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AntiMatter101
2012-12-27, 07:27 PM
Rules:

Do not post if you are not a player.
Do not contradict any posts above you.
No double posting allowed.
Try to keep the number of topics in a single post at 3 or less.



There is a city named Heramorn that has experienced two centuries of relative peace.

Heramorn has been the center of many important events in history, and to all appearances, will continue to be for many years to come.

JediOfTheShire
2012-12-28, 12:05 AM
Heramorn is not the only city that has some history of great import, however, and will not be the only great city to come in the future. Heramorn is simply one of the ten great cities of the world of Kelmoran, a name lost to the annals of time, in which they all dwell. Heramorn is special because it is the seat of power for one of the less likeable nations of Kelmoran.

AntiMatter101
2012-12-28, 12:17 AM
Kelmoran is a world filled with strife. Each night, the setting of the sun brings the onset of a grey miasma that permeates nearly all things. It emanates from the very ground, and fills the night with the sound of unseen monstrosities. The ten Cities are sites of power, where rituals long lost to time were used to repell the grey miasma known as the Keln.

These cities form bastions of saftey, where the people need not fear the night and its monsters. The roads between cities are not lightly traveled, and when such journeys are made successfully, all parties involved make sure to get the most out of the trip.

JediOfTheShire
2012-12-28, 12:38 AM
Heramorn is also home to the largest Vox Crystal mine. That mine is the only source of Vox Crystals large enough and near enough to one of the great cities to be able to be exploited effectively. There may be more Vox Crystal deposits outside of the Heramorn Mines, but none are known to the denizens of Kelmoran.

Vox Crystals are important because when one sprinkles salt onto the crystal it is absorbed and the crystals begin to glow, emitting a light that keeps the Keln at bay. Depending on the Vox Crystal's size, purity, and cut it can be either stronger or weaker than other Vox Crystals and require more or less salt in order to work. This is how people are able to leave the great cities and stay free of the Keln.

The Keln is not necessarily lethal, but the feeling of the miasma flowing through your own body is enough to frighten even the strongest men, nevermind the stories of the Keln crushing guts from within or creatures coporealizing out of it from nowhere.

AntiMatter101
2012-12-28, 12:54 AM
Vox Cystals are said to be capable of lasting forever, should only the purest of salts be used, but when powered by impure salt for long enough, the Crystals grow dull and eventually shatter.

Each morning, as the sun rises, its rays burn away the Keln revealing the landscape below. Durring the daytime, it is perfectly safe to wander through the land. However, venturing beneath the surface, into caves or crevaces denyed the sun's light, one will find the Keln, existing where it can. This makes mining a particularly dangerous task, one that consumes valuable resources.

Heramorn contains salt mines, but the purest salt is said to come from it's sister-city Lendoran.

JediOfTheShire
2012-12-28, 01:03 AM
Lendoran and Heramorn are nestled in either end of a great mountain range known as the Silver Teeth. The Silver teeth are called such because of their very jagged and numerous mountaintops, which glint like metal in the sunlight because of the deposits of tin, but their appearance is silver and so they are named Silver Teeth.

Surrounding Lendoran is a lush forest filled with great ironwoods that grow almost as tall as the mountains they border, while Surrounding Heramorn is a plain filled with dusty dirt and grey colored shrubbery.

AntiMatter101
2012-12-28, 01:16 AM
The inhabitants of Heramorn and Lendoran have a longstanding rivalry that in ages past had a habit of evolving into a network of blood-feuds. Since the onset of more peaceful times, their bloodlust has receded, though factions in both cities still make use of the Assassins guild to alter buisness dealings.

Magic in Kelmoran is found on the order of 1 out of every 15 people. It is evenly distributed across all casts, and one is either born with or without the ability to use magic.

Magic is less of a science and more of an art, though mages are fully capable of teaching spells to eachother. All ten cities are capable of communicating with eachother though the use of magic, though no spell capable of transporting more than thoughts and words between cities exists as of yet.

JediOfTheShire
2012-12-28, 10:49 AM
This magical communication, however, is a feat that only the most powerful mages are capable of, and those mages are closely watched, and almost always guarded by the rulers of each city. This makes communication either impossible or extremely expensive for people without the right connections.

Magical talent descends through bloodlines. It is still very possible for a non-mage to become a spontaneous magic user, but the chance is about 1 in 60, where the other 3 in 60 would be coming from a magic wielding family. So about 25% of magic users are from no lineage, where 75% are from a lineage using magic.

