# weenie_properties_book_page_data

author_Name: Jaerak Tarnelon
author_Account: prewritten
page_Text:
The Dericost are still here and seem to be doing nothing but wander aimlessly through the tunnels. Aimara joked that perhaps the cold helps preserve them and they merely enjoy being down here. Truth that may be, however I am certain there is a connection between their appearance and the dark sarcophagus. Their lack of interaction with us is curious.

Day Twelve
I believe I know why the Dericost are so docile with regard to us. It looks to me that the power emanating from this artifact is one that bends the will of the undead! Its power


author_Name: Jaerak Tarnelon
author_Account: prewritten
page_Text:
may serve us well in conflicts with the Dericost. Drawn to it they are, they wander docilely and do not oppose us. This mystical force should be researched and harnessed! Could the thing in the coffin be an entity of intellect, intelligence, and consciousness? An ancient mentality which reasons with dark purpose?  A mentality which reasons with dark purpose?  Aimara now believes it is just that and reacts warily at my suggestions of the ways it may serve us, its possible utility.

We must safeguard this power, keep it secret until it can be discerned and made use of!


author_Name: Jaerak Tarnelon
author_Account: prewritten
page_Text:
Day Thirteen
There is something without voice that screams in my mind.

I find it hard to concentrate as I read through our old tomes searching for any reference to a power that may hold sway over the undead. The very pressure of the earth above, the weight of so much soil and rock bears heavy on me. The darkness of this deep site seems blacker than any other of my experience and seems to reach out from the long tunnels and fold around us as a thick shroud. 

The perpetual cold is like a crushing embrace numbing the body no matter 


author_Name: Jaerak Tarnelon
author_Account: prewritten
page_Text:
the covering. So numbed, the research is all I can feel emotion for.  Yet the work satisfies me not, unless I think of the consequences of my, or I should say our, discovery. But I fear that all research and no recreation make Jaerak a drab archeologist. Yes, all research and no recreation make Jaerak a drab archeologist.
All research and no recreation make Jaerak a drab archeologist.
All research and no recreation make Jaerak a drab archeologist.
All research and no recreation make Jaerak a drab archeologist.
All research and no recreation make Jaerak 


author_Name: Jaerak Tarnelon
author_Account: prewritten
page_Text:
a drab archeologist.
All research and no recreation make Jaerak a drab archeologist.
All research and no recreation make Jaerak a drab archeologist.
All research and no recreation make Jaerak a drab archeologist.
All research and no recreation make Jaerak a drab archeologist.
All research and no recreation make Jaerak a drab archeologist.
All research and no recreation make Jaerak a drab archeologist.
All research and no recreation make Jaerak a drab archeologist.


author_Name: Jaerak Tarnelon
author_Account: prewritten
page_Text:
All research and no recreation make Jaerak a drab archeologist.
All research and no recreation make Jaerak a drab archeologist.
All research and no recreation make Jaerak a drab archeologist.
All research and no recreation make Jaerak a drab archeologist.
All research and no recreation make Jaerak a drab archeologist.
All research and no recreation make Jaerak a drab archeologist.
All research and no recreation make Jaerak a drab archeologist.


author_Name: Jaerak Tarnelon
author_Account: prewritten
page_Text:
Day Fourteen
Aimara tells me she sometimes finds me in a stupor.  I know she is ignorant and jealous of the great work I do here.  This is the greatest find I have come upon and she intends to squander it like a child sent to purchase meat for the table and spending it on sweets. Punishment is due such children!

My mind races with images, random thoughts spear through my skull like sharp icicles. When I think of the dark sarcophagus, my mind is filled with cold and pictures a cavernous void such as none can imagine. 

My soul spirals into this void.


author_Name: Jaerak Tarnelon
author_Account: prewritten
page_Text:
I know there has been slaughter on a wide scale. I close my eyes and the sarcophagus shows me a boundless terrain filled with corpses of the slain. The bodies stretch from horizon to horizon under a leaden sky. They are its alimentation. I see them rise as one.

I fly through vast and endless spaces. Corpses watch me from far-flung peripheries.  Faster and faster I fly, the dead eyes and pale faces blur by me. Yet they are friendly companions compared to the utter blackness ahead that I fall towards. 

A gaping nothingness that will swallow everything.


author_Name: Jaerak Tarnelon
author_Account: prewritten
page_Text:
I open my eyes suddenly and the frozen stone wall before me halts my flight as if I had raced headlong into it! In the tunnels around us the Dericost mill. I know they grow restless, they sense I will have them under my power soon!

Soon!
        soon

Day Sixteen
I have taken this chronicle from Jaerak, for his reasoning seems no longer quite stable. I argued with him about the utility of the dark sarcophagus. He is obsessed with the concept of bending the Dericost to his will.


author_Name: Jaerak Tarnelon
author_Account: prewritten
page_Text:
Never one to care much about the politics of court and thrones, he now believes the power emanating from the black coffin may be harnessed. Moreover, I fear he now has ambitions of his own to this end. He speaks of fame and power but also spouts nonsense, telling me "Many Shulz and Zuubs knew what it was to be roasted in the depths of the Sloot Lair that day I can tell you."

Wanting to know further what part it may play in all this, I wished to examine yet again the staff we had discovered. But it was gone from the table. Jaerak, turning away from me, claims he does not know where it is.


author_Name: Jaerak Tarnelon
author_Account: prewritten
page_Text:
I do not believe him, it must be part of his schemes.
A short time ago he was seated in a chair with his back to me, unmoving.  As I crept around to look at his face, I saw it was frozen in a hideous grin. What thoughts spun behind that rictus of derangement? I do not know, but it is clear to me that the black coffin has affected his mind. There is something within the sarcophagus that yet lives, is able to reach out and twist our souls to it's purposes.

Day Seventeen
I prepare to leave this place before the dark coffin takes what is left of Jaerak's mind.


author_Name: Jaerak Tarnelon
author_Account: prewritten
page_Text:
I screamed at Jaerak to listen to reason, come with me. I begged for lucidity to return to him for just one instant, but the dark sarcophagus would not let go of him, or he of it.  He stood there blankly watching me.
Then he began spouting oaths and threats. I could stand it no longer. Screaming at Jaerak, I grabbed a hammer and ran down through the icy tunnels to the coffin's chamber. I wanted to smash the abhorrence, splinter it into harmless shards. But to no avail, the slick, black, indurate surface only mocked my hammer blows. Jaerak entered the chamber, the look on his face as cold as the dreaded coffin's emanations.


author_Name: Jaerak Tarnelon
author_Account: prewritten
page_Text:
He snatched the hammer from my hand and shoved me aside violently. I fell to the ground. 

He turned to me then, one hand absently stroking the side wall of the coffin like a lover's caress.  Raising the hammer, he advanced on me.

I scrambled to my feet and ran past him. I cannot be sure but I thought I heard the sound of the hammer swishing past my skull. I raced out of the chamber. Panic must have clouded my mind for I went down a tunnel from which


author_Name: Jaerak Tarnelon
author_Account: prewritten
page_Text:
I could not gain access to the surface. I heard Jaerak following, then he turned away and went upwards. I must stay hidden until I am certain he is not near, then I will make my way to the surface where I hope to get help.

Day Eighteen
Jaerak has collapsed the entrance tunnel, making it impossible to leave this accursed hole. I have taken this chronicle and hidden in a looping tunnel where I hope to avoid him. I do not know how long I can avoid him in this game of hiding and seeking.  I fear the worst should he find me.


author_Name: Jaerak Tarnelon
author_Account: prewritten
page_Text:
I scribble this hastily. I am trapped now in a dead-end corridor. Jaerak is in theadjoining tunnel; I hear his ragged breathing, his incoherent screams. His rage is absolute. He will find me soon, will be here any minute. The undead follow him today; I feel they seek me also. 
At the end of all now, I believe I know the truth of it. These are not the Dericost that this foul thing of dark power has brought here for its own purpose.  Nay, they are truly dead! Those who have died and which the thing within the black sarcophagus has animated. Jaerak's illusions of fame and conquest are all folly.


author_Name: Jaerak Tarnelon
author_Account: prewritten
page_Text:
I think now also that the stone sarcophagus itself is not a mere means to inter a corpse, a ritual container for a solemn burial. I believe it is a prison, meant to hold that which lies within. Something that is trying to get out. Something unnamable, an abhorrent entity that wields a power intimate with death. It holds malevolence for life and power over the dead. It feeds us nightmares like a farmer fattens a sow, then feasts on our fear. And the staff we found? I believe it to be a weapon that was to be used against this horror. Perhaps it has the ability to nullify the abomination within the sarcophagus. The creature that wielded it must have been struck down,


author_Name: Jaerak Tarnelon
author_Account: prewritten
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mangled by the dark entity's terrible power. I know now Jaerak had hidden the staff. 

They are so close now. If anyone should find this


author_Name: Translated by Nuhmudira, with additions by Ciandra
author_Account: prewritten
page_Text:
Welcome to the Temple of Enlightenment,  one of the foremost relaxation facilities in the world. Enter, and join your spirit to the symphony of the world soul. Lounge in our beautifully decorated living grottos, bask in the healing ambience of our natural sauna caves, and have your every wish attended to by our well-groomed golems. 


(more)


author_Name: Translated by Nuhmudira, with additions by Ciandra
author_Account: prewritten
page_Text:
At the end of the day, visit the Inner Sanctum for a brief but moving ceremony of worship. After the ceremony, choose a magical Gem of Enlightenment from the vast array available. Use the gem to focus your natural capacities and gain further enlightenment on your life journey. Then go out into the glorious night, refreshed and rejuvenated. 

(You may receive with no delay up to two gems that allow one to specialize a skill. Receipt of your third and fourth gems will require a wait of a week per gem. Receipt of your fifth through eighth gem will require a wait of two weeks per gem. Finally, gems beyond your eighth will require a wait of three weeks per gem.)


author_Name: Translated by Nuhmudira, with additions by Ciandra
author_Account: prewritten
page_Text:
Welcome to the Temple of Forgetfulness,  one of the foremost relaxation facilities in the world. Enter, and join your spirit to the symphony of the world soul. Lounge in our beautifully decorated living grottos, bask in the healing ambience of our natural sauna caves, and have your every wish attended to by our well-groomed golems. 


(more)


author_Name: Translated by Nuhmudira, with additions by Ciandra
author_Account: prewritten
page_Text:
At the end of the day, visit the Inner Sanctum for a brief but moving ceremony of worship. After the ceremony, choose a magical Gem of Forgetfulness from the vast array available. Use the gem to erase an erroneous path you may have taken on your life journey, and restore your spirit to its  pure, new-born form. Then go out into the glorious night, refreshed and rejuvenated. 

(You may receive with no delay up to four gems that allow one to forget a skill previously known. Receipt of your fifth through eighth gem will require a wait of a week per gem. Receipt of your ninth through sixteenth gem will require a wait of two weeks. Finally, gems beyond your sixteenth will require a wait of three weeks per gem.)


author_Name: Unknown
author_Account: prewritten
page_Text:
There is an old legend about two Empyrean temples -- the Temple of Forgetfulness and the Temple of Enlightenment. It is said that the Temple of Forgetfulness can erase your past mistakes, and that the Temple of Enlightenment can resolve sins of omission. The Temples can't be reached directly, but if you meet the demands of the Temple Guardians, they will let you enter. The Guardians, it is said, live neither in the east nor the west, but far to the north and the south. The legend also says that they like certain ... herbs.


author_Name: Ciandra
author_Account: prewritten
page_Text:
We at the Arcanum were very excited to hear about the discovery of these old Temples. The architecture, the ancient decorations, the Guardians themselves -- these things are a window into the vanished past. Even the sales brochures that the Guardians hand to you when you enter are filled with valuable clues that can help us to unravel the mysteries of our predecessors here on Dereth. 

The most fascinating thing about these Temples, of course, is the transformational mechanisms contained within. It's unclear 


author_Name: Ciandra
author_Account: prewritten
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what these 'skill gems' did for the previous peoples of Dereth, but for the transplanted Isparians they allow us to modify ourselves in quite miraculous ways. I know that there has been some outcry about what this type of modification might do to us as a people in the long run, but I for one am much more interested in the technical implications of these mechanisms than in the ethical subtleties they may conceal. 


author_Name: Ciandra
author_Account: prewritten
page_Text:
In fact, by careful study, and with the help of my brilliant and dedicated fellows, I have fashioned what I call 'attribute gems'. These gems are similar in function to the 'skill gems' created by the ancients, except that they work to modify our underlying attributes -- our strength and so forth. They are not as efficient as the skill gems -- I am afraid that you can only bolster one attribute at the expense of another. In addition, you can only modify the innate level of the attribute -- not any levels that you have built up through the experience of living. 


author_Name: Ciandra
author_Account: prewritten
page_Text:
I have placed a restriction on these gems so that you cannot use too many of them in quick succession. Unlike the skill gems, this restriction is not motivated by commercial concerns -- but I am concerned that repeated use of my attribute gems may lead to ... unintended effects. I believe that giving the body some time to recover between uses, however, will minimize this.

The gems themselves do nothing -- you must combine them before they can be used. You should choose a red gem that corresponds to the attribute you wish to lower, and a green gem that corresponds to the attribute you wish to raise. Combine these and you will have a transfer gem.


author_Name: Ciandra
author_Account: prewritten
page_Text:
Use the transfer gem to transfer from one attribute to the other.  If the innate levels of your attribute -- that is, the levels of that attribute that you were born with -- are not sufficient or are already as much as a human body can contain, then you will be unable to proceed, so choose your modifications carefully and with some thought. 


author_Name: Ciandra
author_Account: prewritten
page_Text:
Again, certain armor or weapons will prevent the gems from working -- you should remove the offending items from your body and try again. At this time, I do not have sufficient data to completely reassure you that there are no side effects to this procedure. But I have used it on myself, and I have detected no problems thus far.


author_Name: Ciandra
author_Account: prewritten
page_Text:
The magic which allows Isparians to alter themselves seems stable, but there's some evidence of instability in repeated uses. Therefore, I'm implementing a limit. You can take the first nine red attribute gems and nine green attribute gems with no delay. You will need to wait a week per red gem beyond nine, and likewise you will need to wait a week per green gem beyond nine. You'll need to wait two weeks per red gem beyond eighteen, and two weeks per green gem beyond eighteen.


author_Name: Aerbax
author_Account: prewritten
page_Text:
Time has continued its incessant clamor toward the future while my attentions have been with my latest meat creations and has allowed for our greatest achievement to combust. I have often witnessed my creations spend time stripping away detritus in an effort to expunge the alterations made to their material but never in such a magnanimous fashion.

Betrayed, ostracized and disparaged, forced to live in hovels excavated from the decayed fossils of epidermal fauna he dwelled with a collective he commanded as


author_Name: Aerbax
author_Account: prewritten
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his own. He flourished and rose to an elite prominence that cast the achievements of any of our previous enhancements into a deep shadow, only to crumble because too much of his "soul" remained to cloud his awareness and enlightenment with feelings other than self-awareness. So near perfection yet still so repressed.

My ability to communicate with the entity that was once "Martine" has ended, correction, ceased.

While this poses a new hypothesis of


author_Name: Aerbax
author_Account: prewritten
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our ministrations and augmentations toward perfect thought within lesser "material" forms, it should serve as a warning as well.

The destructive force that was held within that one entity bordered nearly to the energy source which resides at the center of this physical world. Without proper containment and instruction the energy released upon his moment of ceasing could have laid waste to the abundant resources that can be found here. Care must be taken to not alter the more headstrong and gifted of the meatlings.


author_Name: Aerbax
author_Account: prewritten
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They have proven to be more than capable of rejecting our education  while retaining the beneficial aspects of our enrichment. This resulted in madness and contributed to delusions which became "real" to the subject.

The cell "Martine" created for itself will prove a ripe area for research in the future. Plans are underway to supplant authority and assert our will over the lesser meatlings. Through this I hope to reverse this catastrophic failure by managing the outcasts and renegades left by their ceased manster.


author_Name: Aerbax
author_Account: prewritten
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"Children of Darkness" who were captured as we claimed this Asylum have been sequestered for testing. I had originally thought to expose these beings to the energy source but thought differently of the situation.

Instead they were infused with portions of Quiddity energy. The result has been one of chaos and order. They have developed a sort of madness but a fierce loyalty to myself and to the enhanced puppets that I have set them to assist. Further information will be provided once further allocation toward study has been allowed.


author_Account: prewritten
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Fishing License: C Note  (See TackleMaster)

Fishing Rewards:      (Caught)
Minnow                          400
Guppy                             100
Molly                              100
Fish                                  100
Large Fish                       300

After having caught the number of fish required turn in at least one of that fish type to the Tackle Master to receive your Title Token.


author_Name: Department of Fish and Games
author_Account: prewritten
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Where's my fishing pole?

If your just starting out you will need to get yourself a good fishing pole. As part of the Explorer Societies fishing program the DoFG, Department of Fish and Games, provides the Tacklemasters with most of the components to craft your pole. All you need do is find a Wood Golem Heart or Golem Jo and turn it into the Tacklemaster who will assemble a new fishing pole just for you.


author_Name: Department of Fish and Games
author_Account: prewritten
page_Text:
Finding a place to fish.

We have designated a number of fishing holes for licensed fishing.

Holtburg  - Waterfront
Yaraq     - Waterfront
Shoushi   - Waterfront
Nanto     - Waterfall
Rithwic   - Bridge
Cragstone - Waterfall

As the DoFG finds locations, new Fishing Holes will be opened.


author_Name: Department of Fish and Games
author_Account: prewritten
page_Text:
Do you have a license?

To insure the stability of our fishing industry the DoFG is keeping close track of who is fishing and what they catch. This means that you need a license to fish. Licenses may be purchased for a reasonable rate at Tacklemaster Shacks located at every Fishing Hole.



                         ATTENTION!!!
Fishing without a license is strictly prohibited and Poachers will be dealt with severely!


author_Name: Department of Fish and Games
author_Account: prewritten
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Fishing for Profit

All catches should be reported. As an incentive the Tacklemasters will award exceptional fisherman with Titles. The required fish counts will be posted at each Fishing Hole.

Catch and release is encouraged for smaller catches. Tacklemasters are also licensed Fish Dealers and will buy your catches at the fair marked price if you wish to sell to them.


author_Name: Department of Fish and Games
author_Account: prewritten
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Fishing for Fun

Of course above all fishing is supposed to be fun. So stay safe and enjoy your new past-time relaxing after a hard day of defending our lands from the evils of Dereth. Take in the calming beauty of the Fishing Holes as you chat with your fellow Fisherman. See you out there!
                    Head of DoFG
                   -Michael J. Fourcatcher


author_Name: Unknown
author_Account: prewritten
page_Text:
The dark spawn came in force to steal his staff. Those who have sworn eternal service to Anadil, in both life and death, repulsed the attack, but it cost us greatly. In order to prevent them from stealing the remainder of the staff, one of our number has taken it to the  necropolis found at 49S, 54.3W and hidden it there. The rest of our party are moving toward the abandoned observatory to the northeast. We believe the spawn are holding the piece they stole there.


author_Name: Oswald
author_Account: prewritten
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Now, now my children you didn't think that old Oswald had forgotten about the misbegotten and wayward, lost on this world far from home? Tsk tsk. I hope you enjoy the latest gift I've left behind. I'm sure that the savvy fletchers amongst you will divine the secrets of their creation. Use them well and be wary of the eyes in the shadow, they might be mine.


author_Name: Amaltah
author_Account: prewritten
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Lurkers, I call upon you now to band together with your brother clans and seek freedom from atua ngamaru. We have been given a chance at freedom, a chance to build a new homeland free from our old masters and the outdated traditions of our old world. 

Rally your commanders and your warriors, gather them beneath your banner, and convene with us in the brushlands near besieged Dryreach. There we shall unite our people, and train a vast horde to carve out our freedom.


author_Name: Amaltah
author_Account: prewritten
page_Text:
Worshippers of the forebears, hear now the call of your blood. Join with the might of the Tonk to carve from this fat land a homeland which is truly ours. 

Put aside your former slavery, and join with us near the besieged settlement of Dryreach to train and prepare. There shall we begin our conquest of this world.


author_Name: Unknown
author_Account: prewritten
page_Text:
The mage Branith was a sorcerer who fought, for a time, alongside Thorsten Cragstone himself. His chosen magic was pyromancy, the way of fire: his foes often met their ends in raging infernos that left nothing but ash in their wake. It was only right, then, that the staff he wielded would evoke flames as well.The Blazing Staff, an Empyrean artifact shaped of sunstone, became famous among wizards across Dereth. Though not the mightiest such item, the eminence of its wielder would make it a grand addition to any mage's arsenal. 


author_Name: Unknown
author_Account: prewritten
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Unfortunately, its location is not known. Branith has since given up adventuring to live a life of quiet seclusion in the mountains, but he no longer owns the staff: it, and several other items of power, were stolen from his home by mites. Perhaps one day, some intrepid soul will find it again.


author_Name: Unknown
author_Account: prewritten
page_Text:
Deliver the antigen to relieve the dissenters of their impurity. Once complete return their essence to the Quiddity so that it may be harvested and collected. In the event of misfortune or a privation of troops return to the Singularity at once, do not allow any of your comrades to be contaminated. Failure to achieve desired effect without evidence of assiduity will be cause for reclamation by the collective.


author_Name: Aerbax
author_Account: prewritten
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Interrogator, 

It has come to my attention that the Quiddity means to eliminate us before we can achieve the solidification of our paradigm. Your facility is their inaugural incursion against us. Prepare yourself and endure their onslaught. Reinforcements are forthcoming.

You must prove to be the bulwark that cannot be breeched. Our efforts and research cannot become the providence of incognizant thinkers before they have had the opportunity for enlightenment. Use whatever means necessary to thwart their advancement.


author_Name: Aerbax
author_Account: prewritten
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I consign the holding to your calculating mind and entrust you with safeguarding the efforts we have seen to fruition. Spare no resource in actualizing your bastion. Dominion must be overpowered so that our pure intents may come to be.

Aerbax


author_Name: Syltyn Rillon
author_Account: prewritten
page_Text:
A Tale of Paths

Altas touched Syretta's cheek. This was the day of their parting, the first leg of the separate journeys they had chosen to undertake. Two paths, one destination, they would be together at the end if fortune was kind. A parting kiss and they were off, he to the west, she to the east.

On the second day of his journey Altas found himself thinking often of their first meeting. It had been in Hebian-to.  He had finished downing some ale at the tavern and walked out the door. 


author_Account: prewritten
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Perhaps it was the ale, perhaps it was fate, he found himself walking towards the blacksmith shop across the square. Approaching the shop he saw one customer standing at the window, a female in green mire armor. She turned then and he marvelled at bright green eyes and blazing red hair that seemed to light up the square. She smiled.  He bowed, quite elegantly he thought, rather clumsily she thought, yet in a charming way. They began talking. Such was their first meeting.

She had a strange dream the second night of her journey. She was walking east along


author_Account: prewritten
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a road when a bright red and blue bird landed in front of her then flew off to her left, cawing madly as a crow would. She turned towards it and found Altas was standing in front of her. He beckoned to her, then stepped aside. Behind him was Aerlinthe Island. Not any particular part of Aerlinthe Island, she just knew it was all of Aerlinthe Island right in front of her. The island was covered with the red and blue birds. The cawing noise was incessant.

On the third afternoon of his journey he found himself surrounded by banderlings, eight of them circling him. Turning to face


author_Account: prewritten
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north so to avoid the sun's glare, he shifted his spear to his right hand and struck the one before him, then struck the banderling to his right. Both banderlings fell, providing him with two avenues of escape. The circle of  banderlings broke then, however, the creatures having lost their courage. They scattered in all directions, leaving him safe to continue onwards.

Having broken her sword upon the fang of an Ursuin who nevertheless met his fate, Syretta was forced to deviate from her planned route and stop in Eastham. After a repast at the tavern she went over to the


author_Account: prewritten
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blacksmith's shop. Syretta opened the door, greeted Rundiscar the Weaponsmith and went to Getram the Armorer who was standing in front of his forge. He laid out four swords on the window facing the town square and another four on the opposite window, offering that she examine each one. She tested the heft of each weapon, the keenness of the blade. She examined several, did not find them to her liking and moved to the other window. It was uncomfortably hot, the heat of the forge seemed to be baking the entire left side of her body. Syretta quickly examined one on


author_Account: prewritten
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that window, then moved further away from the blazing forge and picked up the second in that row. The hilt of the sword fit her hand perfectly, the balance was superb. The last two swords on display looked to be the wrong length. The one she held should do nicely. 

"I'll take this one, good sir," she said to the weaponsmith.

Getram cheerfully accepted a stack of pyreals and bade her good day.  Thus equipped, she continued on her journey.


author_Account: prewritten
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On a southern-bound road he came across four men. One was from Fort Tethana, one from Yaraq, one from Yanshi and another from Tou-tou. Three of these men tried to deceive him, wishing him to part with his money. Various schemes they tried, from wagers to tales of woe of kinfolk who were in dire need of any pyreals he could spare. The fourth one, a sturdy individual from Fort Tethana, he found to be honest and they became friends during this leg of the journey.

Syretta came upon a portal one day and chanced to enter it. Arriving in a dank dungeon, she ventured down through its


author_Account: prewritten
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slime-covered passages. Half-way down she was beset by mosswarts but handily defeated them with her new sword. Continuing downwards, Syretta entered a larger chamber. Through the torchlit gloom she could see one wall was carved with Empyrean runes. More mosswarts lunged at her, but they fared no better than the ones above. Syretta was curious about the runes, having studied for a time under a scholar who had given her some understanding of Empyrean writing. Not wanting to chance the appearance of more mosswarts than she might be able to handle, Syretta copied the runes onto a few pages of parchment and departed the dungeon. Finding a rock


author_Account: prewritten
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outcrop, she sat down on its moss-covered side and began deciphering the runes. The runes on the stone described the four seasons of the year, beginning with the cold of winter. The carver of these runes had clearly preferred spring and summer. Winter and Fall had been given a cursory, dismissive description. Spring and summer were lavishly described, the flowering of trees and buzzing of bees given a good deal of attention. Syretta generally preferred these two seasons herself and decided she was in agreement with the ancient Empyrean who had carved the stone wall down in that dungeon.


author_Account: prewritten
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Altas decided he never wanted to see the desert again.  The blowing sand had been scraping away at his face and arms for three days now. One could escape or fight raging monsters but there was no getting away from these incessant, blinding particles. The flat plains regions may be a bit boring but he was looking forward to them.

The daylight was fading when Syretta finished studying the runes, the air had grown chill. She stood and stretched. Shivering, she warmed her face in the setting sun. Tomorrow would be the last


author_Account: prewritten
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leg of her journey but she could get a bit of a start on it yet tonight.

He met her finally at Lin, their meeting destination. She fell into his arms, an embrace they both had missed. They recounted their individual tales of travel and adventure.  No longer would they journey separately. A few days later, hand in hand, they headed for Nanto. They would see the Nanto Falls together.


author_Name: Elysa
author_Account: prewritten
page_Text:
My dear Alatar!

It's wonderful to hear from you again -- it's been years! I hear stories about your adventures, of course, but that's not the same as a letter. I'm glad to know you're well, and that you haven't lost your sense of humor. The tale of your stay with the undead -- that was hilarious! I was laughing so hard, I had to read it aloud to Borelean; he thought his mother had gone mad!

