Ancient Treasure

Since before the Trinsic Festival the word, “A.M.E.L.I.A.” is all caps has been appearing randomly throughout cities in Britannia.  Thus far it has made little sense.  It started with Merrick searching for some sort of treasure and getting the Royal Spies in on it.

Merrick has admitted that a long time ago he was looking for the same Ancient Treasure and that the pirate Whitebeard has been looking for it as well.  (Whitebeard made a suspicious mention that Merrick once served on his pirate crew for a short time.  Whether or not this was an attempt by the Royal Spies under Tolivar Fence, to capture the pirate Whitebeard or not has not been revealed.)



Althaye's Garden

Magical Dust and Hidden Doorway found here.

Following Whitebeard’s first clue and after defeating strange  found a hidden garden on the island of Occllo.  When a strange monster was killed it dropped a sort of enchanted dust.  As Merrick was making sure to gather up all of the fallen dust, some spilled on an empty space in the wooden walls and revealed a hidden doorway.  (Blue door above.)

So far the door remains locked and it appears that a key must be found to open it.

Of further note are the strange “Nightblood Roses” (flowers above) that were planted in the garden.  They are apparently particularly deadly and though rather harmless to the touch, exposure to the stem’s sap would lead quickly to paralysis, muscle spasms and likely an agonizing death.

Nightblood Roses

Found in Althaye’s Garden.

Globe containing magic dust.

The globe contains dust that can reveal hidden doorways.


Note found by King Blackthorn inside of Castle British.

Note found in Castle Britain.

Note found in Castle Britain by King Blackthorn and brought the Captain Corian’s attention.



When Whitebeard fails to shop up as planned, Merrick is greeted with an old friend of sorts, Whitebeard’s First Mate, a man named Tibbers.

Tibbers warns Merrick that it is not safe for them to meet, and they are attacked by Blood Flagon Pirates.

After deafting them, Tibbers tells Merrick, that Whitebeard will meet him when it is safe again.  Merrick reluctancy agrees, but then balks at Tibbers request to turn over the magical dust and clues they found.

Merrick tells him Whitebeard can have it, when he sees him next.

The meeting with Whitebeard having failed.  Merrick decides to chase down the clue King Blackthorn found inside of Castle Britannia with the Royal Spies.

However, upon entering the Castle Ground, the spies encounter an oddly incriminating note that read:

It was I who stole it, and though I wanted to turn myself in.
I could not bear being imprisoned without a pick or key.
But I lost the picks when I was startled by someone.
Perhaps if I confessed or spoke of it, I would feel better.
If only my wit had been sharper I could have escaped.
An action, an object, becomming a person suddenly.
Letter by letter, raising higher, higher.
Instead I searched for an escape and then fled.

Searching the Castle boundaries, they find several odd objects inside:

– A sword with letters carved into the side of it.
– A set of lockpicks that were used to break into a room.
– An out of place pillar sitting next to a Sextant.

Touching the pillar results into a Moongate opening up to the Lost Lands on the far eastern side of Delucia.

Looking at the design again that King Blackthorn found, Merrick notes the differing lengths of the lines connecting to the circle.  Outside of the Moongate they find a piece of paper with 10° written on it.

Using the sextant to find their starting coordinates:  77° 25’S, 47° 6’W, they follow the coordinates 10° North in the direction of the first line, and then 20° East, twice north.  (1 Line north, 2 lines east.)

Stumbling upon a map piece at: 68° 54’S, 35° 55’W

1 of 2 map pieceUsing the same logic, he assumes they will be able to find the other piece just as equidistant as the first.  Except slightly staggered.  (One line longer than the first.)

They land at: 57° 54’S, 13° 55’W

2 of 2 map piece

At the second location they also finds the remains of a damaged “Cypher Machine” that by the jewel next to it, looks to be made to read something.  Perhaps it unlocks the map on the blue jewel, “Shimmering Sea.”

Objects found thus far:

#1 – Sword of the Broken Faith
#2 – Scroll with the word, “A.M.E.L.I.A.”, written on it.
#3 – Jewel hidden in Nu’Jelm palace, etched with a small design. (A codex scratched into it.)
– Jewel named the “Shimmering Sea of Eshia”

Afterward Merrick goes to hide the Mechanical Cypher in Jhelom, telling them that an old friend named Calin the Blind may be able to fix it.  (Calin the Blind helped with Red Orb that opened Red Moongates the first time, when the Weld first arrived.)

