Yew Needs You!

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Title: Yew Needs You!

Author: Rizan


Greetings, friend! I am glad that you have decided to lend your strength to the defense of the city of Yew, and Britannia as a whole. This book contains a brief description of five of the most common sources of problems and threats in and around the Yew area, their locations and what general creatures you may face there. These will be listed in roughly ascending order of difficulty. Neophyte adventurers should start at the beginning, and as their skills and equipment improve, Journeymen then Experts and Adepts in their chosen combat arts may progress to the latter areas. In addition to reducing the monster and bandit population, you can benefit by training your skills and profit by whatever loot you find!


Yew Cemetary


Coordinates: 42o 54' N, 42o 7' W

Threats: Skeletons

Suggested Slayers: Undead

Description: A small cemetary attached to the city of Yew itself, it may be found by following the road SE from town.

Through most of the year, skeletons are the only threats rising from their unquiet rest. The city guards are able to keep them from plaguing the citizens to a large degree, but there can be no doubt that some of these restless undead escape to slaughter farm animals or the unwary drunkard stumbling through the dark. Novices can begin practicing their skills here, though should not be afraid to retreat to heal and regroup if overwhelmed. Dangers here to an adventurer are minimal, so a Slayer should not be needed, though an Undead slaying weapon or talisman will make short work of these creatures. Note that around the Halloween season, unusually strong threats tend to arise in the cemetaries of Britannia, making this area substantially more dangerous to the beginner. Be wary!


Yew Crypts


Coordinates: 75o 36' N, 24o 45' W

Threats: Ghouls, Shades, Skeletons, Spectres, Wraiths

Suggested Slayers: Undead

Description: The crypts roughly NE of Yew are home to an assortment of undead foes. The dark remnants of profane rituals and dried blood can be found through part of the complex along with dismembered body parts, no doubt left overs from the repasts enjoyed by the undead occupants. There is a main entrance to the crypts, and underground passageways branch out to other buildings. The rooms at the SE end of the crypts contain chests which are locked and trapped- deft hands with a lockpick and a skill at disarming traps (or possessing the Telekinesis spell) may find themselves able to procure additional loot, likely stashed here by the fiends who performed the blasphemous rites that desecrated the crypts in the first place. Once again, the undead threat is not overly serious, but an Undead slayer will help adventurers dispatch their ghastly foes with alacrity.

The undead here generally remain content to haunt the crypts, but there are rumors of unscrupulous necromancers who try to bend these undead to their will. Any reduction in their ghostly number is of benefit to all living things, but the proximity of the crypts to Yew makes it a more immediate concern than for some other cities.


Yew Orc Fort


Location: 11o 10' N, 48o 30' W

Threats: Orcs, Orc Captains, Orc Lords, Orc Mages

Recommended Slayers: Repond

Description: This small orc outpost to the south of Yew is a little ways off the road which connects Skara Brae and Yew together. From this point, orcs are able to launch raids on near by settlements. Recently, orcs have come into possession of a potent alchemical brew made from yuukburreez which both strengthens and enrages them and their warboars. This threat is of grave concern to the Druids who reported it to His Majesty, King Blackthorn. Though these enhanced orcs are not typically to be found in this small fort, the fact that shipments could be sent here are of concern to all within a day's ride and striking distance.

Efforts to reduce the numbers of these orcish raiders are always appreciated. Though slightly more powerful than the undead, most of these orcs should still prove quite manageable for the Adept or Expert adventurer, and a Repond slayer will make short work of them. Beware the casting powers of the orc mages- be sure your armor is up to the task of protecting you from their spell blasts in addition to the more physical threat of the axes the Orc Lords swing.


Yew Lich Ruin


Location: 19o 36' N, 39o 52' W

Threats: Liches

Recommended Slayers: Undead

Deescription: This small ruin located in the general area a bit to the NE of the Yew Orc Fort is haunted by a number of liches. What attracts these powerful undead spellcasters to this ruin is unknown, but irrespective of cause these foul creatures plague merchants and adventurers alike who happen to cross through their woods or venture on the road near it. A step up in magical potency from the orc mages, care should be taken to be adequately equipped to take on these foes. Strong armor and a solid weapon are recommended, along with an Undead slayer on a weapon, spellbook, or talisman. Masters and Grandmasters may not have need of these tools, but adventurers still in training will find them a boon. Should you meet your demise at their hands, wandering healers can usually be found roaming the woods close to the ruins.


Yew Brigand/Raider Camp


Location: 5o 11' S, 31o 8' W

Threats: Brigands, Raiders

Recommended Slayers: None

Description: Whether the human raiders and elvish brigands who populate this outpost by the road are more difficult foes than the liches is debatable, but there is no doubt that among their ranks are potent spellcasters, accomplished warriors, and skilled archers. No slayer is effective against the humans and elves, but the skilled warrior may find that disarming a weapon wielding foe is an effective way to reduce its combat strength. The mages, on the other hand, will remain a threat no matter what they may or may not wield in hand! At this point, the adventurer should be well equipped and well prepared, and be careful not to attract too many foes at once. Attract the attention of one or two sentries at most, if you can, and trick them into leaving the secure walls of their fort. If you wish to slay these lawbreakers, it is well within the rules of realm for you to do so; however, if you wish to capture the raiders alive and return them to the Yew guard captain, grab a rope from the box by the guard captain in the Court of Truth, located at 62o 19'N, 65o 52' W.

The rope can be used to capture the human raiders once they are sufficiently weakened, but the elves will typically refuse to be captured and will fight to the death. Apprehending or eliminating these bandits will be a great service to all who must travel these roads! One thing worth mentioning is the proximity of the entrance to the underground city of Sanctuary a little ways to the NW of this bandit camp. The threats in there are significantly greater than those posed by the bandits and brigands, though thankfully the creatures contained within seem content to war among themselves rather than to emerge to threaten towns and travellers nearby. Take care you do not retreat into this cave thinking it a refuge from the bandits, only to find yourself leaping from the frying pan and into the fire!

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