The Library of Tundmatusse

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On the white clifftops of the island in the centre of the lake, The Library of Tundmatusse is visible from the shoreline near the town of Dwardle.

The alabaster marble halls? A prison of the impatient. My lad, don't be dreaming of magick - those glistening walls hold dark secrets that daren't be tole.
—Quartermaster of the Dwardle Town, The "plains" of Dwardle
Lake Dwardle and the Tower of Tundmatusse

History

The library is a remote location that is under the custody of The Concurrence. Throughout the recent history of the world, the library has acted as a repository of magical knowledge on the continent of Osuvanne, and is guarded by the magisters of the group with a fervour that borders on the aggressively selfish. From the early days of The Frayll Wildlands stretching throughout the continent, through the wars of Ascendancy, librarians have kept the magical and mundane secrets safe in the marble walls of Tundmatusse.

Much of the history of the library is secret to the general population of Osuvanne, and indeed some of the specifics of the history are kept secret even from the acolytes that attend the library.

Early History and Construction

The dwarven mage Falillonar was famous in the pre-Tertiary Ascendency War era, and was known as the "Masons-mage". She was believed to have created several of the older dwarven sites constructed in and around the time of the fall of Tinch, such as Tor Valnari on Abbatchtka and Tor Wessenir on Osuvanne. The Library was believed to pre-exist these other sites, but whether it was fully built by the time the other sites were constructed remains unresolved.

Documents held by the Library suggest that the Library was built some three thousand years previous, but the true origin is uncertain.

The Evertyr

The Evertyr hangs like an illuminated diamond that is kept under a perpetual waterfall of crystal clear water. The Evertyr is kept in a sconce that displays the eightsided gem which has a single coloured impurity inside it, in an area of the Library that is known as the Dakrna - the room of eight teardrops. The room itself is lit by light emanating from the Evertyr itself, and occasional movement and shadows play across the surface of the Evertyr and the water that surrounds it. The room is generally quite plain, being made of the same marble construction of the rest of the tower at Tundmatusse, and simple friezes display the history of the Library and the endeavour that had cataclysmic consequences of the continent itself.

History of the Evertyr

Discovered, it is believed, by the masons-mage herself, the Evertyr was believed to be a coalescence of mana. Brought to the Library, it was quickly investigated by many inquisitive mages, and ethical considerations regarding the properties of the crystal were debated for many weeks. Two factions emerged after the reasoned debate: The Concurrence - Those that believed that it is proper to observe and study in situ; and The Obscahi who were determined to continue lines of research despite qualms to the contrary from their detractors. Scholars after the fact named the researchers and those who feigned innocence were called The Obsca.

The experiments of the Evertyr by the Obscahi were led by a mage known as Elborin. After six years of debate and preparation, the majority of the Kingdom of Sudvanne's magisters were utilised to dredged the river Dwindle and prepare the plains of Dwardle for the great undertaking. Various treasures were uncovered by the preparations and transported to the royal city of Ilwd Bywd to become part of the royal treasures of state.

The druids of the plains of Dwardle were hesitant to become involved at the time, taking issue with the potentially significant disruption to the elemental hierarchy in the local area. As a compromise, the Obsca magisters offered to protect Coen-inig Inch from potential arcane fallout from the experiments.

"At last, the day arrived: Finally we will take our knowledge and apply it to raise up our understanding of the arcane and study of magick! The rough surface of the Evertyr appears to recognise our excitement - almost mimicing the army of magisters preparing the sigils around the imposing crystal."
—~Elborin, The Evertyr Ch.6

The day came, and the fanfare of magickal research soon gave way to chaos and tragedy - an accidental rupture of the Evertyr led to a powerful magical explosion that ruptured the landscape, forever changing the continental landmass and flooding the plains and destroying several villages and hamlets. Ecosystems were wiped out in a manner of minutes, along with many mages, soldiers and mercenaries that were being used to prepare for the Endeavour.

"We mistook the magick of life for arcana. The chaos of that day split the land and engulfed the world with the ocean, rivers flowing up hills, instilled with the power of the Evertyr. The crystal was broken, and an entity released: a being of pure magick with a unique personality. They called themselves a Manalyne, and appeared to be a being of pure mana. Truly incredible, and terrifying, for the existance forces us to question everything; What, exactly, is the Evertyr? Is this crystal a prison? If so, what have we unleashed upon our world?"
—~Elborin, The Evertyr Ch.8

The flooding of the plains of Dwardle took mere hours, and many of the king's magisters were casualties of the insolence and impatience of the Obscahi. From that day, many of the northern subjects of the King mistrusted all magick, be it members of the Concurrence or of the Obsca.

Political aftermath of the Endeavour

The kingdom of Sudvanne was understandably upset and angered by the endeavour that ruptured the ocean and destroyed the plains of Dwardle, losing men and equipment. It was thought that the newly formed lake at Dwardle was cursed, or polluted by the experiments, and the soldiers and adventurers that were used to excavate the plains were corrupted somehow to an undying existence beneath the waters of the lake. Such rumours were quickly muted to avoid mass panic, but it is believed by some that the vast treasures that were slow to be moved to the south may still be present on the Lake's floor, waiting for a group of adventurers stupid enough (or perhaps brave enough) to risk themselves against the rumours. What treasures await, guarded by the King's drowned regiment?

Several mages were lost in the aftermath, and factions split over the cause of the accident and the blame due for the tragedy. Mages were considered bad luck by the general population going forward, and led to The Amahi taking a more generalised "tinkerous" approach to life; they reintegrated into polite society as a secular, engineering guild. The Obsca fled, practicing magick under the eyes of authority. Considering the AMahi as entertaining class traitorswho have forgotted their own history.

