions of Albedos, Vol. VI: Basrai, the Maw of Urokt</title>
        <link>https://forums.aetolia.com/index.php?p=/discussion/849/the-regions-of-albedos-vol-vi-basrai-the-maw-of-urokt</link>
        <pubDate>Fri, 27 Sep 2013 17:01:33 +0000</pubDate>
        <category>The Void</category>
        <dc:creator>Haern</dc:creator>
        <guid isPermaLink="false">849@/index.php?p=/discussions</guid>
        <description><![CDATA[<div>Ahh, the scenic valleys of the Vakimal. The lush, verdant corpse gardens of the fungal caverns! The reptile-stinking hollows and dens of the defomed beasts that roam the sands! The garbled shrieking of cymotheans and the hiss of stale, repeatedly respirated air! The warm, nostalgic glow of undetonated Dreikathi airship ordnance is a sight for the sorest of pus-bleeding, ylem-sickness-blistered eyes.</div><div><br /></div><div>But, sadly, it's not all pleasure. Ever since the Dreikathi instituted cordons on the southern and eastern borders of the Vakimal Wastes, presumably to stop the marauding bands of deformed wyrms that tend to spill out of Basrai's depths and fall hissing on the nearest township, banditry and cut-throat bargaining have been rife. No longer can the prospective tourist stop for a refreshing glass of filtered vakmut urine in one of the many Vierkathi souqs, at least not without presenting a hunter's warrant card or a loaded crossbow.</div><div><br /></div><div>What of Basrai, the fabulous Maw of Urokt, home to not one but five yearly cull-and-capture raids by stout-hearted and heavily armed hunting bands? Tongues have been waggling, at least in those whose tongues have not been eaten and replaced (along with their spinal column) by hissing insectile horrors, and rumour has it that a string of hospitality violations have really driven down the Maw of Urokt's tourist retention rate. Reports include screaming in the night, the dry shift of scales and quills on leathery hide, the crumbling, vacant eyes of ancient citadels, and a recent spike in the peron melon trading market. The once-popular Caentoi city is now no longer an ideal vacation spot, even less so than the period immediately after it was bombed into barren wasteland from above.</div><div><br /></div><div>The underground gateway, though - the one permanently shrouded in shifting darkness and the wailing of the endlessly tormented - well. Everyone says it's to die for.</div>]]>
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    <item>
        <title>The Regions of Albedos, Vol. V: The Asamad Basin &amp; Avero Delta</title>
        <link>https://forums.aetolia.com/index.php?p=/discussion/846/the-regions-of-albedos-vol-v-the-asamad-basin-avero-delta</link>
        <pubDate>Tue, 24 Sep 2013 14:46:10 +0000</pubDate>
        <category>The Void</category>
        <dc:creator>Haern</dc:creator>
        <guid isPermaLink="false">846@/index.php?p=/discussions</guid>
        <description><![CDATA[<div><div><div><b>What are the Asamad Riverlands?</b></div><div><b><br /></b></div><div>Considered by the people of Albedos to be the Cradle of the Gods, the Asamad Basin and the Aver Delta are some of the most fertile, vibrant places upon the continent. It is dotted by vast, slow-moving rivers that cut through the deep valleys before making their way to the warm southern seas. The Asamad Basin is renowned for its bountiful harvests by the Caentoi who worked the lands. For generations, the Basin and its riverlands were a place of peace and serenity once overlooked by the city of Rakshal. A small port-city that  Rakshal was the final port-hub before the long voyages into the churn of the southern expanse and one of the major trading hubs for the once burgeoning city of Basrai. The smell of spices, sizzling meats, and cloying smoke filled the air of Rakshal in a wreathe of mystery.</div><div><br /></div><div><b>What happened to Rakshal?</b></div><div><br /></div><div>Then, everything changed when the Dreikathi Empire attacked. Rakshal had risen without a Dreikathi-sanctioned council at the helm and now had proven to be a nuisance; tithes upon tithes remained unpaid to the Empire and the leaders of Rakshal were dismissive of the ambassadors that advised them. Rakshal, to the Dreikathi, was little more than a den of iniquity that, like its cousin to the north, had attempted to throw off the yoke of its oppressors. Rakshal was destroyed from the sea, with salvo after salvo unleashed on the port city and its inhabitants. It crumbled into the sea. Basrai, several years later, followed its sister city into oblivion.