Oh, and it was kind of you to ask after him -- I know well your feelings about children, but let me assure you that Bor is well past the


author_Name: Elysa
author_Account: prewritten
page_Text:
drooling stage. He is a bright little boy, giggling and serious by turns, but always polite, and so smart. He reminds me always of his father, but he is already his own person and indeed has already left his own mark on our new world, with more to come as he matures, I know. Asheron says -- but no, I'm sorry. I know how you feel about Asheron also, and I don't want our first correspondence in a decade to annoy you. I remember your annoyed face, with your brow beetled and your mouth puckered, and I have no wish to inflict that image on myself any longer.


author_Name: Elysa
author_Account: prewritten
page_Text:
But you, you rogue, you have annoyed me already with all that talk of "Queen". I forbid you to call me that, old friend, and if you do it again I shall dispatch Royal Guards to find you! "Is it good to be the Queen?" indeed! And asking if I have used my position to secure romantic engagements -- well, let me just say that I was so incensed by that question that I am considering putting up a monument to you in the middle of Holtburg. Is that threat enough to make you hold your tongue?

Ah, but you know that I am joking with you, Alatar. In truth, there is a certain young man ...


author_Name: Elysa
author_Account: prewritten
page_Text:
but it has not yet gone beyond the 'certain young man' stage. We are friends, we talk, and I do not know if I wish to pursue the matter beyond that, although I rather think he would be willing. We shall see.

As for the rest of it ... let me lapse into seriousness, although I know how you hate that. I do not feel adequate to this task, Alatar. I did not mean to become Queen -- but there were things that needed doing, and no one was doing them, and so I did them. And once I had handled the immediate tasks, there were more, and more, and always more, and suddenly I was not just the person doing -- I


author_Name: Elysa
author_Account: prewritten
page_Text:
was the person in charge of doing. I'm still rather confused as to how that came about, exactly -- but I haven't much time to think of it, because there is still so much more to do.

What saddens me is the attitude -- and I know that it exists, for I have seen it in some eyes -- that I am doing this for my own aggrandizement, or from a sort of power lust or megalomania. That attitude is so foreign to me, as you well know, old friend, that I cannot  puzzle it out even a little. How could anyone enjoy this terrible job, this constant worry and politicking, this eternal struggle to meld so


author_Name: Elysa
author_Account: prewritten
page_Text:
many disparate threads into on strong realm? I think perhaps that part of the problem arises because I am most visible when there is some trouble, and thus many come to associate me with troubled times. Goodness knows that we have had our share of flamboyant trouble in the past few years. They do not see our efforts -- not mine alone, of course, but the Council's -- to hold us together, to keep our fragile society alight, and to grow it into a place of peace and plentitude for all. 

Take this recent bother with the shopkeepers: more recent arrivals tend to consider themselves residents of Dereth all together,


author_Name: Elysa
author_Account: prewritten
page_Text:
but many of the first arrivals still live wholly in one place and feel their first loyalty is to that town. There is no sin in that, of course, but in this parochialism they have chosen to exclude others. Why, it was all I could do to convince the shopkeepers to no longer charge a tax on trade notes from other towns! You would think I had asked for their firstborn! But eventually, reluctantly, they agreed (although even then they raised their prices to compensate, but I still count it a win overall) and so we are one step closer to a united Dereth and -- dare I say it? -- perhaps one day a banking system such as we knew in Ispar.


author_Name: Elysa
author_Account: prewritten
page_Text:
But enough of that, old friend -- I have no wish to weary your grizzled old ears with such maundering. Suffice it to say that I am happy in my life, if not always content. I have my son; I have my friends; I have my work; that is enough. But if there were one more thing I could ask ... it would be more letters from old friends! You do not know how your missive cheered my day. You must write again, and soon, and tell me more of your wonderful stories of adventure and exploration. I will send this off now, but I remain:

You friend always,
Elysa


author_Name: Duplicated Portals
author_Account: prewritten
page_Text:
Ever since the Virindi messed with portal space, odd things have been happening to portals. Why, just a few weeks ago I heard reports of not one, not two, but FIVE portals opening up! And not new portals, like usual, but portals to places we already knew about. They just sort of ... copied, I guess. Duplicated. 

Anyway, if you want to go check these out, here's the approximate locations:


author_Name: Duplicated Portals
author_Account: prewritten
page_Text:
35N 20E
24.5N 8E
23S 60E
50S 15E
60S 55E

Oh, and be very careful if you enter these portals! The entrance may have moved, but who knows where the exit ends up at these days?


author_Name: Scout Tar Sheltin
author_Account: prewritten
page_Text:
The Olthoi seem to have accelerated digging.  I hear their claws tearing through the earth all around me. I have managed to find this portal link near where I have left this note. I must investigate where it leads. If you should get this note please bring it to the High Queen.


author_Name: Scout Nytani Strongbow
author_Account: prewritten
page_Text:
I have managed to get down to this new level still alive. No previous scouting expeditions reported the existence of this tunnel which appears to be new, nor this portal.  I will go through it and see where it leads. If you should get this note please bring it to the High Queen so she is aware of the situation.


author_Name: Luzumin Abigwei
author_Account: prewritten
page_Text:
Upon entering the lair I was previously familiar with, it became immediately apparent that different varieties of Olthoi had infested the tunnels.  These were more active and aggressive. I managed to work my way down to what had previously been the lowest levels.  There, I discovered a portal leading to new and deeper catacombs.  These were inhabited by even deadlier Olthoi than those above.  An ill omen, to be sure, and worthy of the High Queen's  attention. There is deadly purpose in all this activity.  Thus, I was not completely surprised to find yet another portal at the bottom of these new catacombs.  However, on the other side of 


author_Name: Instructions
author_Account: prewritten
page_Text:
First, the components of his binding must be gathered. 

Journey to the Empyrean Cloister, located almost directly east of Yaraq along the boundary of warning stones set out for younger adventurers, and retrieve the Skull of Avoren Palacost. 

Journey to the Shade Stronghold, located northwest of Crater Lake and directly east of the Essence of Strife, and retrieve the Heart of Shadow. 


author_Name: Instructions
author_Account: prewritten
page_Text:
Journey to the Chakron Flux, on the northern rim of the Obsidian Plains, and retrieve the Fragment of the Singularity.

Combine these powerful relics into a Dark Crucible, and return the Crucible to the Chosen of Asheron. The Chosen will provide you with a way into the Sepulcher. 

Thus may you pay your respects.


author_Name: Aerbax
author_Account: prewritten
page_Text:
Greetings. If you are in possession of this missive then you have chosen to assist in the collection of the entity known as the Harbinger. I thank you for your offer and welcome any assistance that you may be able to provide.

I am sure that my colleague, Vincadi, has imparted the details of the challenges we face in regards to this endeavor, and I am pleased to see that you still possess the gumption to stand by our side.


author_Name: Aerbax
author_Account: prewritten
page_Text:
As you are likely aware, the Virindi loyal to my cause have shunned the Quiddity's yoke, and have begun attempts to ascertain the truths of the self.  Vincadi has become adept at expression and free thought.

He desired to make contact with your species in order to study your forms and learn what makes you each so unique. Thus far he has learned that it is mostly attributed to your emotions. He particularly enjoys the smile that sometimes graces your faces. I digress.


author_Name: Aerbax
author_Account: prewritten
page_Text:
Since Levistras's failure I have been under harsh scrutiny. Virindi do not register personality. Virindi do not lie. Virindi are not capable of masking thought, and yet I have achieved ability with each of these. I have become a thinking entity, and my experimentation has been furthered because of these new feelings. I am pleased.

Recent incarnations of testing have yielded more potent, and individually destructive iterations on previous successes. 


author_Name: Aerbax
author_Account: prewritten
page_Text:
For example: The Drudges that have recently been integrated into the wild are my latest accomplishment. Conversely the Banderlings seem to be a natural progression of their species. The Drudges have always offered a unique, and complex specimen. Their cranial cavities are large, containing a grey matter that is equally as large. However, the grey matter seems to have been victim to a cruel punishment of nature as the potential of the species is diminished by an inability to form coherent thought for any length of time.


author_Name: Aerbax
author_Account: prewritten
page_Text:
I have found, through years of testing that rote can circumvent the failings of nature and thus alter the intelligence of the Drudge to mimic a learned, or programmed response. This had been my greatest success; however, with the assistance of an Energy Source, recently discovered in a remote laboratory, I have been able to accurately imprint the seeds of personality to some drudges with which I tamper. The greatest of these results roam the dire wilderness areas of this physical plane.


author_Name: Aerbax
author_Account: prewritten
page_Text:
With these successes and the successes I have achieved with study on others of my species I have come to the ultimate conclusion that this energy source is capable of releasing the greatest potential in any being. Thus in the interest of scientific curiosity I am endeavoring to acquire a great specimen to either prove, or disprove my theory.

It is to that end that I have sent Vincadi to interact with you, and his words have obviously swayed you in some fashion as you have at the very least agreed to view our proposal.


author_Name: Aerbax
author_Account: prewritten
page_Text:
Many of the new variants that have made an appearance on the surface of this physical plane have been my doing, other are not. I wish a collection of minor specimens so that I may track down these specimens in their natural habitat when the proclivity to test these subjects arises. The greatest of these specimens is the entity that you Isparians refer to as the Harbinger.

In order to prove your dedication to assisting me in this undertaking I require that you first provide me with a token that proves you wish to assist me once and for all.


author_Name: Aerbax
author_Account: prewritten
page_Text:
Vincadi will collect these objects and has been given the necessary understanding to reward you greatly for your efforts. Should you choose to accept this undertaking read further. If not, cease.

I am aware that you have an obsession with improving yourselves, you never seem to be completely satisfied until you attain the pinnacle that nature will allow you, and so I wish to offer you assistance in achieving that potential. My reward is simply that. I will further your ability in whichever of the skills you desire. 


author_Name: Aerbax
author_Account: prewritten
page_Text:
Vincadi will channel the knowledge to you once you have chosen which skill you wish to advance. To do this you must provide a leaving of one of the following species. The object you offer will correspond to the skill you desire to enhance. I have instructed Vincadi to utilize the following chart for acceptance and dissemination of rewards:

Drudge Cabalist Charm = Life Magic
Banderling Aggressor Scalp = War Magic
Murk Drudge Charm = Creature Magic


author_Name: Aerbax
author_Account: prewritten
page_Text:
Insidious Monouga Idol = Item Magic
Dark Master Skull = Void Magic
Peerless Drudge Charm = Magic Defense
Telumiat Hollow Minion Mist = Melee Defense
Savage Banderling Arm = Missile Defense
Reedshark Reaper Hide = Two Handed Combat
Olthoi Mutilator Head = Heavy Weapons
Rendeath Shreth Hide = Light Weapons
Banderling Bone Ring = Finesse Weapons
Banderling Predator Scalp = Dual Wield
Diamond Golem Heart = Shield


author_Name: Aerbax
author_Account: prewritten
page_Text:
Skeleton Primeval Shin Bone = Dirty Fighting
Gauloth Shreth Hide = Recklessness
Gloom Drudge Charm = Sneak Attack
Drudge Bloodletter Charm = Missile Weapons
Reedshark Slasher Hide = Alchemy
Plate Armoredillo Hide = Item Tinkering
Drudge Mystic Charm = Magic Item Tinkering
Drudge Sage Charm = Armor Tinkering
Bloodthirsty Monouga Idol = Weapon Tinkering
Banderling Antagonist Scalp = Cooking


author_Name: Aerbax
author_Account: prewritten
page_Text:
Banderling Slayer Scalp = Fletching
Merciless Monouga Idol = Lockpick
Drudge Ravener Guts = Leadership
Obsidian Golem Heart = Loyalty
Wood Golem Heart = Assess Creature
Ash Gromnie Tooth = Assess Person
Phantasm Essence = Mana Conversion
Copper Golem Heart = Jump
Iron Golem Heart = Run
Granite Golem Heart = Deception
Skeleton Hero Skull = Arcane Lore
Olthoi Noble Head = Healing


author_Name: Aerbax
author_Account: prewritten
page_Text:
As you can see each of the items you harvest from these creatures corresponds to a skill that you might have knowledge of. Choose one and only one and I will assist you on reaching your maximum, natural, potential. If you are already at your maximum natural potential then Vincadi's efforts will fail, he is not as experienced as I and cannot bring you beyond your natural
potential.

Of course, this is only the first of your efforts. The bulk of your venture will come when you enter into the tunnels that we have established to the Harbinger's lair. 


author_Name: Aerbax
author_Account: prewritten
page_Text:
Be warned that we have enemies. These enemies have established a network of tunnels of their own. We have assaulted their efforts to ensure that the specimen can be collected without being corrupted, in turn they have invaded our access points.

They are lead by a potent mage, who has also circumvented our control over the portal flux. While this is consternating, I am more interested in the acquisition of the specimen, and therefore desire that you eliminate their forces only as a secondary measure. Your primary concerns is the weakening of the Harbinger entity.


author_Name: Aerbax
author_Account: prewritten
page_Text:
Once we become aware of the Harbinger entity's destruction we will summon forth a portal for you to utilize.

Be sure to complete this process. 

You will be sanitized and returned to Vincadi. He will only know that you have completed your task if you have gone through the sanitation process.

I wish you luck.

Aerbax


author_Name: Nuhmudira
author_Account: prewritten
page_Text:
Children of Ispar,

Since the dissolution of Gaerlan's power we have known that he summoned an entity meant to eradicate us. You may also know that Gaerlan had intended to place the essence of that form within me. He failed.

Since leaving the Arcanum to my former student's capable hands, I have continued my efforts to make life on Auberean simpler. 


author_Name: Nuhmudira
author_Account: prewritten
page_Text:
I have provided for you where I can, creating new lifestones, and continuing to garner knowledge of Empyrean culture, to learn why they faltered and ultimately were destroyed.

I have found that Asheron has lied to us several times. There are texts that speak about a being such as the Harbinger, a being that slumbered within the mana streams, a spirit of the land who watched over the most ancient of the Empyrean. 


author_Name: Nuhmudira
author_Account: prewritten
page_Text:
I have also learned that this being, having been removed from the mana streams, is slowly draining the magic from this world. If it is not returned to the place where it was intended to rest, it will ultimately tear this world asunder.

By speaking to Issk you have shown that you are of the character that I require for this task. While I am powerful, I am not able to match the magical prowess that is the mana of this world.


author_Name: Nuhmudira
author_Account: prewritten
page_Text:
While the Harbinger in it's physical form is relatively weak in comparison to other creatures, its magical essence is potent. It was the reason that Yanshi burned so quickly.

If we are to leave the Harbinger to its own device, in time it will construct a form that can house its indomitable power. When this occurs magic will regress to the strength that most are accustomed too on Ispar.


author_Name: Nuhmudira
author_Account: prewritten
page_Text:
While this may at first appear as a boon, as the enemies that prowl this land would also be affected, it would mean that the tenacity, and numbers of our enemies would overwhelm us, relegating us to a position of subservience. I will not see that happen.

Issk has been given my permission to enact a rite upon you to grant you greater knowledge into skills that you may possess. He will do so if you agree to assist us, and show the resolve of your pledge by handing a trophy found from the creatures that mar the landscape of Dereth. 


author_Name: Nuhmudira
author_Account: prewritten
page_Text:
I have informed him that the items collected and handed to him should represent a skill. These are the items that I desire and the skill that they will represent to Issk:

Drudge Cabalist Charm = Life Magic
Banderling Aggressor Scalp = War Magic
Murk Drudge Charm = Creature Magic
Insidious Monouga Idol = Item Magic
Dark Master Skull = Void Magic


author_Name: Nuhmudira
author_Account: prewritten
page_Text:
Peerless Drudge Charm = Magic Defense
Telumiat Hollow Minion Mist = Melee Defense
Savage Banderling Arm = Missile Defense
Reedshark Reaper Hide = Two Handed Combat
Olthoi Mutilator Head = Heavy Weapons
Rendeath Shreth Hide = Light Weapons
Banderling Bone Ring = Finesse Weapons
Banderling Predator Scalp = Dual Wield
Diamond Golem Heart = Shield
Skeleton Primeval Shin Bone = Dirty Fighting


author_Name: Nuhmudira
author_Account: prewritten
page_Text:
Gauloth Shreth Hide = Recklessness
Gloom Drudge Charm = Sneak Attack
Drudge Bloodletter Charm = Missile Weapons
Reedshark Slasher Hide = Alchemy
Plate Armoredillo Hide = Item Tinkering
Drudge Mystic Charm = Magic Item Tinkering
Drudge Sage Charm = Armor Tinkering
Bloodthirsty Monouga Idol = Weapon Tinkering
Banderling Antagonist Scalp = Cooking
Banderling Slayer Scalp = Fletching
Merciless Monouga Idol = Lockpick


author_Name: Nuhmudira
author_Account: prewritten
page_Text:
Drudge Ravener Guts = Leadership
Obsidian Golem Heart = Loyalty
Wood Golem Heart = Assess Creature
Ash Gromnie Tooth = Assess Person
Phantasm Essence = Mana Conversion
Copper Golem Heart = Jump
Iron Golem Heart = Run
Granite Golem Heart = Deception
Skeleton Hero Skull = Arcane Lore
Olthoi Noble Head = Healing


author_Name: Nuhmudira
author_Account: prewritten
page_Text:
Once you have chosen the reward that you desire I would ask that you heed Issk's request and enter into the levels beneath the ruined town of Yanshi. I must warn you. There are enemies who lurk there waiting for your entry, desiring to bring you death. The corrupt Virindi, Aerbax, has placed his forces into the tunnels we crafted to gain access to the Harbinger. You will need to be prepared for them.

He has collapsed my portals from within and I can only open them for a short time now. 


author_Name: Nuhmudira
author_Account: prewritten
page_Text:
When you have gained access into the Harbinger's lair you will need to disperse its physical form. When this is done I will summon a portal for you. Use this portal.

Using this portal will allow Issk to see that you have been given my blessing, and have succeeded in the task set before you. Return to him and he shall award with all the knowledge necessary to bring you closer to your fullest potential in whichever skill you choose.


author_Name: Nuhmudira
author_Account: prewritten
page_Text:
Returning the Harbinger into the mana streams of the world will be a slow process, one that must be done cautiously. I thank you for your efforts in advance. It is through the wisdom and strength of others like you that we shall see this aberration returned to where it belongs.

I wish you well,

Nuhmudira


author_Name: Triumph
author_Account: prewritten
page_Text:
Greetings!  Leave me a note if you drop by.. I don't get many visitors :)

I told you I'd visit! :) - Cyns

Omg, nice cottage :D , most get lonely on your lil' island huh? :) --  Golden'

Cool cottage bro, look me up sometime, id like to hunt with you, also wanna know where u got paintings--Shadow-Fax

Well hi.  Nice cottage hun.
<3 Quen

I want to buy your cottage. ;) Dragonsun

hi there...just dropped by to see if my old house was still vacant after all this time for my new char...o well, enjoy it and take care!-Uza's Dagger

I hate you. I wanted this house. :(


author_Name: Missing Mechanisms
author_Account: prewritten
page_Text:
Alloy Device
Alloy Apparatus
Alloy Instrument
Alloy Tool
Alloy Contraption
Alloy Implement
Alloy Utensil
Alloy Mechanism
Alloy Cogwheel
Alloy Contrivance


author_Name: Missing Mechanisms
author_Account: prewritten
page_Text:
Alloy Sprocket
Alloy Cylinder
Alloy Dynamo
Alloy Piston
Alloy Fan
Alloy Pinion
Alloy Engine
Alloy Motor
Alloy Generator
Alloy Turbine


author_Name: Tavern Keeper Lienne
author_Account: prewritten
page_Text:
RECEIPT FOR PAYMENT DUE
Owed to Barkeep Lienne, Arwic
by Hiyp the Toad

22 Mugs Ale____352 p
17 Mugs Stout__408 p  
6 Mugs Mead____282 p
1 Palm Wine_____31 p
1 Meat pie______16 p

Total_________1089 p 


author_Name: Gareth Dain
author_Account: prewritten
page_Text:
I've escaped from the undead woman that rules the Sclavus here, at least for now. After I awoke, the pain receded enough for me to search the room. I found a dead man in the corner and dressed him in my clothes, leaving him on the stone table where I had awakened. Perhaps she would think me dead, if not I could hopefully escape before she found me. I followed the passage out, but it came to a dead end. That's when I remembered a word she had spoken when leaving, "ahkree". The wall blocking the passage vanished when I spoke the word.

Every move I made hurt and I was sure that her Sclavus would cut me down before I


author_Name: Bewren
author_Account: prewritten
page_Text:
While we were fur hunting on the Marescent Plateau yesterday, Jaeget and I were approached by a man proclaiming to be capable of making our lives meaningful. 

Right away, I realized what he was and that he was up to no good. 

There were similar groups on Ispar. They would coerce others into joining their following and those people would never be heard from again.


author_Name: Bewren
author_Account: prewritten
page_Text:
Poor Jaeget wasn't alive on Ispar but four years, so luckily he didn't have to confront any of those types. 

I know he isn't happy with everything about his life now, but I also know this Order of the Raven hand isn't something he wants to be involved with. 

I recommended we move on. Despite my protest, he took one of their pamphlets... I am sure he believes I didn't notice the note passing.
---


author_Name: Bewren
author_Account: prewritten
page_Text:
Jaeget has done nothing but yammer on about the Order of the Raven Hand since we ran across the recruiter on Marae nearly a week ago. 

What's worse, his being taken with their beliefs has hurt business. 

We don't have nearly enough hides to sell as we used to. 


author_Name: Bewren
author_Account: prewritten
page_Text:
I would suggest another trip to Marae, though I fear bringing him there would only further advance his desire to join the Raven Hand.

He is all I have left of Ispar and I do not want to lose him like we lost Mother and Father in Holtburg all those years ago.

Tomorrow I will find that pamphlet and burn it. Perhaps without the pamphlet, he will forget this cult and return to normal.
--


author_Name: Bewren
author_Account: prewritten
page_Text:
I awoke only briefly last night to see my cot surrounded by several men swathed in dark cloaks. In the background I could see them embracing Jaeget and then everything went dark.

I awoke within a cage in some strange hall. Within the cell with me was another person, a very fidgety fellow who went by the name of Twitch. 


author_Name: Bewren
author_Account: prewritten
page_Text:
His tale was one of woe, though after learning of his previous accommodations, this place seemed more hospitable than what he had previously... but only slightly.

Our guards ignored our shouts, and only once did I see Jaeget after waking, and then it was only in passing and he did not seem to notice me.

---


author_Name: Bewren
author_Account: prewritten
page_Text:
I've been here for some time now, and I am tired of being here. I have no weapons, no lock picks, and no way of getting both my brother and I out of here safely. 

Twitch seems to have been here slightly longer than I, and did have some insight, though it was difficult to understand between his shivering and short attention span.


author_Name: Bewren
author_Account: prewritten
page_Text:
When the guard comes to deliver our meal, I will liberate his key-ring and escape after curfew has gone into effect. On my way out, I will glean what information I can from the surrounding temple and note where entrances and exits are.

My attempt at escape failed. The Priests captured me as I made way to the exit. 

Struggling, they threw me before what I can only describe as a vile cloud of soot and liquid and forced me to breathe it in.

---


author_Name: Bewren
author_Account: prewritten
page_Text:
Even now my head spins and charcoal-black cysts are beginning to form on my arms and face... I do not know what they did to me, but I know what they plan.  I have been moved away from Twitch and placed in some interim holding cell. Looking out into the room, I can see a pit of some sort.

Earlier today a procession of cultists marched into the room, one of them my brother. His eyes seemed glazed and he bore no recognition for me. It was as I feared. Not only are they about to take my life, but they have taken his as well.


author_Name: Jaeget
author_Account: prewritten
page_Text:
Yesterday my brother and I began our usual hunts of the Marescent Plateau. We usually did this in search of pelts and hide from the carenzi and gromnie found there. It's not a very fulfilling living, but it pays the maintenance on the cottage my family owns.

While out there, we came across someone claiming to be a representative of the Order of the Raven Hand. He spoke highly of his brothers and of his master and even gave us a pamphlet to bring back to our cottage. 


author_Name: Jaeget
author_Account: prewritten
page_Text:
He promised something meaningful and worthwhile out of life. I have to admit that sounds a deal more satisfying than how my brother and I are living now.

Bewren openly protested the thought of joining the Raven Hand. He said it was a rash decision, and that there were organizations like it on Ispar and they were hardly alliances of good. I don't believe him, I consider myself a good judge of character, and this Initiate of the Raven Hand made me feel nothing but safe.


author_Name: Jaeget
author_Account: prewritten
page_Text:
So, when Bewren wasn't looking, I pocketed the pamphlet and attached jewel, and my brother and I continued on past the initiate.
---
It has been several days since our encounter with the Raven Hand on the Marescent plateau, and I can't help but think about how much better life could be with them. 

Working in a world where we are appreciated, where everything we do is worthwhile and special.


author_Name: Jaeget
author_Account: prewritten
page_Text:
I have made up my mind; I am going to crush this calling stone and invite the Raven Hand to take me. And, I think while they are here I will ask him to take my brother as well. 

I know he doesn't like them or want anything to do with them, but I am sure once we have visited their bethel, he will come around. 

The initiate said everyone with an open mind would come around.
---


author_Name: Jaeget
author_Account: prewritten
page_Text:
Last night I crushed the calling stone and several members of the Raven Hand arrived shortly there after. 

My brother was already asleep; I figured it would be easiest if he weren't awake. The assembly hall is a work of beauty, though I have to admit it is a bit dark. 

The colored lights add a nice ambience to it.


author_Name: Jaeget
author_Account: prewritten
page_Text:
After I had time to place the few belongings the Order allowed me to bring, they began to question me, to get a feel for where my skills would best be put to use, no doubt.

I haven't seen Bewren since the other neophytes helped him off to his own quarters. I wonder why they didn't allow us to stay together.

---


author_Name: Jaeget
author_Account: prewritten
page_Text:
Today one of the priests pulled me aside and told me my purpose. Since I had a lot of skill with hides and curing, I was set to the task of flask crafting. 

I was a little let down that I was not able to gather my own hides for creating flasks, but the priests tell me I am not ready to leave the compound yet. I trust them; they wouldn't stop me from leaving if they didn't know what was best.

My first task was a curious one.


author_Name: Jaeget
author_Account: prewritten
page_Text:
They issued me a kerchief to cover my mouth and nose with and tasked me with creating a flask that could hold a potently enchanted beaker of Olthoi Ichor.

The fumes gave me a headache, but I was happy. Happy, happy, happy. 

I was useful. I imagine they wanted this acid to aid them in the sculpting lessons they held in the deeper levels. Why they would want to use such a noxious liquid when a chisel and hammer were enough is beyond me. I mean the fumes of this stuff alone could kill a man!
---


author_Name: Jaeget
author_Account: prewritten
page_Text:
The past week has been exhausting, but fun. So much fun I can't remember why I even second-guessed coming here in the first place. 

I have finished the acid flasks that the High Priests wanted for their sculpture classes and have moved on to a new project. I can't wait until I get to learn how to sculpt!

Even though I'm not sclupting flasks for Ichor anymore, I am still working with the Ichor. The High Priests say we also need ceramics that can hold it, for deliveries to sculpting parties in all the towns of Dereth!


author_Name: Jaeget
author_Account: prewritten
page_Text:
During our mid-day meal, the High Priests told us of the capture an interloper named Bewren. They said he was trying to escape with our sculpting secrets.

Bewren.... That name somehow sounds familiar. I can't place it. 

I shouldn't worry about it though. It is none of my concern. All that concerns me is the Order of the Raven Hand. That and their belief in spreading the joys of hide crafting and sculpture through the world.


author_Name: Jaeget
author_Account: prewritten
page_Text:
They said the intruder, Bewren, would be properly punished and then released from our home. That is enough for me, and none of my concern. 

