Books of Noot

The Books of Noot are a record of historical times from the House of Noot, written by the Kell N892. It details many events and histories of the Town of Oreville and before.

Foreward
The Sun rises on the grasslands, illuminating all that is newly built. It was not always this way; This place is far away from our true home, long forgotten by generations upon generations. Few artifacts remain to even teach the new ones of our former glory. However, the one remaining gift from our ancestors past is the House of Noot; its banner serving as a beacon of hope and a reminder of our old ways. Old tradition.

However, I am the last of my House. The Surviving One: The Kell of House Noot.

Chapter One: Those Forgotten
Little is known about our true home. We know our ancestors left behind a broken and scarred world, riddled with the trials of tumultuous wars and inner conflicts. Few survived the Jump, the Exodus from the Prime to the Cube. Even fewer surveyed the First Years, where creatures of the darkness preyed upon the unlucky. We became nomads then, and remained moving targets until the founding of settlements. Eventually they cast off the old ways in hopes of better survival. Houses became less important.

That came at a cost. We became shadows. Not remembering the Purple-ish gray sunsets our ancestors looked upon. Not remembering the Prime that once was home. Only House of Crimson and House of Noot remembered; Holding the secrets of the old ways.

Chapter Two: Conflicts
It took us time, but we soon found that we were not alone in this place. There were natives to this planet, seemingly scattered in primitive settlements. At first they paid us no mind, occasionally participating in petty trades. But not all of them were happy with our appearance on their lands. Many saw us as Outsiders- Poachers- and sought their revenge for our encroachment upon their lands. These natives soon took to violence, gathering their weapons and bathing themselves in ashes (a war ritual). They attempted to expel us from their lands by force. They laid siege to our settlements, and set fire to our loves and livelihoods. Our Hope was all but lost, our House Banners strung up and burned. Many of us were slaughtered, and the House of Crimson was left divided. The House of Noot went into hiding soon after. We gathered our strength, and launched a counterattack, repelling the Ashen-faced warriors who sought our destruction. They called themselves the True Order. But we pushed them back outside of our settlement walls.

We survived.

Chapter Three: Betrayals
With the True Order down to a manageable threat, Our people faced a new problem. Nearby Native settlements hailing from the Savannahs, bound themselves together under one ruler, known as Emperor Silvius. He was known for his treachery, tricking our people into many perils: often selling them into slavery and passing invaluable information to the True Order. Once again, House banners burned, and we marched to a long and hard war.

Chapter Four: War
Many valiant lives were lost fighting against the Emperor and his forces. Our main settlement was under constant siege. Silvius was a clever general, but his hubris cost him dearly in the war. A stealthy counterattack from behind decimated his forces and razed his towns to ashes. Our forces made quick work of his precious empire, in a crushing victory. Silvius and his Loyalists were punished, either put into confinement or execution. For his treachery, Silvius was imprisoned in one of his ruined former settlements, to live out his days in the solitude of his crushing defeat. He lives even today.

Chapter Five: Turmoil
After the Imperial Wars, Our people flourished, growing ever-impatient with the dulls of their newer, calmer lives. The True Order was driven back into catacombs and caves, rarely seen. Unfortunately the newfound calmness sowed the seeds of discontent within our people. It was mere political differences that had created the sparks of the Great Dissension. House Blades' Kell: violent and lustful, seized more power, turning our own people against each other. House fought against House. Those with sense abandoned settlements as the civil war raged on. They became nomads once again. Those that did not leave were caught in a whirlwind, like the ancients. Blades lost, Crimson lost.

We wandered the wastes. Waited. hid.

Eventually they got sick of waiting. Crossed the Great Desert. Survived many threats. Settled close to a forest, small plains, and small cliffs.

A new settlement began, taking in scavengers and the lost. And from the ashes, a banner returned. The New Moon that rises again: House Noot survives and returns. Its Well ready for the future, while honoring the ancient past. We fight creatures of Darkness, the True Order, whatever threat that would come our way. House Noot still stands: our influence still spreads, allowing our people to Rise again. We will preserve our peoples culture. We will prevail. We will thrive.

Signed, N892: Kell of Noot

Chapter One: Banners Burn
A newcomer wandered into town, unnoticed by us. We assumed he was another scavenger, and welcomed him. But his true intentions were soon clear. He stole from us, and set forth his unholy tools to undo our hard work.

