Within A Grand Hunting Lodge

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Massive beams of dark, ancient pine form the walls and ceiling of this enormous hunting lodge. Trophies hang upon the wall, ranging from simple twelve point buck to the scaled head of an ancient red dragon. The chamber is laid out symmetrically with rows of tressle tables and wide, stone fireplaces to either side of the main corridor. To either side of the main door, twin staircases spiral upwards towards the lofts where the hunters who live here take their rest. The floor is strewn with sweet smelling rushes and fur hide rugs. In the north-west corner, a small door leads out to the pens and stables. At the far end of the lodge, a semi-circular raised platform holds the throne of the Lady Huntress. The scent of a fresh kill and roasting meat fills the air, and the sound of the hunting-hounds baying causes your blood to rise in your veins, suffused with an intense joy you cannot explain.

(Red Aura) An enormous, empty black iron cauldron hangs above an unlit firepit.

Look Cauldron:
The Cauldron of Rebirth is a great gift granted to the Lady Wyldess by the Wyrm Incarna. Made of black iron and carved with scenes of graves laying open beneath the moon, it is a potent artifact used by the Wyld Huntress to bring Her people back to life, back to the joys of the Hunt. Around the rim of the cauldron, words have been carved that detail the Laws of the Hunt.

Look Laws:
Laws of the Hunt outline the rim of the cauldron:

  1. ) Honor and Obey all rules and regulations of TFC.
  2. ) Obey the words of the Immortals, even if you disagree with him/her. (If you disagree with the command, then post a note to Katrana and a God+ concerning the situation.)
  3. ) Be courteous to those new in the Realm (Levels 1-19). We may be Wyld, but we must respect those learning the ways of the Realm for they are the future. (FYI 13...memorize it.)
  4. ) Equipment goes to fellow members of the Hunt before it is sold or traded.
  5. ) You may Hunt whom you wish except for members of the Wyld Hunt.

(Note to the above rule(not in temple description): Hunters may seek and kill those within the Hunt, but they must return the full set back to the owner, without the removal of three items and gold.)

Look North:
The evidence of food and drink can be seen upon some of the wooden tressle tables that line the front half of the hall. Beyond them, an enormous fire place roars, a bound and broken captive kneeling before it. His eyes are bloodshot and bear witness to the pain he has endured. Around his throat is a wooden sign, held in place by a rough bit of twine. It reads, in letters made of his own blood, 'Traitor.' Such a simple display says so much of the command the Huntress holds. To be of the Hunt is to be family. To reject it, is to be outcast, friendless, brotherless, damned.

Look South:
The evidence of food and drink can be seen upon some of the wooden tressle tables that line the front half of the hall. Beyond them, an enormous fire place roars, an entire cow slowly roasting upon a spit within. Above the mantle of the fireplace hangs a strange plaque of some light colored material, with a knobby decorative border. Upon it are written the codes of the Wild Hunt.

Look East:
The main body of the lodge stretches in a rectangular shape, with stone fireplaces to either side to help warm the building. At the farthest end of the lodge, a raised platform of polished oak lifts the carved bone throne of the Huntress above the rest. Thick, rick pelts of sable, lynx, and unicorn cover the dais, creating a lush carpet for the Dark Lady's comfort. Cage-like candelabra hang down from the ceiling on thick iron chains. Just in front of the throne, an enormous black cauldron hangs from a tripod. There, it can be seen or utilized by the Lady.

Look West:
The thick iron-bound doors of the Lodge lay to the west, capable of barring any mundane method entry or preventing escape. They appear stout enough to resist the strength of a storm giant, yet are of such craftsmanship that a child could open them when unlocked. The handles are shaped like leaping stags, and are crafted of pure red gold. To either side of the doors, spiral stairs lead upwards, to the lofts where the hunters take their rest.

Look Up:
High above, the roof slopes to a shallow point. Inset between some of the thick support beams, stained glass windows depicting hounds bringing down a fleeing stag allow the radiance of a bright full moon to pour down upon those gathered. Along the east and west wall, wide lofts jut out from the upper walls, providing a place of rest and comfort for the warriors who dwell here.

Look Down:
The wooden floor underfoot is covered with sweet smelling rushes, strewn herbs, and the occasional fur rug.

Look Beams Pine
As wide around as a full grown man, these beams are ancient. Some have been carved with mystical symbols of protection, luck on the hunt, and warding. Others have been notched with tally marks of prey brought down. One, near the Queen's throne, bears a heart with the initials, K + S.

