Brotherhood of Night

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Brotherhood of Night

Postby Eraamion » Mon Mar 21, 2005 8:31 am

Despite the sun tainted,
The moon still remains bright
To illumine the righteous
That walk in its light;
Upon the path of Virtue
Blessed by blazing stars.

Though evil roams unchained,
The dark of deepest nights
Shelters fellow brothers,
Thwarts the raging tides.
Through Virtue we shall prevail -
The Brotherhood of Night.

-

The Nightspawned Out There

Aeryn, the Queen of Night; Agnus, A Blade Yet Untired; Bjoernar, the Hammer of the North; Calengroth, the Strike of the Arcanas; Danzom, the Crawler of Corridors Dark; Djanno, He Who Lost His Soul to Shadow; Dolus, the Arrow of Hope; Eraamion, the Guardian of the Nightflower; Homutov, the Bladedancer; Jargoth, the Dread Nightcrawler; Jarpie, the Enchanter of Sorrows; Jerand, the Dragonslayer; Keldon, He Who Strikes Undaunted; Khelben, the Lord of Flight; Khyron, He Who Preys Unseen; Neinar, the Balefire of Norgoth; Revenant, the Moonscourge; Stegos, the Lone Druid; Sunfire, the Wrath of Virtue; Thirteen, He Who Heralds the Light; Thoma, He Who Weaves the Ether; Vidarr, the Protector of Blessed Waters; Vlad, the Dagger of Justice; Wisp, the Ever Silent Whisper; Wolfenstein, the Eye That Sees; Zenobia, the Sapphire Sorceress; Zonaiko, the Despondent Mind.

-
Last edited by Eraamion on Sat Jun 17, 2006 5:39 am, edited 7 times in total.
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Postby Djanno » Mon Mar 21, 2005 1:46 pm

Eraamion!

Beacon of Virtue, where hath he gone?
Were it not for he, I would still be alone.

Gatherer of Friends, true to the last.
Like unto Kings, from ages long past.

His kindness was like a star in the night,
Showing to me the path which is Right.

Eraamion!

I search for thee across the lands,
From the Shadows of the Abyss to the highest mountains.

For I've not lost hope that ye may return,
The flame that was kindled continues to burn!

Tho' Shadow hath tormented my Soul from the depths,
The Nightspawn give strength, the Evil must rest.

Eraamion!

We strive to uphold the Virtues true!
The Brotherhood of Night, by the light of the moon.
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Postby Khyron » Mon Mar 21, 2005 4:51 pm

:cry: *sheds a tear* :cry:

Djanno, that was a wonderful tribute.... :)
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Postby Djanno » Wed Mar 23, 2005 11:56 am

Thank you Khyron.

It is called "Ode to Lost Eraamion".

:)
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Postby Eraamion » Fri Mar 25, 2005 10:52 am

*You read an old manuscript with many newly-looking notes and errata.*

The Seers of the Brotherhood have decided to share some of their well-guarded knowledge, to aid the people in their neverending struggle with evils that imperil the fair lands of New Sosaria.


Wolfenstein's Adventurer Guide
Part I
ed. by Eraamion


After the damp and decaying dungeons under Nordhausen, the next place one should venture to is the mountain pass in the eastern sosarian mountains and the blighted Olde Porte with the dark and foreboding graveyard nearby. The mountain pass is located southeast of Mon-Ferrato while the undead-plagued Olde Porte is north of Nordhausen. Fighters and rogues should bring a silver weapon, as only silver can harm the undead efficiently, and mages should have the Smite Undead spell inscribed and well memorized.


Mountain Pass

This dangerous place is divided into west and east. The west is inhabited by large numbers of foul goblins and orcs, while the east is infested by the undead scourge. Against most monsters the simple tactics of luring one at a time, fighting from around corners, and catching them inside doorways so that only one may be faced at a time are sufficient. In the open luring works best until you are strong enough to charge in, at which time circle around the melee monsters and take out any monsters that might harm you from distance first. The east side is a fortress controlled by the undead, the once proud and virtuous Thantos Keep. This is where uttering An Xen Corp will reward the years of study. With but one incantation, casting wizards can, if successful, cleanse the area of any undead monstrosities.