He was known as Jaco, the Firebringer.

He slipped past us, and set fire to our homes, and House Noot banners burned once again. House Noot home steadily burned. Seeing work undone and banner aflame, the Kell N892 took up his weapons in anger. The Noot Kell hunted Jaco, the Firebringer, and struck him with righteous fury: casting the unholy one down to whence he came. Many of his cursed items and tools were collected as trophies for the House Noot Hall of Artifacts.

Chapter Two: Houses
With the Firebringer slain, people within the town became more and more on edge, afraid of what strangers would bring to us. They began to form their own Houses, returning to the age old practice out of necessity.

Vincent, the Silent, created an alcazar of rock upon the hilltop and formed the House of Stone.

John, the Ponderer, with his secret chambers, formed the House of Fog.

Justin, the Trickster, built a citadel outside the safe walls of the Town of Oreville, forming the House of Ink.

Deb, the Decorative, still constructing her lavish mansion, formed the House of Bucky.

Perhaps more will form in time.

Chapter Three: New Terrors
House Fog has constructed some sort of dimensional rift. They thought it could work in our favor, allowing the transfer of resources and possibly ourselves vast distances. In theory, this is a very profitable idea. But now it seems we have made a foolish error; toyed with things beyond our understanding. We have opened rifts to something we shouldn't have: A ghoulish hellscape, smelling of sulfur and smoke. Ashes hang heavy in the air, clouding the vision. This place resembles what the ancients called "Na Kar," or the Dwellings of Fire. The archives have no further knowledge of this place.

I had spoken to the Natives about this burning place. An elder in the desert tells me of a place called "Kur."

According to their folklore, an ancient king was driven mad by Whispers. They spoke of instructions, to build; to perform a ritual. The king opened a place said to be untouched by the living. The king was swallowed by clouds of purple and returned years later, claiming to know the truth. He spoke of his new kingdoms, made of the blackest coals; He spoke of the creatures he had created from nothing; He urged his people to listen to the Whispers.

They did not believe his words. The Shamans sealed him and his abominations away, never to be seen again. This Legend is told often.

Regardless, this is troubling. Kur is being explored, its secrets being uncovered, and its treasures being returned to the Town. Perhaps i should take some for the Hall of Artifacts, yes?

Chapter Four: Jungle
The Expeditions into Kur have proven to be most intriguing. It seems we have opened another rift out from this twisted and alien land. it returns us to a new place, where plant life is abundant. One cannot see the ground without cutting through dense brush and ferns. It is far away from the Town; beyond the limits of our finest scouts. It is unknown if our People have even explored this area before.

Strange and colorful birds reside here, mimicking sounds of nearby creatures. They are growing in popularity as companions or trophies. But we must further explore what this dense forestry holds.

Chapter Five: True Order
While exploring the Great Desert, by the Shining Jewel of the Sand: Noot Vegas, treachery was discovered right under our noses. Revealed by the House of Stone, the True Order has set up an Outpost with the possible goal to ambush those seeking their fortune in the Vegas Strip. After planning, the Kell of House Ink met with House Noot: looking for assistance in the outpost's destruction. The Kell of House Noot obliged, and set forth with our weapons heading Northwest.

Short work was made of the True Order within the Outpost; both Kells looted the Order's plunder, tearing the banners from the walls to burn them. In an outrage, the True Order sent 12 Patrols to retake the outpost. The Kells of Ink and Noot fought well, detonating two Kilograms of explosives within the outpost. This was futile, as they were surrounded quickly. They escaped by diving off of the highest point in the tower, into the river below. Their Outpost was unable to be taken, but the True Order suffered a loss of valuable resources and pride.

Signed,

N892

Kell of House Noot

Chapter One: Fable
Recounted an old story from the days before Prime: one that escaped the dust of time. The ancients were faced with the invading darkness, many years before the Whirlwind. The Houses United together, led by the Kell of Kings, stood strong against the hungering void. The United Houses fought against the Hunger for months, before finally expelling it from our Home. The darkness fled, seeking another world to plunge into eternal night. It was there that the darkness festered, experimented.

Chapter Two: The Dark Ones
Even on our new home on this Planet, they arrive with the setting of the sun. Tall creatures with purple eyes, speaking in tongues never before heard uttered. It was said that the Dark Ones were created of an unholy experiment; creatures born of darkness: their tall and thin bodies twisted and reeking of hunger. They seemed to have followed us from the Prime World. They still steal bits of the land, meter by meter. It is unknown what they do with it or what it's needed for. Why are they taking the soil? Mysteries even the Ancients could not decipher.

