Myths (Zyanya Supplement)
From D&D Wiki
- 1 Myths of Amareth
- 2 Myths of Basira
- 3 Myths of Falkor
- 4 Myths of Itotia
- 5 Myths of Khepri
- 6 Myths of Makarios
- 7 Myths of Onatah
- 8 Myths of Orisha
- 9 Myths of Righnach
- 10 Myths of Sclavini
- 11 Myths of Seafolk
- 12 Myths of Tatsuo
- 13 Myths of Vasant
- 14 Halfling Myths
- 15 Dragon Myths
- 16 Gnome Myths
- 17 Elf Myths
- 18 Dwarf Myths
- 19 Goblin Myths
- 20 Monster Myths
- 21 Other Myths
Myths of Amareth
The Blade of Wrath
The Amareth have a legend about an accursed sword. The sword belonged to an Incubus set to sow discord in the kingdom. The incubus gave the sword to the youngest prince, but cursed it to inspire envy in the eldest. The eldest prince desired the sword so greatly that he had his brother murdered so he could take the sword for himself. The sword whispered to the prince, urging him to darker and darker acts. But the curse continued, and the prince was murdered by his own bodyguard who coveted the blade. And so the blade carved its way across the land, leaving a trail of blood.
The Silver Lances
The first true knighthood were the Silver Lances, led by Mathias. Mathias was tutored by an elf called Nadriethien, and embraced the teachings of honor and courage. He rode with twenty others, and they were a beacon of light in a land under the domination of Mathias’s elder brother, the dark King Humphrey. At the behest of the church, Mathias declared war on his brother, and took the throne, beginning the golden era of Amareth history. The knighthood obeyed twelve tenets:
1. In service be noble
2. Be merciful, generous, courteous, and humble, and seek not glory for thyself
3. By word and action speak only truth
4. Be courageous and recoil not from enemies
5. Be a shield for the helpless and a sword for the weak
6. Uphold always the just law of the land
7. Be diligent and industrious, for we are stewards of the land
8. In thought and action remain pure and true
9. Respect your fellows, be they friend or foe
10. Shed no innocent blood, nor allow innocent blood to be shed.
11. Death before dishonor
12. Know thou art answerable to God and the Holy Church
The Silver Lances no longer exist, they were killed in a heroic battle against a horde of barbarians, but other knighthoods with similar oaths have taken their place. Most knighthoods require members to be of noble birth.
Myths of Basira
City in the Sand
The Basiran speak of a city deep inside the desert. It is filled with wonder, and many Basiran heroes are said to have visited the city, called Rathlorien. Time passes strangely in the city. An hour within the walls may be a century outside, or one may spend a decade within the walls to learn only a few heartbeats have passed outside. Stories vary on the conditions that must be met to enter, with cleverness or purity the most popular features a traveler must possess. Should the center of the city be reached, there is a small golden chalice atop an ivory pedestal. Should one drink from the chalice, they will be granted the fondest wish of their heart.
Myths of Falkor
The Clever Cloak
Falkor has a legend of a magic cloak that when worn, can turn the wearer into any animal desired. The cape however, is choosy about it’s wearer, and should any it finds foolish attempt to don it, the cloak permanently transforms them into a form it finds more suitable to their nature. Then it vanishes, seeking a better master.
Eyes of Violet
An ancient prophecy states that the one who will ignite the final war of the gods will be born with violet eyes. The same prophecy states that another born with violet eyes shall lead Falkor into an age of glory. Thus those born with violet eyes are viewed with great superstition.
The Falkorans believe the only way to be assured of a journey to heaven is to die courageously in battle. Should they die on a battlefield, with a weapon at hand, they are taken up by Valkyries and flown to Valhalla, where they can make merry battle for the rest of eternity. Thus in Falkor it is accounted a horrible curse to be told ‘may you die an old man in your bed’
Recovery of Thor’s Hammer
Once upon a time it happened that Thor's hammer fell into the possession of the giant Thrym, who buried it eight fathoms deep under the rocks of Jotunheim. Thor sent Loki to negotiate with Thrym, but he could only prevail so far as to get the giant's promise to restore the weapon if Freya would consent to be his bride. Loki returned and reported the result of his mission, but the goddess of love was quite horrified at the idea of bestowing her charms on the king of the Frost giants. In this emergency Loki persuaded Thor to dress himself in Freya's clothes and accompany him to Jotunheim. Thrym received his veiled bride with due courtesy, but was greatly surprised at seeing her eat for her supper eight salmons and a full grown ox, besides other delicacies, washing the whole down with three tuns of ale. Loki, however, assured him that she had not tasted anything for eight long nights, so great was her desire to see her lover, the renowned ruler of Jotunheim. Thrym had at length the curiosity to peep under his bride's veil, but started back in affright and demanded why Freya's eyeballs glistened with fire. Loki repeated the same excuse and the giant was satisfied. He ordered the hammer to be brought in and laid on the maiden's lap. Thereupon Thor threw off his disguise, grasped his redoubted weapon, and slaughtered Thrym and all his followers.