Fighter tactics at this point remain unchanged (do not forget to switch out to your silver weapons, they do much more damage versus undead). The most difficult part in this place is the upper floor of the southeast side, rumoured to be inhabited by an invincible vampire. Fighters and rogues with silver weapons and healing salves will have the advantage in this battle until wizards are strong enough to banish the abomination once and for all. A useful advice for any wizardly apprentice: If ever you must flee from an opponent that is too strong for you, memorize syllables Sanct Lor or Vas Sanct Lor so that with a single thought you may quickly withdraw unseen, to meditate or reposition yourself behind fighters in the party and heal them.

There are northern areas in the mountain pass that are likely deadly for characters having difficulties in battling goblins, orcs or lesser undead. One such place north of the intersection between the west and east mountain pass (there are a small number of trolls here) is a cave of vicious basilisks that ends in a nest of evil green dragons. Beware lest thou meet thy doom!


The Olde Porte and Graveyard

These two places are also inhabited by rotting undead and frequently visited by careless adventurers. Silver weapons and the Smite Undead spell will see you through all the perils within and below. There are quite a few perilous spots underground where the two places are connected. The most dangerous of all are a gathering of large humanoids, ogres by rumour, closer to the Olde Porte underground entrance, and a nexus of dark magical energies where greater undead lurk, closer to the Graveyard underground entrance. If you can, lure the powerful foe to a ladder which can be used for a quick escape to rest, as some yet uncovered magical wards bind the creatures of darkness to their site. Also, these horrors often guard magical, or even spell-enchanted artifacts!


Part II continues with the advice and information for more experienced, battle-hardened adventurers.
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Postby Eraamion » Fri Mar 25, 2005 11:08 pm

*You read an old manuscript with many newly-looking notes and errata.*

The Seers of the Brotherhood have decided to share some of their well-guarded knowledge, to aid the people in their neverending struggle with evils that imperil the fair lands of New Sosaria.


Wolfenstein's Adventurer Guide
Part II
ed. by Eraamion


There are three places that should next grab your attention in your adventuring career: the ruins of Bayside east of Nordhausen, the deadly Ogre town across the sea to the west, and monster-infested Fort Grunthos just north of the Ogre town in the great eastern desert. Your foes will be ogres and ettins, and you would do well to heed the advice contained herein.


Bayside Ruins

This is a good place to dare braving the dangers of adventuring because of its proximity to Nordhausen and Port Izumi; also, the vegetation growing around provides means to escape to safety anytime you feel threatened. Take care: although the standard tactics work here, the ettins will be a difficult change from previous enemies due to the head-seeking hard rocks they throw at the unwary passersby. Also, they have a habit of lurking at or being lured right to the entrance of the fallen town. My advice here is to circle around the ruins, then advance to the middle.

At this point fighters and rogues should begin the search and quest for a vampiric weapon and train extensively with their weapon of choice. Mages will find this place much less dangerous if they remember to utter Sanct or Vas Sanct at the right time, before entering, and cast Xen Jux, the potent spell of hexing, on the enemies after luring them one by one. Vas An Mani, the major wounding, is the spell you should use to slay your combat opponents along with a skilled use of your staff (especially rats are easily struck and will have difficulty biting you even if you are not well acquainted with combat; do not let them swarm you, though). Of course, better to practise your incantations in a quiet and solitary place so that you will further your studies in magery without any external dangers.


The Ogre town

This place is filled with cyclops, hill giants, ogres, ettins, and even formidable ettin warlords. Because of their sheer numbers it is much more difficult than the Bayside Ruins. To enter the town, you must first reach the great eastern desert. Beware sand traps preying in the sands and the trollkind led by their necromantic priests. The sand traps, though, are entrapped in the sand as well as they entrap their victims and unless you wander carelessly into their grip, you should be safe. In the town, always have an escape route clear, and mind the dangers that might await you back in the desert. Your best asset here will be to make use of the many buildings, ruins and doorways - enter the building to lure the monsters then withdraw to the other side of the door and face them one by one. This will also give you a chance to heal without spilling too many potions due to any stunning blows you might receive in the course of battle. To get to some of the buildings it is necesary to bash them, pick the lock as a rogue, or cast the unlocking cantrip, Ex Por, if you are a mage.