Once, the Ancient Kell of House Blades slaughtered one of the Dark Ones. It was said that it possessed a strange Blue-Green Orb, perhaps some sort of organ or pearl. The Dark Ones remain neutral, walking aimlessly like marionettes, unless gazed upon. Only look at them indirectly, or the strange abomination will attack, moving swiftly and striking expertly. They are not a force to be taken lightly.

Records from House Crimson state that these tainted ones avoid water, as it seems to burn their flesh. They fear it.

Chapter Three: The Cure
The Noot Kill noticed a few of the Afflicted ones, creatures of the darkness, that resembled the natives of this world. The Kell devised a plan, perhaps this dark transformation can be undone. One of the afflicted was trapped: weakened with ancient elixirs from the House of Crimson and cured. The Native was returned from the darkness's reach: a Librarian called Callimachus. Once an Important bookmaster of old? He safely resides in a near the House of Noot, protected from the darkness, alone with some books.

It seems he was a target: The True Order somehow knew of the Librarians' return, and stormed the Town of Oreville that he resided in. The Kell of House Noot arose, defending the settlement alone. The True Order penetrated our Walls, and stormed the House of Noot. Dishonored, the Kell fought valiantly, making use of the Ratway to escape and counterattack. It seems the True Order wanted the Librarian dead. Sent forth Sorcerers and Warlocks, war beasts. Everything. The Noot Kell was overwhelmed, and barely survived, only long enough for the True Order to lose interest.

A True Order Sorcerer, evoked the darkness - called to it, and summoned bizarre creatures. Flapamir Lenin, the Noot Kell's prized Bird was slaughtered mercilessly. The Librarian was alive, but at the cost of House dignity. A memorial was erected to symbolize the day of the Great Siege.

A day of infamy, yes?

Chapter Four: Librarian Speaks
The Librarian knows our language now. Studied texts of the ancients: now knowing our history and dialects. He converses with me now. Knows many interesting things. It seems our Fable was wrong: The Dark Ones did not follow us here. They were seen here long before the Ancients settled here.

He also spoke of the Whispers. How the Darkness cast forth its influence out to the Natives, in order to feed into their darker natures.

I told him the story of the Ancients. He was intrigued, and promises to share the stories of his own people. There is much to learn and record: House Noot must document.

~N892, Kell of Noot.

Chapter One: Exiles
The Afflicted Cure works: now reversing the dark disease of five more of the Outlanders. The first of the four reside near the House of Noot, living safely: Forming the House of Exile. Great Thinkers and Warriors that once fell to the Afflicted Curse, now given life once again. They reside within the town to help us survive these dark times. However, The fifth Outlander cured was an unexpected outlier: It was once a follower of the Dark. This Heretic was very dangerous, and had to be imprisoned below the House of Noot. Despite these high risks and costs, the curing continues, now with stricter guidelines: Those that fight the Darkness join us in Exile, but those who are like the Heretic are imprisoned under a careful eye...

Chapter Two: Portal
House Fog has found something interesting: an underground...antiquity. It is unlike what we have seen before. An Ancient structure teeming with secrets, and within its central chamber resides a gateway. It seems to be some sort of portal, activated by what appear to be the Eyes of the Dark Ones. It is theorized that twelve of these eyes are required to be placed on the structure in order to activate it, but it is unknown whether this is a strange ritual or an actual functioning portal. More investigation is needed on the Gateway.

An interesting artifact was also recovered from this ancient structure: a mysterious floating crystal. It was difficult to transport due to its size, and it seems fragile. Initial reports conclude that this crystal is incredibly volatile, and is possibly explosive. It will be held in containment indefinitely.

Chapter Three: Cult
The Church of T has resurfaced once again, hailing its sole diety, The Great T. This cult of personality was created during the Whirlwind, after an individual known as The T.  There are little House records on such a person, but it was confirmed that The T did exist, but was shown on multiple advertisements. The Cult based their principles on the strength of body and spirit, upholding their moral ideals in fear of this Deity smiting them. They will not listen to reason, claiming that The Great T was in fact, an incorporeal being that gave them their texts. They do not remember the ancient's knowledge of the past, trading it for mysticism. Oddly enough, a brawny machine was found inside the church, and was referred to as the "Emissary of T," or a herald of The T's strength. Many believe this was divine work, but this is just a mere machine...