Myths of Itotia
The Crown of Serpents
Deep within the jungles of Itotia lies the city of Xumiza, where the gods dwell. Therein lies the crown of serpents, destined to be won by the person that will unite Itotia into a single empire. The powers of the crown vary wildly, usually enhancing whatever virtues the storyteller finds desirable in a leader. It always has two powers though. Whoever is wearing the crown cannot die, and can summon the spirit of any deceased individual to answer any question desired.
Myths of Khepri
Khepri was also home to a legendary knighthood that followed the concept known as Ma’at. Ma’at was a code of honor, truth, duty, and integrity. The knighthood believed that Ma’at was the natural state of the world and all things were expected to confirm to it, and only then could they be at peace and live a happy life. Those who do not fulfill their obligations are doomed to turmoil and misery. Though the originally knighthood fell during one of Khepri’s civil wars, the concept has risen again many times.
The Ankh of Power
The Ankh of Power was crafted by the combined forces of the gods, and given to the first Pharoah. Sadly, it was lost by a foolish Pharoah, and thus ended the golden age of Khepri. The fertile lands flooded, and many died. Though the land has recovered somewhat, it is said that Khepri will never truly again be great until the Ankh of Power is again found and returned to it’s rightful place at the Pharoah’s throne. To complicate matters, it is said the Ankh of Power can only be found by someone who has no desire to claim it’s power or glory for themselves, but who is truly selfless and thinks only of the good of the people.
The Hall of the Dead
The Khepri believe that when they die, they must take the ferryboat piloted by Aken to the land of the dead, Amenthes. There, Anubis guides them to the Hall of the Dead (Amenti) and weighs their heart against a feather. Should their heart be lighter, they may go on to osiris. But should their heart be heavier, it is eaten by a demon, Ammit, with the head of a crocodile, the torso of a wild cat and the hindquarters of a hippopotamus (though she can appear as a female human if she so desires)). Other demons are Babi, depicted as a baboon that feasts on human entrails. Other demons are - Amkhaibitu (Eater of Ghosts); Amsnef (Eater of Blood); Anaf (Bringer of His Arm); Arimabef; Heptshet; Herfhaf (He With His Face Behind Him); Heriuru (Chief of the Great Ones); Hetchabehu; Kenemty; Khemy; Maa-Anuf; Maatifemkhet (He Whose Two Eyes Are as Fire); Maatifemtes (He Whose Two Eyes Are as Knives); Neba; Neb Heru (Lord of Faces); Neb Nebu (Lord of Lords); Nehaher; Nehebnefert; Nekhenu; Sekheriu; Sertiu; Setqesu (Bone-Breaker); Shetkheru; Taret; Tchesertep; Temsep; Thenemy; Thenret; Uamemty; Uatchnesert (Green Flame); Usekhnemmet (He of the Long Stride); Utunesert; and Uturekhit.
Apophis is an ancient monster, a serpent locked in perpetual darkness. He is considered the personification of darkness, death, and chaos. Legend holds he once tried to consume the sun, but was defeated by the gods. Legend also holds that two gods (which two varies on the area of Khepri) were killed during this battle. Apophis was imprisoned and thrown away from the world.
The primordial chaos from which the world was initially formed by the gods.
Myths of Makarios
By the Gods
The people of Makarios are among the few who believe that the gods are in part mortal, and some of them began life as humans.
Persephone was gathering flowers in a meadow one day when a huge crack opened up in the earth and Hades, King of the Dead, emerged from the Underworld. He seized Persephone and carried her off in his chariot, back down to his realm below, where she became his queen. Her mother, Demeter, was heartbroken. She wandered the length and breadth of the earth in search of her daughter, during which time the crops withered and it became perpetual winter.