The most difficult location is the council room full of ettin warlords under the town. Needless to say, having comrades to help you will make this easier, especially with a fighter to take the hits and a wizard to heal or dart in and hex the humanoids, then slip back behind the others. More powerful arcanists will find the terrible chain lightning spell very useful; it will strike the doomed enemies in the doorway and bounce around on those behind. Otherwise, lone mages will find this place too difficult to vanquish unless they lure the whole army back to a previous, narrow doorway. Going past the council chamber will lead to zorn-filled caverns and worse, and you would do well to avoid descending there for the time being.


Fort Grunthos

The troll priests commanding the fort make it very dangerous, and potentially deadly. The best tactic here, as usual, is to lure enemies one by one rather than charging in, so that if you do face the life-draining necromancer he can be fought without the aid of fellow monsters. Young adventurers are recommended to gather their friends before they go here, unless they want to die a quick death. At the north end of the massive fort are two ladders, an east and a west one. The west ladder leads to twisting passages that dead end eventually... but not before you encounter a terrible lich and a cunning daemon, both bound to the fort by sorcerous weaves from below. Avoid them at all costs!

The east ladder leads to a very long series of confusing corridors overfilled with the same monsters as were found above; monsters that guard treasures uncounted. When you have come across the magic-hurling reaper blocking a ladder down, you have reached the deepest and most guarded chamber - the treasury of Grunthos.

Now for getting out... as the monsters have probably rounded you by now and plot your doom, use a town portal scroll to escape them. Stealthy rogues can find their way out unseen and unchallenged, and able wizards can either make themselves invisible on their way back or simply teleport to a safe place they have marked before.

Wizardry is also particularly efficient against vicious sharks preying in sosarian seas and lakes. Unable to strike from distance, they are defenseless when mages begin to hurl their powers into their sharp-fanged mouths. Many good battlemages have mastered their art and earned respect of all goody folk by seeking out and slaying the sharks en masse and making the waters safe and secure.


Part III deals with tactics a seasoned adventurer should know and situations he might find himself in.
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Postby Eraamion » Sun Mar 27, 2005 2:00 am

*You read an old manuscript with many newly-looking notes and errata.*

The Seers of the Brotherhood have decided to share some of their well-guarded knowledge, to aid the people in their neverending struggle with evils that imperil the fair lands of New Sosaria.


Wolfenstein's Adventurer Guide
Part III
ed. by Eraamion


The time has come to set forth against the bane of New Sosaria, the cruel and dangerous minotaurs! They can strike hard in numbers, have stamina and endurance unparalleled, but can still be defeated by an experienced, cunning adventurer, and often carry magical trinkets and more, making any venture against them fairly rewarding. There are several places they are known to dwell in, but here I will list their two best known bases.


The Minotaur Halls

This location is easily discovered by asking fellow adventurers in any local tavern; the halls are situated in the middle of a forest in the northeastern part of Tanelorne. I would say, with a powerful vampiric weapon and plenty of magical potions or a certain spell (see below), even a mediocre adventurer could withstand the dangers of this place long enough to retreat if the need arises. The doorways and many rooms or ladders can be used defensively while fighting to limit the number of your opponents faced at once or for a quick escape. Everyone should beware passing through the magical portals here since daemons and worse can be often found on the other sides...

Rogues should use their bow on the mighty ettin warlords at the entrance, from safe distance, to avoid being struck by huge boulders the ettins hurl; you should then switch out to a melee weapon (or weapons) once inside. However, the architectonic style the halls were built in hints at a presence of some escape route... maybe searching the outer walls could yield a possibility to avoid the well-guarded main entrance.