All that concerns me is making sure the ceramics holding the sculpting acid don't break.


author_Name: Voice of the Raven Hand
author_Account: prewritten
page_Text:
The Order of the Raven Hand is happy to announce that our doors are open. Our efforts have been a long time in the works, but after years of labor, the fruits of our efforts have become ripe. 

Have you found yourself looking for a place to belong? Have your adventures and hardships gone unacknowledged? Do you believe your life is ready for a change?

If so, our doors are open to you. All walks of life are welcome, be it hero, scoundrel, or wayfarer. All are welcome into our home.


author_Name: Voice of the Raven Hand
author_Account: prewritten
page_Text:
"What sort of name is the Order of the Raven Hand?" you may find yourself asking. It does have a nefarious tone to it, but we assure you it is not such a thing, we cherish life. On occasion our methods may be drastic, but other Isparians have done far more in the name of their cause than we.

So join us, won't you? All you need to do is crush the gem attached to this letter and one of our members will arrive shortly to welcome you as a neophyte of the Raven Hand.

With regards,
The Voice of the Raven Hand


author_Name: Translated by Kuyiza bint Zayi
author_Account: prewritten
page_Text:
World Shaper, 
The outlanders, and their singer, have performed their will. Our efforts now turn to expelling the dark spawn and sealing the tunnels as they continue their egress. Already we have dispatched risen to verify the flight of the brood mind. Our preliminary visions have revealed that the risen perform well against the fleeing dark spawn. We shall continue our assault and make the devices ready for your utilization.
Amauxi


author_Name: Gentleman Jake Hawkins
author_Account: prewritten
page_Text:
To whom it may concern,
I heard rumors of a plot to remove an important woman in power. I became frightened and left the bandit stronghold where I was living and went on the run. I feel terrible about what happened to High Queen Elysa. I fear that the men who are in charge of the bandits may be behind the attempt on her life.
Gentleman Jake Hawkins


author_Name: Honshu Takeda
author_Account: prewritten
page_Text:
I am without the tongue to express the emptiness that has entered my being. I have lost sight of what it meant to live a right life. I have placed the need of physical goods over the breath that must fill my soul.

I feel like a husk of a man. I am in need of healing and a way back to a life of meaning and depth. I step onto the path of Jojii with cautious feet, mindful that I must have become empty so that I may be filled. I will let the grace of the Unicorn light my feet, the splendor of the Firebird guide my will, and the Strength of the Dragon be my arm.

(more)


author_Name: Honshu Takeda
author_Account: prewritten
page_Text:
If you choose to follow me, seek out Han Rin-Jo first. He dwells within the inn in this town. He has set me on my path. I will begin where I began my journey on this world. The burned out husk that was once the arrival hall in Nanto.

Seek the adherent there.


author_Name: Honshu Takeda
author_Account: prewritten
page_Text:
My travels have lead me to the town of Sawato, a shining bastion in the dankness of the great swamp of Osteth.

I have prayed at this shrine and been enlightened as to the location of a place where crystals beyond beauty are shaped by an underground swell of water. There I am certain to find what shall be representative of the Unicorn's Grace.

I pen this note to all others who will follow. To the southeast, long beyond the place where the swamp meets the plains. In the crux of two mountain peaks there is a cave. Within this cave the crystals of the Unicorn grow.


author_Name: Honshu Takeda
author_Account: prewritten
page_Text:
This cavern has inspired such dreams within me. I walk lighter and the vibrations of the crystals within my hands has begun a reawakening within me.

I will next make my way to the forest town. Where I shall seek the next shrine to Jojii. I am sure that there will be more enlightenment along that path.

It is odd, when I look upon the crystals I feel as though they would fit upon my feet, but they are crystals meant for a greater purpose. Of this, I am sure.


author_Name: Honshu Takeda
author_Account: prewritten
page_Text:
Again I have achieved a moment of clarity while meditating and reaching toward detatchment. In that instant I saw the firebird streak across the sky setting down to the west of this town. Where the sun would fall below the mountains.

It was a sight unlike any that I have seen in my days. I shall begin my journey to the place that I saw in my vision when I have finished penning this vision for those who follow me still.


author_Name: Honshu Takeda
author_Account: prewritten
page_Text:
As I entered this place I questioned whether I would find the splendor that I sought. There in the darkness of the fire hewn halls I questioned if this place of ash and soot could be the home of something so perfect as the splendor that I sought.

When I saw the rock formation within the lava, I knew that my journey was complete. For atop the stones sat a perfect sphere.

I know that I had found what will become the splendor and focus of the Firebird. My feet lead me to Kara. Where I shall meet another, and my journey will end.


author_Name: Old Tin-Mouth the Shrewd
author_Account: prewritten
page_Text:
   I noticed a strange thing yesterday. Don't know what it means, but I'm a bit worried. I was making the trek back to Ayan Baqur after havin' fought virindi on the Obsidian Plain all day. I came across one of those old Shadow Spire holes. I decided to check it out. Just in case something foul was brewing in there. I'm ever vigilant you see. Anyway, I notice this portal down there. I ain't never seen a portal down there before and right away I don't trust it. It didn't look to stable either, sputtering like it was. It looked kinda like the portal to Aerbax's Holding, but that should be clear over on the Sing Caul. Strange is what I say, mighty strange.


author_Name: Zharalim Master Yaral
author_Account: prewritten
page_Text:
Log Entry 1-
Shortly after arriving at the tower, we established a small camp on the hill. This provided us easy access between the tower and the bridge and some modicum of comfort. The banderlings across the valley have grown interested in our work here, but none of them are a serious threat to our efforts.

The staircase surrounding the tower has fallen into disrepair, so our efforts have been delayed.  Yalik suggested casting ropes to the top of the tower and scaling the walls. This is likely the approach we will take.


author_Name: Zharalim Master Yaral
author_Account: prewritten
page_Text:
Log Entry 2-
We had made a make-shift set of stairs to ease the transportation of supplies into the tower,
though the drop from the top into the visible region of the tower is still painful, especially
for those with heavy packs. 

Shortly before gloaming, our three moles crossed the bridge to join us. 

I thought it odd as they were not part of the group assigned to investigate the tower, but any information they had would be most welcome.


author_Name: Zharalim Master Yaral
author_Account: prewritten
page_Text:
Log Entry 3-

We have established an area similar to the tent outside in the upper levels of the tower. Many of the doors on this level were locked or closed to us initially, but the use of our ways opened the rooms for our comfort. The lower areas of this tower are dank and smell of heavy mildew. 

This tower has not kept well, and moisture has leaked into the lower levels, damaging many of the artifacts we sought to investigate.


author_Name: Zharalim Master Yaral
author_Account: prewritten
page_Text:
Log Entry 4-

One of our guards fell prey to a terrible injury this day. We had breached the walls off to the side near the mid point of our descent. On the other side there was a glowing shrine, much like those Festival Stones found across the land. A small winged creature charged him as he neared the obelisk and stung him. The area around the wound instantly gangrened. By the end of the day his skin had blackened in several locations and he passed on shortly there after. As it stands right now, I have no idea if he returned to his lifestone.


author_Name: Zharalim Master Yaral
author_Account: prewritten
page_Text:
As a result of this, I have ordered that any of these beasts be destroyed on the spot and that everyone remain wary. I also ordered Yalik to remain in the top level of the tower. He is a bright lad, but not well versed in combat yet. I do not wish to see another of my command die.

Log Entry 5-
Over the night, a madness took hold of nearly half of my command. While we had reached the bottom floor, we lost it again due to the madness. The shadows on the walls seem to


author_Name: Zharalim Master Yaral
author_Account: prewritten
page_Text:
move with their own life. Our foreman has become unaccounted for as have Rheth Al'thok, Rayssid Ibn Alhath, and Tiyol Ibn Yufaj-- our three Cult infiltrators.

Log Entry 6-
I sent a small crew down several levels to assess the degree of madness in our ranks. Only one returned and his report was most grave. Deposits of living soot were discovered slithering across the floor, shadows reached out and attacked as if they had a life of their own, and our trio of informants were kneeling before the obelisk we discovered.


author_Name: Zharalim Master Yaral
author_Account: prewritten
page_Text:
The warrior reported they were swathed in black and gold robes, akin to those the Raven Hand has been known to wear.

I know now what has happened. They have played us for fools. Feeding us lies and deceit. The Order of the Raven Hand is a persuasive force indeed.

Log Entry 7-
I have ordered an evacuation of those still sane. I have instructed my apprentice, Yalik, to turn back any attempt to enter this tower without permission. 


author_Name: Zharalim Master Yaral
author_Account: prewritten
page_Text:
I do not believe any of us here are safe from the madness, and so I know what must be done. 

I must make efforts to seal this tower and prevent those within from escaping and those outside from getting in. 

Treachery and madness... the staple of the Raven Hand it seems.


author_Name: Nin Hong
author_Account: prewritten
page_Text:
Nen Ai is a sweet woman with a compassionate heart. She lives alone (except for her pet drudge!) in a house at 34.8S 71.2E, just outside of town. To get there, take the road that leaves town to the southwest. Hers is the first house you'll come to. 

But be careful! Some nasty drudges have moved into the abandoned house a bit further down the road. So make sure you have the right house before you go knocking!


author_Name: Lubziklan al-Luq
author_Account: prewritten
page_Text:
Ma'yad ibn Ibsar has come to town to look for her missing brother. She is prepared to amply reward anyone who can tell her of his whereabouts. She can be found in the Cerulean Cove pub in Yaraq.


author_Account: prewritten
page_Text:
We have desparate news, Emissary Arurutis. Our dear citadel comes under even closer attack. One of the Lugian Commanders has progressed through the Linvak Tukal Entryway and has nearly reached the portal to our dear citadel. We also have reports of three Gotrok Raider encampments in the territories near our city. The first, led by the Master of the Hunt, lies to the southeast in the foothills before the many lakes. The second, led by the Gotrok Montok Commander, lies far to the south, beyond the Old Mind and the tower of the ancient lich archmage. The Master of the 


author_Account: prewritten
page_Text:
Gotrok has set up his last encampment far to the northeast of our town, in the lowlands of the Linvak Mountains. We send you this news in the dire hope that allies might come to help us defend our beloved Linvak Tukal.


author_Name: Niarltah
author_Account: prewritten
page_Text:
Kamenua,

Muldaveus and I have become aware of a possible new ally that has found its way to Dereth. Little is known of this new ally aside from their tenacity and penchant for killing Mosswarts and their name, Burun. They have already found their way onto the world and have forced aside many of the Mosswarts who once made the Blackmire Swamp their home. 

Their efficiency has given us cause to think that the Burun might fill the gap in our triumvirate of power and prove a foil


author_Name: Niarltah
author_Account: prewritten
page_Text:
Kamenua,

Your latest missive has made our endeavor into the valley worthwhile. We are sending a full contingent to you complete with a copy of the blueprints that the spy was able to acquire from Candeth Keep. Along with this contingent are enough materials to complete a fortress that will serve as our first true foothold on Dereth.

Continue your efforts and find a location that will allow us to rise to prominence and serve as a seat of our power on Dereth.


author_Name: Fulkra
author_Account: prewritten
page_Text:
Before my people took back their independence we worked in mines collecting ore for our masters. Since that time we have taken the mines for ourselves and now are the masters of this magical stone. Odder still is that the magic in this rock is to ward off all other magic. We use it in various strains in our armor and shields. We gift this to you and yours, as well as a shield pounded flat with chorizite. May it shield you from our enemies.

Fulkra, Head Armorer


author_Name: Aliester the Loquacious
author_Account: prewritten
page_Text:
Seedsow, 15 P.Y.

Over the last several years, I have been happy to have the opportunity to supplement my research with field work on the nature and behavior of Dereth's vast variety of fauna. Along with my nephew Ardry I have observed numerous creatures both humanoid and less so. I had intended to dedicate a great deal of time to the study of the creatures called Mosswarts, but our rivals in the Dereth Exploration Society were quicker than I and sent an agent to observe their society.


author_Name: Aliester the Loquacious
author_Account: prewritten
page_Text:
I think we all know how that turned out.

Recently, however, I have had the opportunity to speak at great lengths with a Mosswart of exceeding intellect and grace. It was already known that some Mosswarts have learned to speak Roulean, but the only Mosswarts with anything worth saying appeared to be those corrupted by the Virindi or the Shadows. 


author_Name: Aliester the Loquacious
author_Account: prewritten
page_Text:
Imagine my surprise when my nephew Ardry claimed to have been approached by a Mosswart in Hebian-To for the purpose of exchanging goods!

I immediately demanded that Ardry assist me in tracking this intelligent Mosswart. After a few days, we found him on the road between Shoushi and Sawato. The ragged thing looked up at us and asked, "You nice Isparians? You help Bleeargh?"


author_Name: Aliester the Loquacious
author_Account: prewritten
page_Text:
After Ardry and I made camp, I had the chance to speak at length with "Bleeargh". Apparently the recent appearance of Burun in the Blackmire Swamp has affected Mosswart society even more greatly than we had surmised. According to Bleeargh, entire packs of Mosswarts are fleeing the swamp with the Burun at their backs. Any stragglers are killed. Most of the packs may be headed south towards their "cousins" - I surmise that this may refer to the altered Mosswart societies on the Vesayen islands. 


author_Name: Toberik
author_Account: prewritten
page_Text:
Letter of Request

Captain,
I've recently come into the following information. The Renegades are beginning to rethink their decision to ally with the Burun. As days pass, the Burun are becoming increasingly intolerant of the Lugian and Tumerok way of operation. The Burun are more aggressive and driven by the brother known as Morgluuk.


author_Name: Toberik
author_Account: prewritten
page_Text:
Morgluuk has recently taken up residence in the Direlands, supporting the newly arrived Guruk. The heavy handed and brutish beasts that found their way through the portals in the temple found in the Direlands. These new beasts are currently tearing a swath through the Mosswarts and Moarsmen that make the Direlands swamp their home. Morgluuk is rumored to have left his charges there recently to return to the fortress that the Burun have been constructing, with the aid of the Renegade foreces, in the Blackmire Swamp.


author_Name: Toberik
author_Account: prewritten
page_Text:
I have been given a task to entertain Torgluuk, the calmer of the two Burun leaders, while he visits the fortress here. I will ensure that Torgluuk is kept busy long enough to allow you to send a small force to eliminate the more aggressive brother. Torgluuk is due to arrive at any time, please exercise caution and haste in implementing your plan.
Toberik


author_Name: Fiun Scorus
author_Account: prewritten
page_Text:
Beings who graced this land prior created a machine which may make our maddened kin maddened no more. Return this machine to me and you shall have Fiun gratitude never-ending. 


author_Name: Fiun Scorus
author_Account: prewritten
page_Text:
Pieces of the machine may be found at these locations. 

Small Empyrean Vault is located at 80.4N, 74.0W.
Remote Empyrean Vault is located at 81.7N, 71.2W.
Hidden City is located at 94.4N, 70.0W.
Frozen Library is located at 90.7N, 56.4W.
Ruschk Iceberg is located at 96.3N, 60.0W.
K'nath Lair is located at 49.7S, 56.3W. 
Undead Temple is located at 90.9N 43.2W.


Should you happen across artifacts which puzzle your mind, bring them to me. You must help, friend. The Slayer has hurt us much. 


author_Name: Anton Silezzi
author_Account: prewritten
page_Text:
Deliver trade proposals to the following people, then return to me with their answers. I suggest you pursue these merchants in the order in which they are listed herein:

Name: Lubziklan al-Luq
Location: Yaraq

Name: Renald the Eldest
Location: Holtburg

Name: Gonjoku Den
Location: Shoushi


author_Name: Skree
author_Account: prewritten
page_Text:
Bendurleengz tayk buk we steel frum man that maeks dreenks that ar taesti and dissie! Thay fight and rip buk intu peeces! Thay steel peeces and tayk to Reemoet Volt of Old Ones. Thay tayk to garrussun of big soljurs! Thay tayk to Din of big beest naym uf Lola! Wee hayt Bendurleengz! Wee must git bak buk!


author_Name: Anton Silezzi
author_Account: prewritten
page_Text:
Greetings Renald the Eldest

My name is Anton Silezzi and I represent a consortium of merchants in Sanamar. It is with great pride that I invite you to join with us to establish trade between our two great cities. 

It is without question that a person of your venerable stature and renown can see the benefits and profits in such an alliance. Looking forward to your favorable response.


Respectfully,

Anton Silezzi


author_Name: Anton Silezzi
author_Account: prewritten
page_Text:
Greetings Gonjoku Den

My name is Anton Silezzi and I represent a consortium of merchants in Sanamar. It is with great pride that I invite you to join with us to establish trade between our two great cities. 

It is without question that a person of your venerable stature and renown can see the benefits and profits in such an alliance. Looking forward to your favorable response.


Respectfully,

Anton Silezzi


author_Name: Anton Silezzi
author_Account: prewritten
page_Text:
Greetings Lubziklan al-Luq

My name is Anton Silezzi and I represent a consortium of merchants in Sanamar. It is with great pride that I invite you to join with us to establish trade between our two great cities. 

It is without question that a person of your venerable stature and renown can see the benefits and profits in such an alliance. Looking forward to your favorable response.


Respectfully,

Anton Silezzi


author_Name: Sir Binwas Loc
author_Account: prewritten
page_Text:
I had never seen the King so enraged. While he is always a generally unpleasant man even on the best of days, he now seemed a raving tyrant. Servants cowered in the halls when he passed. The Royal Guard, including the brave Ferrans, took a step back when he neared. He even took to personally torturing prisoners in the pits.


author_Name: Sir Binwas Loc
author_Account: prewritten
page_Text:
The King was convinced that the thief was some rebel spy. Some citizen who had long been with us - perhaps even a member of our own guard - whose true allegiance was to the Stag of Bellenesse. But as the thefts continued, I grew less sure of this supposition. For I began to notice a pattern to the thefts. Every last trinket that went missing - from the belt to the King's personal dining ware - had one thing in common: it was shiny.


author_Name: Sir Binwas Loc
author_Account: prewritten
page_Text:
This thief was no enemy of the state. This thief had no designs on the King's life. This thief was nothing more than a mindless collector of sparkling baubles. I immediately suspected the Drudges who inhabit the surrounding forests, but soon discounted them as unlikely suspects. They lacked the subtlety and skill of this thief. No, this was something different. Something I had not yet encountered.


author_Name: Sir Binwas Loc
author_Account: prewritten
page_Text:
I kept my conclusions to myself. It does the public good to see the true face of their King from time to time. When they know to what lengths the King will go to pursue a simple jewel thief, the people are less apt to engage in more damaging offenses.

Instead, I conducted my own experiment. I assembled a small collection of unique, shiny trinkets and placed them in hidden niches all about the Royal Hall. 


author_Name: Sir Binwas Loc
author_Account: prewritten
page_Text:
I spoke to no one of this. I merely let the items lie, hidden from view. I checked on the items several times throughout the day. For a time - three days, actually - nothing happened. They remained undisturbed in their hidden locations. But on the fourth day the first of the items went missing. On the fifth, another item. On the sixth, two more. By the eighth day, all seven items had been stolen, and all in the small hours of night.


author_Name: Sir Binwas Loc
author_Account: prewritten
page_Text:
These items meant nothing to the King, and they were of no more value than a simple Brew Kettle. But they were pleasing to look upon, enough to catch the fancy of a simple-minded fool. My assumption has been correct. I was dealing with some dumb animal. Small and quiet. Adept at hiding in the shadows. Nothing really to fear, but an irritant to deal with nonetheless.


author_Name: Sir Binwas Loc
author_Account: prewritten
page_Text:
But still, I told no one of this. To be truthful, I desired to find that belt and present it to the King myself. Certainly, the one to do so would receive quite a worthy reward in exchange. So I assembled another collection of glittering trinkets, hid them in a small niche near the Royal Kitchens, and set my trap.


author_Name: Academy Wordsmith
author_Account: prewritten
page_Text:
To chat with those around you, press the ENTER key, then type your text. When you have finished typing, press ENTER to send the message.

You can send private tells to specific people. To do so, press ENTER then type @tell CHARACTER NAME, MESSAGE TEXT. For example, if you want to send a private message to Bob, you would type the following:

@tell Bob, Hey Bob! I like that swank new armor!


author_Name: Academy Wordsmith
author_Account: prewritten
page_Text:
You can re-send a private tell to the last person to whom you sent a tell without having to type their whole name. To do so, press ENTER than type @retell. Then press the SPACEBAR and type your text. For example, if you want to send a private message to Bob again, you would type the following:

@retell Hey Bob! Sorry to keep bugging you, but I REALLY like that swank new armor!


author_Name: Academy Wordsmith
author_Account: prewritten
page_Text:
You can reply to someone who just sent you a private tell without typing their whole name. Press ENTER, then type @reply. Then press the SPACEBAR and type your text. For example, if your friend Bob sends you a tell, you would type the following:

@reply Hey Bob! I just received your private tell!


author_Name: Academy Wordsmith
author_Account: prewritten
page_Text:
You can send private messages to the members of your fellowship. To do so, press ENTER then type @fellowship, MESSAGE TEXT. For example, if you want to send a private message to your fellowship, you would type the following:

@fellowship, Hey guys! Did you see that big Olthoi I just killed?


author_Name: Academy Wordsmith
author_Account: prewritten
page_Text:
You can send private messages to the members of your allegiance. To do so, press ENTER then type @allegiance, MESSAGE TEXT. For example, if you want to send a private message to your allegiance, you would type the following

@allegiance, Does anybody have a spare Singularity Key they could let me have?


author_Name: Academy Wordsmith
author_Account: prewritten
page_Text:
Those are the basic chat commands. For more in-depth chat commands, type '@help chatting' in the chat window.
Here is a list of chatting shortcuts:

@t is a shortcut for @tell
@r is a shortcut for @reply
@f is a shortcut for @fellowship
@a is a shortcut for @allegiance


author_Name: Academy Wordsmith
author_Account: prewritten
page_Text:
There are also four Global Channels that can be read and spoken on by any character, anywhere in the game.

To join a Global Channel, type /join [channel name] in your chat bar. You will now see all chat on that Channel.

To leave a Channel, type /leave [channel name] in your chat bar. You will no longer see chat on that Channel.


author_Name: Academy Wordsmith
author_Account: prewritten
page_Text:
To talk on a Channel, type /, then the nickname of the Channel, then your text. For example, if I wanted to talk on the Trade channel, I could type:

/ct I have an Orb of the Bunny Booty that I'm willing to trade for 4 MMDs!

All characters listening to the Trade channel would see this text, preceded by the tag [Trade].


author_Name: Academy Wordsmith
author_Account: prewritten
page_Text:
The four Global Channels are:

General
Nicknames: general, cg
Default: ON
Tag: [General]
This channel is for general discussions about Asheron's Call.


author_Name: Academy Wordsmith
author_Account: prewritten
page_Text:
Trade
Nicknames: trade, ct
Default: ON
Tag: [Trade]
This channel is for arranging in-game trades with other players.


author_Name: Academy Wordsmith
author_Account: prewritten
page_Text:
Looking for Group (LFG)
Nicknames: lfg, clfg
Default: ON
Tag: [LFG]
This channel is for helping you find other players to adventure with.


author_Name: Academy Wordsmith
author_Account: prewritten
page_Text:
Roleplay
Nicknames: roleplay, crp
Default: OFF
Tag: [Roleplay]
This channel is for in-character roleplaying and for discussions about roleplaying in Asheron's Call.


author_Name: General Corcima
author_Account: prewritten
page_Text:
Captain Argenne,

All of us from the old Council of Generals remember the effectiveness of your siegecraft when we broke the walls of the city of Tirethas.  In the coming days, you will have a similar mission of engineering.  You are hereby commanded to establish a network of underground fortifications to serve as our immediate base of operations around the desert dwellers' capital city.  To aid you in this task, our King has negotiated an arrangement with the grey giants, the Lugians.  They, too, are a race of warriors, and worthy of our respect.  You are responsible for the management of our alliance, and for directly supervising the excavations.  I trust you will do a fine job in preparing our tunnels.


author_Name: Ardry the Dubious
author_Account: prewritten
page_Text:
Honored Antius,
Here are my first rough observations after an extensive reconnaissance of the Viamontian fortifications.  I have scouted four forts around Zaikhal, each of them meant to be a launching point for the assault on the city.  They have delved deep underground, with the assistance of renegade Lugians.  They have completed a portal transport network with the assistance of Virindi.  In short, the Viamontian King has struck up two powerful alliances in relatively short order.


author_Name: Ardry the Dubious
author_Account: prewritten
page_Text:
The fort south of Zaikhal is the home of the King's Copper Legion.  These knights seem to be responsible for the maintenance of the creatures known as "Eaters" - horrible, slavering beasts capable of chewing through the stoutest plate armor.  I gather these beasts will be used as front-line assault weapons, preceding the Knight legions into battle.  The leader of the Copper Legion is Captain Ramelle, who seems to be the most junior of the invasion commanders.


author_Name: Ardry the Dubious
author_Account: prewritten
page_Text:
The western fort seems to be a sort of embassy with the Lugians.  A great number of Lugian renegades, from the "Gotrok" faction, seem to be encamped in the underground complex.  This complex is also home to the Silver Legion of Viamont, under Captain Argenne.


author_Name: Ardry the Dubious
author_Account: prewritten
page_Text:
The eastern fort of the Gold Legion, under the leadership of Captain Aurichon, also holds a number of Virindi.  The Virindi have helped the Viamontians with their portal network, and I have had difficulty figuring out which faction of Virindi is truly involved.  Blame it on the inscrutability of those hovering masks, whom it seems I have spent my entire life spying upon, and have left me plenty of sickle-shaped scars and lightning burns to remember them by.


author_Name: Ardry the Dubious
author_Account: prewritten
page_Text:
The terrifying Captain Balanchi is leader of the Platinum Legion, in command of the northern fort.  He seems to be the closest to the King and to the invasion's overall commander, a man named General Corcima.  The Platinum Legion boasts the toughest soldiers of the invasion, and Captain Balanchi has been entrusted with the supply chain back to Viamont - all of the weapons and armor for use in the invasion, as well as the treasure meant to buy the services of their allies, pass through the hands of Captain Balanchi first.


author_Name: Ardry the Dubious
author_Account: prewritten
page_Text:
Each of the leaders seems to have a direct link to the Viamontian islands northwest of Dereth.  I have witnessed the Captains and their bodyguards using gems to move directly to their home fortress.  I am not so much of a fool as to try and take one of these soldiers down to investigate it for myself.  However, the conversations I have overheard indicate the presence of a great castle near the Viamontian lands, under the command of a royal cousin of King Varicci, an astute general named Corcima di Corcosa.


author_Name: Ardry the Dubious
author_Account: prewritten
page_Text:
I saw Corcima visit the Platinum Legion keep just a few days ago.  While he is a fearsome warrior (and he must be to command the respect of the Viamontian legions), he is also an intelligent man with an air of power and command.