</div><div><br /></div><div>Rakshal is now a husk of a city that sits atop the craggy reef, its people lost to the Dreikathi in a savage attack and its riches awaiting the most intrepid of adventurers that dares dive into that dark water.</div><div><br /></div><div><b>What else can we see and do in the Asamad Riverlands?</b></div><div><br /></div><div>The Asamad Basin is one of the most fertile, lush places that is not inherently out to kill the sentient NPCs and players with the local flora and fauna. Players should expect to see many peaceful farmlands (all of which pay a monthly tithe of food to the Dreikathi overlords) that they may themselves find a use for or even have of their own!</div><div><br /></div><div>To the west, you will find the shattered husk of Rakshal and the abandoned Morae Keep. Few tread into Morae Keep, but even fewer find the courage to dive into the leviathan and shark-infested waters surrounding Rakshal.</div><div><br /></div><div>To the north, the desolate Vakimal Wasteland is just over the low-lying Gyart Mountains which you may read about in my previous post on the--wait a second! I never told you guys about Basrai and the Vakimal Wastelands!</div></div><div><br /></div><div>Come again soon and read about the desolate, horrifying, and wondrous city known as Basrai, the Maw of Urokt! Korvok will be awaiting you all.</div><div><br /></div><div><img src="http://i.imgur.com/vIl9vYq.gif" alt="image" /><br /></div><div><br /></div></div>]]>
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    <item>
        <title>The Regions of Albedos, Vol. IV: The Ironspine Highlands</title>
        <link>https://forums.aetolia.com/index.php?p=/discussion/590/the-regions-of-albedos-vol-iv-the-ironspine-highlands</link>
        <pubDate>Tue, 28 May 2013 17:20:47 +0000</pubDate>
        <category>The Void</category>
        <dc:creator>Haern</dc:creator>
        <guid isPermaLink="false">590@/index.php?p=/discussions</guid>
        <description><![CDATA[Far beyond the cloud-scraping peaks that rim the heavens of the far north, the rolling highlands stretch for untold leagues in a land now seldom tread by the civilized people of Albedos. Dark forests of the taiga are wreathed in mist and rime, sheltering the few who still remain in the untamed lands of the Ironspine Highlands from the predators that roam the landscape. At one time, the Ursal clans flourished in this oft-frozen domain, but they are now little more than a shattered people that are cast from the northern climes of the Ironspine to the hell-hole of Drakkenmont's dregs. <div><br /></div><div><b>What can we find in the Ironspine Highlands?</b></div><div><b><br /></b></div><div>Death.</div><div><br /></div><div>But, in all honesty, the Ironspine Highlands are a dangerous expanse of land that will reward the most intrepid adventurers. The passes into the Highlands are very treacherous and going over the Cloud Peaks would be akin to casually walking up Mount Everest or scaling the Eiger. It's unheard of and everyone who has tried has ultimately failed. Flying over the mountains themselves is also incredibly treacherous, due to the winds and sudden changes in weather. Due to the passes closing with the heavy snowpack each winter, for four to five months, those who remain in the Ironspine Highlands during the winter will find themselves fighting for survival. The winter months are a harsh season, but to some the spring is much worse.</div><div><br /></div><div>Great wyrms, known as the Ironspine wyrms, dwell within the Highlands and their mating season begins with the melting of the snows. Rousing from their torpor, the males contest each other in fearsome shows of strength and power to claim their own mates among the females. They are monstrous creatures that even the Dreikathi riders prize as mounts for their ferocity and strength, but they are a rarity in the far south. It is said that several Vierkathi tribes, having little love for their cousins, broke away from the Drakkenmont forces and now dwell in the Highlands for the great sport of hunting and breaking these wyrms.</div><div><br /></div><div><b>And what of the Ursal?</b></div><div><b><br /></b></div><div>It is said that one small clan of Ursal still remains in the Highlands, keeping to the tundral snows and remaining hidden from the prying eyes of the Dreikathi for many decades now. The players won't be the only ones searching for this settlement, though, and to cross the Whitetooth clan in their hunt would be a poor choice. Not all Ursal care for their racial history, as indeed, it has done little to make their lives easier on Albedos.</div><div><br /></div><div><b>And what lies beyond the taiga and highlands?</b></div><div><b><br /></b></div><div>Death. (seriously)</div><div><br /></div><div>And that's all for this brief preview of the Ironspine Highlands. Next up? The lush and fertile Asamad Basin. Because not everything is hell. Mostly. Ask your questions in that lovely Q&amp;A thread!</div>]]>