There is a pantheon of Gods that watch over Keldoran from on high, each with their own desires and motivations, and each with a plethora of demigods at their service.

AntiMatter101
2012-12-28, 11:02 AM
The process of becoming a demigod or a god is lost to history, and none of the gods seem particularly eager to share the secret with mortals once again.

Keldorans ten cities are populated with three races, though in Lendoran they are all considered equal and treated fairly. Despite this, the Dwarven Race is the most prevalent and populous throughout the ten cities.

Bloodlines of magic are common enough that factions tend to include magic, but not revolve around it. Various guilds are often run by families who have developed their magic around a specific purpose over the generations. For example, Mages of the assassins guild have developed the most powerful non-detection spells known to Keldoran.

JediOfTheShire
2012-12-28, 11:50 AM
The other two races that populate the ten great cities are the Humans and Orcs. Orcs are green skinned and come in a vast array of shapes and sizes, much like humans, although they tend to be a few inches taller on average. Orcs have a few tusk-like teeth that jut out when their mouths are closed, but on occasion an albino orc that grinds these teeth down can be mistaken for a human. Humans otherwise are much taller than dwarves but tend to be built much more slender. Physical and language differences between the humans and the Orcs are about all that separate them from each other, and, other than in certain cities and rural areas, the two races tend to get along just as well with each other as the dwarves do.

Gnomes are an industrious race not found in the commonly known great cities, but when they appear in them to trade they often come in great airships, powered by steam and other mechanics, that appear to be magical to other races.

AntiMatter101
2012-12-28, 12:10 PM
The Gnomes live in constant fear of the Keln, descending to the ground only in the day time. The Keln does not reach far past the peaks of the tallest mountains, and their airships soar above it durring the night.

In most cities the dwarves rule over the other two races, treating them as seccond class citizens. Lendoran's sociatal structure is seen as insulting to some dwarves, and simply ridiculous by the rest of the dwarven race. This difference is often the outward cover story for Heramorn's and Lendoran's conflicts over trade.

Humans and Orcs protest their unfair treatment in the other cities, but their numbers have never been great enough to oppose their opressors. Many caravans traveling to Heramorn seem to be manned primarily by Orcs and Humans.

JediOfTheShire
2012-12-28, 01:47 PM
Heramorn is a city of fear and death. By all appearances to outsiders, and in many ways anyway, it is a large but dingy city with tall spiked towers (rumored to be made from the bones of ancient dragons, although their sheer size would mean that the dragons were almost the size of the city). The fear and death lies in its vast catacombs, for Heramorn sits upon the ancient city of Heram, a city as long forgotten as the name Keldoran.

Heram was a city of knights and valiant kings. A race known as the Aith lived there, but by some twist of time and fate, and some long forgotten event, the Aith were twisted into shadow demons and now still occupy Heram, but as the city is forgotten, they rule the city of Heramorn from below.

Indeed, the name Heramorn came from Heram and the mourning of the few untouched Aiths which were slaughtered by their turned bretheren. It took many years for the twisted Aiths, now called Wraiths, to use their powerful magic to lure the races of the world to the new ground that they raised over their fallen city, and to begin building what would become Heramorn.

AntiMatter101
2012-12-28, 02:01 PM
The Keln is never present in Harem either, for the enchantment that keeps the Keln at bay operates in a sphere of equal radius in all directions around the city.

The Aith originally wielded magic no different than that of the surface races, but whatever tragic event that changed them into wraiths, replaced that affinity with new powers not seen or understood by the surface mages.

Wraiths may phase through solid matter for a time, though it takes effort, and they are free to wander wherever the Keln is present without harm. Sunlight pains Wraiths, and the light of Vox Crystals is an irritation to them.

JediOfTheShire
2012-12-29, 01:39 AM
The Wraiths maintain a facade of nonexistance, and only the most secret of spies can avoid their detection. This charade is kept up by the ruling body Heramorn, the Kil'jik council. To outsiders their appearance is as robed and hooded figures hidden in shadows in their council chamber, but underneath those robes are a plethora of the lesser races, as well as the three major ones, all in some state of posession or other. They speak Wraith words with the voices of mortals.