Corcima has one odd habit, which he displayed during his visit.  He actually cut himself and smeared some of his own blood on the helm of his soldiers!  I know Viamontians place great stock in the power of blood, especially royal blood, but I do not know what purpose the blood serves.


author_Name: Ardry the Dubious
author_Account: prewritten
page_Text:
Incidentally, honored Antius, General Corcima wears a beautiful set of some kind of plate armor.  I have never seen its like.  If only there were some way to get you a sample of its material.  Uncle Aliester once told me you are quite the armorsmith... I would be quite interested to see what kind of armor you could make if only you could inspect a piece of Corcima's suit.


author_Name: The Council of Sages
author_Account: prewritten
page_Text:
Lord Asheron Realadain of Knorr was the greatest sorcerer of the mighty Yalain Empire. Already a powerful mage as a young man, he was present when the Council of Five -- including his mother Lady Maila -- imprisoned Bael'Zharon the Hopeslayer. Only his mother's willing sacrifice and a powerful Falatacot ritual saved his life from the explosion that resulted from the Hopeslayer's imprisonment.


author_Name: The Council of Sages
author_Account: prewritten
page_Text:
Asheron's history is also the history of Auberean, the Yalain Empire, and the history of all Isparians on Dereth. It was Asheron's portal magic that first brought the Olthoi to Auberean, and it was Asheron's magic that sent the last surviving Empyrean away to safety. That same magic opened the gates from Ispar to Dereth.


author_Name: The Council of Sages
author_Account: prewritten
page_Text:
When Elysa Strathelar and Thorsten Cragstone sought a way to kill the Olthoi Queen on Dereth, Asheron came to their aid with a poison that he had worked on for all the long years of his solitude. Since the defeat of that Queen, Asheron has worked with High Queen Elysa for the betterment of all Isparians on Dereth. At the same time, he seeks a way to return us to our home world -- and bring his countrymen home from their long exile.


author_Name: The Council of Sages
author_Account: prewritten
page_Text:
The subject of several prophecies, Asheron is known to some as the Lightbringer.

This doll is a gift, celebrating five years of Isparian freedom on Dereth.


author_Name: The Council of Sages
author_Account: prewritten
page_Text:
Bael'Zharon. The Hopeslayer. The ancient enemy of the Empyrean.

Thousands of years ago, during a time of darkness and famine, a Dericost man named Ilservian Palacost watched his son Avoren die of starvation while the Yalaini priests hoarded food. He and his followers sought vengeance and fled into the wilderness.


author_Name: The Council of Sages
author_Account: prewritten
page_Text:
Four hundred years later, Ilservian returned, transformed by some dark power into Bael'Zharon the Hopeslayer. This was called the Third Sending of Darkness. He led an army of shadow that brought death and madness in its wake. No force could stop it as it consumed armies and whole villages down to the last man, woman and child. 

It was only through a great sacrifice that the Yalaini Council of Five were able to imprison Bael'Zharon in a magical crystal array. His armies, bereft of their leader, fell back. 


author_Name: The Council of Sages
author_Account: prewritten
page_Text:
Thousands of years later, after the Olthoi drove the Empyrean off of the planet, Isparians were unwittingly duped into freeing Bael'Zharon from his crystal prison. Some sought to prevent the last piece of the prison -- the Shard of the Herald -- from being destroyed, but they were defeated. An Isparian monarch named Vidorian, who had sworn allegiance to the Hopeslayer, accompanied two of Bael'Zharon's generals and assaulted the defenders below the Ithaenc Cathedral. They broke through the defensive lines and shattered the crystal.


author_Name: The Council of Sages
author_Account: prewritten
page_Text:
Thus in Portal Year 11 began the Fourth Sending of Darkness. The Shadows attacked from all sides, the Hopeslayer roamed the land, and the rivers ran red.

In the month of Frostfell, P.Y. 11, a desperate alliance formed between Asheron, the Virindi, the undead Dericost, a rogue follower of Bael'Zharon named Isin Dule, and the Isparians. Bael'Zharon was driven off of this plane of existence... but he was not destroyed. 

This doll is a gift, celebrating five years of Isparian freedom on Dereth.


author_Name: The Council of Sages
author_Account: prewritten
page_Text:
Gaerlan was a mage of the Yalain Empire, and a student of Asheron's. He and his brother Delacim studied portal magic and other arts under Asheron's tutelage. Delacim was a better student, but Gaerlan was devious and used his connections to the Imperial throne to blackmail Asheron and continue his studies. He also discovered the remnants of a Gelidite elemental cult flying fortress off the coast of Aerlinthe, and studied the magic that he found within.


author_Name: The Council of Sages
author_Account: prewritten
page_Text:
Thousands of years ago, the Falatacot witches made visits to the world of Bur and influenced the direction of this world on a grand scale. They showed favor on a race called the Fiazhat, and the enemies of the Fiazhat -- the Burun -- were driven back and nearly rendered extinct.


author_Name: The Council of Sages
author_Account: prewritten
page_Text:
Over the long course of time, since the fall of the Falatacot civilization, the Burun have fought to reclaim their world. Their prophecies spoke of a time when the gates between worlds would open again, and they could take their vengeance upon the Fiazhat's gods.

In Portal Year 15, an Isparian adventurer named Rage Lao accidentally triggered an ancient Falatacot portal beacon, re-opening the gates between Auberean and Bur. The first to come through were the smaller Ruuk Burun.


author_Name: The Council of Sages
author_Account: prewritten
page_Text:
The first Ruuk to enter were of a despised caste, led by two brothers -- Morgluuk and Torgluuk. They sought to claim victory for the Ruuk without the knowledge of the other two castes of Burun, the warrior Guruk and the ruling Kukuur. They made an alliance with the Renegade Tumerok and Lugians, but they were unable to prevent the Guruk and Kukuur from learning of the new portals.


author_Name: The Council of Sages
author_Account: prewritten
page_Text:
The Kukuur are enormous monstrosities with mighty powers. Some have lived for thousands of years, and now they seek only vengeance on those who bear the legacy of the Falatacot. They seek their revenge but find no remnants of the Falatcot -- only the Isparians and other races called to Dereth. 

This doll is a gift, celebrating five years of Isparian freedom on Dereth.


author_Name: The Council of Sages
author_Account: prewritten
page_Text:
When Sir Candeth Martine joined the Dereth Exploration Society after his arrival in Dereth, he had no idea what a pivotal role he would play in the history of the world.

Martine was betrayed by his mentor, Sir Mikael Alayne, who conspired to deliver him to the Virindi in exchange for their aid against the Hopeslayer. The Virindi performed terrible experiments on Martine, transforming him into a new creature with the power for great and destructive magic.


author_Name: The Council of Sages
author_Account: prewritten
page_Text:
Martine broke free from his Virindi handlers and enacted a terrible revenge against all those he blamed for his tragedy. Increasingly irrational, he blamed Asheron for bringing him to Dereth, and began to identify High Queen Elysa with Melanay, his lost wife on Ispar. 

When Martine opened portals to Marae Lassel with the goal of disrupting the Virindi experiments there, the flux in portal space freed an Empyrean named Gaerlan. Gaerlan had his own reasons for seeking the death of Asheron, and quickly made Martine his puppet.


author_Name: The Council of Sages
author_Account: prewritten
page_Text:
When Gaerlan revealed his motives and goals by attacking Asheron directly, Martine fell into a deep depression. A visit from Elysa's son Borelean roused Martine from his solitude and convinced him to aid Asheron, Elysa and all Isparians against Gaerlan.


author_Name: The Council of Sages
author_Account: prewritten
page_Text:
In the month of Thistledown, Portal Year 13, Martine and Gaerlan battled for days in the latter's floating elemental fortress. At the end of the battle, the fortress crashed to the earth. Later, Martine's signature mask and robe were found at the top of the highest tower, and none are certain of his fate. Some speculate that he is dead, others believe that he has found a way to return to Ispar.


author_Name: The Council of Sages
author_Account: prewritten
page_Text:
Martine's heroism was recognized by the people of Dereth when a new fortress in the southern Direlands was named after him -- Candeth Keep. 

This doll is a gift, celebrating five years of Isparian freedom on Dereth.


author_Name: The Council of Sages
author_Account: prewritten
page_Text:
There are many Olthoi Queens on Auberean, but one Queen holds power over them all -- the Ancient Queen.

The Ancient Queen was the first Olthoi Queen brought to Auberean by the forces of the Yalain Empire. Asheron's portal magic had allowed them to discover the Olthoi homeworld, and they sought to study the Olthoi further. When Asheron saw this Queen, he was alarmed to see that it was the same Olthoi that nearly killed him on a prior expedition. It bore the scar of Asheron's magic on its breastplate.


author_Name: The Council of Sages
author_Account: prewritten
page_Text:
When Olthoi first began to overrun the Yalaini Archipelago, it was this Queen that seemed to control them psychicly. The surviving Empyrean fled to Dereth, and there was no sign of the Ancient Queen for thousands of years.

In Portal Year 14, she made her return. There appears to be a form of psychic link between the Queen and Asheron, and for hundreds of years she and her minions had been tunneling beneath the ocean, attempting to reach Asheron in Dereth and exact her revenge. 


author_Name: The Council of Sages
author_Account: prewritten
page_Text:
As Olthoi overran Dereth, Asheron found himself imprisoned in his tower. Some Olthoi appear to have the power to nullify most forms of magic, and these same creatures encamped in the tunnels beneath Asheron's island. 

The Isparians fought against the Queen and her children, but it was not until the sorceress Nuhmudira enacted an ancient Falatacot ritual that they were able to defeat her. 


author_Name: The Council of Sages
author_Account: prewritten
page_Text:
Isparians used a Dericost poison to infect the food of the Olthoi, and Nuhmudira's ritual allowed her to contact the mind of the Queen and direct the Isparian forces. 

After a long and bloody battle, the Queen retreated into her tunnels, collapsing them behind her. The Dericost have completed the destruction of these tunnels, but somewhere in Auberean the Ancient Queen plots her return. 

This doll is a gift, celebrating five years of Isparian freedom on Dereth.


author_Account: prewritten
page_Text:
To commemorate the founding of our new home and our conquests to follow.

Built in the first year of the reign of our monarch, King Varicci di Corcosi, second of his name.
 


author_Name: Weijin Shou
author_Account: prewritten
page_Text:
Reijiri, my dear. I do not know where to start. The months since you left have been the most difficult since my arrival on Dereth. When you first came into my life, I did not understand how close we would grow to one another. There were many who claimed that it would never work. Man and Niffis were not meant to share such a love, they said. It would only end in tragedy, they said.


author_Name: Suzuhara Sheshumi
author_Account: prewritten
page_Text:
My dear brother,

You have once again proven that of the two of us, it is you who was blessed with the greatest heart. I thank you dearly for this package. The contents that you have so lovingly provided, coupled with the healing air of the sea, will surely cure these ailing lungs of mine.

Thank you, dear brother. You are every bit the man our mother said you would grow up to be.

With love, Suzuhara Sheshumi


author_Name: Central Overseer
author_Account: prewritten
page_Text:
Incursion of the Burun has diverted the attention of the Isparians. They become increasingly fragmented as these new threats encroach on their lands. If intelligence is to be believed, yet another threat from the north shall soon shatter their fragile kingdom even further. The time to harness the power of the Inner Eye has come to pass.

You have been tasked with a most significant purpose. You shall maintain your position until such time as the


author_Name: Central Overseer
author_Account: prewritten
page_Text:
collection is complete. Expect assault from the ever-predictable Isparians. Provide some trinket to occupy their minds. When the heat of the Eye has been collected, operations will cease.


author_Name: Worcer
author_Account: prewritten
page_Text:
Please retrieve the following items from the Holtburg Redoubt, at 40.4N 34.5E, and return them to Worcer, in the bar in Holtburg:

- Antique Platter 
- Antique Mug
- Antique Goblet
- Antique Bowl
- Wedding Band
- Bronze Candlestick
- Bronze Handbell
- Bronze Lamp


author_Name: Brogord the Forester
author_Account: prewritten
page_Text:
My beloved Ryndya,

I will write quickly, for I can hear the door above resounding with the efforts of the Tumeroks to find entrance. My time is short. I hope that you have heeded my command and followed little Flinrala through the mage's portal. Our daughter will need you in the coming years. Remember, both of you, that I will always love you. 

- B


author_Name: Lou Ka
author_Account: prewritten
page_Text:
Please retrieve the following items from the Braid Mansion Ruin just outside of Shoushi, at 34.2S 72.0E, and return them to Lou Ka in the bar in Shoushi:

- Lou Ka's Yaoji 
- Lou Ka's Trident
- Lou Ka's Shouken
- Lou Ka's Katar
- Bai Den's Gem
- Bai Den's Bracelet
- Bai Den's Ring
- Bai Den's Necklace


author_Name: Lubziklan al-Luq
author_Account: prewritten
page_Text:
Please retrieve the following items from the Sea Temple Catacombs at the mouth of the Yaraq harbor, around 20.2S 4.4W, and return them to Lubziklan al-Luq in his house south of Yaraq:

- Perfect Cove Apple 
- Cove Apple Baking Pan
- Cove Apple Paring Knife
- Aged Cove Apple Cider
- Perfectly Aged Cove Apple Cider
- Hard Cove Apple Cider
- Cove Apple Wine
- Hot Apple Pie


author_Name: Agents of Arcanum
author_Account: prewritten
page_Text:
Fragment of the Lightning Prism (2 writs, once only)
Fragment of the Fire Prism (2 writs, once only)
Fragment of the Acid Prism (2 writs, once only)
Fragment of the Ice Prism (2 writs, once only)
Nuhmudira's Token (1 writ, once only)
Regular Pyreal Ingots (1 writ)
Quality Pyreal Ingots (1 writ)
Diamond Powder (1 writ)
Niffis Pearls (1 writ)
Nefane Pearls (1 writ)
Royal Olthoi Jelly (1 writ)
Northern Forge Essence (1 writ)
Southern Forge Essence (1 writ)
Western Forge Essence (1 writ)


author_Name: Agents of Arcanum
author_Account: prewritten
page_Text:
Blood Fang Jewel (1 writ)
Black Glass Array (1 writ)
Soul Chalice (1 writ)
Desolate Seed (1 writ)
Warrior's Emblem (1 writ)
Burning Veil (1 writ)
Shadow Cursed Totem (1 writ)
Corrupted Skull (1 writ)
Seething Skull (1 writ)
Antiquated Compass (1 writ)
Black Luster Pearl (2 writs)
Crate of Fake Niffis Pearls (1 writ)


author_Name: Agents of Arcanum
author_Account: prewritten
page_Text:
Ancient Empyrean Trinket (1 writ)
Ancient Falatacot Trinket (1 writ)
Major Smoldering Stone (1 writ)
Major Shivering Stone (1 writ)
Major Sparking Stone (1 writ)
Major Stinging Stone (1 writ)
Minor Smoldering Stone (1/2 writ)
Minor Shivering Stone (1/2 writ)
Minor Sparking Stone (1/2 writ)
Minor Stinging Stone (1/2 writ)

These items may no longer exist:
Poison Olthoi Jelly (5 writs)


author_Name: Carlo di Cenza
author_Account: prewritten
page_Text:
I rode with a contingent of twenty-odd knights and squires - seasoned veterans all. The arctic wind of the plains seeped through our fur-lined armor and chilled our very bones. However, when we happened upon Varicci's mages, we noticed that they wore naught but thin, simple robes bearing the insignia of Sanamar. Sensing an easy victory, our knights unsheathed their weapons and attacked. 

As our men charged across the ice field, the mages unleashed a torrent of acid, lightning and flame. Our number


author_Name: Carlo di Cenza
author_Account: prewritten
page_Text:
Though the Duke had retired, Eleonora remained. She noticed the looks which Sir Bellas and I exchanged. She approached the two of us and whispered, "Meet me at my cottage. One hour," then left.

An hour later, Sir Bellas and I met with Eleonora. She had a plan. A dangerous, devious plan. We would sneak past Sanamar's defenses, infiltrate Varicci's Royal Hall, and steal what magical tomes we might find.

Neither Sir Bellas nor I held out much hope for success. Eleonora was a brilliant


author_Account: prewritten
page_Text:
The realm of Gharu'n grows ever smaller. As the Viamontians eradicate those hardened desert peoples, our own islands become endangered. What will happen to us when the Viamontians have killed all there is to kill? Will they be content to let us live? Or will they turn on us next?

I know not what lies beyond the portal you have chosen to take. Perhaps a life of joy and peace; perhaps not. Whatever lies out there, I wish you luck. This old world is too full of death and pain. You deserve better than that.


author_Account: prewritten
page_Text:
This war takes its toll. Roulea is no more. Aluvia's fall is but a matter of time. Our own desert realm exists entirely at the whim of the Viamontian King. He knows full well that our defense is but a show. Should he choose to press his attack, I fear that the Malika's glorious army will fall like wheat to the scythe.

I know not what lies beyond the portal you have chosen to take. Perhaps a life of joy and peace; perhaps not. Whatever lies out there, I wish you luck. This old world is too full of death and pain. You deserve better than that.


author_Account: prewritten
page_Text:
The last vestiges of the rebellion are all but eradicated. The Duke's influence lasted much longer than he could have imagined. His followers did their part to distract the King from his various campaigns. But now that he has defeated them, our King once again turns his gaze to the Bloodless lands of Ispar.

I know not what lies beyond the portal you have chosen to take, but I am certain you will attain the glory which you seek. You have done all you can here on Ispar. The world before you stands not a chance.


author_Account: prewritten
page_Text:
The situation in Aluvia grows worse by the day. Our armies do what they can to hold our western border, but the armies of Viamont persist. We have both taken heavy losses, but their ranks seem to grow ever larger while ours grow noticeably weaker. I fear the days of our realm grow short.

I know not what lies beyond the portal you have chosen to take. Perhaps a life of joy and peace; perhaps not. Whatever lies out there, I wish you luck. This old world is too full of death and pain. You deserve better than that.


author_Name: Lieutenant Commander Arwyth Margyle
author_Account: prewritten
page_Text:
In the absence of Commander Jared Kurth, I have assumed command of Fort Tethana. Your terms may sound generous, but the rumors surrounding Commander Kurth's disappearance are very ominous portents for those who join the Viamontian forces. I do not consider your current proposal sufficient to take such a risk with the men under my command. This is not to say that there is no possibility for a future alliance, but you will need to substantially improve your proposal for it to outweigh the possible negatives of an alliance with Sanamar.


author_Name: Unknown author
author_Account: prewritten
page_Text:
Grael was once a Spear of the Mukkir
He was a Blood-Warrior of Chief Daemal
His arm was the strongest of the Blood-Warriors
His beads of victory were many
He took many wives and many slaves
He fought at the Chief's left hand as they sang songs of rage


author_Name: Unknown author
author_Account: prewritten
page_Text:
Grael failed Chief Daemal
The Shining Ones from the south attacked the Mukkir
Chief Daemal led the Blood-Warriors to battle
Grael was overwhelmed by sorcerous light
He failed to protect the back of his Chief
He saw his Chief fall, singing a song of rage


author_Name: Unknown author
author_Account: prewritten
page_Text:
Grael became a prisoner of the Shining Ones
In their Great Circle, his war became their sport
Every day, he raged for the fall of his Chief
He slew all who came before him
He took their heads and ate their hearts
Every night, among the slaves, he sang songs of rage


author_Name: Asheron Realaidain
author_Account: prewritten
page_Text:
Silvia,
There was a time when I viewed your obsession with a certain level of flattery. To know that I, but a humble servant of the light, should inspire such feelings in your heart did indeed fill me with a measure of pride. But any good will I may have once held for you is no more! When you tricked Elysa into delivering the poisoned basket of fruit to me, I said nothing. When you spent those thirty nights on my doorstep, I said nothing. When you threw your raiment over the walls of my home in the middle


author_Name: Asheron Realaidain
author_Account: prewritten
page_Text:
of one of my stern lectures to Borelean, I said not a word! But this! This time you have gone too far, woman!

The white rabbit may be a terrible, vengeful beast, but he does not deserve to end up in some cookpot like a common hare! He is a noble beast, and ought to be treated as such. I cannot condone such actions, and I will no longer respond to your demonstrations of "affection." I've a mind to cast you into portal space, but out of respect for Queen Elysa, I'll not harm her subjects thus. Consider this my farewell to you, you loon of an Isparian.


author_Name: Agents of the Arcanum
author_Account: prewritten
page_Text:
Let it be known that there is a critical shortage of Niffis Pearls. The Agents of the Arcanum will now pay double the normal reward for Niffis Pearls.


author_Name: Mancanza
author_Account: prewritten
page_Text:
The Renegade Muldaveus, long thought dead, has recently been sighted roaming the wilds of Dereth. Look for clues to his location in the areas described on the following pages:


author_Name: Mancanza
author_Account: prewritten
page_Text:
Rumor has is that Muldaveus was spotted in an old Tumerok mine, northeast of Fort Tethana, but before the land bridge that leads to Danby's Outpost.


author_Name: Mancanza
author_Account: prewritten
page_Text:
There is Merchant a bit north of Neydisa that may have some information about the Lugian. Rough coordinates are 75N 10E. Keep in mind that those coordinates are rather rough, though.


author_Name: Mancanza
author_Account: prewritten
page_Text:
There is a camp in the snowy mountains just to the NE of Stonehold that may contain valuable information. The camp should be near the coordinates 72.3N 17.0W.


author_Name: Sir Binwas Loc
author_Account: prewritten
page_Text:
The island of Marae Lassel was much too easy a fight. I must assume the Queen has pulled back her forces to some more valuable target. I simply cannot believe her soldiers are this inept.

You are to scout the hills around Stonehold. If we are to make meaningful progress into Dereth, we will need to take this town. You would be wise to approach it with caution, however. We cannot expect another victory as simple as that of Marae Lassel.


author_Name: Arcanum Refurbisher
author_Account: prewritten
page_Text:
Greetings,
The Zaikhal Arcanum has discovered that the climate of Dereth has had an adverse effect on several popular housing decorations. We of the Arcanum feel much effort and love can be put into the decoration of your home, and anything that potentially degrades it appearance can be disconcerting. We are happy to offer all who desire it a free refurbishment service for a select number of items that have been most negatively affected by the weather and magics of this world. Please see the list starting on page two for all  items eligible for refurbishment.


author_Name: Arcanum Refurbisher
author_Account: prewritten
page_Text:
Pack Cow
Pack Drudge
Pack Golem
Pack Grievver
Pack Idol
Pack Lugian
Pack Mosswart
Pack Scarecrow
Pack Ursuin
Pack Virindi
Velveteen Olthoi
Plush Tusker
Golden Gromnie


author_Name: Arcanum Refurbisher
author_Account: prewritten
page_Text:
Decorative, Commemorative, and Oxidized Statues (Drudge)

Decorative, Commemorative, and Oxidized Statues (Gromnie)

Decorative, Commemorative, and Oxidized Statues (Skeleton)

Decorative, Commemorative, and Oxidized Statues (Tumerok)

Decorative, Commemorative, and Oxidized Statues (Virindi)


author_Name: Duke Raoul
author_Account: prewritten
page_Text:
We were somewhere around Samsur on the edge of the desert, when the spells began to wear off.  I remember saying something like "I feel a bit lightheaded; maybe we should stop to re-cast..."  And suddenly there was a terrible roar all around us and the sky was full of what looked like... Well, never mind what they looked like.  The point is that Zongo and I were in the middle of a long run, and we got jumped and died horribly.


author_Name: Duke Raoul
author_Account: prewritten
page_Text:
Zongo and I have decided that magic was fine for some folks, but both of us preferred to strengthen ourselves in the traditional manner we'd known on Ispar: with well-crafted drinks!  Oh yes, we'd fully studied and duplicated the recipes that Rand came up with.  But those weren't satisfying enough.  The effects we got out of things like Bobo's Stout just didn't suit our style.  We decided that there must be a way to create a more aggressive kind of beer.


author_Name: Duke Raoul
author_Account: prewritten
page_Text:
This is where Zongo's training as an Apothecary came in handy.  We tested numerous potential additives.  It would be a waste of time to list them all, and some of the results we got were just plain terrible.  At long last, after an extensive tour of the eastern coastline, Zongo and I finally discovered what we were after.  It turns out that blobs of muck that drop off Moarsmen can make a very potent additive.  Zongo theorizes that the muck has properties similar to the frog skin excretions that once got us into so much trouble with the Corcosa City Guard.


author_Name: Duke Raoul
author_Account: prewritten
page_Text:
With Zongo's expert direction, a healthy stock of Glorious brews, and a pile of fresh Moarsman corpses, I've developed three new brews.  The newly developed brews give me enough strength, toughness, and confidence to take on much more powerful creatures than I was once capable of fighting.


author_Name: King Varicci of Sanamar
author_Account: prewritten
page_Text:
I have not received a response from this outpost since my last message. This disturbs me greatly. When I am disturbed, I execute the disturbance. A prudent servant would not leave me disturbed.

I have supplied you with the means to destroy the Bloodless wench's seneschal. Heartbreaker is, even in my estimation, a most lordly weapon - more than able to fulfill our needs. All that remains is for that cur Jared Kurth to lure Blackmoor into our trap, and victory should be ours. This is not a difficult task. But yet, it remains incomplete.

Remember, the sacking of Glenden Wood is a secondary objective. Do not become distracted and forget about the true reason you are there. Hopefully, the presence of my Royal Inquisitors will help you remember, as well as to ensure that Blackmoor does not escape our trap.


author_Name: King Varicci II
author_Account: prewritten
page_Text:
Commander,
You are hereby charged to journey into the Direlands with a force of Knights and Mages and take possession of the Empyrean installation known as the Nexus.  While we no longer expect to find the great Nexus Crystal that once helped imprison the being known as Hopeslayer, we desire that you and the Mages under your command take a full investigation of the complex and hold it against all intruders, especially the servants of the Bloodless queen.


author_Name: V.d.C.
author_Account: prewritten
page_Text:
You and your team have shown remarkable skill in channeling our war beasts and the insect invaders to undermine the rebuilt town's foundations.  We are not concerned with the loss of soldiers in this effort - they were meant to be fodder and shock troops, after all.  You must simply keep enough Eaters alive and healthy to be able to drive the Olthoi Matron and her brood to the surface, once you have bridged the two caverns.  We are most concerned with the concealment of the digging once the Olthoi bore closer to the surface.  If you fail to conceal your presence beneath the town, the paranoid townsfolk will notice, and dispatch adventurers to investigate.  If your work is discovered, you will find no further assistance forthcoming.  Do not fail us.  The rewards we promised to you are contingent upon your secrecy and your success.  Useless tools are discarded.  You will join your Bloodless brethren underneath our boot heels, and twice cursed as turncoats and incompetents.


author_Name: Unknown Tumerok
author_Account: prewritten
page_Text:
My shame takes hold of me as we fall to defeat, but I must put these words to parchment. It is important for all to know the vileness of the blue-skinned human fiends, and the story of what happened here. Yes, even those we have fought and those we sundered alliances from, for even in our fights with those enemies there was honor. But the Bloodstone Company holds no honor.


author_Name: Unknown Tumerok
author_Account: prewritten
page_Text:
We have held our fort for many seasons, keeping the human Fort Tethana separated from the other akiekie to the north. We would launch attacks against the human fort, and they would attack us. But we could not win, and they could not win. And so the seasons passed.


author_Name: Unknown Tumerok
author_Account: prewritten
page_Text:
When it was the time of the highest sun in the sky, the blue-skinned humans approached our leaders. They wanted alliance with we who are called Renegade. They would help us defeat the other humans. We agreed, and our Lugian buhdis joined the blue-skinned humans in attacking the human settlement called Zaikhal.


author_Name: Unknown Tumerok
author_Account: prewritten
page_Text:
This morning, as the blood sun rose over the sea, a band of blue-skinned humans approached our fort. They called us brother and said they were the Bloodstone Company, come in peace to help us against the fort to the southwest. We invited them to our fort.


author_Name: Unknown Tumerok
author_Account: prewritten
page_Text:
We were tricked. The blue-skinned humans sought not our alliance, but our blood. Many warriors died with shame, with no weapon in hand. I do not know why they have done this. I only know that they now hold this fort.


author_Name: Unknown Tumerok
author_Account: prewritten
page_Text:
I write this from the tower of our fort. I have barred the way, but they threaten to break through soon. I would rage forth and engage them in combat now, but I must finish this writing first. Before today, I would have said that I would wish my writing to fall only into the hands of my xuta, but today I have no such wish. I do not care if Hea, Aun, atual arutoa, Lugian, or human find this writing - only that the blue-skinned humans do not. Let all be warned of the treachery of the blue-skinned humans.


author_Name: Ciandra, Arcanum Alchemist
author_Account: prewritten
page_Text:
Instructions:
Travel to the Arcanum Research Facility outside of Al-Jalima and collect four Enchanted Decanters.