Look Trophies Head
A variety of trophies line the walls, with nearly every imaginable beast represented. In one shimmering crystalline case, is the essence of a Fire Elemental, its flames flickering from crimson to a dark ebon hue.

Look Tables
(Current temple) The evidence of food and drink can be seen upon some of the wooden tressle tables that line both sides of the main corridor in the front half of the hall. Some are stained with food and drink, while others are littered with various weaponry. There is one table that appears to be an organized chaos of scrolls, spell books, and other books of great importance. Obviously, these tables bear the rough evidence that those who ride with the Wyld hunt are no lily-handed courtiers, but rather men and women of Wyld passions and lust for life... and little care for the furniture.

(Previous temple) The evidence of food and drink can be seen upon some of the wooden tressle tables that line both sides of the main corridor in the front half of the hall. Some are stained with food and drink, others bear the rough evidence that those who ride with the wild hunt are no lily-handed courtiers, but rather men and women of wild passions and lust for life... and little care for the furniture.

Look Staircases:
Twin spiral staircases carved from the trunks of giant redwood trees spiral upwards towards the lofts above.

Look Throne:
Crafted of enormous curving antlers and supple, velvetly sueded hides, this is a work of barbaric and bloody art second to none. What first appear to the eye to be natural striations within the horn and leather are revealed to be the screaming faces of souls in torment; those damned individuals whose dishonor has brought the Wild Hunt down upon them. A thick cushion of crimson silk velvet pads the throne, and several thick, luxurious skins have been draped over it as well to provide utter comfort for the Huntress Queen.

Look Loft:
Twin lofts have been crafted on either side of the hall, a narrow catwalk along their edge allowing one to traverse their length. Curtains strung from the ceiling fall to permit some small degree of privacy to each of those who take their rest there.

Look Fireplace:
The twin fireplaces that flank either side of the hall are vast. The stones used in their crafting have been gathered from all over the Realm, that every Hunter, no matter his or her original birthplace, would feel at home here. Or perhaps it symbolizes that the Hunt knows no boundaries, and sees the entire land as its hunting-range?

Look Candelabra:
Strange cagelike candelabra hang from the ceilings from heavy dark metal chains. The lights within are not created by burning candles or oil, but rather the far more sinister lights of souls lost to the Hunt...

Look Plaque:
(Current temple) Upon close study, one realizes that this plaque is crafted entirely of bones. From the frail tibia of mice to the scapula of a fire demon, each has been fitted in perfectly to form an almost seamless surface upon which the quest required of those who might enter the Hunt is written:

  1. ) Must be Level 10.
  2. ) Must have a full set of equipment at entrance. (Need not be magical)
  3. ) Must seek approval of the three Acolytes of the Hunt. (The Acolytes may require approval quests of their own.)
  4. ) Must be able to answer three questions about the Triat upon entry.
  5. ) Katrana holds the right to change these requirements.


(Previous temple) Upon close study, one realizes that this plaque is crafted entirely of bones. From the frail tibia of mice to the scapula of a fire demon, each has been fitted in perfectly to form an almost seamless surface upon which the quest required of those who might enter the Hunt is written:

  1. ) Must be Level 10.
  2. ) Must have a full set of equipment at entrance. (Need not be magical)
  3. ) Must have Mob Mastery Quests equal to their effective level - or - must be willing to perform an additional series of quest tasks as given by Lady Katrana.
  4. ) Must be able to answer three questions about the Triat upon entry.
  5. ) The Wyldess holds the right to change or add to these requirements.

Look Book Books:
(Current temple only) There are books, scrolls, and other magical implements sprawling one table. There are a few books that catch your attention:
The Wyld's View of the Triat (l triat1, triat2...triat5)
Wyld Avatars (l avatars)
Quotes for the Wyld Soul (l quotes)

Look Triat1:
(Current temple only)
***Chapter 1: The beginning***

With every beginning, there are certain forces that must take place for life. The creator knew this, and made it so. The Wyld was created with the powers of chaotic creation, and destruction. This is where we begin, the Wyld was the first of the forces of the Triat to emerge. Its endless limits, its raw form, and chaotic ways give it unlimited potential power.

Everything within this world holds part of the Wyld in them, some stronger than others. Those that contain more Wyld than anything are called: Wyldlings. Wyldlings walk the realm constantly, some not even realizing what they are. They walk about, carrying with them the powers that the creator gave to Azat itself.