Chapter Four: North
The House of Fog revealed one of its many secret projects: a bridge to the north crossing the Great Sea. This "Emerald Highway" leads to a place of ice and snow. Where strange new creatures stalk, and the True Order rules with a firm iron hand. The House of Noot went to survey the area, interested in the new lands to discover. Perhaps an Outpost will be constructed. More must be surveyed.

Much has happened since this icy land was discovered. Clashes with the True Order within the area have proven a daunting task. This unforgiving terrain has been surveyed, with grasslands and woodlands to the East, suitable for settlement. Odd Creatures called 'Foxes' dwell within these woodlands. They are similar to the Dogs within the Town of Oreville, but are almost impossible to tame.

In my pathfinding, i have foolishly lost my mount when stopping for provisions. The forest claimed it as its own.

However, I found a Native settlement within the woodlands, full of armorers and blacksmiths. This appears to be a much more advanced tribe than those encountered within the Great Desert or the Savannah. I call it, the Lost Mule Village.

There was much to gain from the discovery of this place, as the inhabitants showed hospitality, and i have gained a few interesting items for myself. More must be surveyed, as a settlement must be created nearby.

Chapter Five: Outsiders
Questions have arose over the Ancient Structure underground. Who is responsible for its creation?

Upon consulting Callimachus, he responded wth a story of their ancient ancestors and a lost city. There are no other mentions of such a city within the Outlanders.

However upon consulting The Heretic, he explained that their ancestors had built this place long before written history, but was long forgotten. The city was later found by a group fleeing from the Whispers. They had hoped to escape the danger released from Kur. "They did not succeed," he scoffed. "But their desperation called something else to this place..."

Very troubling. Perhaps we shall share the same fate, if we continue to explore and meddle within Kur.

~N892, Tell of House Noot.

Chapter One: New Opportunities
Much has changed within the Town. A large influx of the Lost are coming to the Town; it was not known that there were any nomads still surviving after the Great Dissension. The House of Fog's Emerald Highway stretches far to the North, into the mountains. Much Exploration and Expansion. But much has remained the same as well: House Fog still secretive, House Stone always expanding the Alcazar atop the hill.

So many secrets...

Chapter Two: The Archon
The House of Noot has grown! One of the Lost seeking refuge within the Town took interest in the House and joined me. Now House Noot has an Archon: the House finally complete. Finally power is restored, like the Houses of the First Ones that landed. Like the Ancients before the Whirlwind. She resides within the House of Noot, encamped outside until her residence is complete.

She shows promise. Reminds me of the fabled Iskaknis, The Worthy, who heroically saved much of the the Great House Library during the Great Dissension.

Chapter Three: Discovery
Across the Emerald Highway, near the Northern Mountains, an antiquity was discovered. Old Antiquity from when the First Ones touched down: A crashed fragment of a 'Skiff.' It was long buried, preserved by the ice. Those inside the ship surely did not survive the impact. A research outpost was constructed near the crash site, for further study of what went wrong.

Chapter Four: Oreville
The Town of Oreville has grown much recently, from Village to Town. The walls were extended out, gaining more territory for the growing population. Such growth worries me. While it can be necessary to gain more power and strength, growing too much allows history to repeat itself. Do not want another Great Dissension. Do not want another Whirlwind.

Chapter Five: 27
The Number 27 is an unlucky number within Orevillian culture. In the old texts, 27 was often seen as cursed, as the story of 27 warring Houses ed to each of their mutual destruction. Those that hold the number 27 should fear death. It is often omitted, for fear of old Ancient superstition. It was on the 27th day when the Great Dissension destroyed the settlements on this planet. The Whirlwind was said to destroy the Ancient's way of life within 27 Hours. It must be avoided.

Chapter Six: Ghosts
Those that are insomniac should take special precautions to ready themselves for the Ghosts that feed upon the lack of sleep. Those that have not rested in over three days will experience strange flying creatures that seem to appear from some Aether dimension. They can sense your weariness and will torment you by Hissing and diving at you.

Perhaps these creatures are not real, and are instead hallucinations caused by a lack of sleep. However, it should be noted that in the morning, strange residue is found littered about in place of these creatures...