Upon reaching the hideaway in Jhelom, the Royal Spies encounter another spy named Anette.  She apologizes furiously for breaking her anonymity and coming there, but warns them that Pirates are trying to attack Jhelom.

She tells them that they dove into the water and swam to shore, with the Pirate Ship sailing away as to not be spotted.

After defending Jhelom from Blood Flagon Pirates, Merrick and several spies who lingered behind go to the Tavern in Jhelom.  And Merrick tells them about the time he sailed on Whitebeard’s ship, and how Whitebeard had figured him out, used him to help him steal something valuable and then marooned Merrick with a tiny boat on an island in the ocean.

(This explains Merrick’s disdainful attitude whenever Pirates are mentioned around him.)

Merrick then vowed that this time, he would put one over on Whitebeard instead.  (Concerning getting the Ancient Treasure before him, and stealing it out from under his grasp.)



Captain Corian approaches the spies and tells them that Merrick is going to be late, that he is still working on the broken Cypher issue with Calin the Blind.

In the meantime he asks for their help dealing with a brawl in the city of Yew.

When the spies arrive in Yew they find a brawl going on in the Tanners shop in the center of the city.  Several Blood Flagon Pirates (notably, Jukan in Origin, instead of the human pirates they faced before) are attacking a man named Tamin the Recursive.

After they fend off the threat, he, seemingly upset confesses to have been holding onto a green jewel call the “Emeris’s Jade Sea” though the man called it by another name, it was identified by a Jeweler in the city later, who said it used to belong to a wealthy Noble twelve years ago, and that it was stolen.

Timan gives up finally and throws the jewel at them.  Claiming he has been holding it for twelve years for someone.  (Likely whoever stole it in the first place.)  That he was paid a good deal to keep it, and one day someone would come claim it.

Timan is tired of being attacked for it, by thieves and men looking to try to buy it off him.  Saying it has brought him nothing but ill luck.  He doesn’t care anymore that he was paid to hold onto it, he simply wants to be rid of it.

When asked where he got it from, he tells them of a man named Decarpus who has long black hair and tan skin.  He said he even tried to find Decarpus and return it to him, willing to work off the money he spent already.  But the man was nowhere to be found.

When the spies offer to protect him if he holds onto it, he leaves it on the ground and abandons them.  Recalling as far away from it as he can get.

When Corian arrives, the spies tell them what has transpired, and he cannot believe it.  But he agrees to keep it and that perhaps it has something to do with Merrick’s treasure.

Corian then asks them to keep an eye on Merrick for Tolivar.  He tells them:

“Tolivar has asked me have you all keep an eye on Merrick for him.  He said the last time the treasure came up, he started behaving shifty.  Tolivar never figured out what he was up to either…  Which is unusual for Tolivar, I’d wager Merrick learned from him a little too well.

“Which is probably why Tolivar let him take over the Royal Spies to begin with, he finally pulled the wool over his old Master Spies’s eyes.  Anyhow, Tolivar seemed genuinely worried about Merrick for once.  But he seems intent enough on it, to keep all of it from Dahlia.”

When it is mentioned that perhaps Merrick sees it as a contest with Whitebeard, Corian responds, “It could be, I remember when we found Merrick the first time, when Whitebeard abandoned him with that tiny boat on an island in the middle of nowhere.  Anyhow… keep it to yourself.”

Corian then send them to where Merrick is.

When the spies find Merrick in Castle Britain, he has already figured something out.  That the note from before, mentioning “Higher, Higher” actually meant for them to go higher, the first time.  On the roof of Castle Britain, they find another note with an image on it as well:

“On either side them an endless river far too wide, beyond the place of living and the place of dying.  In between them stone.  On one side, follow north, but only half as far as the second city.  In the south you will find the moon.”

Clue found in Castle Britain.

Found on the roof of Castle Britain.