The Vox Crystal trade is paramount to the city of Heramorn, and so it makes up more than 50% of its entire industry. The Wraiths hate the Vox Crystal because of their natural affinity, and almost symbiosis, for the Keln, but it is such a valuable thing to what the Wraiths call "upsiders" that they allow the industry to profit from the Vox Crystal Mines.

The Wraith are not connected in any way with other creatures that may draw on the Keln for power as well, they remain an independent people bound to Heramorn. Whatever power the Keln grants them, it does so because of its nature, not its purpose.

AntiMatter101
2012-12-29, 02:24 AM
Author's Notes: (you can skip this.)This thread of mine died long ago, and I am editing this post so that I may link to it from an outside wiki. The information found in this post exists elsewhere, but spread through several posts. I am going through this trouble so that it all can be found in one place, and the structure I had originally given the Ascention Quest can be more easily visable.

Simply editing this post should not bump the thread, I believe. Please, nobody post here.

The portions of fragments; remnants of Mortan.
A thought, floating in the dark.
A rhyme, the last of its kind.
A phrase, never uttered among the living.
A bout of Laughter suppressed.
A criticism unvoiced.
A dark humor.
Ignored.
Silent.
Apart.

Unchained.


Drifting.



Free.




Dying.





~
~~~~~
~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~
~~~~~
~





Changing.
The raw chaos bled into reality nearby, the effect reaching some distance beyond the rift it came from. The fragments began to fuse; the partitions between them fading, melting from the low-level chaotic energies. As they drifted closer to the rift, the chaos continued to change them, forming something more than the sum of its parts.
-----------------




-----------------
Living.
A consciousness, aware of itself, was floating in nothing. It was still fluid, barely holding sentience together. Staying together was growing easier, but increasingly its mind was being pulled apart at the seams. It perceived reality around it, and increasingly sensed the not-reality it was approaching. Its sudden realization: the non-reality would tear it apart! Full of fear, it accelerated backwards into the safety of reality.
-----------------



-----------------
Growing.
Slowly, its mind solidified in the void. The hazard of its cradle left behind, the safety of the ever-present void was all that it had. The senses matured. It could see the lights from the beyond, thankfully much farther away than before. Floating in the void, identity began to take shape. He did not know where he was, or who he was, but he did know he was getting stronger.
-----------------


-----------------
Learning.
There was nothing to do in the void but think, and grow. He could sense the edge of the Gear Works now, intuitively knowing it was a threat to him just as the Beyond was. Yet the world was not all danger. Nothing was safe. Nothing was gentle. Nothing had nothing to do.
-----------------
-----------------
Seeking.
The search for meaning. The search for companionship. The search for entertainment and life and love and joy. Through the void he sped, hither and fro, looking yet not seeing, listening but not hearing. Surely the void could not be all of reality! Surely there was more to life than death and the void!
==========
Finding.
The search was a failure, yet he found what he was looking for. It was with him all along! The void, he now discovered, he could bend, shape, and mold. He could wrap himself in it, feel its embrace, and lose himself in the folds of reality, in catatonic bliss.
==========
Embracing.
There was no need for things, for others, the void was his entertainment, his companion. He was his own meaning. He was his own context; what more did he need?
In bliss he floated aimlessly through reality.
==========
A wanderer.
A planet, a piece of something, snuck up on him. He roused from embracing the void to find something else, something new. It occurred to him that he had searched for a long time and had not sensed this thing before. The realization sparked mirth, in a new way. He descended to the planet, yet the void could not follow him no matter how he tried. He mourned leaving the void, yet this was far too interesting to turn back. Thusly he entered Gaia.
==========
A thriving contradiction.
An entity without a form, he explored the air, his thoughts bringing him down to where the wind raked through the leaves of forest trees. He tumbled through to the floor of the forest, sensing with fascination as the last lights of day trickled through the canopy. He played among the shadows as they deepened, and he discovered it! The Shadows felt like the void, both were like the absence of something, yet still reality. He twisted the shadows to his whim, and they bent willingly, unlike the resistant void. Out of them, he formed a body, amorphous blob though it was. Embedding himself in this form he explored this exciting new place.

He roamed the forest, sensing small birds and mice as he went. He pounced on them, curiously absorbing them to analyze them, and figure out what they possibly could be. In a stroke of genius, he formed eyes from his form, and he saw. The blob of shadows sprouted wings and flew away.
==========
A seeker of new sights.
Cresting the top of a cliff at long last, he looked out across an expanse of ocean, and breathed in the salty air. Gazing across the sea, he could sense the sharks below, even if he could not see them. Watching them tear apart their prey, and even each other, was simply fascinating.