At length Hades was persuaded to surrender Persephone for one half of every year, the spring and summer seasons when flowers bloom and the earth bears fruit once more. The half year that Persephone spends in the Underworld as Hades' queen coincides with the barren season.
Venus and Adonis
Venus, playing one day with her boy Cupid, wounded her bosom with one of his arrows. She pushed him away, but the wound was deeper than she thought. Before it healed she beheld Adonis, and was captivated with him. She no longer took any interest in her favorite activities. She absented herself even from heaven, for Adonis was dearer to her than heaven. Him she followed and bore him company. She who used to love to recline in the shade, with no care but to cultivate her charms, now rambled through the woods and over the hills. She called her dogs, and chased hares and stags, or other game that it is safe to hunt, but kept clear of the wolves and bears, reeking with the slaughter of the herd. She charged Adonis, too, to beware of such dangerous animals. Having given him a strong warning, she mounted her chariot drawn by swans, and drove away through the air. But Adonis was too noble to heed such counsels. The dogs had roused a wild boar from his lair, and the youth threw his spear and wounded the animal with a sidelong stroke. The beast drew out the weapon with his jaws, and rushed after Adonis, who turned and ran; but the boar overtook him, and buried his tusks in his side, and stretched him dying upon the plain.
Venus, in her swan-drawn chariot, had not gone far towards heaven when she heard the groans of her beloved, and turned her white-winged coursers back to earth. As she drew near and saw from on high his lifeless body bathed in blood, she alighted and, bending over it, beat her breast and tore her hair. Reproaching the Fates, she declared that he would not be forgotten. So she sprinkled nectar on the blood; and as they mingled, bubbles rose as in a pool on which raindrops fall, and in an hour's time there sprang up a flower of bloody hue like that of the pomegranate. But it is short-lived. It is said the wind blows the blossoms open, and afterwards blows the petals away; so it is called Anemone, or Wind Flower.
Echo and Narcissus
Echo was a beautiful nymph, fond of the woods and hills, where she devoted herself to woodland sports. She was a favourite of Artemis, and attended her in the chase. But Echo had one failing; she was fond of talking, and whether in chat or argument, would have the last word. One day Hera was seeking her husband, who, she had reason to fear, was amusing himself among the nymphs. Echo by her talk contrived to detain the goddess till the nymphs made their escape. When Hera discovered it, she passed sentence upon Echo in these words: "You shall forfeit the use of that tongue with which you have cheated me, except for that one purpose you are so fond of- reply. You shall still have the last word, but no power to speak first."
This nymph saw Narcissus, a beautiful youth, as he pursued the chase upon the mountains. She loved him and followed his footsteps. O how she longed to address him in the softest accents, and win him to converse! but it was not in her power. She waited with impatience for him to speak first, and had her answer ready. One day the youth, being separated from his companions, shouted aloud, "Who's here?" Echo replied, "Here." Narcissus looked around, but seeing no one, called out, "Come." Echo answered, "Come." As no one came, Narcissus called again, "Why do you shun me?" Echo asked the same question. "Let us join one another," said the youth. The maid answered with all her heart in the same words, and hastened to the spot, ready to throw her arms about his neck. He started back, exclaiming, "Hands off! I would rather die than you should have me!" "Have me," said she; but it was all in vain. He left her, and she went to hide her blushes in the recesses of the woods. From that time forth she lived in caves and among mountain cliffs. Her form faded with grief, till at last all her flesh shrank away. Her bones were changed into rocks and there was nothing left of her but her voice. With that she is still ready to reply to any one who calls her, and keeps up her old habit of having the last word.
Apollo and Daphne
Daphne was Apollo's first love. It was not brought about by accident, but by the malice of Cupid. Apollo saw the boy playing with his bow and arrows and chastised him saying, “What have you to do with warlike weapons, saucy boy? Leave them for hands worthy of them. Be content with your torch, child, and kindle up your flames, as you call them, where you will, but presume not to meddle with my weapons." Venus's boy heard these words, and rejoined, "Your arrows may strike all things else, Apollo, but mine shall strike you." So saying, he drew from his quiver two arrows of different workmanship, one of gold to excite love, the other of lead to repel it. With the leaden shaft he struck the nymph Daphne, the daughter of the river god Peneus, and with the golden one Apollo, through the heart. Forthwith the god was seized with love for the maiden, and she abhorred the thought of loving.