In the aftermath of the Endeavour, the mages of Tundmatusse were summoned by the King of Sudvanne to the capital to explain the Evertyr endeavour and the loss of life that was suffered. After tumultuous discussion, in which many of the mages of Tundmatusse were imprisoned or killed, the Treaty of Concurrence was signed - a document that codified the de facto house arrest of magical research to the Library at Tundmatusse, prohibiting the mages of Dwardle from free movement unless expressly called by one of the three heads of state. Seven mages of the fifty or so strong delegation that made the trip to Sudvanne returned, forever known in magickal lore as The Seven.

Initially, access to the island was strictly controlled, but in the intervening centuries collective memory has faded, and mages have enjoyed a quasi-freedom of sorts.

Layout

The library is a self contained walled hamlet, with a marble wall extending 20 feet high around the boundary.

The main gate of the library is known to the initiated as the Alabaster Gate, and is overlooked by a lookout tower built up about 50 yards higher than the wall. The internal side of the wall is covered with trellis and ivy, with a walled garden growing vegetables for the magisters of Tundmatusse. A covering of bark and woodchips leads from the gatehouse to the main building and the surrounding outhouses, granary, shrines, fountains and colonnade.

The main building extends along the clifftop, the marble carvings in the acute sloped rooftops reflect the sunlight and shine brilliantly on a sunlit day. It creates an almost blinding light as you approach the island from Dwardle. The largest tower spire rises several hundred feet above the other buildings and is often obscured by a mist. Arcane lights orbit the spiral tower, and turquoise banners drape in the wind from it.

The grounds of the library are functional, and allow the magisters space to grown food enough for themselves. Whilst the gardens encompass a small space, the Tender of the Gardens has improved somewhat on normal agriculture and found it fit to install a vineyard and still enough to produce a small amount of passable wine called Amnoia. The creation of the wine is one of the many secrets of the Library garden and the hangover can be atrocious.

Entering the tower from the southern aspect, visitors can see a vastly tall white marble building bestrewn with sky blue and green tapestries which flutter in the wind. Entering the doorway, they see an atrium of columns, with runes carved into each, and white robed wizards going about their business. Beyond the entrance hall, the tower has a partitioned area with brick platforms that are interlaced with a blue crystalline pattern and move up and down throughout the building.

  • Ground Floor: Entrance and platforms
  • 1F: The Aggregation - a meeting hall
  • 2F: Student's Quarters
  • 3F: Association floor
  • 4F: Offices of the Auran
  • 5F: Offices of the Leyn
  • 6F: Offices of the Miren
  • 7F: Private quarters of the Grandmaster
  • 8F: The Astrolarcium and Observatory

Access to the Library of Tundmatusse is via the Aggregation, and a central spindle that winds downwards on a core of the same blue crystalline substance. The library itself is vast and trapped. It has magically extended shelves that disappear in every direction. The floor is a masterpiece mosaic in black and white tiles; the ceiling appears to be so distant yet illuminated as if it were daylight. On Occasion shadows move across the ceiling, some aquatic, some diabolic and some angelic.

Beyond the Eight Leaves, far beyond the crystalline stairs, a kelp lined tunnel leads to the water's edge. Darkness below and above imbibes the light in the room, and runes inscribed on the bubbles' edge ward off enquiring minds.

In the inky blackness, blue motes twinkle, beckoning eager adventurers forward and into the black, and towards their doom. Beyond is the water of the lake, and perhaps an entrance to Kosmon, the world between.

Markets and Merchants

Whilst The Library is insular and self sufficient, from time to time adventurers may make the arduous trip to the island and barter with the magisters. The Library has a small collection of mundane and arcane artefacts that could be bartered for, and depending on who is asked may offer differing items to the prospective buyers.

Factions & Personages

The Concurrence, Obsca and Amahi have all been rumoured to be interested by the Library and it's knowledge.

Factions

Personages

  • The Library Grandmistress Eleanor Sera Vellowell-Feeney has been the de facto leader of the Concurrence for the last 7 years, after the natural passing of the former Grandmaster Viska. She is a half-hafling, with strawberry blonde hair that drape across her face whenever it isn't tied up in a functional, if severe, bun. She is known to be a fair, intelligent woman with a special interest in the arcane and teleportation magicks.
  • The Associates of The Library
    • The Auran
    • The Leyn
    • The Miren

The three associates of the library assume one of the three titles: The resident, the walker, or the diplomat. The Associates are tasked by the grandmaster to maintain order in the arcane realms and educate potential wizards in Osuvanne. One of the associates is resident in the library at all times, keeping watch over the entrances and overseeing education. One of the associates are tasked to retrieve magical artefacts, and the final associate is a diplomat, attempting to keep the peace between the orders of magick and the rest of the world. It is clear that the upper echelon of the Library know about Abbatchtka; indeed it is suspected that certain powerful magicians across the world were an associate at the library and one point in their lives.

Oh, Stop it with your fantastical hypothesis! I am no more one of those planeswalkers than Corriander is a thief!
Astrid VellowellOverhead in the rooftop garden of "Corrie's Tower", Calmore.

Despite protestations to the contrary, the library's repository of knowledge rivals that of the Glass Palace in Abbatchtka, and definitely exceeds it in regard to the tomes on Arcana. The titles of the associates become the name of the holder for the duration. After an investiture ceremony,, the new associate must travel and retrieve an artefact for the library. Often this trip is one way, but on return the magician will have earnt thier place in the library's order.

  • Others
    • A elvish lady called Faysa is rumoured to have been meditating in the collanade for several years.
    • A male human neophyte called Heimska is often seen tending the library gardens by the students of the Concurrence, but is considered beneath their standing.