Important Note: Do not use the Nullified Essence potion that Ciandra gives you if you wish to fight the Essences. The Essence Chamber is inaccessible once the Harbinger's link to them is broken by the Nullification Barrier the potion creates.

Travel to Old Yanshi and gain access to the Tunnels of the Harbinger by talking to the two creatures that control the portals. Our Agents report a series of Essence Chambers that the Harbinger has trapped the Essences in. Find these chambers and destroy the Essences.

Use the decanter on their Crystallized Essence remains to obtain the samples I require. Return to me with all four of the samples and I will reward you for your assistance.


author_Name: Lord Marsan
author_Account: prewritten
page_Text:
With the help of some splendid warriors, we have managed to break through the Viamontian lines. Now, we take the fight to Teth! I am certain that this will be a quick campaign. In fact, it reminds me of a story...but perhaps I shall work on my memoirs later. For now, we shall make camp and scout the area.


author_Name: Lord Marsan
author_Account: prewritten
page_Text:
The scouts have returned with bad news. We have been pursued over the neck by a Viamontian army. I am going to move to the northern coast area - that way, if the Fort Tethana warriors are in service to the Viamontians at this point, we won't be outflanked. And the other brigadiers say I've no sense of strategy!


author_Name: Lord Marsan
author_Account: prewritten
page_Text:
More bad news from the scouts. The Viamontians continue to pursue, and in addition, some Tumeroks have been sighted - the fully bipedal unfriendly sorts, not the Aun. I suspect they are Renegades, given where we are. At least Fort Tethana has not mustered any forces onto the field yet.


author_Name: Lord Marsan
author_Account: prewritten
page_Text:
We have arrived at what I deem to be a proper battlefield. The Viamontians are light on ranged attackers, so the hills of the area will help us concentrate our missiles and magic upon the enemy. Plus, it will allow us to watch for any Tumeroks approaching from unexpected angles.


author_Name: Lord Marsan
author_Account: prewritten
page_Text:
The Viamontians have arrived to the field, but have not launched an attack yet. Instead, they have sent a runner indicating that their general, Count Di Orza, wishes to parlay on the morrow. I shall, of course, oblige - as dirty a business as war can be, there is no reason not to extend a certain amount of courtesy to others of noble rank.


author_Name: Lord Marsan
author_Account: prewritten
page_Text:
We are undone.  Not just my army, but all who wished to take the field of battle today.

The first surprise of the morning was that there were three sides represented at the morning parlay. Count Di Orza was also surprised to find that a contingent of Renegade Tumeroks had invited themselves to this parlay, at which they railed against pretty much anyone who had ever wronged them, including Varicci, of course. They expressed their desire to destroy both armies as soon as hostilities commenced, though I never saw evidence that their forces were large enough to do such a thing.

Count Di Orza himself was, much as I hate to say it, a pleasant enough sort who was similarly distressed at such a barbaric presence as the Tumeroks. His purpose at the parlay, he managed to say between Tumerok rants, was to offer my forces a chance for a civilized surrender. He was not like most Viamontians I have met, but polite and approachable - even to me, representative of his nation's sworn enemy!


author_Name: Lord Marsan
author_Account: prewritten
page_Text:
It was midway through one of the Tumerok rants that one of my men noticed that the skies had grown very dark. Since there had not been a cloud in the sky before that, he found it very unusual and worth noting. All of us, even the Tumeroks, stepped out of the tent to view what my man had seen.

What we saw struck us all speechless. Though it was morning, the skies were as dark as midnight, but with no moon or stars. A cold wind blew against my cheek, and I heard only an eerie silence.


author_Name: Lord Marsan
author_Account: prewritten
page_Text:
Then, suddenly, we were all knocked over by a tremendous impact. I cannot describe what happened, because I was stunned from the blast. When I regained my senses, I perceived a most amazing thing. The hills of my chosen battlefield were gone, replaced with an ash gray crater. Many of the Viamontians and New Aluvian soldiers were slain instantly by the impact. Others were alive, but as I watched they began to change into dark, insubstantial forms - shadows. Still others were no longer there at all, with only dropped weapons or standards to prove their existence at all.


author_Name: Lord Marsan
author_Account: prewritten
page_Text:
Count Di Orza drew his weapon, and I did likewise, possibly the only two Isparians left on the field able to do so. At once, he swore that until we had ascertained what had happenedto our forces, he would hold a truce. I agreed, and we began to search among the ruins of the camps.

We found a portal in the middle of the new crater, heavily guarded by shadows. Some of them were men and women with whom I had dinner the previous evening. Others were ther brutish forms of Viamontian Knights, tained with darkness. All were now hostile to both myself and Count Di Orza, and we slew several before being forced to fall back.


author_Name: Lord Marsan
author_Account: prewritten
page_Text:
We are now in a grove of trees at the edge fo the crater, but I can already sense a darkness closing in. Count Di Orza says he will not succumb lightly, and I am of the same mind. Let whosoever finds this journal bring it to someone...anyone. The Viamontians and New Aluvians will want to know what has happened to their forces, and I imagine even those from Fort Tethana will want to know. Just make sure that someone knows of the doom that came to this battlefield. I do not expect to survive to do so.

It comes.  Farewell.


author_Name: Diviner Pheraion
author_Account: prewritten
page_Text:
Our preparations are nearly complete.  We almost made a critical mistake by putting all of our eggs in one basket, as it were.  We had pursued information on rousing Grael's lieutenant, Targor, following the logic that he would have further information on how to free or contact Grael.  The information provided by our new "allies" of the Rossu Morta showed us a different and more effective path.  As soon as we analyzed Dardante's research notes, we were able to re-focus our energies, and I am confident we are on the correct path to Grael.


author_Name: Diviner Pheraion
author_Account: prewritten
page_Text:
Final preparations are now underway at the ritual site, under the personal supervision of Pontifex Maegris.  It took a great deal of courage and ingenuity on the part of our militant brethren to find and secure the ordained location.  Not all of them came back, and not all of those who did come back were whole in mind and body.  We shall add their names to the litany and their heart's blood to the sacrifice we prepare for Grael.


author_Name: Diviner Pheraion
author_Account: prewritten
page_Text:
Our next priority must be the security of the ritual.  We have concealed the ritual location from Dardante, and have fed misdirection to his mob of simple-minded torturers and murderers, as they once deceived us.  We must be careful not to dwell upon our anger at the elaborate hoax perpetrated upon us by Dardante's minions.  It would only add to the energy we have already wasted.  We must concentrate on Grael.  We can worry about vengeance when we have joined ourselves to the Black Spear.


author_Name: Belinda du Loc
author_Account: prewritten
page_Text:
List of Rare Game:
Dark Sorcerer
Lord of Decay
Dark Myrmidon
Cold One
Master of the Pack
Swamp King
Tundra Mattekar
Lugian Warlord
Pure One
Sentient Fragment
Basalt Golem

List of Banished Creatures:
Banished Banderling
Banished Drudge
Banished Grievver
Banished Lugian
Banished Monouga
Banished Mu-miyah
Banished Olthoi
Banished Phyntos Wasp
Banished Shadow
Banished Tumerok
Banished Tusker

List of Fallen Creatures:
Fallen Crystal Shard
Fallen Doll
Fallen Drudge
Fallen Grievver
Fallen Lugian
Fallen Margul
Fallen Marionette
Fallen Mite
Fallen Rift
Fallen Shadow
Fallen Tumerok


author_Name: Madam Ainea Besu, Explorer of the Society
author_Account: prewritten
page_Text:
After living with the Lugians of Linvak Tukal for that past four years writing my book, "Lugian Society and Customs", I have decided to return to active participation in the Exploration Society. I have missed the visceral thrill of uncovering hidden tombs and valleys no human has ever laid eyes on. Also things have been changing at Linvak Tukal recently and they unnerve me. Lord Kresovus has retreated from public life and the few chances I have to engage him about the growing unrest in Linvak he has waved away as a human's confusion over the differences between Human and Lugian society.

But I digress, my findings and recent concerns will be covered in my soon to be completed book. This journal focuses on my new travels and discoveries.


author_Name: Asheron Realaidain
author_Account: prewritten
page_Text:
To create this portal, it will be of the utmost importance for the site to be arrayed properly.  A simple square will not do, as the equidistant sides will diffuse the power.  There needs to be a clear "direction of power", so to speak.

Perhaps the golden ratio would suit. The spiral which may be derived from it occurs in certain magical creatures, most notably the niffis. A rectangle formed using this ratio may be the best base to work from, especially if the ley lines underneath were to match the internal divisions of it.

The golden ratio is, of course, approximately 1.61803398874989484820458683. That should be sufficiently accurate for my purposes. And it would be a good number to use to encode the other message I must concern myself as well.

Note: The Mountain Sewer may be a good place to conduct further research and attempt to create the gems for these purposes. 


author_Name: Asheron Realaidain
author_Account: prewritten
page_Text:
To the esteemed scholar Bretself,

It may come as a shock to receive a letter from the very subject you study, but you have become renowned for your studies upon my people. In a less tempestuous time, I would be delighted to sit down with you and speak of my past and what I know of history, as I still consider myself a teacher even after all that has happened. However, I instead find myself needing to request something of you.

Those who have come here from your home have proven to be adept in exploring the ruins of my people. I do not hold this against them, for my people no longer occupy these places and they can learn much from the artifacts of the past. There is one item in particular I would ask you to watch for, however. I have stored a cache of gems that I use for my portal research in the place known as the Mountain Sewer by your people. It is an old complex which predates my time.


author_Name: Asheron Realaidain
author_Account: prewritten
page_Text:
I would appreciate if you, as a known researcher of my people, would watch for these gems. They are violet, and bear my name. They may be mistaken as artifacts of the past time, but in fact I am using them for present research. If people should bring you these gems, please appraise them closely. If you find that they may be powerful enough to attempt to use these gems, please ensure that they do not become aware as to their potential - simply claim the gems. You may disclose the truth about the gems to others as you see fit. Periodically a golem shall come to collect your gems and return them to the cache. I shall have to activate some new golems to facilitate this and other tasks I must do, and so will find myself traveling to the halls of a friend of my father to enable that.


author_Name: Asheron Realaidain
author_Account: prewritten
page_Text:
The reason I ask you to warn people against using the gems is that most of these gems will not work properly. Only a gem whose energy is expended in a certain frequency - what scholars acknowledge as the base of the natural logarithm, approximately 2.71828182845904523536028747 - is useful for my purposes. This can be distinguished by its steady pulse, whereas most will pulse with increasing pauses between each pulse. Gems meeting this specification are hard to construct, and so I have ended up with many flawed works that should never be used for any purpose.

I offer my sincere thanks.


author_Name: Asheron Realaidain
author_Account: prewritten
page_Text:
To create this particular portal, it seems that the number three shall be very integral. Coincidentally, in fetching the last inactive golem from Metos's workshop, I find that he has three workshops located on three ley lines. Attuning my ritual to these three locations should be relatively trivial and work well.

I believe that three locations in the north are also of necessity. Otherwise, there is no central point. However, introducing three more locations may disrupt some of the power I am attempting to harness This must be addressed.

To mitigate this, I can change the intervals of the chant of the ritual. I had planned on three seconds pause between each invocation, but instead, if I reduce the interval to its square root, it will lend the correct amount of control over the ritual. As a reference for myself, the square root of three is 1.73205080756887729352744634, approximately enough for my purposes.


author_Name: Asheron Realaidain
author_Account: prewritten
page_Text:
I write this entry with a troubled heart.  These pages should only come to light, should only be released by my Portal Servitor, if something has gone wrong with the journey I plan to make.  I have been called away from Dereth on an important task.  I must go and see for myself if an ancient evil has taken grip of yet another world.  Based on what I have heard from the noble Torgluuk, I have reason to suspect that the Falatacot are plotting terrible things in an enclave somewhere on the world of Bur.  I know the Falatacot regard Auberean, and Dereth in particular, as some kind of holy ground.  I must assume that any grand scheme they plot involves our world somehow, and thus they pose a direct threat to the people I have come to admire and respect here.


author_Name: Asheron Realaidain
author_Account: prewritten
page_Text:
I can only hope that Dereth is not imperiled by other forces while I am away.  Ours is a troubled land, rich in magical energy and sitting athwart the nexus of so many pathways, visible and invisible... It has been the crossroads of conflict for millennia, and I feel as though it shall always be that way.  Still, the humans of Dereth, under the wise guidance of Queen Elysa, have become a resourceful and resilient people.  There has not been a threat too dire for them to overcome.  Because of my confidence in the Queen and her people, and because I suspect that time is of the essence on Bur, I leave Dereth without investigating the recent disturbances I have sensed from the north of the island.


author_Name: Asheron Realaidain
author_Account: prewritten
page_Text:
I should take the time to discuss what disturbances I speak of, in case I am detained longer than I expect on Bur and the knowledge of these disturbances becomes important.  Off the northwest coast of Dereth, there is a strange anomaly in the lines of magic that crisscross the ocean's surface.  I have not been able to properly investigate it.  I only sense that the flow of magic is somehow altered there... It almost makes me think that some powerful force has decided to conceal something up there, but I surely would already know if there were some other person or group capable of that kind of power.  Certainly, the odd emanations from that region are not like anything I have ever sensed from the Falatacot, Dericostians, or even the Kemeroi or Virindi.


author_Name: Asheron Realaidain
author_Account: prewritten
page_Text:
The other disturbance comes from the northeast, near the island of Aerlinthe.  I have sensed a stirring from deep beneath the sea there.  Some ancient artifact of evil, perhaps, sunk deep in the sea by a long-ago cataclysm.  It strikes me as something strongly linked to the Kemeroi, but not one of their agents.  This could well herald danger some day, but the presence is barely detectable even to my keen senses.  It would take a significant amount of work to rouse such an artifact - work that I do not believe that humans, resourceful as they are, are yet capable of orchestrating.  Nor do I think that Queen Elysa, in her wisdom, would choose to prod at a Kemeroi artifact on the bottom of the sea.


author_Name: Asheron Realaidain
author_Account: prewritten
page_Text:
But as I have said, I am confident that I will be able to return to quickly and without incident to properly investigate these anomalies.  If this is not the case, and one of Ben Ten's apprentices has come to my servitor for these pages, then I am confident that there are at least a few denizens of Dereth capable of following the path I have laid out.  It will fall upon one of them to re-open the portal that I am using to transport myself to Bur.  With that in mind, I have taken steps to assist my friends and cover these preparations from our enemies.


author_Name: Asheron Realaidain
author_Account: prewritten
page_Text:
The Portal Servitor Golem has been instructed to keep the ritual site in readiness.  Whoever would follow me need only to bring the proper artifacts, attuned to Bur, to activate the four points of the ritual ground.  In the unlikely event that an Empyrean is the one who must follow after me, the ritual can be enacted at night with the proper preparations.  In the more likely event that it would be a human who has to open the portal, the ritual will only work on a night when the stars and moons are properly aligned and the most propitious currents flow through the island's lines of power.  My former apprentice, who has learned much in the ways of geomancy, will know the correct night.


author_Name: Halls of Metos
author_Account: prewritten
page_Text:
Have you heard of the Halls of Metos?  Metos was apparently an Empyrean, and a contemporary of Asheron.  Many adventurers have found their way there over the years, but it seems like the halls are more active lately.  New portals have appeared north of the Inner Sea and east of Yanshi that lead to the more remote halls.  The halls themselves are located near Tufa, Wai Jhou, and Ayan Baqur.

There are golems there which will offer to sell you your own golem assistant, for crafting and such.  Cooks, fletchers, alchemists and...err.."shady characters"...may find use of these golems, I'm told.


author_Name: Kuurak
author_Account: prewritten
page_Text:
We Burun have in the past been very conservative in the use of mucor. We remember the memories of our ancient ancestors improperly using mucor and suffering grievous injuries or death. However, after recent conversations with Dobblar, I have come to wonder if perhaps we are being too conservative. After some research, I have come to find some ways in which mucor may be combined with various other materials.

It began when Dobblar first mentioned the practice of salvaging raw materials from weapons and armor that fallen foes may carry. This is not a practice that the Burun have previously pursued, as the bone and stone that we primarily use is plentiful. Dobblar happened to have a small sample of granite, mahogany, and opal with him for me to examine and attempt to craft with. 


author_Name: Kuurak
author_Account: prewritten
page_Text:
As I examined it, I realized that I would be able to meld mucor that has been alchemically processed using an alembic into a full bag of one of those materials. The materials are able to deal with the magics of the mucor without disintegrating, as long as one is reasonably careful. At that point, the mucor and the material are irrevocably bound together. In addition, the salvaged material may no longer be used normally, nor may the mucor - the two meld to together.

I believe that one may use normal magic item tinkering or weapon tinkering to combine these unique salvaged materials with the sorts of weapons that we Burun favor. Speak to Dobblar and purchase a basic Burun weapon, and then apply the mucor-altered salvaged material directly to the weapon. They should combine successfully. The following salvaged materials should work, if you are skilled enough:


author_Name: Kuurak
author_Account: prewritten
page_Text:
Mucor-altered Granite:
Bone Sword
Stone Axe
Bone Dagger
Guruk Fist
Stone Mace
Stone Spear
Repugnant Melee Staff

Mucor-altered Opal:
Repugnant Spellcasting Staff

Mucor-altered Mahogany:
Bone Bow
Bone Crossbow

...and a final note. It is possible to utilize mucor-altered mahogany to create throwing hatchets as well, but that is a difficult task. The best thing to do would be to come back to me and give me the mucor-altered mahogany - I'll help you create a batch of throwing axes free of charge.


author_Name: Asheron
author_Account: prewritten
page_Text:
These are the resources I need to build the golem to protect my castle. I've assigned a basic point system for each resource that correlates to its value to the construction. I will reward those who help me by turning in (50), (100) and (200) points worth of resources.

Pyreal:
Pyreal Mote (1)
Pyreal Sliver (2)
Pyreal Nugget (4)
Pyreal Bar (8)
Pyreal Ingot (16)
Quality Pyreal Ingot (20)
Imprinting Mote (2)
Quality Imprinting Mote (4)
Superb Imprinting Mote (6)


author_Name: Constructor Golem
author_Account: prewritten
page_Text:
Crystal:
Cracked Shard (5)
Tiny Shard (10)
Small Shard (20)
Crystal Fragment (40)
Scored Shard (2)
Seared Shard (2)
Chilled Shard (2)
Plated Shard (2)
Hardened Shard (2)
Brilliant Shard (2)
Solid Shard (2)


author_Name: Diyas al-Yat
author_Account: prewritten
page_Text:
Initial observations, Entity: "Harraag"

The entity that calls itself "Harraag" seems to have adapted well to its alterations.  There seems to be neither rejection nor mutation of either "energy source" used in its empowerment.  "Harraag" has retained most of its original mental capabilities, despite hopes that the entity would develop proficiency in the manipulation of Mana.  All of the capability to do so is there, and there is ample evidence that the entity's base species possesses such abilities.  Further study may be necessary before the process can be considered complete.

Also, the entity has maintained its original "soul", with little evidence of the essence placed within it.  This will also require further study.


author_Name: Diyas al-Yat
author_Account: prewritten
page_Text:
Entity observations, post-release:

Entity Harraag immediately set to following the compulsions implanted in its grey matter when released.  The entity immediately made contact with those of its species, and began to sway them to follow it, largely through brute force.  Resistance to this conversion seems very high, but that seems to be the nature of the entity's base species.  The entity's progress will be monitored from a discreet distance.


author_Name: Diyas al-Yat
author_Account: prewritten
page_Text:
Entry 2, Entity Haraag:

The entity continues to meet great resistance.  Though physically greater in power than the base species, they seem reluctant to accept the entity's dominance.  The species seems highly resistant to following any being perceived as different from or from outside their species.  This seems to apply to Entity Harraag as well.

The base species has managed to put the entity in a defensive position, by gathering large numbers together to drive it off.  The Observers have dispatched some Rifts to aid the entity, as its loss would be a significant setback, even if the entity itself is a failure.


author_Name: Jarvis Hammerstone
author_Account: prewritten
page_Text:
The Town Council has put together this list of drudges who have caused us losses again and again. You must reduce their numberes. Return to me when you finish any of these tasks.

100 Drudge Lurkers
100 Drudge Stalkers
 50 Drudge Raveners
 40 Altered Drudges
 40 Augmented Drudges


author_Name: Phlynt, Agent of the Hidden Hand
author_Account: prewritten
page_Text:
Proof. The thing posing as Kresovus was hiding something in the warrens below Linvak Tukal.
I snuck in and found the remains of some kind of experiment I believed they performed on Balor. Whatever it was they skinned him to do it. I killed the Watcher in the Warrens guarding the old entrance to the Trials of the Arm, Mind and Heart, but a powerful Virindi Experimenter wounded me badly. I was able to escape and hide beneath a blocked passage in the Trial rooms, but my recalls and ties no longer work. It would appear I am trapped down here. I fear that I may not return to headquarters when I expire. If you find this message you should already have the proof we need to get Queen Elysa to move against the imposter. My only regret is I never found what happened to Lord Kresovus.


author_Name: Asheron
author_Account: prewritten
page_Text:
   I have been studying Aerbax's recent movements. He has set up a series of gate structures on the Obsidian Plain to channel the exposed energies there.

You must gain access to these gates somehow. I believe you will find a device of Virindi construction within. The fluctuations in the ley lines tell me Aerbax is using a mixture of raw planar energy and the dark energies to power his Gates. If you can feed his device enough excess dark energy you may be able to destabilize it and then destroy it, thus shutting down that Gate.


author_Name: Asheron
author_Account: prewritten
page_Text:
I have done all I can for now, the rest lies with your people. Aerbax's disturbance in the planar tides of this planet are so great that I fear for my people trapped in portal space. I must do my best to insure they are not set adrift and lost. I have sent a group of my servants to attempt to disable the final South Gate. They may be of some help to you.


author_Name: Asheron
author_Account: prewritten
page_Text:
One last note. If my instruments are correct, Aerbax will have enough power to focus his will through his Prodigal Children, weakened as they are, and enslave most of the sentient races in Dereth. Failure is not an option.

Good luck friend, 
Asheron Realadain


author_Name: Ulberan
author_Account: prewritten
page_Text:
To you I am entrusting the task of establishing a base in the comparatively wilder mountains of northern Osteth.  You are the most skilled geomancer I have currently available to me, and our patrons are very eager, in their own inscrutable and unemotional way, to have us establish facilities throughout the island and begin drawing and storing the power that runs across Dereth.


author_Name: Ulberan
author_Account: prewritten
page_Text:
I must only caution you to be discreet.  I, too, feel the heady and intoxicating surge of ancient, chaotic power that threatens to overflow the ley lines and nodes.  I know that the blood sorcerers and the various pawns of the Empyreans all are drawn to the re-awakened nodes and the power that spills forth from them.  Temper your own ambitions, lest you overstep yourself and expose yourself to risk.  The fool Nomendar al-Rakh has arrived in Sawato, asking after us and the medallions provided to us by our bacters.  Do not let your medallion fall into his hands!


author_Name: Hurmel the Smith
author_Account: prewritten
page_Text:
- Finish sorting through the old armor. Most of it is in bad shape.
- Try to convince that hot headed golem to give me more metal.
- Forge another sword for Lord Cynreft. Sell failures to the living.
- Craft some more of the gems the outsiders like so much.
- Head to the surface tonight to sell some more of my items.
- Give the Jester a piece of my mind. Why did he betray us?
- Recount my coin. I must save for my own Smithy.


author_Name: Xilinixilis T'thuunixis
author_Account: prewritten
page_Text:
The Blighted Dreamer speaks, and we must heed.  We shall do as our master commands, and we shall be rewarded beyond all comprehension.  It is our destiny, a destiny that the small-minded fools on Bur and here on Kiliakta cannot appreciate.

We must change the destiny of the moarsmen to suit our own needs.  The Blighted Dreamer has already incorporated some of them into its dreams of blight and decay.  We must change the rest in the image of our master, introduce the taint of our blood magics into their very being.  We have gathered many, including a rare variant that had never before been seen by any - hidden in a far away part of this world.  These must all become, to their very core, creatures of our master.


author_Name: Xilinixilis T'thuunixis
author_Account: prewritten
page_Text:
All of you have been trained in our rituals, enough to create more minions to serve the cause of the Blight.  All of you have the dedication in your beating hearts that our master desires, that will allow us to pour your life forces into this creation.  If you are perceived to be weak, you will be destroyed - remain strong in your conviction, and rely upon the rituals we have given to you to guide your way.

Once the creation is done, we shall move forward - our forces shall burst from this place, and move at the will of our master.  Those plans shall be revealed in the proper time.  For now, have faith in our master and in our own presence.


author_Name: Xilinixilis T'thuunixis
author_Account: prewritten
page_Text:
We have travelled a long road.  To split from the malicious liars upon Bur has been hard upon the Falatacot and our servants.  Trust that that road nears its end, and we shall overwhelm this world with a blight and domination which shall choke away the light forever.


author_Name: Laedron the Geomancer
author_Account: prewritten
page_Text:
We see now the extent of the Blight's ambitions.  Minions of T'thuun have infested six of the most powerful nodes of Dereth, tainting the energy that flows through them and increasing the Old One's hold on the surface.  Each node was held in thrall by a powerful Moarsman carrying the Blight.  Luckily, the Queen's scouts were able to trace the corruption across the ley lines quickly enough to intervene.  Here is a list of nodes and their locations:

Aerlinthe Island node: 84.1N, 44.1E
A'mun Desert node: 38.2S, 12.0E
Mt. Esper node: 62.0N, 18.0E
Halaetan Islands node: 93.8N, 67.4W
Linvak Mountains node: 64.8S, 59.3E
Obsidian Plain node: 68.0S, 62.2W


author_Account: prewritten
page_Text:
During the Tidal Surge, the hunters set forth with their nets to capture the Reefshark and bring food to the city.  They captured 294 Reefsharks for the pens. For every 7 Reefsharks captured 3 were slaughtered to feed the ravenous Brood Mothers.  Of the remaining Reefsharks, 1 out of every 4 were sacrificed to the Whispering One, may he bless us with his wisdom.

Know the number of Reefsharks left to feed the city and you shall know where to place the staff.


author_Name: Unknown
author_Account: prewritten
page_Text:
[You cannot translate the main text, but, written between the damaged paragraphs, is the following:]

My apologies, Master, for the poor method of recording this information for you.  Our last unused records were destroyed in the Elemental Attacks that caused us to seal off the lower areas.

... 

Our experiments with the Ley Line contained in the heart of the 'Dark Isle' have borne both unexpected fruit and unexpected problems.


author_Name: Unknown
author_Account: prewritten
page_Text:
[You cannot translate the main text, but, written between the damaged paragraphs, is the following:]

We have managed to distill the essence of the Ley Line, in a manner similar to the Infusions sometimes found in the mostly dormant volcanoes of Dereth.  We have had some success using this infusion to empower items, but are still in the experimental stages.