Apollo loved her, and longed to obtain her; and he who gives oracles to all the world was not wise enough to look into his own fortunes. He admired her hands and arms, naked to the shoulder, and whatever was hidden from view he imagined more beautiful still. He followed her; she fled, swifter than the wind, and delayed not a moment at his entreaties.
The nymph continued her flight, and left his pleas half uttered. And even as she fled she charmed him. The wind blew her garments, and her unbound hair streamed loose behind her. The god grew impatient to find his wooings thrown away, and, sped by Cupid, gained upon her in the race. So flew the god and the virgin- he on the wings of love, and she on those of fear. The pursuer is the more rapid, however, and gains upon her, and his panting breath blows upon her hair. Her strength begins to fail, and, ready to sink, she calls upon her father, the river god: "Help me, Poseidon! open the earth to enclose me, or change my form, which has brought me into this danger!" Scarcely had she spoken, when a stiffness seized all her limbs; her bosom began to be enclosed in a tender bark; her hair became leaves; her arms became branches; her foot stuck fast in the ground, as a root; her face became a tree-top, retaining nothing of its former self but its beauty, Apollo stood amazed. He touched the stem, and felt the flesh tremble under the new bark. He embraced the branches, and lavished kisses on the wood. The branches shrank from his lips. "Since you cannot be my wife," said he, "you shall assuredly be my tree. I will wear you for my crown; I will decorate with you my harp and my quiver; and when the great conquerors lead up the triumphal pomp to the Capitol, you shall be woven into wreaths for their brows. And, as eternal youth is mine, you also shall be always green, and your leaf know no decay." The nymph, now changed into a Laurel tree, bowed its head in grateful acknowledgment.
Myths of Onatah
Gifts of the Gods
The Onatah believe that for every ill upon the world, there is a cure. For every sickness, an herb. Thus did the gods create the world in perfect harmony. But to deny the gifts of the gods is to lose them.
Myths of Orisha
Dance of the Worlds
The Orisha believe that from time to time, the spirits of the land join together in a dance. This dance can open up portals into other worlds into which unwary travelers may sometimes stumble (and vice versa).
Though the Orisha have their gods, there is also a belief that this world is the dream of some otherworldly, unknowable being. This, to them, is the explanation for the strange happenings and events in the world, for anything may happen in a dream, even things that defy logic and understanding. Thus the Orisha are among those most skilled in dream magic and interpretation.
Heart of a Dragon
Orisha has several legends of heroes that consumed the heart of a dragon and gained various powers.
Myths of Righnach
Conner and the Druid
Righnach is full of legendary warriors. One of the most famous was Conner, a mighty swordsman. Conner spent the early years of his life mastering the art of the blade. By the time he was twenty, he had defeated trolls and giants, even slain a hydra. He was twenty one the day he suffered his first defeat. While walking through the forest, he came upon a young man headed in the opposite direction. As the path was narrow, Conner arrogantly demanded the other man step out of the way of the hero. The young man simply laughed, and stepped aside. The laugh infuriated Conner, and he called the young man a coward and a fool. As Conner ranted and challenged, the young man lazily gestured with one hand and Conner found himself unable to move. The young man smiled and said, ‘there is more to the world than swords’, and walked on. When Conner could move again, he followed the path the young man had taken, and found him in a small clearing, tending to the wound on the side of a great bear. Conner marveled at the sight, and said ‘I could slay a bear, and have, but never could I make one kneel before me. Who are you?’. Thus did Conner make the acquaintance of the druid Ferya, and from Ferya learned the wisdom that enabled Conner to become among the finest of Righnach’s kings.
Myths of Sclavini
Darus and Traian
Darus and Traian were brothers, some say twins, that figure prominently in a series of Andrzej stories. Traian was a bard reputed to have once sung a lullaby so potent it put a rampaging white dragon to sleep. Darus was a warrior that once fought and won a hundred duels in a single day. One of the earliest legends says that Darus and Traian defeated a pack of trolls when they were no older than 12. Shortly thereafter, Darus left Andrzej to wander for a number of years (stories vary between 5 and 15). Traian had many adventures during this time, including convincing a group of storm giants to give up raiding and become peaceful vegetarians. He also out sang a Rusalka to save a village.