He journeyed to the jungle, where everything seemed bigger. The birds were so much larger, and resembled bats. There were animals just as tall as the trees they ate. He even laid his eyes on a predator, with a mouth so full of sharp teeth. Inspired, he copied the fierce animal, sporting teeth of his own.

Pleased with himself, he took a break for a while and visited the void as he mulled over what he had discovered in this place.
==========
A jester, he who laughs alone.
He giggled as he watched the family of rabbits scurry around, suddenly blind, yet gifted with wings. Their haphazard flights scaring birds from their nests and shattering the expectations of one very confused, and very frightened, wolf. The suddenly sharp fangs of these fluffy white creatures glistened in the light of the sun, though their eyes could no longer see the absurdity of it. It was enough that he could see it; this… abnormality, this… twist in nature, amused him to no end.

As his laugh echoed in the trees, the little family of rabbits squealed to each other in fear, their instincts suddenly useless to them. He stayed to watch only a few more hours before he tired of them and left them to their squabbling. Perhaps they would adapt, perhaps not. He did not dwell on it, for he was already thinking of his next prank.

His next idea involved a tree; he had been inspired by a fly-catching plant earlier, and decided that those large cats needed something new and interesting to rouse them from their lazy slumbers. His laughter was already leaking out, and he had yet to even begin!
==========
A trickster, of those caught unawares.
A creature he had not seen before was walking in his forest. This alone, doomed it. The furred critter stepped unafraid in even the deepest of shadows, moving from food source to food source, while keeping an eye out for dangerous animals; the wrong kind of danger in these parts. A patch of grass gave way underneath its foot, and the critter nearly fell into a dark abyss, saving itself with its tail wrapped around a tree. Chattering in shock, it did not notice that the tree in question had in the meantime been covered in a thick yellow substance that stuck to its fur, which began to blacken and smoke. In a panic, it yanked upon its appendage, not liking the sensation the yellow stuff brought. Upon freeing itself, it found that it was not alone. An orange bird with two heads looked down from high branches in the tree, eyeing it predatorily. It fled for its life, screeching at the top of its tiny little lungs.

The orange bird pursued it halfheartedly, alighting on a high tree branch, and chuckling to itself as the other creatures in this place heard the noise and came to investigate. It watched on in interest, as the new little creature it decided to name ‘monkey’ met its demise at the hands of his other victims. It had put up a fight, showing a cunning that was as amusing as it was superfluous.

In the end it was one of his ‘plants’ that got the kill; a pair of vines that had enveloped the creature and then crushed it, beginning the long process of absorbing it completely. He knew this would have sustained them for a long time, but in the end he decided to light the cocoon of vines on fire anyway. It would not do for them to develop a taste for monkey blood so soon.

This one had died, but there would be more. There always were more, and now their physiology had spawned a few ideas he wanted to play with.
==========
A stalker, watching from the shadows.
His forest teemed with life. Every so often he would eradicate a species he was bored with, and then twist another to fill the gaps it had left. Even this became boring and commonplace. Instead, he began to alter his own form, playing with the possibilities. He had an excellent pool of hunters and hiders to draw from, and he took to prowling in the dark of the trees. Nothing went unseen in that place but him.

He never visited the void anymore. So used he had grown to manipulating the willing shadows, the headstrong void no longer heeded his call. Instead he reveled in the shadows of this world, relaxing in its cool, reassuring arms.

His command over it grew, and while he still sometimes relished the predatory glee of pouncing on and tearing into his prey, when he was bored, the shadows around his target simply leaped for the throat, and it was over. To an onlooker, he seemed to walk into the shadow of one tree, and out the shadow of another. To him, he simply joined with the shadows, and they took him wherever he pleased.

His courtship of self-improvement reached its conclusion in that he could take on whatever form he wished. His attention soon drew to the boredom inherent in this forest. He knew every stone, every leaf, and every life in this forest. It was time to explore other places.

One night, he simply walked out of the forest and didn’t look back.
==========
The Shadow Man; Silidri.
He sat upon the top of a mountain he had dubbed Mount Boredom as the horizon began to be touched by color. The form he wore was that of monkey and shadow, yet taller, and with no tail. It had been much time since he left the forest.

He had seen much.
He had changed much.
He had laughed much.