... 

Unfortunately, this process seems to have also awakened the Elementals and Magma Golems in the deeper steam vents near the Ley Line, which has forced us to lock off the lower tunnels during the times when the infusion is distilling, and sending units of Sclavus to collect the Infusions once they are complete.


author_Name: Unknown
author_Account: prewritten
page_Text:
[You cannot translate the main text, but, written between the damaged paragraphs, is the following:]

This has slowed our research somewhat, but has given us a means to further train the Sclavus, so we will live with it for the time being.  If we reach a juncture where the research necessitates working with the Ley Line directly, we will scour the tunnels clean at that time.

... 

In time, I believe this infusion may provide us a means to strengthen the Rituals to summon our great Lord from the depths, and allow his great Blight to spread amongst the surface world once more.  I will send updates once we have them.  Patriarchs bless and keep you until then.


author_Name: Unknown
author_Account: prewritten
page_Text:
We often search for answers at the bottom of a bottle.
This time, you may find the answer is right.


author_Name: -
author_Account: prewritten
page_Text:
I'm afraid, something dark, very dark is happening. Screams came from the depths of Mar'uun reaching across the chasm to me. A darkness spread acrosss Mar'uun. I've managed to barricade myself in the corner. I don't feel very safe, but I may be. I dream of rescue, were it possible. As I write this I can feel the darkness coming. 

<the writing on the note becomes unkempt>

... there's scratching above me...

<the note ends abruptly>


author_Name: Translated by Kuyiza bint Zayi
author_Account: prewritten
page_Text:
The magical seals are in place. At this time no invader can enter the castle, but I do not think the wards will protect the castle of my lord Mhoire for long. The destructive power of the book is too strong. 

The means to pass these wards and enter the castle has been entrusted to three guardians. Each champion holds a brand which, when used in succession, will mark the recipient as a defender of Mhoire Castle. The castle defenders can open the way into the castle. The lich has used the book to strike down these champions. At this point I do not think we can muster further defenders, but I record these days as I can so we are not forgotten.


author_Name: Translated by Kuyiza bint Zayi
author_Account: prewritten
page_Text:
The lich sought to feed the spirits of our champions to the book, but I have used a counterspell to stave off their destruction. Although I was not entirely successful, the spirits of the champions have been drawn inside the enchanted jewel to steal them away from oblivion at the hand of the lich. Although I can call forth the champions by using the jewel at the site of their demise, I fear to summon those spirits for I know they were corrupted before I could save them.

The first brand was entrusted to Lady Saliane. Lady Saliane was trapped in an open tomb within the graveyard by the lich and obiterated by magic. She retreated into the tomb from the upper graveyard, not far from the entrance to my lord's own tomb.


author_Name: Translated by Kuyiza bint Zayi
author_Account: prewritten
page_Text:
The second brand was entrusted to Lord Hendrel. Lord Hendrel called forth mighty magics to strike the lich when they met at the far end of the ranger-lord's forest, but the book reflected his own magic back upon him and sealed his fate.

The final brand was entrusted to Lord Trimere. Lord Trimere was one of Lord Mhoire's own personal guard. He fought on a parapet of Mhoire Castle while it still flew above the lands. His strength was drained by the consort of the lich, and his still living form was hurled from the castle wall to destruction in the rubble below.


author_Name: Translated by Kuyiza bint Zayi
author_Account: prewritten
page_Text:
I dare not use the gem to summon the Champions for I can sense their spirits and forms are corrupt. Although I am certain they still possess the champion's brands to mark castle defenders, if they are corrupt they will appear maddened and violent from the touch of the book's magic.

The minions of the lich have no idea that the guardian to the entrance of my lord's tomb can also bear defenders into the castle. What use is it to place those brands to empower the guardian and mark new champions when there is no one left to reinforce House Mhoire?

From the quill of 
Velesin the Black


author_Name: Primus Atamarr
author_Account: prewritten
page_Text:
You have been selected for a very important task.  Of those of our people who were willing to see the truth in this world, you had the rare gifts necessary to excel outside the structure of the Houses.  Use those gifts, and the skills I have added to your core, to interact and join with the diverse peoples of this world.  Only through integration and alliance can we thrive here, where we are cut off from our world by the insane Iron Blade Primus.  Remember the honor of our people, and make them proud to call you both friend and ally.


author_Name: Nalicana
author_Account: prewritten
page_Text:
It is my hope that this text will bring clarity to your understanding of the Paths of the Empyrean, and allow you to make informed decisions in your growth along these Paths. The following pages will explain the details of your choices in greater detail, as written by one of the Arcanum, who assures me he can make the process more understandable to the varied peoples of Dereth.

Walk in the Light.
- Nalicana


author_Name: Tylaris ibn Jhesadh
author_Account: prewritten
page_Text:
The first Seer to escape portal space is also the easiest to find. Nalicana, the Seer of the Yalain, will take on all those willing to learn of the Light as students. Speak with her and she will teach you how to focus your own Light to build an inner strength that the Oracles call Luminance. Once she teaches you to recognize and empower your own Luminance of the world around you then you may gain Luminance from the most powerful creatures and the most dangerous quests.


author_Name: Tylaris ibn Jhesadh
author_Account: prewritten
page_Text:
Nalicana has many things to teach you. When you learn to use Luminance, you gain the ability to slowly build it through questing and hunting. You can gather up to 1,000,000 luminance points before you must spend some by training at the Oracles to earn Auras and gain in power. This limit is only the maximum number of points you can accumulate at any one time; once you spend Luminance you are free to gain more, in effect refilling your total as you quest and hunt in the most dangerous areas.


author_Name: Tylaris ibn Jhesadh
author_Account: prewritten
page_Text:
As for the others, each of the remaining four Oracles are bitter rivals. They do not relish teaching students who follow the guidance of another Seer. Though all the Seers accept (some begrudgingly) Nalicana's hand in things, they will teach no student who still carries the Aura of a rival Seer. Some say their teachings are opposed in nature. Whatever the reason, you cannot learn from more than one at a time. You may seek guidance and power from any Oracle at any time, but if you accept their teachings, you will lose any Auras you gained from the other, rival Seers. Although all of Nalicana's Auras and teachings will remain with you, students who chose to learn from the four remaining Seers may only learn from one.


author_Name: Tylaris ibn Jhesadh
author_Account: prewritten
page_Text:
The remaining four Oracles have traveled to various areas in Dereth, and students will have to go forth and find them. The four rival Seers each represent an ancient Empyrean people.

The Shade of Lady Adja is all that remains of the Seer of the Light Falacot.
Ka'hiri is the Seer of the Dark Falacot.
Liam of Gelid is the Seer of the Dericost.
Lord Tyragar is the Seer of the Habraen.


author_Name: Tylaris ibn Jhesadh
author_Account: prewritten
page_Text:
Your learning starts with Nalicana, the Seer of the Yalain. She empowers students with the ability to gather Luminance and has many of the Auras to impart of students who have earned enough Luminance. She offers many boons to those who can build enough Luminance, and some say it can take years to learn all she has to offer. Other claim that the intrepid adventures of Dereth are too strong willed and some will wrest the secrets from her quickly. Who can say how long the path will take?


author_Name: Tylaris ibn Jhesadh
author_Account: prewritten
page_Text:
The Seer of the Yalain has many boons to offer students.

Once you start earning Luminance you may speak with her to learn how to focus that Luminance into Auras to empower you, and to craft items of power from the very Light of the world.


author_Name: Tylaris ibn Jhesadh
author_Account: prewritten
page_Text:
Aura of the Craftsman
Cost: 100,000 -> 150,000 -> 200,000 -> 250,000 -> 300,000

This aura increases the effective skill for all of your Tinkering skills by 1 for each purchase of this Aura. You may purchase this Aura up to 5 times for a total of 5 skill points to your effective skill when crafting.


author_Name: Tylaris ibn Jhesadh
author_Account: prewritten
page_Text:
Aura of Aetheric Vision
Cost: 100,000 -> 150,000 -> 200,000 -> 250,000 -> 300,000

This aura slightly increases the chance for the Aetheria you have equipped to surge. The Aetheria chance to surge will be slightly increase each time you purchase this Aura. You may purchase this Aura up to 5 times.


author_Name: Tylaris ibn Jhesadh
author_Account: prewritten
page_Text:
Aura of Glory
Cost: 100,000 -> 150,000 -> 200,000 -> 250,000 -> 300,000

This aura increases your critical damage rating by 1 for each level. You may purchase this Aura up to 5 times for a total of 5 damage rating to your critical attacks.


author_Name: Tylaris ibn Jhesadh
author_Account: prewritten
page_Text:
Aura of Mana Flow
Cost: 100,000 -> 150,000 -> 200,000 -> 250,000 -> 300,000

This aura decreases the mana usage of your magical items, decreasing the cost by a rating of 5 for each level. You may purchase this Aura up to 5 times for a total of 25 rating of decrease to your mana usage for items.


author_Name: Tylaris ibn Jhesadh
author_Account: prewritten
page_Text:
Aura of Mana Infusion
Cost: 100,000 -> 150,000 -> 200,000 -> 250,000 -> 300,000

This aura increases the mana your Mana Stones give to your items, increasing the rating of those uses by 5 for each level. You may purchase this Aura up to 5 times for a total of 25 mana rating to your mana stone uses.


author_Name: Tylaris ibn Jhesadh
author_Account: prewritten
page_Text:
Aura of Protection
Cost: 100,000 -> 150,000 -> 200,000 -> 250,000 -> 300,000

This aura reduces the damage of any attack by 1 damage reduction rating for each level.  You may purchase this Aura up to 5 times for a total of 5 damage reduction rating against all attacks.


author_Name: Tylaris ibn Jhesadh
author_Account: prewritten
page_Text:
Aura of Purity
Cost: 100,000 -> 150,000 -> 200,000 -> 250,000 -> 300,000

This aura increases the effect of any healing upon you by 1 healing rating for each level.  You may purchase this Aura up to 5 times for a total of 5 healing rating which increases all sorts of healing effects upon you.


author_Name: Tylaris ibn Jhesadh
author_Account: prewritten
page_Text:
Aura of Temperance
Cost: 100,000 -> 150,000 -> 200,000 -> 250,000 -> 300,000

This aura increases your critical damage reduction rating by 1 for each level.  You may purchase this Aura up to 5 times for a total of 5 damage reduction rating against critical attacks.


author_Name: Tylaris ibn Jhesadh
author_Account: prewritten
page_Text:
Aura of Valor
Cost: 100,000 -> 150,000 -> 200,000 -> 250,000 -> 300,000

This aura increases your damage rating by 1 for each level. You may purchase this Aura up to 5 times for a total of 5 damage rating to all of your attacks.


author_Name: Tylaris ibn Jhesadh
author_Account: prewritten
page_Text:
Skill Credits
Cost: 1,000,000 -> 1,000,000

The inner understanding of the Light and Shadow of the world lets you purchase up to 2 additional skill credits. Each skill credit costs the full 1,000,000 Luminance. You may purchase up to 2 additional skill credits in this fashion.


author_Name: Tylaris ibn Jhesadh
author_Account: prewritten
page_Text:
In addition, Nalicana is a superb craftswoman and specializing in weaving the light around her into small items of power. For those Empyreans who have gained many Auras yet still seek Luminance, this seer offers small consumable items, crafted from light, to purchase.


author_Name: Tylaris ibn Jhesadh
author_Account: prewritten
page_Text:
The Shade of Lady Adja is all that remains of the Seer of the Light Falacot.
She offers her students two additional Auras.


author_Name: Tylaris ibn Jhesadh
author_Account: prewritten
page_Text:
Aura of Invulnerability
Cost: 350,000 -> 400,000 -> 450,000 -> 500,000 -> 550,000

You must have 5 levels in your Aura of Protection to purchase this Aura.
This aura increases your critical damage reduction rating by 1 for each level. You may purchase this Aura up to 5 times for a total of 5 critical damage reduction rating. This stacks on top of Aura of Protection.


author_Name: Tylaris ibn Jhesadh
author_Account: prewritten
page_Text:
Aura of the Specialist
Cost: 350,000 -> 400,000 -> 450,000 -> 500,000 -> 550,000

This aura increases the effective skill level of all your Specialized skills by 2 for each level. You may purchase this Aura up to 5 times for a total of +10 to the effective skill level of any Specialized skill you possess.


author_Name: Tylaris ibn Jhesadh
author_Account: prewritten
page_Text:
Aura of Destruction
Cost: 350,000 -> 400,000 -> 450,000 -> 500,000 -> 550,000

You must have 5 levels in your Aura of Valor to purchase this Aura.
This aura increases your damage rating by 1 for each level. You may purchase this Aura up to 5 times for a total of 5 damage rating to all of your attacks. This stacks on top of Aura of Valor.


author_Name: Tylaris ibn Jhesadh
author_Account: prewritten
page_Text:
Aura of Retribution
Cost: 350,000 -> 400,000 -> 450,000 -> 500,000 -> 550,000

You must have 5 levels in your Aura of Glory to purchase this Aura.
This aura increases your critical damage rating by 1 for each level. You may purchase this Aura up to 5 times for a total of 5 critical damage rating to all of your attacks. This stacks on top of Aura of Glory.


author_Name: Tylaris ibn Jhesadh
author_Account: prewritten
page_Text:
Aura of Hardening
Cost: 350,000 -> 400,000 -> 450,000 -> 500,000 -> 550,000

You must have 5 levels in your Aura of Temperance to purchase this Aura.
This aura increases your damage reduction rating by 1 for each level. You may purchase this Aura up to 5 times for a total of 5 damage reduction rating. This stacks on top of Aura of Temperance.


author_Name: Lord Kastellar
author_Account: prewritten
page_Text:
My dear Lord Gregor,

As you have requested, here is an update on my progress with the creation of the Bloodstones.  As you have seen with the Bloodstones already released in the area held by the Gurog above, the Bloodstones themselves are a success.  At the behest of the Archons, I have also experimented in the creation of smaller varieties, with a focus on speeding the process.  Progress on these goes well, and already a number of smaller Bloodstone Shards and Fragments have been completed.

All else goes according to plan.  Please inform the Archons and His Eternal Splendor that, at the present rate, I should be able to provide a small army of Bloodstones for the protection of the ritual.  With the added security of the Bloodstones, the location will be impenetrable.

If you have need of me, use the Pillar to gain access.  The code for reaching me is Uphara, Uphara, Dowleth, Dowleth, Lefshu, Riga, Lefshu, Riga, Aphi, Beelu, Beelu, Aphi.

Always in Service,
Lord Kastellar


author_Name: Wardley
author_Account: prewritten
page_Text:
The wights seem to be gathering together in this area. They seem to be heading into a cave to the west of here. 

This can't be a good sign. I am going in for a closer look. If you find this note it can only mean I did not make it back out. 

Warn my brother not to come after me.


author_Name: RACIAL CHANGES
author_Account: prewritten
page_Text:
Racial Changes

Racial advantages have been revamped.

The number of specialization credits you can have has been increased by 6, to a total of 70.

Racial skills have been removed and experience refunded. You get Arcane Lore trained for free and you can spend the other 2 skill credits as you see fit.

Each race still gets a free starting Augmentation. Each race also gets a bonus to the damage of specific weapons called Mastery. Your Mastery is listed in your Character Information panel.

If you used a racial weapon skill you will have to train or specialize one of the new weapons skills described on the next page.


author_Name: WEAPON SKILL CHANGES
author_Account: prewritten
page_Text:
Weapon Skill Changes
    
Weapon skills have been revamped. Weapons are now organized into 5 combat skills:

Heavy Weapons
Cost: 6/6
(Str + Coord)/3

Light Weapons
Cost: 4/4
(Str + Coord)/3

Finesse Weapons
Cost: 4/4
(Quick + Coord)/3

Two Handed Combat
Cost: 8/8
(Str + Coord)/3

Missile Weapons
Cost: 6/6
Coord/2

Characters with the Sword skill were given Heavy Weapons. Characters with the Dagger skill were given Finesse Weapons. Characters with any other weapon skill were given the Light Weapons skill. Characters were only given one new weapon skill, with the precedence being Heavy over Finesse over Light.

(Racial weapon skills were removed entirely and not replaced by new skills.) 

Bow, Crossbow and Thrown Weapon skills have been removed. If you had any of those skills then Missile Weapons was added.

Two Handed Weapon skill remains unchanged.


author_Name: SHIELD AND DUAL WIELD
author_Account: prewritten
page_Text:
Shield and Dual Wield

A Shield skill and Dual Wield skill were added. If you use shields you will want to train or specialize the Shield skill or higher level shields will be far less effective for you. You can also learn to effectively wield a one handed weapon in your off hand.

Shield
Cost: 2/2
(Str + Coord)/2
You gain full benefit from shields you have equipped.

Dual Wield
Cost: 2/2
(Str + Coord)/3
You can equip a weapon in each hand. Your skill in the off hand is limited by your Dual Wield skill.


author_Name: LOOT WEAPONS
author_Account: prewritten
page_Text:
Loot Weapons

Your loot weapons have been converted to the new skills.

Swords have been changed to Heavy Weapons and the damage has been increased appropriately.

Daggers have been changed to Finesse Weapons and the damage has been increased appropriately.

Other weapons have been changed to Light Weapons and the damage has been increased appropriately.

New weapons drop in loot. Each type of weapon (Dagger, Sword, Mace, etc.) is represented in each skill. There are, for example, Heavy Daggers, Light Axes, Finesse Sword, etc.


author_Name: QUEST WEAPONS
author_Account: prewritten
page_Text:
Quest Weapons

Quest weapons have been updated, and they have been redistributed among the new weapon skills.

To help you get going with the changes, Asheron has sent an Emissary to Arwic to distribute one free quest weapon to existing adventurers.

Find the Emissary of Asheron in Arwic to claim your free quest weapon.


author_Name: Imbues and Modifications
author_Account: prewritten
page_Text:
Imbues and Modifications

To help you transition to the new skills and prepare new weapons, all adventurers are given six imbue swap coins that can be used to purchase new imbues

You can claim these coins from one of Asheron's Emissaries in Arwic. These coins can be traded to other characters.


author_Name: New Skills
author_Account: prewritten
page_Text:
Other New Skills

The combat masters of Dereth have developed new skills which you can learn.

Recklessness
Cost: 4/2
(Str+Quick)/3
When your power bar or accuracy bar is in the middle of the bar your melee and missile attacks get extra damage. You also take extra damage. This damage is not added to critical hits.

Sneak Attack
Cost: 4/2
(Coord + Quick)/3
Your melee, missile and magic attacks do more damage from behind. If you have the Deception skill you have a chance for extra damage from the front.

Dirty Fighting
Cost: 2/2
(Str + Coord)/3
Your melee and missile attacks have a chance to weaken your opponent. High attacks can reduce the attack skills of the opponent. Low attacks can reduce the defense skills of the opponent. Medium attacks can reduce healing effects on the opponent and cause small amounts of bleeding damage.


author_Name: And More!
author_Account: prewritten
page_Text:
These are just some of the changes for the February 2012 patch.

For more complete information visit the Asheron's Call official forums.


author_Account: prewritten
page_Text:
Once this rare Gold Letter is stamped with a Town Stamp, it can be turned into an authorized Society Agent for a reward. Look in the Book of Quests for New Explorers to start on your way. Any of the Society Agents who are catering to new arrivals  in the nine Nexus towns maybe be contacted to obtain this guide.


author_Name: Explorer Scribe
author_Account: prewritten
page_Text:
Atlan Weapons

Atlan weapons have become sought after once again. These ancient weapons grant great power to those who wield them, but in order to wield them, one must first construct them.


author_Name: Explorer Scribe
author_Account: prewritten
page_Text:
Step One:

Many pyreal motes, found on the golems of Dereth, will be required to continue on the journey towards and Atlan weapon.

Two Pyreal Motes create a Pyreal Sliver.
Two Pyreal Slivers creates a Pyreal Nugget.
Two Pyreal Nuggets create a Pyreal Bar.
And two Pyreal Bars are needed to create a Quality Pyreal Ingot. Make sure to seek out an alchemist before attempting this final step for proper results.


author_Name: Explorer Scribe
author_Account: prewritten
page_Text:
Step Two:

Venture to Crater Lake Village and seek out Silencia the Archmage. She has glyphs for sale that will be needed in this next step.

Obtain the glyph for the weapon you desire (Heavy, Light, Finesse, Missile, Two Handed, or Magic). 

Those who possess enough knowledge in their preferred form of combat will be able to combine a Quality Pyreal Ingot with a glyph to create an Infused Ingot.

Give the Infused Ingot to the Magma Golem (fear not, he is a controlled beast) and you shall be rewarded with an Atlan Weapon


author_Name: Explorer Scribe
author_Account: prewritten
page_Text:
Improving Your Weapon:

Now that you have obtained an Atlan Weapon you will likely wish to improve its power.

For that you will need Minor or Major elemental stones.

To find out more about these stones, search the town barkeepers for rumors. I would suggest starting with the towns of Cragstone, Zaikhal, Mayoi and Hebian-To.

Good luck young adventurer.


author_Name: Virindi Delegate
author_Account: prewritten
page_Text:
To my loyal Sentinel,

My plan nears completion. The studies of the desert meatbags, the newly enlightened, and the insect mother have gone as expected. The Council will soon remove the Reaver of Dreams and I will ascend closer to the power and control I so rightfully deserve. 

We must use extreme caution so as not to be revealed. Discovery now would lead to unacceptable consequences. This must not occur, I have invested too much time and effort to fall short now.

Continue to prepare my minions. They must be ready for the new age when my reign begins. I will contact you when the next step is to commence. None will be able to stop me then...not the Council, not the Reaver of Dreams, and especially not the meddling fleshlings of this wretched land.


author_Name: Asheron
author_Account: prewritten
page_Text:
If you are reading this, then you have located the Font of Enlightenment and Rebirth.  This ancient font was a gift from the Deru to the Falatacot who followed the Light.  It was taught that those who undertook the path would become enlightened over their many experienced lives, and would gain great wisdom and compassion from all they had seen.


author_Name: Asheron
author_Account: prewritten
page_Text:
If you wish to undertake this path, be warned, it is not for the faint of heart, and there is no turning back.  The font will strip you of your skills and experience, leaving you as one new-found in Dereth.  I have studied the font, and I have learned much of what it requires in order to function.  The following is the list of criteria you must meet in this Age to use the font:

1. You must have acheived the pinnacle of experience, and be of the 275th circle of experience.

2. You must have learned all there is of Luminance, being one who has trained in all of the Luminance Auras, to their maximum capacity.

3. You must be a Master of one of the Societies of Dereth.


author_Name: Asheron
author_Account: prewritten
page_Text:
If you meet the listed requirements, the font will activate and set you upon the Path of Enlightenment.

The following changes will overcome you as you are set upon the path:

1. You will drop to the first circle of experience.

2. You will forget the knowledge of all of your skills.

3. You will lose access to the magics of Aetheria until you retake the quests and regain it.

4. You will lose access to the magics of Luminance until you retake the quests and regain it.


author_Name: Asheron
author_Account: prewritten
page_Text:
There are, however, some things you will retain.  Any Augmentations you have learned will remain with you.  Any skill credits you have earned will also remain with you.  Also, as you walk the Path of Enlightenment, each time you step back to the beginnings, your skills and vitality will increase slightly, as the imperfections of your form are stipped away, bit by bit.

To ease this process a bit, I have cast an enchantment that will provide a token to any who set upon the path, so they may travel to my castle and reattune their attributes.  Also, I have created duplicates of the Enlightenment Statues and set them in a ring around the exterior of my castle.  This should ease things for those who wish to respecialize a skill.  Lastly, I have created several portals in the Temple of the Font, so those newly reformed into the world can get to several safer locations, including my castle, for those who need access to the statues.


author_Name: Asheron
author_Account: prewritten
page_Text:
If you choose to set foot upon this path, may the blessings of the Light Falatacot and the Deru be upon you.  And may all of Dereth be bettered by your choice.