Shortly after Darus returned, trouble came in the form of invaders. The invaders convinced a group of the nobles to side with them in return for wealth. The leader of the invaders took a meal in the tavern owned by the mother of Darus and Traian. While serving his meal, the old woman stumbled, and spilled a drink on the invaders. Irritated, the invader ordered the town sheriff to have the old woman horsewhipped. The sheriff obeyed. Traian came upon the scene, and his cry of rage was so powerful it struck 4 of the invaders dead.
The sheriff seized Traian, and upon the orders of the invaders, made to hang him. Darus returned just in time to save Traian, and struck the head of the sheriff off with a mighty blow. Traian rallied the people against the nobles in what is believed to be the first rebellion by common folk against the nobles. Darus fought the invaders alongside warriors from various villages.
The leader of the nobles struck back, stealing the villager’s children away in the night and threatening to kill them if the villagers did not surrender the brothers. Darus went to the castle alone and fought the invaders, freeing the children. The final battle between Darus and the invader was so great it shook the mountain, burying the invader’s keep in rubble and ending the lives of the invaders. Darus sacrificed himself to save his people. Traian rallied the villagers, and with the return of the children, emerged victorious and tore down the castle of the leading noble.
Anca the Hunter
Anca was found as a young girl, and though feral, was taken in by a local hunter. Her exploits are many, including taking on a tribe of werewolves to avenge her foster brother, and slaying an evil wizard that tried to enslave her village. Anca was part werewolf herself, and legend holds she still wanders the forest in the form of a black wolf, seeking the vampire that killed her husband.
Myths of Seafolk
Myths of Tatsuo
The Eternal Scrolls
Atop the celestial mountain sits the monk Wing Tho. From his vantage point, he can see across the world, and his enchanted eyes miss nothing. He writes the history of the world on an enchanted papyrus scroll, a scroll which holds the knowledge of the world. But to view the scroll comes at a terrible price, for the only way it can be read is to remove the scroll from the hands of Wing Tho. The price of ultimate knowledge is for the world to become no more.
The legendary phoenix of Tatsuo is a harbringer of good fortune, and a poignant reminder that that all things fade, and all things rise again. So long as the people of Tatsuo endure, it’s eternal flame shall again burn bright and glorious.
There is a wandering swordsman, descendent of a dragon. His footsteps mark the coming of strife and tragedy, for he always travels to where violence will be done.
Duty and Honor
Many Tatsuo stories speak of the sacrifices the truly noble make for duty and honor, and how the people are strengthened by such sacrifice. Stories in which the ‘heroes’ throw away duty and honor to achieve their heart’s desires are invariably tragedies.
The Seven Swords
Once, in a time of Tatsuo’s need, a great Tatsuo wise man gifted seven samurai with enchanted blades. With these blades the seven samurai turned the tide of war. Each blade had a power of the elements tied to it, lightning, thunder, fire, rain, wind, stone, and acid. From time to time other heroes have been said to wield one of these blades, but never since that time have the swords been reunited.
Lightning Lightning was last in the hands of a samurai called Istu. Istu fought many battles when the odds were against him, but never gave in to fear. When his master became jealous of Istu’s prowess, he ordered Istu to climb to the peak of a mountain and bring back a single red flower. Istu knew he was meant to die on this mission, but nontheless obeyed. Against all odds, he succeeded, and left behind a ruby as an offering to the spirit of the mountain. Istu met his end defending a dwarven village against a dragon, and it is believed that Lightning is now in dwarven hands.
Thunder Thunder was last said to have been wielded by the samurai Atshushi, who met his end battling giants far to the north.
Fire Fire was last wielded by the samurai Hikaru, who put down the rebellion of the Thousand Arrows as general of the Noble Emperor Minoru’s army. It is thought that Fire may still reside in the noble house of Hikaru.
Rain Rain was once the weapon of the samurai Nariaki, but when he fell before a demon, Rain was taken up by his daughter, Tamiyo. Tamiyo slew the demon, and the foul conjuror that summoned it forth, but was lost in the explosion of mystical energy that signaled the death of the conjuror. It is said that the explosion transported Tamiyo from this world into the realm beyond, and thus Rain is lost to this world.
Wind Wind was the only blade to have been returned to the wise man, and it is said that the wise man still awaits the next samurai worthy to bear the blade.
Stone Stone is believed to be part of the imperial treasury, perhaps even the ceremonial blade of the Emperor himself.
Acid Acid fell into the hands of the samurai Sotatsu, and thus was lost to the forces of good when Sotatsu rebelled against the rightful Emperor. Various ninja clans have claimed possession of Acid since, but thus far all such claims have been false.