Yet he was beginning to forget, and he did not like that. He did not wish to lose the memories and he discovered a way to stop himself from doing so. The answer lay in words. He had never forgotten what the monkey was, even though he had not seen one for some time. He always remembered the form of the rabbits, and the changes he had made to them. He remembered the big cats only by reference; he could not recall what they actually had looked like. He had finally realized what the difference was. It was names. Those things he named, he remembered. The rest faded away.

The sun began to peek over the horizon, its rays casting long, friendly shadows behind him. His form felt sluggish, as the outer layers tried to dissipate, but his will was more than enough to maintain his form.

This was not a problem. He had no problem forgetting some things, for it meant he could rediscover them anew later. Yet there was one thing he was beginning to forget, and he refused to allow it to happen.

He was forgetting himself; forgetting who he was, forgetting where he came from. That information was not all gone, but it was not all there either. So he had come here to sit and think, even though it was so dreadfully boring. He had to name himself.

The shadowy figure looked up at the sun as it climbed in the sky. His eyes glowed a pale pink and his normally smiling white teeth were nowhere to be seen. As the sun climbed toward its apex, he sat in an ocean of light, bared in front of the wrath of the sun. His form wanted to boil and vanish, but he refused.

His thoughts turned to the void above, and how it was so like the shadow, yet so different.

He remembered the hazy details of his birth, fleeing from the Great Threats that he was aware of even now.

He remembered his love for the shadow, and his love for this world. All its crazy wonderful places were an open field in which to dance and then set ablaze.

The sun passed its apex, continuing along the sky. The shadows returned to him with open arms, and he greeted them warmly.

He thought of the future, his eyes flashing to a bright blue for a while as his smile returned.

As the sun finally kissed the horizon, the shadowy figure finally stood and descended the mountain side in long, reaching steps.

Silidri now realized there was never going to be just one name for him. He had chosen ‘Silidri’ and yet he realized that he would choose more names in the future as well. And in all likelihood they would be funny enough that he would keep them too. He would never stop answering to a name, he would simply collect them. So long as he remembered his names, he would remember himself, who he was, where he was from. Secure in this, Silidri set out, away from Mount Boredom.

Silidri’s laugh echoed in the night as he realized something; in order to not forget himself, he had resorted to doing something contrary to his own nature: quiet, boring, introspection. Laughing at his own folly, Silidri walked in the shadows of Gaia once more.




The Forest of Shadows

Silidri's Act-Equivalent action is to create this, The Forest of Shadows.
About The Forest

The outer edges of the forest seem the most normal, consisting mostly of animal and plant life one might normally expect on Gaia. However, the deeper one goes into the forest, the more bizarre and dangerous it becomes. All indigenous life forms there are twisted, often to the point of fulfilling new roles on the food chain. The foliage itself often is some form of predator, from trees that reach out and grab you to a bush that shoots and retracts poisoned fangs/thorns. The king of the jungle, the mighty lion, now crawls about fearing for its life; reduced to common prey, with literal eyes in the back of its head.

One section of the forest can be as different as another; the same base creature could be a vicious hunter in one area, yet in another is twisted to perform the stealthy scavenger role, or even be the most common prey. The simple addition of appendages, the combination of two species, even the overtly supernatural; practically anything can be found in the forest, thanks to The Trickster once spending an inordinate amount of time there.

The foliage becomes thicker the farther in one travels, the lines between forest, jungle, and tropical rainforest are blurred; one flowing into another. This transition exists seemingly in spite of no change in climate or weather patterns. The ambient power from the time the trickster god spent here is what fuels the continued vibrancy and variation of life.

Traveling in the forest
Forays into the deeper parts of the forest are often deadly, but can yield great rewards in terms of special materials. Not all of the dangers of the forest are from its inhabitants either, for the Trickster and his minions are said to visit the place on occasion. Simply living near the forest can be hazardous as strange creatures from within can wander out into the saner world from time to time. A mortal surviving any sort of extended time in the deeper forest should be regarded as accomplishing a great feat and is worthy of a measure of respect.

While the Forest is dangerous enough in the daytime, The Trickster loved the night. The Forest of Shadows has its share of nocturnal creatures, and these are generally understood to be the most dangerous out of all them, representing the very top of the food chain more often than not.

Addendum:
Need a unicorn? A tarrasque? A pack of owlbears? A flower that cures plot-sickness? I encourage other players to create random stuff and use the Forest of Shadows as a narrative tool.