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        <title>The Regions of Albedos, Vol. III: The Jalaja</title>
        <link>https://forums.aetolia.com/index.php?p=/discussion/536/the-regions-of-albedos-vol-iii-the-jalaja</link>
        <pubDate>Sun, 05 May 2013 14:13:36 +0000</pubDate>
        <category>The Void</category>
        <dc:creator>Haern</dc:creator>
        <guid isPermaLink="false">536@/index.php?p=/discussions</guid>
        <description><![CDATA[<div>Far on the eastern fringes of Albedos, a vast rainforest known as the Jalaja spreads across the land in a thick, mist-laden blanket that sprawls as far as the eye can see. It can be seen as most akin to the great Amazon Rainforest. A great mountain known as the Skyshroud Peak rises up from the center of the forest, casting its shadow across the ancient Temple of Kul-Jaati. Fringed by outposts and coastal encampments, the Jalaja Rainforest remains an impenetrable piece of the Albedi landscape; to enter the Jalaja is to challenge death itself.</div><div><div><div><br /></div><div><b>What is the Temple of Kul-Jaati?</b></div><div><br /></div><div>The Temple of Kul-Jaati is a relic of the Utari's early cultural heritage, built to honor the king known as Jaati who ruled over a throng of clans and tribes. In his twilight years Jaati was revered as a warrior god-king that conquered their ancient enemies, the Tidelarks, and made war on the Aslinn who once dwelt along the eastern shores. In constant victories over these foes, Jaati was a bold warrior amongst his kin and he was unparalleled in such great melees. It is said that weapons dealt him no harm and he emerged unscathed from the churn of battle. Thus, Jaati was titled Kul-Jaati and he was worshipped as a god-king unlike any of his ancestors that came before him.</div></div><div><br /></div><div>In his hubris, Kul-Jaati ventured forth from the eastern shoreline and delved deep in into the Jalaja in a search for new enemies to make war and conquer for the great gods of the sea. It is said that the ancient spirits then turned their back upon the god-king and he was savaged by a wyrmkin, pumped with its toxins and left for dead as his priests drove the creature off. Kul-Jaati, who once rose as a god, now lay dying in the muck and mire of the Jalaja.</div><div><br /></div><div>It is uncertain to the Utari of the western shores as to what occurred then, but it is rumored that Kul-Jaati was laid to rest in the depths of his great temple beneath the murky waters that flooded the lower levels. Yet, others speak of wild clans of Utari who strode out of the Jalaja with a stricken corpse risen high upon a gold-gilded palanquin and chanted Kul-Jaati's name as they fell upon their enemies, their god-king brought forth to battle even in death.</div><div><br /></div><div>Occasionally, the western Utari clans come in contact with their eastern kin and speak of a darkness that has risen from the heart of the Jalaja. More and more clans begin to enter the Jalaja, seeking the god-king and his priests. For, you see, the god-king stirs in the depths of his tomb and what is truly dead may never die. The rites begin anew and Kul-Jaati awakens.</div></div><div><br /></div><div>If you have an interest in the Utari, I would highly suggest traveling to the Wards of Delve to see a western perspective on these wayward clans. <br /></div><div><br /></div><div><b>And what of these outposts?</b></div><div><br /></div><div>On the untamed frontier of the Jalaja, the outposts shall be the lifeline for all who wish to venture into the Rainforest. Wyrmkin are the least of your worries in that hellhole, some claim, for sickness and disease spread like wildfire in the Jalaja. I won't go into a great detail concerning the personalities you'll find along the border, but they're quite a hardy lot.<br /></div><div><br /></div><div>And that's it for this Regions of Albedos! Work is still continuing on Albedos (it's never stopped!), but I might as well tantalize everyone with things to come. If you have questions concerning this post, please ask them in the Q&amp;A thread. </div><div><br /></div><div>Next up: Beartalk, or, 'why is Korvok so handsome'?</div><div><br /></div><div><img src="http://i.imgur.com/du8xV9m.gif" alt="image" /></div>]]>