Myths of Vasant
The Blood Ruby
Originally the size of a man’s fist, the ruby was placed in a crown for Maharajah Kritanta, a most brutal warlord. Kritanta once had elvish diplomats sealed inside urns, which were then tossed into a fire. The next day he served their roasted flesh to a group of gnomish tradesmen, telling them it was a rare Vasant delicacy. When he feared his son, age eight, was conspiring to take his throne, he had the boy dipped in molten gold and placed as a statue in his wife’s garden. It is believed that Kritanta met his death by poison, but so great was his evil that it tainted the crown. The next three Rajahs that wore it went mad. Eventually, the crown was destroyed, but a greedy jeweler set the broken pieces of the ruby into other pieces of jewelry. Where these stones went, evil followed, and the stones were reset many times by the unwary. Many in Vasant still consider rubies to be stones of ill fortune, and legends of Kritanta are still used to scare children.
Avathar was a master rogue of a Halfling, said to have a heart of gold. He stole not for greed, but for the thrill. It was said that he could hide in an ant’s shadow.
His first legendary act of thievery was when he stole the Kabena Opal and replaced it with a forgery. The heavily armed and brutal mercenaries guarding the opal never even knew he was there. It was a full year before the theft was even discovered. The local thieves’ guild tried to recruit Avathar, but he had no interest in joining. Finally, annoyed at their pestering, he challenged the most skilled and vocal among them to a contest. The challenge was simple, who could pull off the most daring heist? The challenger stole a valuable necklace from a museum. When he wen t to produce it though, to show his comrades, he pulled from his pocket a string of cheap wooden beads. A laughing Avathar produced the necklace.
A Halfling caravan once came to Avathar for help when an heirloom was stolen from their caravan by a group of bandits. Realizing the caravan was no match for the bandits, Avathar tricked the bandits into turning on each other and stole the heirloom back.
The Lucky Copper
Halflings have a legend of a magical coin. It supposedly grants it’s holder incredible luck, but seems to have a talent for falling out of pockets or being accidentally spent, only to be found at random by another Halfling. Many Halflings claim to have had the coin in their pocket for a day or two.
Writ Upon the Stars
The dragons teach that the stars contain all the knowledge of the world, and both past and future can be read in their paths. They also believe that the greater turnings of the stars are foreordained. However, the dragons also admit that their knowledge of the stars patterns is incomplete, and even dragons can make errors at their interpretations. At least four times in elf-recorded history, the dragons have noted portents in the stars that caused them to come together in great conclaves. What happened at these conclaves was not shared with lesser races.
The Lost Golem
Gnomes tell of the inventor Saivarachel, who invented the world’s greatest machine. The nature of the machine tends to vary based on the guild of the story-teller. Saivarachel put the plans for the machine in the hands of a golem, and started instructing the golem to take the plans to the guildmaster. Alas, Saivarachel was interrupted, and had his lazy apprentice finish the job. The lazy apprentice rushed the task, and gave the golem poor directions before sending it off. To this day, no one knows where the golem went.
The Dragon Knights
During the Elf War one of the most legendary groups of warriors were known as the Dragon Knights, so named for one of their first great victories, defeat of a black dragon that was working with the drow. The Dragon Knights were led by an Elvish nobleman, Athaurus, though not all the Dragon Knights were elves. At least two were human. The Dragon Knights fought in the climactic Battle of the Gray Mountain, forming the spearhead that slew the drow summoner Savarin and the magi with him. Once the drow lost their magical protections, the Elvish army was victorious. Athaurus was killed in the battle, but the remaining Dragon Knights followed his sister to the great city of the elves and began the rebuilding. Though the Dragon Knights are no more, they are still the standard of courage young Elvish would-be warriors are held to.
The Great Betrayer
The Elf known as the Great Betrayer was a drow woman by the name of Nesamorn. Her bargaining with a fiend and poisoning of the High King Menthalus is what began the Elf War. She had been taken in as foster daughter by the High King in an effort to maintain the fraying relations between the surface elves and their subterranean cousins. She was to wed Prince Talunthar, the High King’s eldest son, and thus become Queen of Apiratenr. She was not content to merely be queen, she wanted to truly rule, and rule alone. Thus she bargained with the fiend Duarth. Prince Talunthar believed her to be an innocent pawn of the fiend, and tried to rescue her, for he truly loved her. She had him sacrificed in a ritual to Duarth, which gained her terrible and unnatural powers. She then rallied the Drow to her and the Elf War began.
