- Messages
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- Character Biography
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As dawn breaks across Arethil it is not the pale autumn sunlight that filters in through shutters or blinds of people's houses. In fact, it would appear to most as though dawn had forsaken the world altogether. Across the rays sits the swollen form of the moon, casting a sickly and pale mockery of light over the land. In its shade the air feels cold and crisp, the jaws of winter nip at exposed noses and toes sticking out of warm duvets and bedrolls. Soon, the people of Arethil began to wake.
The first scream pierces the eerie mood like a knife as the first ghostly figure is discovered.
In Alliria the first Death Echoes begin to appear is that of a man in the market, shambling home from a night at the local tavern. He falls face down into a puddle and drowns in a mix of rainwater and his own vomit. In Elbion, a scholar rolls over and comes face to face with his old mentor who once owned the rooms he now occupies. The old mentor gasps for breath, face purple. Over in Raagash a man drowns trying to save the Echo of a child drowning out at sea.
The Veil between the living in the dead appears to have almost ceased to exist.
Among the Echoes appear odd creatures. There are many names for these creatures in different tongues but in the Common they are known as Pstyxia. Guides of the Spirit World. They dart between the Echoes and the living in an attempt to get someone's attention.
Your attention.
They lead you along overgrown paths or down abandoned alleyways, their black eyes casting over their shoulder every few seconds to ensure you still follow in their footsteps. Suddenly, they disappear through a silver crack in the very fabric of the world. It glows and pulses, dragging at the very core of your soul and urging you on. Peering through the crack reveals only a murky, distorted image of what lays beyond. For the most part it is darkness except for a single light, and the wavering form of the Pstyxia. Stepping through the crack is like wading through mud. Your world drags at you, attempting to hold you to the world of the living. Then suddenly you are through, the speed at which you entered the World of the Dead is multiplied by five which might cause you to stumble or lose your footing - perhaps even your breakfast.
You find yourself on a splintered wooden pathway with a house looming up in front of you. The only light comes from the spluttering candles stuck inside the hollowed out heads on spikes that adorn the planks like twisted garden ornaments. The Pstyxia that has led you this far seems impatient and urges you on towards the door of the lonely house.
Goes the large oak door as you push it open. The air inside is as cold as ice.
A large room greets all the guests who have followed guides to this unworldly house. It's size belonged more to that of a mansion than it did the ramshackle house it currently resided in. In one corner stood an ornate fireplace with dying embers pulsing in its hearth and in another corner an old fashioned desk upon which sat a book. The book lay open with row upon row of names listed. Ink spilled across it and dripped slowly onto the floor in a steady rhythm of a beating heart. An Hourglass lay smashed by the desk, as though someone had knocked it off in a haste to stand up, along with their chair. The plaque of the name matches that of the last entry in the book.
There are many signs of a struggle in the room now your eyes adjust to the dim. The walls look to be filled with row upon row of similar Hourglasses, many of which now lay spilt on the ground, their dark sands strewn across the faded black carpet.
Your guide turns to look at you and the growing crowd that's gathered. It whines, ears slowly pressing back against its skull and eyes darting all around the shadowed corners of the room. When the floorboards above your head creak, they scatter, leaving you - their chosen few - alone.
The first scream pierces the eerie mood like a knife as the first ghostly figure is discovered.
In Alliria the first Death Echoes begin to appear is that of a man in the market, shambling home from a night at the local tavern. He falls face down into a puddle and drowns in a mix of rainwater and his own vomit. In Elbion, a scholar rolls over and comes face to face with his old mentor who once owned the rooms he now occupies. The old mentor gasps for breath, face purple. Over in Raagash a man drowns trying to save the Echo of a child drowning out at sea.
The Veil between the living in the dead appears to have almost ceased to exist.
Among the Echoes appear odd creatures. There are many names for these creatures in different tongues but in the Common they are known as Pstyxia. Guides of the Spirit World. They dart between the Echoes and the living in an attempt to get someone's attention.
Your attention.
They lead you along overgrown paths or down abandoned alleyways, their black eyes casting over their shoulder every few seconds to ensure you still follow in their footsteps. Suddenly, they disappear through a silver crack in the very fabric of the world. It glows and pulses, dragging at the very core of your soul and urging you on. Peering through the crack reveals only a murky, distorted image of what lays beyond. For the most part it is darkness except for a single light, and the wavering form of the Pstyxia. Stepping through the crack is like wading through mud. Your world drags at you, attempting to hold you to the world of the living. Then suddenly you are through, the speed at which you entered the World of the Dead is multiplied by five which might cause you to stumble or lose your footing - perhaps even your breakfast.
You are no longer in your world.
You find yourself on a splintered wooden pathway with a house looming up in front of you. The only light comes from the spluttering candles stuck inside the hollowed out heads on spikes that adorn the planks like twisted garden ornaments. The Pstyxia that has led you this far seems impatient and urges you on towards the door of the lonely house.
C-c-creeeEEEEAAAK-kk.
Goes the large oak door as you push it open. The air inside is as cold as ice.
A large room greets all the guests who have followed guides to this unworldly house. It's size belonged more to that of a mansion than it did the ramshackle house it currently resided in. In one corner stood an ornate fireplace with dying embers pulsing in its hearth and in another corner an old fashioned desk upon which sat a book. The book lay open with row upon row of names listed. Ink spilled across it and dripped slowly onto the floor in a steady rhythm of a beating heart. An Hourglass lay smashed by the desk, as though someone had knocked it off in a haste to stand up, along with their chair. The plaque of the name matches that of the last entry in the book.
There are many signs of a struggle in the room now your eyes adjust to the dim. The walls look to be filled with row upon row of similar Hourglasses, many of which now lay spilt on the ground, their dark sands strewn across the faded black carpet.
Your guide turns to look at you and the growing crowd that's gathered. It whines, ears slowly pressing back against its skull and eyes darting all around the shadowed corners of the room. When the floorboards above your head creak, they scatter, leaving you - their chosen few - alone.