Mages can use ranged combat spells to take down the aforementioned ettins, but only two spells are necessary to see you sweep through the Halls: In Vas Por Ylem, the terrible tremor, and Vas Mani, the major healing of self. If you cannot cast either of them with a fair chance of success, you should delay the adventuring and further your studies to master the higher circles of magic. Beware the minotaur shamans casting combat spells and tearing the earth apart: hiding behind a door to surprise them in melee will often save your life.

Once you have gotten to the roof, it is time to leave and rest after a job well done. Do not unlock the building on the west side of the roof! A wrathful red dragon is imprisoned inside, and releasing his fury not only will bring your doom, but will endanger any heroes that might come after you as well. Also, do not venture past the daemon guard just yet, the stairs there lead to the infamous Pit, where none but the strongest survive.


Netherterra

This is the dark and seemingly bottomless cave southwest of the great eastern desert and east of the abandoned castle that was once rumoured to shelter the mysterious Knights of Tanelorne. There are two areas inhabited by throngs of minotaurs, plaguing the nearby lands. The first is the obvious descent found at the end of the first chamber. On your way to it you might notice a cunningly hidden passage on the west wall - we will get back to that. The main descent leads to one long cave full of strong and furious minotaurs. It is a large open area in which you have no choice but to face multiple minotaurs and their shamans at once, and the moaning winds of deep Netherterra extinguish your torches and globes of light. The many minotaur shamans throw their magics at you from the darkness while you have engaged chieftains and their minions in melee... think twice before entering the deadly Netherterra.

This cave is a dead end, though, and if you still wish to descend deeper, return to the hidden door and the narrow stairs it conceals. Behold another cavern inhabited by axe-wielding minotaurs and tormented by wind blows that bring tortured shrieks from below. There are two things the triumphant adventurer cleaning his blade off the minotaur blood should notice. The first is a narrow passage along the western side of the northern wall; there is a carefully masked secret room to the left inside this chamber guarded by even more minotaurs, and a hoarded treasure to reward the brave adventurer. The second thing to be aware of is the ladder in the northwest part of the large cavern. Again, restrain yourself from going down there until you are much stronger and better equipped. The dark passages below are said to be inhabited by hell-spawned daemons and evils unimaginable that only the depths of Netherterra can confine.

And only after you master your self, your mind and your body you will be ready for part IV, on daemons and the dragonkind.


Part IV treats various issues regarding the most powerful and deadly monsters and elaborates tactics the most experienced and reputable adventurers could use in fighting them.
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Nacht. Oh du in Tiefe gelöstes

Postby Eraamion » Thu Apr 14, 2005 5:15 pm

Nacht. Oh du in Tiefe gelöstes
Gesicht an meinem Gesicht.
Du, meines staunenden Anschauns größtes
Übergewicht.

Nacht, in meinem Blicke erschauernd,
aber in sich so fest;
unerschöpfliche Schöpfung, dauernd
über dem Erdenrest;

voll von jungen Gestirnen, die Feuer
aus der Flucht ihres Saums
schleudern ins lautlose Abenteuer
des Zwischenraums:

wie, durch dein bloßes Dasein, erschein ich,
Übertrefferin, klein -;
doch, mit der dunkelen Erde einig,
wag ich es, in dir zu sein.


-- Rainer Maria Rilke, 1924
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Postby Djanno » Thu Apr 14, 2005 10:01 pm

Schöne Wörter... :)

Danke Eraamion.
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Postby Khyron » Thu Apr 14, 2005 10:39 pm

:? C'mon guys, what was that?? German, Dutch, Russian, Slovak?? :(
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Postby Eraamion » Fri Apr 15, 2005 12:52 am

Some of Rilke's poems translated into English (this one included) can be found here.
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Postby Khyron » Fri Apr 15, 2005 11:33 am

*Bows* Thank you Eraamion.... :)

Black Cat
by Rainer Maria Rilke
Author Category: European.