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        <title>The Regions of Albedos, Vol. II: The Red Quarter</title>
        <link>https://forums.aetolia.com/index.php?p=/discussion/278/the-regions-of-albedos-vol-ii-the-red-quarter</link>
        <pubDate>Mon, 04 Feb 2013 03:59:39 +0000</pubDate>
        <category>The Void</category>
        <dc:creator>Haern</dc:creator>
        <guid isPermaLink="false">278@/index.php?p=/discussions</guid>
        <description><![CDATA[<div>Named for the red sands that cover the whole of the desert, the Red Quarter consists of several areas that span the whole of the Bonro Sands. The Bonro is a vast desert that bakes in the daylight hours and then freezes in the darkness that steals across the region. It is most akin to the Gobi Desert. Rimmed by the Dramedo Crags to the south and Cloud Peaks to the north, the Bonro has long been witness to volcanic activity from the peak known as Talon's Fall that lies far to the east along the Dramedo Crags.</div><div><br /></div><div>The Bonro is home to the town known as Hatshero, several vast oases (the Bayezin and Tal'viar), a Dreikathi mining facility known as the Aerok Quarry, and the ancient temple of Sunwash Ascent. To the far south, lies the fortress known as Dramlai Watch which oversees all passage into the Bonro to the Tavroi Plains of Albedos.</div><div><br /></div><div>There is also a great arena, known as the Grazzin Arena, that lies close to the borders of Hatshero. If you wished to see gladiators fight great beasts from every corner of Albedos in weekly bouts, this would be a prime place. Sadly, Magister Faiz Grazzin has been unable to capture or trade in these great beasts as of late and thus the arena remains in disuse.</div><div><br /></div><div><b>What is the town of Hatshero?</b></div><div><br /></div><div>Hatshero is the closest township to Delve, aside from that of Helba (which has largely been seen as a glorified outpost). Under the rule of the Dreikathi, Hatshero has been a trade center for the Dreikathi enterprising in the dangerous substance known as 'mezlah'. An alternative to ylem, mezlah has been used to low-power devices such as drills for excavation work for the Dreikathi. When used in the past for airships and other machinery, it caused catastrophic failures in the devices that normally led in the loss of the airship and all hands aboard.  (Mezlah, in recent years, has been deemed far too dangerous to continue refinement work on and Hatshero has been reduced to a den of iniquity, sport, and the meeting grounds for mercenaries.) The guards loyal to the overseer of Hatshero keep the peace, but they themselves linger in squalor. </div><div><br /></div><div>The town of Hatshero is comprised, mostly, of Caentoi families and clans that have given up the wanderer's life. It was initially under the control of the great Domoraek clan, leading them to build a great mausoleum that is now known as the Vault of Domor. More clans wander the sands still, traveling from oasis to oasis as they partake in trade across the vast desert. All these tradesmen tend to avoid the lofty reaches of the Sunwash Ascent, now a thrice-cursed shrine overrun by the vrukh.</div><div><br /></div><div><b>Vrukh?</b></div><div><br /></div><div>Vrukh should be thought of as kin to the harpies of myth (not so much Ulangi), but they are fatefully unable to speak the common tongues and are bestial in nature. Beaked maws, six orb-like eyes, and humanoid hands which they walk upon are some of their more defining features. They hunt the skies and prey upon travelers that stray too close to the Sunwash Ascent. The vrukh are well-known for swooping down upon both trader and mount and dispatching them from the air by dropping them some hundred feet to their death. Or, they simply disembowel them with their odd hands and eat their fill -before- dropping them.</div><div><br /></div><div><b>And what about the shrine?</b></div><div><br /></div><div>The goddess Dejaani's shrine of Sunwash Ascent was constructed for the people of Hatshero to flock to, but with the coming of the vruk, the pilgrimages have since stopped and the shrine is little more than a fetid roost.</div>]]>
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        <title>The Regions of Albedos, Vol. I: Delve and the Dramedo Penninsula</title>
        <link>https://forums.aetolia.com/index.php?p=/discussion/277/the-regions-of-albedos-vol-i-delve-and-the-dramedo-penninsula</link>