The Noble Steed
Hippogriffs have long been the steeds of Elvish nobility. Legend holds that one of the early Elvish kings found a hippogriff hatchling that had been orphaned. He nurtured and raised the creature, treating the wild beast with firmness, compassion, and kindness. And so the wild beast was tamed, and much loved his Elvish master.
The elves speak of the great city of Nathshelamar, the first of the great Elvish cities and ancestral home of the now rare winged elves. Legend holds that one day, long before the Elf War, the city of Nathshelamar simply vanished, leaving behind only a shallow lake. To date, no sage or diviner has been able to learn the truth of the city’s fate, though most bards have a theory or four.
Halimath was a master smith, of skill unsurpassed. Near the end of his life, he sought to create a truly magnificent relic, to be called the Sword of Justice. His fellows bade him not to make another weapon of power, for they had seen the wreckage such weapons had left upon the world. But Halimath would listen not, for to him, breaking the laws of the land was a small price to pay for the glory he would craft. The ritual he used were dark and arcane, but he believed that the creation of the sword would atone for any evils committed during its creation. Word spread to his fellows, and the wisest of them confronted him. Enraged that he should be thus questioned, Halimath struck down the wise one, and fled, taking with him the sword. When his fellows surrounded him, he was unrepentant, claiming that the sword was a force to be used by good. He raised the sword in defiance against those that confronted him, and he and the sword crumpled to dust, undone by the very magics he had wrought.
Dwarven Creation Myth
The Dwarves believe they were forged from iron drawn forth from the center of the world, and thus they and the world share the same bones. Though different gods forged other races, all are mere copies of the dwarves and thus lacking the strength and stoicism of the dwarves, for only Asun Dwvir can truly master the forge of creation.
When the other races began to best the dwarves with magic, Whurgeni Tharr descended into the heart of the world and returned with the sacred runes. He taught the dwarves to put rune to iron, and thus the dwarves forged the first magical weapons.
The Stone Dragon
There is a mountain in the goblin wilds (which mountain varies slightly) that is said to be a slumbering dragon. When it wakes, it will lead the goblins to their rightful place as dominators of the world. All others shall be slaves to the goblins.
The Serpent and the Bear
Goblins have a legend of a massive ice-bear they call Borvin. Borvin is said to prey on dragons, and longs to devour the sun. The same legend tells of a fire serpent called Mevras, who wishes to melt the ice and turn the world to swamp. The two are locked in eternal battle, and the world should fear the victory of either.
No one knows who crafted Kementari. Some say it was crafted by faeries that have long since abandoned this world. It is said that in times of crisis, when the world is in danger of growing truly imbalanced, Kementari will find itself a wielder. Kementari is always a weapon, though its’ form seems to change. Though a weapon, it rarely seems to be used in battle. Regardless of it’s form, it always bears the words somewhere upon it ‘Life and Death eternally balanced’
It’s first recorded wielder (given no name, they never are, for Kementari does not come to those who seek glory for themselves) came from a land far away, then the druids were facing a time of trouble in the land of Righnach. Strange creatures were devastating the forest. The wielder taught the druid circle how to deal with these aberrant beings, providing them with the new magic and knowledge they needed. The wielder vanished, leaving Kementari, in the form of a scythe, behind.
Kementari was held in trust for years, until the woods were threatened by a strange sickness. The Grand Druid meditated, and after he received a vision, he gave Kementari to a young druidess and told her to go into the woods, taking nothing else with her. There, she fasted and listened to the trees, trusting in nature to give her the wisdom she needed. Finally the words of the trees were understood by her ears, and they guided her to the plant that provided the cure for the sickness. Kementari was left behind again, this time in the form of a sickle.
For a time, Kementari lay forgotten. After the elf war, the drow befouled many waters. The last surviving member of a druid circle took up Kementari, which took the form of a spear to his hand. He anointed the spear with water from a sacred spring, fasting and meditating to purify the spear. He then built a small boat, and floated in the murky waters. Guided unerringly by the point of Kementari, he found the foul, twisted aberration polluting the water. He struck the corrupt beast with Kementari, calling upon the forces of nature as he did so. A great storm rose upon the water, and when the rain ended, the waters were pure once more.