A ghost, though invisible, still is like a place
your sight can knock on, echoing; but here
within this thick black pelt, your strongest gaze
will be absorbed and utterly disappear:

just as a raving madman, when nothing else
can ease him, charges into his dark night
howling, pounds on the padded wall, and feels
the rage being taken in and pacified.

She seems to hide all looks that have ever fallen
into her, so that, like an audience,
she can look them over, menacing and sullen,
and curl to sleep with them. But all at once

as if awakened, she turns her face to yours;
and with a shock, you see yourself, tiny,
inside the golden amber of her eyeballs
suspended, like a prehistoric fly.

I really, really like this one....:D
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Postby Djanno » Fri May 06, 2005 11:24 am

To Khyron, in honour of your leaving the EUO world...

Here is a poem written by Augustin Barrios, one of my favorite composers for the guitar. Written in 1922.


Bohemio

How impetuous is my turning! I am afloat,
Moving with the impulse of destiny
Dancing in a mad vortex
Toward the four winds of the planet!

I carry in my blood a restless life
And in my wandering, uncertain, a pilgrimage,
Art goes lighting my way
As if it were a fantastic comet!

I am a brother to those medieval troubadors
Who suffered a romantic madness.
Like them, also,
When I am dead,
God knows in what far-off port
I will go to find my unmarked grave!
Djanno :smoke:
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Postby Khyron » Fri May 06, 2005 2:17 pm

*hugs Djanno*
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Postby MrWizard » Thu May 26, 2005 4:55 am

Ye Perilous Adventurer
Made up by Wolfenstein...

Oft when I should lie asleep,
My mind stirs limbs to noble deed,
I leap through the portal and chug a pot,
To the lands of New Sosaria,
I tell you what!

Drawn to dungeons far below,
Deep in the earth where shadows grow,
Lit by torch they are but half-seen,
Edge whet by immortal foe,
My axe swings with happy gleam,
Down in passages I do not know...

From these wounds I shall not recover,
Of the sun and full moon I wish with last gasp,
Oh to look upon those orbs as they hover,
And lie once more upon a bed of soft grass,
But in this grave I am not alone,
With my vanquished foes I call this this home,
Perilous are the adventures I share with ye.
Have you seen my hat?
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Postby Sunfire » Thu May 26, 2005 6:23 am

I bow to ye bardic skills, and thank for sharing this enchanting piece of art.
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Postby MrWizard » Thu May 26, 2005 11:25 pm

Yeah, he gets these ideas every now and then, just pop into his head... And, of course, he never questions this voice. (It's me, and I keep him under control with a ton of cheese!) *bows*
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Postby Sunfire » Mon May 30, 2005 7:37 am

Summoning in Despair

Binding runes by twilight night
gathering of dragons, prepare to fight!
Their thousand voices sound as one
cast the runes upon the ground.

The summoning is done.

Dragons dragons hear me now!
To this quartz crystal you are bound.
Dragons dragons read my mind!
What I seek you must find.

Stretch your wings and light the sky
while the rays of moon are about to die.
Go, fly, race with time!
The enemy is here, line by line.

Foul beasts corrupt with dime.

Deamons, Balrons, Zorns, the evil kind.
Soldiers! Archers! Stand your ground!
While we cast the circle endless round.
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Postby Khyron » Mon May 30, 2005 9:05 am

To the Brotherhood....
There is a noticable similarity between our guild and another guild I've been made aware of.... So far, I have yet to make actual contact with the imposters and have not ruled out the possibility that they indeed may be hostile. I am requesting to contact the leader, and if possible, infiltrate the heathens. I will keep you aware "brothers".

LONG LIVE THE BROTHERHOOD OF NIGHT!!!!!!!!!!!!!!!!!
He who preys unseen/ Demi-god of Stealth....
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Postby Djanno » Wed Jun 01, 2005 9:34 am

Sunfire,

Nice to see you compose some verse, Excellent! (Though I don't know about the blue colour ;))

... and Khyron,

It is nice to see that you still enter this world, keeping lookout for the Brotherhood. I hope your other-world adventures see you well.
Djanno :smoke:
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