        <pubDate>Mon, 04 Feb 2013 01:43:44 +0000</pubDate>
        <category>The Void</category>
        <dc:creator>Haern</dc:creator>
        <guid isPermaLink="false">277@/index.php?p=/discussions</guid>
        <description><![CDATA[<div><b>What is Delve and where is it?</b></div><div><br /></div><div>Delve is a vast port city that overlooks the Maestral Shoals and the Maestral Barrier Reef which I am sure some of you are familiar with from the initial first steps you took into Delve following the defeat of the Dreikathi. Akin to London in its coldest months, Delve is a very damp city and snow is a regular occurrence. Situated on the northwestern tip of the Dramedo Penninsula, it is greatly protected by the twisting reef and the hard backs of the Dramedo Crags.</div><div><br /></div><div>The city is currently broken into districts or quarters. The Academic Quarter houses Delve's learning and research centers and is overseen by the Delve Research Society. You may also find members of the Parxian Order (a rival group to the DRS) within the less lauded corners of the city or doing menial work. The Exchange is the heart of the city and is a hub for all tradesmen that travel to Delve. Likewise, there are the Military Yards that house Delve's small, yet standing army of footsoldiers and cavalry and the Docklands which have been in ill-repair for near twenty years now.</div><div><br /></div><div>And, beneath the streets, it is rumored that the Underbelly of Delve seethes with a life all its own. Shanty towns line the sewers with gangs of refugees and roustabouts that had no place in the Docklands. More than just the dispossessed live in the underground tunnels of Delve. Dark things linger in the deepest dregs, but they might just be the tales of children. The Underbelly is Delve's shameful secret.</div><div><br /></div><div>Finally, at the northern end of the city, lies the Pious Wards. Shrouded in mystery for some decades now, the people of Delve have been fiercely loyal and vigilant to their long silent gods. Protective of their ways and customs, the veil has begun to lift with the loyalty of Sapience's citizens to their causes. Thus, I am proud to announce the <b>Celebration of the Stars</b>!</div><div><br /></div><div>The Celebration of the Stars, a festival to celebrate the coming decades and joy of their cultures, will begin in just a few short weeks. With the opening of the Wards to the people of Sapience, the Celebration of the Stars will be a year long celebration with food, entertainment, games, gambling, and sport! All of Delve will be caught in revelry in a way that rivals the excitement of the Arionic Tournaments or the Year 300 celebration!</div><div><br /></div><div>Come and join Delve in the coming weeks with a celebration that will hopefully delight all of our players!</div><div><br /></div><div><b>Yay, but--wait, gods? I thought the gods of Albedos were dead, but the people of Delve still worship them?</b></div><div><br /></div><div>The less religious citizens of Delve will certainly consider the gods to have long faded from the realm, but the priests of the Wards maintain that the gods merely slumber. There are hundreds of cults throughout Albedos, and Delve is merely one facet.</div><div><br /></div><div>Something has certainly happened to the gods of Albedos; perhaps fallen or sealed with great magic. A seal was shattered in recent times and now, it moves.</div><div><br /></div><div><b>And what is this about the Dramedo Penninsula?</b></div><div><br /></div><div>Many of our players have ventured upwards into the Dramedo Crags and visited the outpost of Helba, but there is more to the Dramedo Penninsula than the lofty crags. Burial tunnels known as the Ia'shal Barrows for the hallowed dead of Helba have been recently excavated, but the Golbans seem to be ill at ease with their findings in the depths.</div><div><br /></div><div>To the southwest of Delve lies the Pharos at Delve, an ancient lighthouse that was abandonded in years past due to "movements in technology", but it remains to be seen how those "movements" have benefited the whole of Delve.</div><div><br /></div><div>Players should keep an eye open for these developments following the Celebration of the Stars!</div>]]>
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        <title>Albedos: An Introduction</title>
        <link>https://forums.aetolia.com/index.php?p=/discussion/275/albedos-an-introduction</link>
        <pubDate>Mon, 04 Feb 2013 00:29:59 +0000</pubDate>
