
Listen carefully—this isn't a place for the ignorant! We're not playing here; we're fighting for our lives, and too many of us have lost that battle. We've come so far, endured so much, yet we've learned so little. It's time to change that.
I know this Acharak only too well. He’s a bloodthirsty warlord, and before he came here, he was a scourge to the great ranches in the Celestial Hills. He's cruel and ruthless, but not as stupid as you might suspect. He's a fair mind at alchemy and positively enamored with incendiaries. Watch out for those. Of course, when he gets frustrated, he's prone to just bashing things with that great mace of his.
It cannot be coincidence that orcans are crawling across this island. Most dismiss them as ignorant brutes, but orcans have a low cunning that will surprise you. The orcans must have their own suspicions about where the Island of Dawn came from, and what it might represent. And Acharak obviously has some talent at magic—at least an instinctive understanding of it. Why else would this Demonstone hold such fascination for him? Why do his minions scour the hillside, if not to find some artifact, some clue that will unlock it?
And if he solves the mysteries before we do, who knows how far the ripples might spread?
My researchers paid the ultimate price so I could unravel this mystery. I’m not going to dishonor their memories, their sacrifice! I'm not going to let my brother's death be for naught. Whatever this Acharak wants, stop him. Cut him down, incinerate his dark heart, and bring me what possessions he has. If the Demonstone is worth protecting, it's almost certainly worth taking. It's time to send a message to the orcans, and anyone else who opposes the Valkyon Federation.
This is our island!
Listen up, recruits. I'm warning you only once.
When exploring the forest, don't go alone. The Island of Dawn is no place for picnics or sightseeing. Beyond the fires are dangerous creatures and spirits.
Around here, the biggest threat is Vekas, the Wicked Tree. Other ghilliedhu lumber about, “protecting” something no one can see and attacking when provoked. Vekas is different. It's a killer, and few survive the sharp bite of its claws.
If you want to live, ask questions now. Otherwise, I'll try and send someone out for your body when you don't come back.
Listen up, recruits. I'm warning you only once.
When exploring the forest, don't go alone. The Island of Dawn is no place for picnics or sightseeing. Beyond the fires are dangerous creatures and spirits.
Around here, the biggest threat is Vekas, the Wicked Tree. Other ghilliedhu lumber about, “protecting” something no one can see and attacking when provoked. Vekas is different. It's a killer, and few survive the sharp bite of its claws.
If you want to live, ask questions now. Otherwise, I'll try and send someone out for your body when you don't come back.
Ghilliedhu aren't nightmare creatures, demons, or corrupted animals. They look today as they've always looked, as far back as anyone can remember. They're forest spirits, existing to protect and guide living things in natural surroundings.
What's different here is that there are so many of them. Usually in a place this size there'd be one, maybe two ghilliedhu—and even then you might never even catch a glimpse. Having so many walking around is more than a little unnerving. What's worse, the ones you see here aren't protecting anything. They're confused, unfocused, and more than a little upset. Not at us, but at...something. I don't know what.
We've tried clearing the roads, collecting samples--even ignoring them. We put one down, the spirit “jumps” to some other vegetation and reforms. In just a few seconds, there's a full-grown ghilliedhu stomping mindlessly around, saying nothing, giving no hint as to what's bothering it. Wasted time and effort, and because of it, there are some of us who aren't going home.
Because of it. Because of Vekas.
Vekas is different from the others, but me and my squad didn't know that the first time we faced it. Yeah, that's right, the first time. We put it down like any other, but quick as you please a nearby ghilliedhu swells up and rushes us. Eldred went down fighting, and didn’t get back up. Then another one changed, and then another.
Now Sybella's dead, Roderic's dead, and Vekas is stalking around where it thinks we can't see. I'm not allowed to go back out again after it, but I know this: as long as we're here on this island, it's not going away. Dulari thinks it's the "prime" spirit--the one that's supposed to be our guardian. He thinks it's confused. He thinks it can be reasoned with.
He's never heard it laugh.
I want to chop that thing into planks and build coffins out of what's left. I want to build a fire with its limbs--one so big it makes Balder's Eyes water.
I want...I want my friends back.
Ramun says it's holed up under an big tree to the south, but every time I see something large and wooden moving where a soldier should be, feel the ground shaking as roots pull up and walk like a man, I know Vekas is close by.
Watching, and waiting to finish the job it started on my people.
Next time you fight a ghilliedhu, make sure you know what you're doing. When the arms spread wide, either jump, spin, or get out of the way as best you can. When it slams down on the ground, move around behind and hit it with all you've got. Move fast after it falls, and run if you have to. You can't kill it for good, but at least you can buy some time for your buddies.
Be careful out there. Don't make me write any more letters to weeping mothers. You and I, we've got more important things to do.