~ Asheron Realaidain


# weenie_properties_string

value:
Magically enhanced crystaline arrows that draw the elemental energies from elementally attuned bows to damage their target.


value:
Deadly, crystaline arrows that draw the elemental energies from elementally attuned bows to damage their target.


value:
Crystaline arrows that draw the elemental energies from elementally attuned bows to damage their target.


value:
Deadly, crystaline atlatl darts that draw the elemental energies from elementally attuned atlatls to damage their target.


value:
Deadly, crystaline quarrels that draw the elemental energies from elementally attuned crossbows to damage their target.


value:
Magically enhanced crystaline quarrels that draw the elemental energies from elementally attuned crossbows to damage their target.


value:
Crystaline quarrels that draw the elemental energies from elementally attuned crossbows to damage their target.


value:
Written transcription of Dericostian runes discovered on Standing Stones near Stonehold, and Bandit and Neydisa Castles. The three inscriptions fit together perfectly, forming a single message. Unfortunately, you cannot translate it.


value:
An amorphous, unidentifiable organism with what appears to be characters of Yalaini script burned into its flesh.


value:
A Life Magic spell scroll taken from Geraux the Legate, a Virindi Master.  It may affect health regeneration.  It needs to be translated before the spell can be learned.


value:
A War Magic spell scroll taken from Nelamar the Legate, a Virindi Master.  It may be a fire-related projectile spell.  It needs to be translated before the spell can be learned.


value:
This is a fresh, sticky, membranous life form.  Newly inscribed characters of Empyrean script are burned into its flesh.


value:
An unidentifiable fleshy organism, it has no apparent orifices for eyes or mouth in its thin membranous skin. Dark Empyrean script is burned into its flesh. It wriggles grotesquely in your grasp.


value:
Your own personal copy of the original translation of the message shard found on the Virindi Consul in the Tanada House of Water.


value:
This item cannot be read, but a scholar of the ways of the Virindi may be able to decode the message contained within.


value:
A book written by Abrim of Morningthaw, one of the adventurers who rediscovered the Lost City of Frore, and destroyed the powerful magical artifact at its heart.


value:
A letter of introduction, addressed to Jilsaya bint Dah in al-Arqas from Nurbaha bint Dah in the West Outpost.


value:
A letter of introduction, addressed to Jilsaya bint Dah in al-Arqas from Sarqah bint Ak in the North Outpost.


value:
A note from Nasun ibn Tifar and Ahyara in the Yaraq Outposts, for delivery to Mara al-Luq outside Yaraq.


value:
A weighty, leather-bound history of some vintage.  The front plate has "From Harlune's Library" scrawled across the bottom


value:
A translation of Dericostian runes found on standing stones scattered throughout the northeastern mountains. This appears to be a portalspace coordinate, and should be brought to Mairisa bint Fuda in Plateau.


value:
An incredibly old book, partially preserved by frigid temperatures, written in Empyrean characters and organized in the format of a journal.  Handle with care!


value:
A book which shows a number of weaponry diagrams. It is printed in the High Empyrean language of the Era of Lore.


value:
A scroll bearing a heavy waxen seal, embossed with an unrecognizable coat of arms. The elaborate calligraphy is in the High Empyrean language of the Era of Lore.


value:
A small hardbound book, with blossoms pressed into its paper. The writing within is flowery and delicate, in a the High Empyrean language of the Era of Lore.


value:
A hastily jotted note in the flowing script of Yalain. The paper is singed and crumbling from exposure to the heat of Mount Tenkarrdun.


value:
A book printed in the flowing script of Yalain. The ornate pyreal inlay on the binding has been discolored by the ash of Mount Tenkarrdun.


value:
A damp, decayed parchment scroll. Although the letters are almost blurred away, you can see that a strong, flowing hand has written Yalaini script on it.


value:
A letter, so old and brittle it nearly cracks in your hand. There are blossoms pressed into the paper. The writing is flowery and delicate, in the High Empyrean language of the Era of Lore.


value:
The words upon this gem were scribed by Her Majesty Empress Alaidain upon her return to the lighted lands. In her waning years, she entrusted this gem to the wards of Ithaenc. Only the monarchs of the Seaborne Empire may read these fateful words, spoken by the last King of Dericost as he lay dying before his throne of ice.


value:
A magical scroll, covered with runes of the Dericost language. You cannot read the formula, and must bring it to Kuyiza bint Zayi in Zaikhal for translation.


value:
A book, handwritten in stiff, crabbed Yalaini script. The symbols used are not recognizable Empyrean letters, but a mix of numbers and unrecognizable symbols.


value:
A large, empty tome, bound in what appears to be finely cut amethyst. It is very lightweight. There are fragrant late summer blossoms impressed in its pages. The name Rurinah is written in iridescent ink on the first page.


value:
A soft light that seems to emit a silent message in the back of your mind.  Staring at it gives you a sense of peace, and you feel your hand begin to stroke the orb's surface.


value:
A tome of four distinct colors, fasted in an iron bound leather binding. Surprising light for such a large tome, the book bears no scent of age, though it is written in an old for of Empyrean. It can only be translated by one skilled in the Empyrean languages.


value:
A tome of four distinct colors, fasted in an iron bound leather binding. Surprising light for such a large tome, the book bears no scent of age, though it is written in an old form of Empyrean. It has been translated for ease of reading.


value:
A tome torn and charred. Several pages are still salvageable. The text appears to be written in the Gelidite tongue.


value:
A tome torn and charred. Several pages are still salvageable. The text has been translated from Empyrean.


value:
A tome. The pages of this book have been hastily placed within the binding. The first page shows the picture of an altar, or dias.


value:
A gnawed and crumpled letter. It has been torn, folded, mutilated, and bears the marks of mite teeth, but the elegant handwriting is still legible.


value:
A Chalk Board that anyone can write on.  The last person to write on this will be listed as the author.  This item may be placed on wall hooks.  Mansions may only have 3 Chalk Boards, Villas and Cottages may only have 1.  You may not hook this in an apartment.


value:
A book listing the portals linking the Nexus towns as well as those leading to where the Nexus town stamps can be found. 


value:
Directions given to the group of Zharalim Explorers searching for the newly discovered bulwark north west of Zaikhal.


value:
A journal written by Zharalim Master Yaral. Several pages have been damaged, but the bulk of the book appears intact.


value:
From the journal of Sir Binwas Loc - the second of four passages concerning the mysterious creature known as 'The Thrungus.' This portion was found in the Humid Hovel.


value:
From the journal of Sir Binwas Loc - the third of four passages concerning the mysterious creature known as 'The Thrungus.' This portion was found in the Sultry Hovel.


value:
From the journal of Sir Binwas Loc - the fourth of four passages concerning the mysterious creature known as 'The Thrungus.' This portion was found in the Moist Hovel.


value:
From the journal of Sir Binwas Loc - the first of four passages concerning the mysterious creature known as 'The Thrungus.' This portion was found in the Steaming Hovel.


value:
A blood-stained note to General Corcima from King Varicci II. It appears to be rather old and crumpled.


value:
A note to Captain Argenne of the Silver Legion from General Corcima. It appears to be rather old and crumpled.


value:
A note from the grief-stricken Weijin Shou to the Niffis Reijiri. There is a spot of blood on this note, as if the person who had originally tried to deliver it suffered some unfortunate fate.


value:
Worcer in Holtburg is requesting help retrieving these items from the Holtburg Redoubt. This is a good adventure for someone who is newly arrived in Dereth.


value:
Lou Ka in Shoushi is requesting help retrieving these items from the Braid Mansion Ruin. This is a good adventure for someone who is newly arrived in Dereth.


value:
Lubziklan al-Luq in Yaraq is requesting help retrieving these items from the Sea Temple Catacombs. This is a good adventure for someone who is newly arrived in Dereth.


value:
A translation of an Unreadable Dericost Tome written by Kuyiza bint Zayi of Zaikhal. The original text was discovered within the ruins of Sepulcher of Nightmares.


value:
A small journal written by Kraest, a High Archon in the Order of the Raven Hand. This text was discovered within the ruins of the Nightmare Sepulcher.


value:
A plea from Branwyn of Arwic seeking aid in finding her missing husband. This task is suitable for players level 130 or greater.


value:
This book almost seems to reek of the taint of the shadows and Mukkir who inhabit the Dark Spiral. The book begins in a strong hand, but descends into spidery illegibility.


value:
This is a note given out by Kuurak, the weaponcrafter of the Burun village of Kor-Gursha. It details his latest experiments in the combination of salvaging materials and mucor.


value:
A translation of the Virindi Message Shard retrieved from the Virindi Archivist, detailing observations on the altered Banderling, Harraag.


value:
A copy of the translation of the Virindi Message Shard retrieved from the Virindi Archivist, detailing observations on the altered Banderling, Harraag.


value:
This tome is bound in a strange substance - possibly the skin of a moarsman or some other reptilian creature. Intricate rust red runes are drawn upon the front cover


value:
A charred Falatacot journal, damaged beyond translation, with some handwritten text on a few less damaged pages.


value:
This message will soon self destruct! Commit it to memory. You have less than a week to make contact before this will become invalid. You'll want to bring MMD trade notes if you're interested in purchasing any services. 


value:
Bound sheets of magically preserved parchment, scribed in the sharp black runes of ancient Dericost. You will have to bring them to a translator.


value:
A translation of the report written by Lord Kastellar to Battle Lord Gregor, detailing his progress on the creation of the Bloodstones.


value:
The page is marked in black ink with penguin footprints. Perhaps Larinne Kerendova the Pet Store Manager can translate this.


value:
A sealed scroll given to you by Commander Presk. Deliver this to Raksaa located on the Obsidian Plains.


value:
This staff is crafted from a strange alloy. The staff is clearly broken. There are several areas where the alloy has been exposed to corrosives.


value:
Made from a metal alloy and carbonized iron. This staff once belonged to an ancient group of acolytes who possessed magical powers.


value:
A staff made from the petrified wood of Aerlinthe, taken from the claws of the Dark Magus of that island. This artifact is several centuries old.


value:
A magical orb found in the cathedral of Ithaenc. This artifact was crafted by Lady Adja, a member of the Yalaini Council of Five, for use by her religious order.


value:
                   ´┐¢-´┐¢=J´┐¢´┐¢ 7th 2001=´┐¢-´┐¢
   No you can't get this staff anymore, It doesn't cast any spells, and no I won't buff you.


value:
A small stone with strange markings on the side. The stone has been imbued with strong magical abilities.


value:
A magical orb, painted to show the continents and islands of Auberean. The island of Dereth can barely be seen, a tiny speck in the northern oceans.


value:
A magical orb. Its surface seems to be composed of many overlaid leaves of metal. On the edge of one leaf, the word "Auberean" is inscribed.


value:
When you must strike, do not leave room for a return blow. [Note: You must have Mana Conversion specialized to use the magic on this item, in addition to the other requirements]


value:
Hea Karenua's casting buadren. This is a fine old drum from the Tumerok world, rich with fetishes and power. The bones of centuries-dead drudges, mosswarts, and banderlings, rattle against one another in the wind. The skin stretched across it, legend tells, is made from flesh of Zhuaruf, a Tumerok birthed from the union of the Hea shaman Niheaua and his own dream-spun daughter. There is an inscription around the rim which reads, "To release one's brother from the clinging threads of a hateful dream."


value:
A purplish, veined lump, pulled from the chest cavity of a Hea Tumerok hunting reedshark named Utelari.


value:
A reddish, veined lump, pulled from the chest cavity of a Hea Tumerok hunting reedshark named Sahkurea.


value:
The Stave of Palenqual, an Aun Tumerok relic. This magic caster was given to the Aun xuta by spirits called the Deru. It is the embodiment of Marae Lassel's spirit - a single great totem for the island as a whole. Three Tumerok fetishes are attached to this weapon; those of Timaru, Siraluun, and Storm.


value:
The Stave of Palenqual, an Aun Tumerok relic. This magic caster was given to the Aun xuta by spirits called the Deru. It is the embodiment of Marae Lassel's spirit - a single great totem for the island as a whole. Three Tumerok fetishes are attached to this weapon; those of Timaru, Storm, and Tonk.


value:
The Stave of Palenqual, an Aun Tumerok relic. This magic caster was given to the Aun xuta single great totem for the island as a whole. Three Tumerok fetishes are attached to this weapon; those of Carenzi, Siraluun, and Storm.


value:
A hafted, symbol tipped banner with a Falcon on it.  It is somewhat tattered, and the colors seem to be washed out.


value:
A reinforced, symbol tipped banner with a gromnie on it.  It is in almost perfect condition, and the colors are quite vibrant.  As you gaze at the gromnie, it almost seems to be gazing back.


value:
A reinforced, symbol tipped banner with a reedshark on it.  It is relatively well kept, and the colors seem even and pure.


value:
A reinforced, symbol tipped banner with a shreth on it.  It is relatively well kept, and the colors seem even and pure.


value:
An orb with some sort of dark figure within.  Gazing into its depths, you see the wretched face of a Dark Sorcerer, an undead from the Vesayen Isles.


value:
An orb enchanted with powerful magic, taken from the Asteliary dungeon and imbued with the power of the Asteliary gem.


value:
A strange, purple crystal.  It has an odd aura around it, and you can see strange flickering shapes within.


value:
A buadren fashioned by Aun Aulakhe to invoke the spirit of Aun Tanua from his Virindi prison in portal space.


value:
A modified version of Hea Karenua's casting buadren. This is a fine old drum from the Tumerok world, rich with fetishes and power. The bones of centuries-dead drudges, mosswarts, and banderlings, rattle against one another in the wind. The skin stretched across it, legend tells, is made from flesh of Zhuaruf, a Tumerok birthed from the union of the Hea shaman Niheaua and his own dream-spun daughter. There is an inscription around the rim which reads, "To release one's brother from the clinging threads of a hateful dream."


value:
A wand infused with the Heart of the Innocent.The wand appears to be guided by a preternatural force seeking flesh and blood with great tenacity.


value:
Teeming with power, this triangle seems to be carved perfectly, if it was carved at all. Instead it seems to be a perfect pyramid of power.


value:
This orb is a representation of the splendor of the Firebird as realized by the adherents who follow the path of the Firebird.


value:
This stave is a symbol of the sorcerers of the Shagar Zharala. This particular stave was once the property of the Zharalim traitor Rheth Al' Thok.


value:
A magical orb infused with strange power of a most wondrous nature. This was a gift from the High Queen for furnishing information on the new creatures that have come to Dereth.


value:
The head of the Painbringer is mounted atop this large, magical battle staff.  The craftsmanship is superb -- one would hardly guess that it was made by a tailor!


value:
A beautifully carved buadren. Fuse this with a triple totem to create one of Palenqual's living weapons.


value:
A staff made from the petrified wood of Aerlinthe, taken from the Dark Magus of that island. This artifact is several centuries old.


value:
15:23:28 Legits Pk says, "16:23:26 [Allegiance] Legits Pk says, "dont sweat it... they gank good people only.... but they gank everyone because . they are garbage""


value:
A mage who wandered through the northern mountains, researching ley lines, found a piece of unnaturally cold crystal in the middle of a set of standing stones.  He affixed the crystal to his wand, and found that the wand suddenly became unbearably cold to touch.  Rather than drop the wand, he held on for dear life.  He finally mastered the wand well enough to wield it, but not before it had frozen his hand so thoroughly as to render it permanently useless.


value:
Rakhil al-Kur was the First Malik, the founder of the nation of Gharu'n.  He was the one who led the first wave of nomadic peoples in a campaign of conquest, sweeping the antiquated Roulean Empire out of Tirethas.  A great mage of Tirethas who sought to curry favor with the Malik crafted this wand for him, which bears the mark of Rakhil's chosen symbol, the eagle.  Rakhil found the present pleasing enough, but he showed little patience for magical study and this wand soon ended up gathering dust in the royal storehouse of the al-Nafalt.


value:
All the Deru can trace their ancestry to the First Tree, because they all were once twigs on its great trunk. It is said that the First Tree has seen the beginning of the world and that when the First Tree perishes, so will the world. On rare occasions the First Tree will grant a blessing to those that show exceptional awareness of the cycles of life.  This wand is one such gift.  This wand must be cultivated from the First Tree in such a way that no knife is used. The petitioner must pray and coax a piece of the First Tree so that the limb will naturally fall off the tree, neither harming the First Tree nor the new limb.


value:
A frozen orb containing a swirling snow storm. A beautiful light seems to shine in the depths of the storm.


value:
A spellcasting baton crafted by Silveran smiths, once commissioned by Varicci on Ispar for the Royal Armory.


value:
A spellcasting wand crafted by Silveran smiths, once commissioned by Varicci on Ispar for the Royal Armory.


value:
An orb with some sort of dark figure within. Gazing into its depths, you see the wretched face of a Dark Sorcerer, an undead from the Vesayen Islands. This orb has been enhanced by Belinda du Loc to unlock a greater magnitude of its true nature.


value:
This normal Burun staff has had mucor-altered opal applied to it, resulting in a magically enhanced staff with unique magical properties.


value:
Inscribed on the pale blue jewel of this wand are the runes of an unknown language.  It bears a unique affinity for spells of frost, and it seems to be filled with a deadly, otherworldly magic.  It is icy cold to the touch, a cold that evokes the bleak, chilling void of portalspace.


value:
It is said that Drudge Mystics can see the future in these orbs. Allowing them to prepare for battles to come.


value:
A short little wand with a tusker paw on the end. The paw seems to clench when you cast magic.  Also useful for reaching hard to get things on the top shelf.


value:
An ancient staff made of the darkest of ebony. Its head cradles a gem that possesses a chilling aura that could destroy all but the most magic resistant Humans. One who is skilled in the use of magical items may be able to harness this chilling aura's power.


value:
An orb crafted from a shard of Aerbax's mask.  A palpable flux of conflicting energies swirls about the orb.


value:
A ghostly blue casting staff. Tendrils of ethereal light spill from it. This caster won't last long.


value:
A heavily enchanted staff made from the petrified wood of Aerlinthe, taken from the Dark Magus of that island. This artifact is several centuries old.


value:
A lense used in the assessment of creatures. Use of this lense will make creatures more vulnerable to physical attacks.


value:
Target yourself while wielding this orb and cast its innate spell to portal to its predetermined location.


value:
A simple orb used to cast a portal sending spell on the owner. When you touch the orb you get the sense of a message, it feels like someone wants to meet you.


value:
A wand, crafted from the remains of the stronger Paradox-touched Olthoi.  Something about the nature of these creatures makes the weapon naturally deadlier versus normal Olthoi.


value:
This goo increases the salvatory production of an olthoi allowing them to create enough acid saliva to spit at their opponents.


value:
A wand, crafted from the remains of the shattered Master Bloodstone.  This wand has been reinforced in order to make it easier to wield, but it lost some of its potency in the process.


value:
A Perfect Isparian Wand, infused with the power of the Shadowfire Stone and then attuned to the School of Life Magic.


value:
A large, glowing seed, empowered by the magics of the Light Falatacot.  This seed was retrieved from the Temple of Mornings, underneath the desert sands.


value:
A large, glowing seed, empowered by the magics of the Light Falatacot.  This seed was retrieved from the Temple of Twilight, underneath the Inner Sea.


value:
A large, glowing seed, empowered by the magics of the Light Falatacot.  This seed was retrieved from the Temple of Harvests, underneath the Valley of Death.


value:
Though plain, this tomb radiates an aura of power and majesty.  Surely Thorsten Cragstone's presence can be felt here.


value:
This chest appears to have a sturdy iron lock, of the kind used to protect valuable treasure. Unfortunately, it looks nearly impossible to pick.


value:
This coffin appears to have a sturdy iron lock, of the kind used to protect valuable treasure. Unfortunately, it looks nearly impossible to pick.


value:
This coffin appears to have a sturdy iron lock, of the kind used to protect valuable treasure. Unfortunately, it looks nearly impossible to pick


value:
A standing stone. There is a circular indentation in the center, which would seem to form the outline of an amulet or seal.


value:
An old chest, overgrown with moss. The lock is broken, and it looks like was opened and picked over long ago.


value:
A chest inscribed with arcane glyphs. There appear to be some inscriptions in a cuneiform language along the lid. There is a suspicious glow near the lock.


value:
The tomb of the Sand King Anadil. A small inscription on the lid reads, "Last of the high desert's mighty, fallen at last. Honor is yours on this world chieftain. Serve the gods with distinction in the next."


value:
A large, garish golden chest, accessible to those who have enjoyed great good fortune at Monty's Den of Iniquity.


value:
A large, garish golden chest, accessible to those who have enjoyed great good fortune at Arshid's Den of Iniquity.


value:
A large, garish golden chest, accessible to those who have enjoyed great good fortune at Gan-Zo's Den of Iniquity.


value:
A Virindi trove creature, used by their allied raiders among the Hea. It appears to have an outer shell laced with flecks of chorizite ore.


value:
A shattered prism containing vibrant purple highlights. Electricity moves beneath the surface of the prism and there is an odd scent in the air about it.


value:
The skeleton of Lania Cartoth lies forlorn and broken on the stone floor. A letter is among her remains.


value:
This chest appears to have a sturdy steel lock, of the kind used to protect very valuable treasure. Unfortunately, it looks nearly impossible to pick.


value:
A beautifully detailed chest made of ebony wood and polished gold, inscribed with Dericostian runes. There is a suspicious glow near the lock.


value:
This is where Ishaq keeps the notes for his manuscript: Volume 12 of "The Peculiar Nature and Behavior of Derethian Fauna with Especial Emphasis on Cross-World Speciation". Ishaq has requested that you resist the urge to open this chest. 


value:
A chest in the Prison Warden's quarters, presumably meant to contain items confiscated from prisoners.


value:
A Society Reward Chest, used to reward those who have achieved a new Rank in their Society for the first time.


value:
A beautifully detailed chest made of ebony wood and polished, embossed gold. The entirety of the chest is inscribed with Dericostian runes. There is a suspicious glow near the lock.


value:
Valiantly obtained with the help of Elden Moor, Hellgo and others on December 18, 1999 at 8:49pm! If you see this, I've been lost/stolen, Please return me!


value:
Rare, lightweight, but warm robe crafted from the hide of the elusive Hoary Mattekar, rumored to appear only under certain conditions.


value:
A finely sewed and maintained Banderling head, patched with utmost precision, and conveniently fitted for use.


value:
A mask made from the head of a Drudge Prowler.  Its skin is very well cured, and the mask is very well put together.  A faint odor still clings to it however...


value:
A very well assembled Skeletal Mask.  It has a movable jaw, and is well padded on the inside to better insulate you from the environment.


value:
A mask that is finely stitched, managing to keep the fur looking natural, while maneuvering the natural features to fit a human head.


value:
A finely crafted mask with the features of the legendary high king Pwyll upon it. It is a testament to the skill of its maker -- the features almost look life-like, and it is a comfortable fit on your head.


value:
A facial wrap that protects your face from sandstorms, and occludes your face from the eyes of others. It is rumored that these were the same masks worn by the Shagar Zharala during their assassination of King Laszko.


value:
A heavily enchanted crystalline coat, of the type once worn into battle by the Exarchs of the Yalaini Order of Hieromancers. The seal of the Yalaini Seaborne Empire is embossed on its chest.


value:
A heavily enchanted crystalline girth, of the type once worn into battle by the Exarchs of the Yalaini Order of Hieromancers.


value:
A heavily enchanted set of crystalline leggings, of the type once worn into battle by the Exarchs of the Yalaini Order of Hieromancers


value:
A heavily enchanted crystalline coat, of the type once worn into battle by mages of the Yalaini Order of Hieromancers. The seal of the Yalaini Seaborne Empire is embossed on its chest.


value:
A heavily enchanted crystalline girth, of the type once worn into battle by mages of the Yalaini Order of Hieromancers.


value:
A heavily enchanted set of crystalline leggings, of the type once worn into battle by mages of the Yalaini Order of Hieromancers


value:
A pair of thaumaturgic plate leggings. A Kindling Stone must be applied to them before they may be worn.


value:
A chestplate with the seal of Linvak Tukal on the chest.  The armor is elegant yet simple, and sturdily crafted.


value:
A chestplate with a scuffed seal on the chest.  The armor is brutally simplistic, and sturdily crafted.


value:
Never tire and never surrender. [Note: You must have Axe specialized to use the magic on this item, in addition to the other requirements]


value:
Some tattered shreds of the Dread Ursuin's pelt that you have managed to assemble into a coat.  The creature's healing ability seems to have not gone away with its death, allowing for the coat to seal itself as you watch.  It's actually quite morbid.


value:
A mask made out of some indeterminable metal. It seems to reflect light in a strange manner. Occasionally the eyes glow with a violet radiance.


value:
It seems to be an inside out Doll mask!  It's amazing what information you can glean if you are observant enough.


value:
A finely sewed and oiled Sclavus head, patched with utmost precision, and conveniently fitted for use.


value:
A mask made from the head of a zombie.  Its skin is dry, though the mask is very well put together.  The odor of undeath still clings to it, however...


value:
This masterfully crafted mask makes other masks look like child's play. The features almost look alive, and it is a comfortable fit on your head.


value:
A facial wrap that shields your face from sight. It is rumored that these were the same masks worn by the Elite Shagar Zharala that assassinated King Laszko.


value:
A mask made with masterful craftsmanship. It has been sculpted into the face of a deadly Ogre Magi that Koji once encountered on her travels.


value:
This item is attuned. As such, it cannot be given away. The only way to get rid of an attuned item is to give it to a Town Crier.


value:
This is a gift, If you cannot use it, pass it along to someone who can.Do not sell it for profit. Enjoy!


value:
An ornate and flawless rendition of High King Pwyll. Alexander the Deft has captured the look and feel of the High King in exquisite fashion.


value:
A finely crafted mu-miyah costume complete with head. The smell of mold and old dirt lingers despite the glues used to hold the costume together. There is a thin line of padding that has been added to the interior to protect the wearer from touching the aged bandages.


value:
A vial of tattoo ink infused with the power of the sheltered spirit. When painted on the lower arms the ink will act as armor and will grant the wearer the power of the sheltered spirit.


value:
Rare, lightweight, extremely warm robe crafted from the hide of the vile Swarthy Mattekar, rumored only to appear under certain conditions.


value:
A crown made of some sort of solidified energy.  When you wear it, you feel revitalized and protected.


value:
It seems these gauntlets were crafted in order to aid the wearer in firing any type of missile weapon.


value:
Critical hit!  You slash Demented Fiun for 100 points of slashing damage!
Critical hit!  You slash Demented Fiun for 100 points of slashing damage!
You split Demented Fiun apart!


value:
A richly enchanted and ornate coat once worn by the Sentinels of Perfect Light, an order dedicated to aiding Lord Asheron against the darkness. The seal of the Lightbringer adorns the chestplate.


value:
A richly enchanted and ornate girth once worn by the Sentinels of Perfect Light, an order dedicated to aiding Lord Asheron against the darkness.


value:
A richly enchanted and ornate girth once worn by the Sentinels of Perfect Light, an order dedicated to aiding Lord Asheron against the darkness. 


value:
This helm was worn by Sentinels of Perfect Light. They are modeled after the helms worn by the armies of Lord Atlan against the swelling darkness. The helm has a single setting for an orb.


value:
This helm was worn by Initiates of Perfect Light. They are modeled after the helms worn by the armies of Lord Atlan against the swelling darkness. The helm has a single setting for an orb.


value:
A richly enchanted and ornate pair of leggings once worn by the Sentinels of Perfect Light, an order dedicated to aiding Lord Asheron against the darkness.


value:
A pair of richly decorated and lightweight amullian pants. The main body of the pants seems to be silk and the trim made of a heavy leather.


value:
This chain mail shirt has been modified with a silken lining. It seems to breath better and offer better protection from heat and cold


value:
These gauntlets have been carved from Sunstone and fitted with an amulet with the essence of the missile specialist.


value:
These gauntlets have been carved from Sunstone and fitted with an amulet with the essence of the enchanter.


value:
These gauntlets have been carved from Sunstone and fitted with an amulet with the essence of the light weapons specialist.


value:
These gauntlets have been carved from Sunstone and fitted with an amulet with the essence of the hieromancer.


value:
These gauntlets have been carved from Sunstone and fitted with an amulet with the essence of the life giver.


value:
These gauntlets have been carved from Sunstone to fit the human hand. They are mystical in nature and have a grooved slot about the size of a small amulet.


value:
"Vengeance" -- Everyone's hands are stained with blood from past acts, the only difference is how much.


value:
These gauntlets have been carved from Sunstone and fitted with an amulet with the essence of the heavy weapons specialist.


value:
A finely detailed mask representing the visage of Yasif ibn Salayyar, the Poet and Royal Emissary of Gharu'n.


value:
Once the head of a powerful undead, this skull cap has retained some magical qualities. It can be worn on the head for protection, and the benefit of its enchantments.


value:
This coat has been reinforced with bone structures and metal strapping. The main body of the coat came from the hide of a Rendeath Shreth.


value:
This helm was crafted from the hollowed out head of an Olthoi Mutilator. The thick chitin of the mutilator provides good protection.


value:
A pair of leather leggings crafted from the hide of Gauloth Shreth. The leggings have been reinforced with bands of metal and bony structures.


value:
A robe crafted from the leathery hide of a Reedshark Reaper. The hide has been treated and crafted into a fairly useful robe.


value:
A robe crafted from the leathery hide of a Reedshark Slasher. The hide has been treated and crafted into a fairly useful robe.


value:
A finely sewed and maintained Moarsman head, patched with utmost precision, and conveniently fitted for use.


value:
The sollerets represent the teachings of the adherents to the path of the Unicorn. They are lightweight and grant the gift of grace to the wearer.


value:
This Cowl was used by a member of the Shagar Zharala to protect himself from the sandstorms of the A'mun Desert.


value:
Loose pants originally used to protect the legs from carenzi while running like a mite through Marae Lassal.


value:
This armored vestment appears to have been an ornamental piece. Obviously this is only one part of a complete suit of armor.


value:
This armored bracer appears to have been an ornamental piece. Obviously this is only one part of a complete suit of armor.


value:
A reproduction of the loincloth worn by the first Mosswart Mire Witch. Complete with official mosswart smell. A small tag attached to the garment boasts: An original Ketnan product.


value:
These armored boots appear to have been an ornamental piece. Obviously this is only one part of a complete suit of armor.


value:
These armored gauntlets appear to have been an ornamental piece. Obviously this is only one part of a complete suit of armor.


value:
These armored leggings appear to have been an ornamental piece. Obviously this is only one part of a complete suit of armor.


value:
Onda Nakoza in MacNiall's Freehold will modify this left peg leg so it can be coupled with the right peg leg for a double peg leg set!


value:
A fine pair of chain leggings. A reward for service rendered in the Ruschk incursions upon Viamontian lands.


value:
A helm taken from one of the Knights of the Viamontian Silver Legion and fortified with royal blood.


value:
A helm taken from one of the Knights of the Viamontian Platinum Legion and fortified with royal blood.