        <category>The Void</category>
        <dc:creator>Haern</dc:creator>
        <guid isPermaLink="false">275@/index.php?p=/discussions</guid>
        <description><![CDATA[<div>Hello, folks! As Razmael mentioned in the January 2013 thread I'm the builder head for Aetolia and currently head the Albedos project. Albedos came under my command roughly a year and a half ago and has seen significant progress. Of course, it's not at the speed I wish it was, but if wishes were fishes, etc, etc.</div><div><br /></div><div>I figured for the first post I'd overall address what makes Albedos, well, Albedos. There will be a second thread shortly to address Delve and the surrounding region of the Dramedo Penninsula. I'm going to try to keep this on the edge of plotlines you will encounter, but I might tease a few things. If you ask specific questions, I may just shrug at you and tell you to wait. It will come.</div><div><br /></div><div><b>What is Albedos?</b></div><div><br /></div><div>Albedos is a land of danger. There's no doubt about that, as the Dreikathi Empire extends its proverbial reach throughout the southern lands with an iron-clad rule over villages and townships. The slave races no longer seek rebellion in the far south; they've seen what has come of that. Entire races have been eradicated, cultures crushed, and histories wiped clean. Rebellion is met with the full crushing force of the Dreikathi and the last thing you might want is a wyrm strafing your village with a Vierkathi overseer sitting atop it. </div><div><br /></div><div>Thus, each township serves a purpose to the Dreikathi and they are a cog in the great warmachine. Meravi is a center of fishing, whaling, and hunting for the vast leviathans that patrol the depths. Charnagol mines for dangerous alternatives to ylem, Materport works on ships for the Dreikathi's navy as they search the far north, and Uego is a trading center that is overlooked by the great shadow of Drakkenmont. For their services, the people of these towns are granted protection, caches of food, and a stay from being drafted into the army.</div><div><br /></div><div>Protection, though, from what? The Dreikathi have grown long in the tooth and recent conflicts have only unsettled their weakening infrastructure across the continent (such as a bloody civil war that dethroned their once glorified leadership and left their bodies in the darkest dregs of the Drakkenvar). Savage things lurk in the wilds of Albedos; vast, untamed, and unexplored for centuries. Cults, mercenaries, bandits, monstrous creatures that have seemingly awoken from myth and legend. </div><div><br /></div><div>Great mountains rise from the landscape to scrape the heavens, deep lakes reach outwards across the lowlands, verdant river basins and fertile plains, deep jungles, and dead cities. Venturing into the wilds of Albedos will be no light task and players will experience that in all its glory. There is safety in the cities for they are bastions in a world that is out to kill you. (WELCOME TO RAVENLOFT/DARK SUN/WARHAMMERS, ENJOY YOUR STAY--really, look these things up. While the setting may not be relevant to us, the theme of "the world is out to destroy you and spit you out like a toothpick" is quite accurate)</div><div><br /></div><div><b>Wait, so Albedos isn't a wasteland?</b></div><div><br /></div><div>No, Albedos is not the fantasy version of Fallout with Delve being the proverbial Vault 13. The people of Delve are riddled with fear from a historical event that was blown into their memories some centuries ago and is now a very distant thing of the past. You will see the hand of the Dreikathi across the landscape of Albedos, most notably in the great Vakimal Wasteland which, mind you, was not always a wasteland. </div><div><br /></div><div><b>And dead cities?</b></div><div><br /></div><div>Well, there's them too. Basrai was once a city that rivaled Delve and then the Dreikathi took the hammer to them. A very big, elemental-like hammer. More like a hammer with a bomb attached to it. A really, really big one. Basrai will be one that you encounter quite soon and you may even meet some people from it in the coming weeks. Nor is Basrai the only city that was blown away by the Dreikathi. Delve considers itself the last free city and that could very well be true.</div><div><br /></div><div><b>And where's that leave Delve?</b></div><div><br /></div><div>You should read about Delve in my next riveting post which will show up either tonight or tomorrow. Adventure!</div>]]>
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