Confusing at first, Merrick has an idea as they are discussing it.  When the spies start naming off places, cities and dangerous places.  Merrick realizes it could be refering to a city, and something near it.  Overlaying it on a map of nearby Britain he discovers this:

Overlaid over a map.

Overlaid over a map.

The small triangular location correlates to a small cave.

Inside the cavern they find filled with strange objects, presumably to create Magical Keys.

Cavern near Britain.

Cavern near Britain.

Inside, Merrick finds another note attached beneath the small sitting bench.  It reads:

I borrowed several things from the Alabaster Keep in Ilshenar. The Ternium Bricks were hard to take, cold as ice. They froze nearly everything I tried to place them into. I do not know how Lorick manages. While attempting to get one of the Sivarum Looking Glasses. I stumbled upon a room of damaged ones and took one of them instead.

I tried to build a Dreamshade lamp, but was not succesful. The proper process uses the same materials as for a Frozen Dream Lamp. But when done in the right amounts, will create something different. They call it a Dreamshade lamp. The creation of the type of magical keys I need requires one. It won’t matter if I can get the dust required to reveal the doors. Without a pair of keys for it.

There is a list of the things I have found so far that are necessary to find it. I have hidden it in the gardens of the Alabaster Keep, just in case.

The spies begin discussing locations, and when cities are brought up, Merrick discounts them as being too “noticable” and that someone would have seen something by now.  Then one of the spies mentions an area in Ilshenar, that they can get to by accessing the spider caverns, and taking a teleporter to an Island area in Southeastern Ilshenar.  They find the location they are looking for.

More of the same magical key crafting material can be found upstairs:

Items used to craft Magical Keys.

Items used to craft Magical Keys.

Dreamshade Roses:

Dreamshade roses.

Dreamshade roses.

Room filled with, Ternium Bricks.

Ternium Bricks (frozen solid)

Ternium Bricks (frozen solid)

Ancient Sivarum Looking Glass


Ancient Sivarum Looking Glass

Ancient Sivarum Looking Glass

They find a damage piece of paper that reads:

If someone finds this, I beg them to finish what I started.  You have probably tried already and failed to find it.  I have failed more times than I can count now, but with my help you may succeed.  If you found any of the clues with the word, “A.M.E.L.I.A.” on them, then I am already dead.  I cannot say for sure what it means, but I am certain it is not just a name.

I have discovered several of the items I will need to find the location:

1. Magical Dust, from a creature near Althaye’s Garden.
2. A strange Mechnical Cypher.
3. An enchanted gem with a map carved inside, known as Eschia’s Simmering Sea.
4. A set of magical keys, crafted from a Sivarium Looking Glass, reinforced with Ternium and shadow essence.
5. Four “keystones” used with the magic map to be used in the Mechanical Cypher.
6. A list of locations, seven in total where Doorways have been spotted.
7. Essence of Dreamwhisper.

There is a location on the other side that Merrick finds with a charcoal rubbing.  Realizing it is likely in Ilshenar, it is overlaid and moved across the map.

Charcoal rubbing.

Charcoal rubbing.

Charcoal rubbing overlaid on Ilshenar.

Charcoal rubbing overlaid on Ilshenar.

Searching the Desert, they eventually accidentally encounter a strange magical creature, called a Dreamwhisper.

It disappears, but Merrick realizes he must have stepped in some of the magic dust from before.  Taking the globe he has been carrying that they found before, he pours it around until it is revealed again.

They quickly dispatch the creature and somehow one of the Frozen Dream Lantern’s Merrick had been carrying, becomes charged with the creatures magic.

Turning this:

Frozen Dream Lamp

Frozen Dream Lamp

Into this:

Charged Lamp

Charged Lamp

After trying to understand where the “Essence of Dreamwhisper” comes from.  While touching the lamp, dust gets into Merrick’s face and he suddenly feels somewhat ill.  He notes that, “Well I just swallowed some Dreamwhisper essence then.”

Allowing one of the spies to do the honors of tossing Dreamshade Roses into the lamp to try to fuel it, he decides it is better off left to Evidias, or someone else.  Noting he is surprised it didn’t just “explode.”  (Hence why Merrick moved far away from it first.)

He then mentions going to find a healer to take a look at him, and feeling queezy.

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