Cliff Notes for this Ascention Quest:
The following has been written for those whom I have failed to clearly communicate to in the writing of this Ascention Quest. I feel the need to clarify how I structured it, should it not be readily understood. If you understood it fine, or you just don't care, there is no need to read further.

In writing it, It began with a poem, which you can read by only looking at the Bolded Words in the quest itself.

The poem looked like this to begin with:

The portions of fragments; remnants of Mortan.
A thought, floating in the dark.
A rhyme, the last of its kind.
A phrase, never uttered among the living.
A bout of Laughter suppressed.
A criticism unvoiced.
A dark humor.
Ignored.
Silent.
Apart.

Unchained.


Drifting.



Free.




Dying.





~~~~~~~~~~~~~





Changing.




Living.



Growing.


Learning.

Seeking.
Finding.
Embracing.
A wanderer.
A thriving contradiction.
A seeker of new sights.
A jester, he who laughs alone.
A trickster, of those caught unawares.
A stalker, watching from the shadows.
The Shadow Man; Silidri.
As you can see, the structure of the poem is sort of like a mirror, with the point of reflection being the line of these: ~~~~~~~
Each line and it's mirrored opposite share the same gramatical structure; in terms of general length of the line, presence of punctuation, and presence or absence of surrounding white space.
For further analytical assessment of the poem, here:The Poem contains 6 parts to it, not including the line where reflection occurs.

The first Part and the Sixth part are mirror images of eachother, and are the first and last lines of the poem, respectively.

The portions of fragments; remnants of Mortan.
...
The Shadow Man; Silidri.
They can be identified as the only lines that include semicolons.
These lines are sort of like the titles of their respective halves of the poem, and function to identify the state of Silidri chronologically. At the begining of the poem, Silidri is nothing but a collection of shards of Mortan, while at the end of it all, he has become something new: The Shadow Man.

The second and fifth parts of the poem are descriptors, they each consist of six lines which describe the subject.
In the second part:

A thought, floating in the dark.
A rhyme, the last of its kind.
A phrase, never uttered among the living.
A bout of Laughter suppressed.
A criticism unvoiced.
A dark humor.
The Shards of Mortan are being described. These various shards are what will soon constitute Silidri's being.

The Fifth part:

A wanderer.
A thriving contradiction.
A seeker of new sights.
A jester, he who laughs alone.
A trickster, of those caught unawares.
A stalker, watching from the shadows.

This describes who Silidri is now. Different things he is, and likes to do. Aspects of his personality, these lines tell us the most about who I envision him to be.

The Third and Forth parts consist entierly of one word lines, several of them verbs. These lines give us a chronological description of what is happening to Silidri.

The Third part:

Ignored.
Silent.
Apart.

Unchained.


Drifting.



Free.




Dying.





~~~~~~~~~~~~~This part tells us what happened to the Shards of Mortan before they became the Silidri we all know and love/hate.
Ignored, Silent, Apart: These lines tell us that these aspects of Mortan's personality were more or less supressed and hidden away in his subconsious, as if he didn't want or like them very much.
Unchained, Drifting, Free: This describes the Death of Mortan, and the fact that the shards in question are now drifting through space.
Dying: This line was showing that the shards would not have otherwise become anything without outside influence, and would have faded away to nothing, (or gotten torn apart by the Great Beyond) with time.

The line of Tildes, I said was not considered one of the six parts of the poem, but it does serve to seperate the third and fourth parts, as well as the whole first and second halves of the poem. What the line of tilde's represent is an Event occuring, specifically, the shards drifting close enough to one of the rifts leading to the Great Beyond that the forces of chaos interact with the shards.

The Fourth part:

~~~~~~~~~~~~~





Changing.




Living.



Growing.


Learning.

Seeking.
Finding.
Embracing.
The events in this part are described by the words used in the ascention quest itself. But the general gist is that the shards of Mortan are melding together (Changing), forming a sentient life (Living), that develops into a mature consciousness (Growing & Learning), and then finds philosophical meaning in the vacume of space itself (Seeking, Finding, Embracing).


Each line of the second half of the poem turned into a mini-title for a section of the Ascention quest. I then told a chronological story using those titles, detailing Silidri's journey of birth and self-discovery.

If anyone remains confused, and doesn't like that, shoot me a PM and ask away.