Sometimes a much more powerful Wyldling enters the world, one with almost limitless energies; its energies only being limited by those of the humanoid form and logic. Because of these limits, no form is truly chaotic, for it is bound by some rules and logic. However, those that act as (to the humanoid mind) as chaotic are Incarnas of the Wyld... Thaygar was the first to emerge in this realm. He was the Prophet of the Triat...

Katrana was the most recent Wyld Incarna to grasp her true immortal form...When she is gone who will be next?

Look Triat2:
(Current temple only)
***Chapter 2: The next***

From the ever-changing potential of the Wyld came forth a static being, known as the Weaver. This being took the formless potential the Wyld created, then wove and crafted the shapeless energies into the forms we all know of today.

The Weaver spun the wondrous Web; the Web that holds the Threads, the lives of the mortals, and immortals of the Realm.

The Patterned Web changed everything.
Progress...Growth...Meaning...Life...
All held shape, and existence in the world.

Look Triat3:
(Current temple only)
***Chapter 3: The last***

The Wyrm completes what we know as the Triat, the third and final entity. The lore is not known of how the Wyrm came into existence - perhaps out of necessity the it created itself, or perhaps out of a want for balance, the Creator shaped it. The truth to the beginning of the Wyrm shall remain hidden, until one with the true thirst for knowledge will uncover it.

What we do know is this...The Wyrm is the restorer of balance, an entity whose sole purpose is to bring forth the balance the Weaver and Wyld need to make a world survive. In this need for balance, the Wyrm seeks all knowledge, to know what is chaotic and what is not.

Look Triat4:
(Current temple only)
***Chapter 4: The beings existence...together***

We have learned how each member of the Triat has come forth into the world, or at the very least what it means to the rest of the Triat. In this chapter, we will learn of the Triat's past and how it affects the Realm today.

After the Weaver spawned herself out of the Wyld, from its formless potential, the Weaver created the Patterned Web. This delicate Web holds all life and the secrets of the world within it. The Wyrm was then created, (how we do not know,) and it pruned away sections of the Weaver's creation. The Weaver's perfect patterns were now imperfect, but balanced so that neither the Wyld nor the Weaver would be more powerful.

Look Triat5:
(Current temple only)
***Chapter 5: The Realm Today***

In today's Realm, two Incarna of the Triat exist; one for the Wyld, and Weaver. The Wyrm's essence is still in the realm, still holding the Wyld and Weaver in balance...the essence however, has not yet found a physical host.

Katrana, Wyld's Incarna - Born into the Realm, this gnome shamaness was one of the most powerful Wyldlings of all time. Everything she touched changed at her whim - a power inherent from her creation. While still young, she was taken into the arms of the Weaver. She learned of her true self, and what it meant, while in the ordered confines of the Chosen of Fate. Today, an immortal, she leads the Wyld Hunt - a group dedicated to bringing forth a chaotic harmony to the Realm.

As for the other, she is Cordir, Weaver's Incarna. While she has ascended to the level of Goddess, she is the embodiment of the Weaver. For her story, you will need to seek her out.

Look Quotes Quote:
(Current temple only)
This book contains quotes with significant meaning to the Wyldess.
'The Wyld is the silence of the hunt, the stalking.'
'Embrace it. Dance with the fire. Let it burn.'
'Ya lie to yourself, you give Wyld power.'
-Huey

'That man destroys life is just a miraculous a feat as that he can
create it, for life is the miracle, the inexplicable. In the act of
destruction, man sets himself about life, he transcends himself as a
creature. Thus the ultimate choice for man in as much as he is driven
to transcend himself, is to create or to destroy, to love or to hate.'
-Erich Fromm, of the Outworld

'Counting lives like grains of sand..
Countless fall beneath her hand..
Rebirth comes to fallen souls..
Chaos is where the Wyld goes..'
-Katrana

'An inky blackness from below,
Shifts and rises to and fro,
A crowded forest right in sight,
A spark erupts, a blinding light,
Fire, and chaos, Wyld's friend,
A storm draws near a fire's end,
Sleeting rain and brimstone fall,
Rage of Chaos, the Wyld's call,
The sun arises to shed light round,
New growth appears upon the ground,
A continuous cycle has been shown,
Creation, Destruction, the Wyld's own'
-Katrana

Look Avatars:
(Current temple only)
These are the true avatars of the Wyld - individuals who have created such strife and mayhem in the world that the Wyldess deigned to notice them.

Huey. Europe. Solaron. Zara. Polnevdra. Ink. Sylarn. Artanis. Lanfear.