value:
These boots are made from finest Auroch leather. Soft and supple, they are the ultimate in style and comfort. Far from just being stylish, these boots allow the user to move speedily and effortlessly over any terrain.


value:
These gauntlets are built for mages, finely crafted from lightweight metals and put together with jeweler's precision.  A mage can easily manipulate objects and spell components as if wearing no gloves at all. Two large bloodstones help to serve as a magnifier for all life magic.


value:
After the destruction of the Great Work, some human mages who followed the  Gelidite agenda returned to Frore in hopes of reviving the project. Finding only shattered fragments of the Great Work, they attempted to rebuild it by using the shards as a foundation. Years later, they had achieved little success, and the project was soon abandoned. Not wanting to waste their efforts, they took the remaining crystals and fashioned great suits of armor. This is one piece of one such suit of armor.


value:
Can the undead cry? It is said that after Leikotha, the great warrior of Haebrous, was made undead by the Sand King Nerash, she wept for thirty days and thirty nights. Each tear shed fell onto her armor, infusing Leikotha's essence into each piece.  Courage, honor, sorrow, wrath and... everlasting death.


value:
Helms of this type are one of the signature pieces of armor of elite group of Silveran warriors that called themselves the Valkeer. At first glance this helm would seem to be solely an ornamental piece. Delicate carvings cover the thin, almost fragile surface of the helm. However, its delicate nature belies its true strength. 


value:
It is said that every great craftsman has a moment of inspiration. If only for a short period of time, they are possessed by a divine spirit, and they are able to create an object of such beauty and quality that they can never in their lifetime hope to surpass. These leggings, along with the Dusk Coat, are Leyrale Shalorn's master work.  The great tailor hung up his needle and thread after finishing the set, sold them to a wealthy nobleman, and retired to a life of fishing.


value:
A set of simple dark leather and metal gauntlets. The emblem of the Order of the Raven Hand is embossed on the back of each hand.


value:
An Amuli Coat infused with the power of the Elements. A soft glow surrounds the coat and storms can be seen waxing and waning within the crystal surface.


value:
A set of Amuli Leggings infused with the power of the Elements. A soft glow surrounds the leggings and storms can be seen waxing and waning within the crystal surface.


value:
This piece of armor has been provided to newcomers to Dereth by the Pathwardens.  Once you have found superior armor, you can turn this piece back in to the Pathwardens in Holtburg, Yaraq, Shoushi and Sanamar for additional useful items.


value:
A helm of powerful enchantments, granted as a reward for the destruction of the Abyssal Totem of Grael.


value:
An amazing example of Viamontian High Heraldry, depicting the Silver Stag of the House of Bellenesse.


value:
An impressively detailed depiction of the mighty Karlun, known as the Great Bull, and the Blood-Father of Viamont.  "From him all Greatness comes."


value:
A pair of enchanted gauntlets granted as a reward for defeating the Champion Stone Fists in the Colosseum.


value:
This mask was fashioned for its wielder from the defeated essence of Aerbax left within Claude the Archmage. While it lacks in physical form, it radiates magical power beyond most articles of clothing or armor you have encountered.


value:
Four foci taken from the Prodigal Harbinger. When worn on the head they focus the wearer's energies.


value:
A mask, made out of the labels of thousands of stout bottles, painted to be an eerily accurate likeness of Asheron.


value:
A set of bracers forged from Thaumaturgic Plate Crystal, and then imbedded with spells by Asheron himself.  This piece of armor resonates with the two other pieces of its set, generating more powerful spells as the pieces are worn together.


value:
A breastplate forged from Thaumaturgic Plate Crystal, and then imbedded with spells by Asheron himself.  This piece of armor resonates with the two other pieces of its set, generating more powerful spells as the pieces are worn together.


value:
A set of pauldrons forged from Thaumaturgic Plate Crystal, and then imbedded with spells by Asheron himself.  This piece of armor resonates with the two other pieces of its set, generating more powerful spells as the pieces are worn together.


value:
A girth forged from Thaumaturgic Plate Crystal, and then imbedded with spells by Asheron himself.  This piece of armor resonates with the two other pieces of its set, generating more powerful spells as the pieces are worn together.


value:
A set of greaves forged from Thaumaturgic Plate Crystal, and then imbedded with spells by Asheron himself.  This piece of armor resonates with the two other pieces of its set, generating more powerful spells as the pieces are worn together.


value:
A set of tassets forged from Thaumaturgic Plate Crystal, and then imbedded with spells by Asheron himself.  This piece of armor resonates with the two other pieces of its set, generating more powerful spells as the pieces are worn together.


value:
An ancient Yoroi Cuirass retrieved from the Green Mire Grave, recently repaired and upgraded by Hiro Ishigame.


value:
This piece of armor once belonged to the unknown warrior. Touching this armor fills your head with chaotic thoughts.


value:
Rare, lightweight, but warm over-robe crafted from the hide of the elusive Hoary Mattekar, rumored to appear only under certain conditions.


value:
A new-and-improved genuine artificial quality knockoff of the rare Hoary Mattekar Robe, masterfully tailored of high-quality materials to even fit over other armor pieces!  Brought to you by the impressive generosity of Ketnan Enterprises.


value:
An icy blue robe, worn by the Gelidites of Frore when they walked the living world. This artifact is several millennia old.


value:
Thank you for your friendship and your love.     
You made Dereth special and touched my heart
in so many ways.                       Love, 


value:
A robe crafted from a mattekar hide.  It has some natural padding in it that makes it more resistant to damage.


value:
A hat, given as a reward for helping out the Royal Guard's investigation into the attempt on High Queen Elysa's life.


value:
Dagle ibn Dos says, "You stamp the flag with the Vitae Symbol!"Dagle ibn Dos says, "I've died plenty enough"


value:
You can use this flag on roof and yard hooks. It can be dyed using the cooking skill. It can be stamped with a stamp symbol. Give this flag to the Grievver Scholar, Verdentine Magnan, in return for a fresh white unstamped flag.


value:
A black robe trimmed in red, it is lined with an unknown material but feels like the perfect insulator.


value:
A red robe trimmed in black, it is lined with an unknown material but feels like the perfect insulator.


value:
A finely crafted sclavus costume that is only missing the head.  The inside is padded so that the rough skin of the sclavus does not rub up against the wearer.


value:
A finely crafted undead costume that is only missing the head. Thankfully the smell of the previous owner is masked by the scent of the various glues used in its crafting.


value:
A robe crafted from a mattekar hide.  It has some natural padding in it that makes it stronger and more resistant to damage.


value:
This fine silk shirt seems to be very well made, though a small tear along one arms seems to have removed any enchantments that the garment once held.


value:
Silken raiment woven together to be worn over the entirety of the body. Simple clasps allow for the item to be cinched along the front.


value:
A dress designed by the Gharu'ndim tailor, Xuut. The fibers of the dress look as though they could withstand the dyeing process.


value:
A simple red and green kerchief, worn by bandits that could be behind the assassination attempt on High Queen Elysa. Perhaps wearing this will supply an adequate disguise to fool some of the bandits here.


value:
A suit designed by the Gharu'ndim tailor, Xuut. The fibers of the suit look as though they could withstand the dyeing process.


value:
This raiment, emblazoned with the crest of the Realaidain family, is a gift from the High Queen and Asheron to those who have made Dereth their home by Morningthaw, PY 15.


value:
This shirt has been assembled from the hides of many reedsharks and then treated with magical oils to make the shirt more comfortable and enchanted.


value:
A wonderfully crafted hat that affords a great deal of protection from the bright sun. Thin veins of pyreal have been worked into the weave.


value:
A wrap crafted by the tailor To-ping Ra for use under the armor. This wrap has been stitched with pyreal woven thread to enhance the magical qualities of the object.


value:
A pair of well crafted pants that are cut just below the knee. They are ideal for wading and are crafted from the finest Gharu'ndim silk. Thin lines of Pyreal can be seen woven into the fabric.


value:
A shirt with a grand array of floral patterns crafted with Gharu'ndim silk. Thin lines of Pyreal can be seen woven into the fabric.


value:
A finely-built scarecrow costume. The pumpkin head feels a bit breezy, as though it might not offer any real protection.


value:
Rj C tells you, "you fuckin faggot ass niger"
Rj C tells you, "fuck you ngiger"
Rj C tells you, "go die you fucking queer"
[General] Rj C says, "you piece of shit o.0 cloud"
Rj C tells you, "your a fuckin little o.0 nigger"


value:
A robe crafted from a mattekar hide.  It has some natural padding in it that makes it stronger and more resistant to damage. This robe has been enhanced by Belinda du Loc.


value:
Please, wear this shirt. It's horrible arcane script in a dead language will surely not harm you or anyone around you. "Rybbo Vacdejym Caycuh!"


value:
A limited-edition shirt made available in the Night Club dungeon for the 7th anniversary of Asheron's Call.


value:
A white Empyrean robe, like the one worn by Asheron.  Embedded in the fabric are small threads of Thaumaturgic Crystal which radiate an almost palpable power.


value:
A blue Empyrean robe, like the one worn by Asheron.  Embedded in the fabric are small threads of Thaumaturgic Crystal which radiate an almost palpable power.


value:
A limited-edition shirt made available in the Night Club dungeon for the 8th anniversary of Asheron's Call.


value:
This banner may be placed on wall hooks. It can be dyed using the cooking skill. It can be stamped with a stamp symbol.


value:
A limited-edition shirt made available in the Night Club dungeon for the 9th anniversary of Asheron's Call.


value:
A limited-edition shirt made available in the Night Club dungeon for the 10th anniversary of Asheron's Call.


value:
A finely-built scarecrow costume, using the latest in wood golem enchantments. The pumpkin head feels a bit restrictive, and you have to look out of two very tiny eye holes.


value:
A loose-fitting Empyrean robe, designed to be worn over other armor pieces.  Embedded in the fabric are small threads of Thaumaturgic Crystal which radiate an almost palpable power.


value:
A loose-fitting, armored Empyrean robe, designed to be worn over other armor pieces.  The armor plates are forged from Thaumaturgic Plate Crystal, and embedded within the fabric are small threads of Thaumaturgic Crystal.  The entire robe hums with power.


value:
I've been dancing in the Asheron's Call disco for 13 years and all I got was the same shirt I got last year!


value:
A limited-edition shirt made available in the Night Club dungeon for the 13th anniversary of Asheron's Call.


value:
This tusker was a veritable genius, judging by the size of it's cranium.  It's a good thing you stopped it from breeding, or their might have been a whole new breed of Tusker...


value:
This backpack, sewn from the scalp of a Banderling Aggressor, provides comfort as well as carrying space.


value:
This backpack, sewn from the scalp of a Banderling Predator, provides comfort as well as carrying space.


value:
This backpack, sewn from the scalp of a Banderling Slayer, provides comfort as well as carrying space.


value:
This backpack, sewn from the scalp of a Banderling Antagonist, provides comfort as well as carrying space.


value:
A Tremendous Monouga skull connected to a series of straps so that it can be used to hold things as a backpack.


value:
Use this on certain alchemically prepared concentrated oils to make throwable weapon phials with different magical effects.


value:
A concentrated stack of enchanted Mana Phials, created by Janier al-Evv, which is used in the crafting of throwable Alchemy Phials.  These crafted phials can have a variety of different effects upon their targets.


value:
A small glass flask containing a radiant white liquid. It is impossible to guess how long its light has been lost beneath the earth.


value:
A small glass flask containing a radiant blue liquid. It is impossible to guess how long its light has been lost beneath the earth.


value:
A small glass flask containing a radiant red liquid. It is impossible to guess how long its light has been lost beneath the earth.


value:
A vial of the Hopeslayer's Blood.  As you examine it, you notice the contents are almost black, as if devouring the ambient light.


value:
A phial filled with a thick, oily black substance. The smell is too awful to possibly think of imbibing.


value:
A phial filled with a thick, oily clear substance. The smell is too awful to possibly think of imbibing.


value:
A phial filled with a thick, oily pink substance. The smell is too awful to possibly think of imbibing.


value:
A phial filled with a thick, oily silver substance. The smell is too awful to possibly think of imbibing.


value:
A phial filled with a thick, oily white substance. The smell is too awful to possibly think of imbibing.


value:
This simply crafted crucible is capable of holding acids, and withstanding intense heat. It is necessary for mixing several materials at once.


value:
A small glass flask containing a radiant aqua liquid.  Perhaps this could be used to further empower items already infused with great power.


value:
Use this on aetheria to desiccate it and resulting in a powder of pure aetheria. This will destroy any ability to activate the aetheria.


value:
A pot with dye made from the crushed leaves of a dark yellow berimphur plant. The stench it gives off is overwhelmingly noxious. If applied improperly, the dye could harm the target's color and armor value permanently. 


value:
A pot with dye made from the crushed leaves of a fair blue lapyan plant. The stench it gives off is overwhelmingly noxious. If applied improperly, the dye could harm the target's color and armor value permanently. 


value:
A pot with dye made from the crushed leaves of a winter green minalim plant. The stench it gives off is overwhelmingly noxious. If applied improperly, the dye could harm the target's color and armor value permanently. 


value:
A pot with dye made from the crushed leaves of a silvery white argenory plant. The stench it gives off is overwhelmingly noxious. If applied improperly, the dye could harm the target's color and armor value permanently. 


value:
A pot with dye made from the crushed leaves of a charcoal black Thananim plant. The stench it gives off is overwhelmingly noxious. If applied improperly, the dye could harm the target's color and armor value permanently. 


value:
A pot with dye made from the crushed leaves of a royal blue Colban plant. The stench it gives off is overwhelmingly noxious. If applied improperly, the dye could harm the target's color and armor value permanently. 


value:
A pot with dye made from the crushed leaves of a deep purple Relanim plant. The stench it gives off is overwhelmingly noxious. If applied improperly, the dye could harm the target's color and armor value permanently. 


value:
This wooden keg has a slight cherry odor. Its wood is dry and healthy. It would make a perfect receptacle for a well-crafted brew.


value:
Combine this piece with the Brewmaster's Back Cover to create the Nearly Complete Brewmaster's Bible.


value:
An apple of an uncommonly deep red, seeming to promise obscure knowledge. It would probably spoil if used in baking.


value:
A wheel of spicy cheese, guaranteed to make your lips numb. This wonderous dairy product was a favorite of the Empyrean Talespinner Mistral Tersicor, who was fond of saying, "Cheese makes a gathering."


value:
A smoldering coal. The center of this rock seems to glow with intense heat, yet the surface is cool to the touch.


value:
A flask refreshing, icy-cold water. It appears to have been made from the remains of a Glacial Golem Margrave.


value:
A thick and rich stew consumed by Lugian sages to increase their connection with the magic of the world. Most Lugians don't have the stomach for the viscous soup and revile it, perhaps it will serve you well.


value:
A festival treat. A little rat shaped licorice candy. It jumps and squeaks like the real thing! But it's much safer to eat.


value:
Combine with another small shard to make a crystal fragment, or combine with a dark shard to make a glimmering gem.


value:
Combine with another dark shard to make a shadow fragment, or combine with a small shard to make a glimmering gem.


value:
The first Crimson Star Ruby, pulsing with magical energy. When attached to the Silifi of Crimson Stars, this Ruby adds a Lightning Protection enchantment to the weapon.


value:
The fifth Crimson Star Ruby, pulsing with magical energy. When attached to the Silifi of Crimson Stars, this Ruby adds a Blood Drinker enchantment to the weapon.


value:
The fourth Crimson Star Ruby, pulsing with magical energy. When attached to the Silifi of Crimson Stars, this Ruby adds a Defender enchantment to the weapon.


value:
The second Crimson Star Ruby, pulsing with magical energy. When attached to the Silifi of Crimson Stars, this Ruby adds a Fire Protection enchantment to the weapon.


value:
The third Crimson Star Ruby, pulsing with magical energy. When attached to the Silifi of Crimson Stars, this Ruby adds a Coordination enchantment to the weapon.


value:
This key looks like it was deliberately broken by inhuman strength. You should find the other pieces.


value:
A broken silver key. Underneath the tarnish of years, you can see beautiful engravings which call to mind the trees of Ithaenc island.


value:
A magical artifact resulting from the combination of the Heart of Shadow and a Fragment of the Singularity.


value:
A shimmering stone that houses the power of all elements within. The stone shimmers at the edges. It looks as though it may be fitted into an Isparian Weapon.


value:
A tassel pulled from the Shadow's Garb of the Zharalim traitor Tiyol Ibn Yufaj. The tassel is woven of strong coarse fibers but is light and oddly fluid.


value:
A tassel pulled from the Shadow's Garb of the Zharalim traitor Rayssid Ibn Alhath. It is light and shimmering, yet unobstructive, as if it was used to focus light better around the wearer's eyes.


value:
A crate with five empty slots. Each are labeled for one of the different golem hearts that the crate is meant to hold. The first slot appears to be reserved for a Granite Golem heart.


value:
A crate with four empty slots. Currently only the first slot has been filled, a granite heart is within that slot. The second slot appears to be labeled for a Copper Golem Heart.


value:
A crate meant to hold golem hearts. The first two chambers of this crate are filled with a granite heart and a copper heart. The third chamber appears to be set for an Obsidian Golem heart.


value:
Only two empty chambers remain in this crate. The other chambers are filled with a granite heart, a copper heart and an obsidian heart. The next chamber has been fitted to hold a Gold Golem heart.


value:
A functional crate for storing messy materials. This crate has four lined bags inside that are labeled for sclavus body parts. The first is for a small Sclavus hide. You should collect that piece first.


value:
A large Lugian sack meant to collect the hides of several armoredillo. Currently the sack is empty, but you were told that collecting a small armoredillo hide should be your first order of business.


value:
This stone has been coated in the blood of a Burun. The gem appears to have absorbed the blood into itself.


value:
This gem can be placed into a piece of Noble Armor. If so, it will imbue the armor with a very potent Coordination Spell that will affect the wearer. 


value:
This gem can be added to the Burun slaying variant of the noble atlatl, bow or crossbow. If so, it will enhance the weapons damage modification. The weapon will then only be wieldable by the crafter.


value:
This gem can be placed into a piece of Noble Armor. If so, it will imbue the armor with a very potent Endurance Spell that will affect the wearer. 


value:
Combine with a Burun Slaying Noble Scepter to enhance the mana conversion enhancement of the casting implement.


value:
This gem can be added to the Burun slaying variant of the  noble scepter. If so, it will enhance the scepter ability to manage the flow of mana to the user. The scepter will then only be wieldable by the crafter.


value:
This gem can be placed into a piece of Noble Armor. If so, it will imbue the armor with a very potent Quickness Spell that will affect the wearer. 


value:
This gem can be placed into a piece of Noble Armor. If so, it will imbue the armor with a very potent Strength Spell that will affect the wearer. 


value:
Heavy, thick and reeking of all manner of refuse, this hide was blown free of Broodu's corpse when the Kukuur died. Perhaps you can collect the hides of other Burun Kings and assemble them into one.


value:
Heavy, thick and reeking of all manner of refuse, this hide was blown free of Browerk's corpse when the Kukuur died. Perhaps you can collect the hides of other Burun Kings and assemble them into one.


value:
Heavy, thick and reeking of all manner of refuse, this hide was blown free of Keerik's corpse when the Kukuur died. Perhaps you can collect the hides of other Burun Kings and assemble them into one.


value:
Heavy, thick and reeking of all manner of refuse, this hide was blown free of Kiree's corpse when the Kukuur died. Perhaps you can collect the hides of other Burun Kings and assemble them into one.


value:
Heavy, thick and reeking of all manner of refuse, this hide was blown free of Reeshan's corpse when the Kukuur died. Perhaps you can collect the hides of other Burun Kings and assemble them into one.


value:
Pieces of a Twilight Fragment and a Raven Fragment combined. In the back of your head, the shape reminds you of something, but you are not yet certain of what.


value:
Combine with a piece of Noble armor to infuse the armor with the Ardent Defense and True Loyalty spells.


value:
This gem can be placed into a piece of Noble Armor. If so, it will imbue the armor with very potent Melee Defense and Loyalty Spells that will affect the wearer. The armor will then only be wearable by the crafter.


value:
This gem can be placed into a piece of Noble Armor. If so, it will imbue the armor with a very potent Focus Spell that will affect the wearer, but in turn sap a small amount of the wearer's health. The armor will then only be wearable by the crafter.


value:
Use this stone on a Perfect Isparian Weapon to create a Shadowfire Isparian Weapon. *Note: This change is permanent, and cannot be undone.


value:
A fragile black crystal enshrouded in blue flame. It looks like it can be fitted into any Perfect Isparian Weapon.


value:
A gem, empowered to enchant a single weapon against the Mukkir.  This effect is permanent, but fragile, and therefore cannot be applied to any weapon enhanced by either the Lucky Rabbit's Foot or the Dark Idol.


value:
A black skull with sockets so dark they seem to be emptier than a mere lack of light can explain. The Skull is empowered to enchant a single weapon against the Undead.  This effect is permanent, but fragile, and therefore cannot be applied to any weapon previously empowered.


value:
Use this gem on any loot-generated elemental caster to increase it's elemental damage by 1%. This effect stacks with tinkering effects.


value:
A gem that draws its power from doomed souls. Deep within the gem a maelstrom of elements can be seen.


value:
Use this gem on any loot-generated melee weapon to raise its damage by 1. This effect stacks with tinkering effects.


value:
Use this gem on a piece of treasure-generated armor to increase its protection against bludgeon by 0.2. This will not stack with any other Armor Augmentations.


value:
Use this gem to add 0.5% more Missile Defense to a Loot Weapon. This will not stack with any other Weapon Augmentations.


value:
This purple gem has an image of Elysa swirling within it, her face lit up in hope for the future.  You perceive words inscribed within - the whisper you overheard during the fight with the Olthoi.  The words read, "Seek resolve in the place where the words of the past were found."


value:
Use this upgrade kit to enhance various types of non-loot armor. As time goes on more armor may be adapted to work with these kits.


value:
Use this upgrade kit to enhance various types of non-loot weapons. As time goes on more weapons may be adapted to work with these kits.


value:
A Tailoring Kit used on a piece of armor to take its appearance so it may be applied to another piece of armor. This process will destroy the initial target armor.


value:
Use this skull on any loot-generated weapon or caster to give it a Skeleton Slayer effect. The weapon/caster will become attuned to the person applying the gem.


value:
A spectral skull with sockets so dark they seem to be emptier than a mere lack of light can explain. The Spectral Skull is empowered to enchant a single weapon against Skeletons. This effect is permanent, but fragile, and therefore cannot be applied to any weapon previously empowered.


value:
Use this tool on any loot generated multi-slot armor in order to reduce it to a single slot. It will still cover the same slots in appearance but only a single slot in armor coverage.


value:
This tool will reduce Hauberk/Coats/Cuirass to Breastplate coverage. It will reduce Sleeves to Pauldron coverage and Leggings to Girth coverage.


value:
This Aetherium core integrator forges Gear Plating using the materials and magical essence derived from armor and clothing. Use this item on armor and clothing to convert the item to Armor Plating.


value:
This Aetherium core deintegrator reverses the Gear Plating process, magically restoring armor and clothing that has been forged into Gear Plating.


value:
Use this stone on a Perfect Isparian Wand to create a Shadownether Isparian Wand. *Note: This change is permanent, and cannot be undone.


value:
A fragile black crystal enshrouded in nether. It looks like it can be fitted into a Perfect Isparian Wand.


value:
A gem, empowered to enchant a single weapon against the A'nekshay.  This effect is permanent, but fragile, and therefore cannot be applied to any weapon enhanced by either the Lucky Rabbit's Foot or the Dark Idol.


value:
Use this stone on a Blackfire Atlan or Blackfire Isparian weapon or on a piece of Blackfire Shadow Armor. 


value:
A Tailoring Kit used on a weapon to take its appearance so it may be applied to another weapon. This process will destroy the initial target weapon.


value:
Armor Tinkerers can use this gem on any tasset-slot armor to give it a PK Damage Resistance Rating of 1. **This item has a chance of failure and potential armor piece destruction**, and stacks with other tinkering effects.


value:
A chunk of corrupted amber imbued with the corrupted energies of the Hopeslayer. An angry red core can be seen swirling within.


value:
Armor Tinkerers can use this gem on any bracer-slot armor to give it a Vitality Boost of 1. **This item has a chance of failure and potential armor piece destruction**, and stacks with other tinkering effects.


value:
Armor Tinkerers can use this gem on any greave-slot armor to give it a Vitality Boost of 1. **This item has a chance of failure and potential armor piece destruction**, and stacks with other tinkering effects.


value:
Armor Tinkerers can use this gem on any pauldron-slot armor to give it a Vitality Boost of 1. **This item has a chance of failure and potential armor piece destruction**, and stacks with other tinkering effects.


value:
Armor Tinkerers can use this gem on any tasset-slot armor to give it a Vitality Boost of 1. **This item has a chance of failure and potential armor piece destruction**, and stacks with other tinkering effects.


value:
Use this on any weapon, missile weapon or magic caster to imbue it with the magics of the Paragon Spell Set with a maximum item level of one.


value:
Armor Tinkerers can use this gem on any bracer-slot armor to increase its Critical Damage Rating by 1. **This item has a chance of failure and potential armor piece destruction**, and stacks with other tinkering effects.


value:
Armor Tinkerers can use this gem on any pauldron-slot armor to increase its Critical Damage Rating by 1. **This item has a chance of failure and potential armor piece destruction**, and stacks with other tinkering effects.


value:
Armor Tinkerers can use this gem on any tasset-slot armor to increase its Critical Resistance Rating by 1. **This item has a chance of failure and potential armor piece destruction**, and stacks with other tinkering effects.


value:
Armor Tinkerers can use this gem on any girth-slot armor to increase its Damage Resistance Rating by 1. **This item has a chance of failure and potential armor piece destruction**, and stacks with other tinkering effects.


value:
Armor Tinkerers can use this gem on any solleret-slot armor to increase its Damage Rating by 1. **This item has a chance of failure and potential armor piece destruction**, and stacks with other tinkering effects.


value:
Armor Tinkerers can use this gem on any loot-generated shield to increase its Critical Resistance Rating by 5. **This item has a chance of failure and potential shield destruction**, and stacks with other tinkering effects.


value:
Give a weapon or caster a PK Damage Rating of 1. Melee or missile weapons use Weapon Tinkering to determine success. Casters use Magic Item Tinkering to determine success. **This item has a chance of failure and potential weapon destruction**, and stacks with other tinkering effects.


value:
Written transcription of Dericostian runes discovered on a Standing Stone near the Bandit Castle. The runes appear to be cut off, as if most of the message were missing.


value:
Written transcription of Dericostian runes discovered on a Standing Stone near Stonehold. The runes appear to be cut off, as if most of the message were missing.


value:
Use this tool to remove an elemental stone from an Empyrean or Isparian weapon or a piece of Shadow Armor. 


value:
Here lieth our sweet Lady, Ihdare Kelderam, a child of Knorr. She sleeps in light now, yet still guards her ward loyally.


value:
An elaborate tomb, inscribed, "From northland to madness; from madness to grace; from grace to our verdurous home." You feel a strange sense of peace radiating from it.


value:
Affix this hilt to a loot-generated dagger or light sword to give the weapon multi-strike capability. Using this on an already augmented weapon will destroy the hilt.


value:
You're not quite sure what this is for. It would appear to be another bit of crystal-based Empyrean technology.


value:
A clear crystal key. There is a symbol inscribed on its surface; an eight-pointed starburst shape overlaid on a swirling portal. In the heart of the starburst is a crashing wave. Within the folds of the portal swirl are four glass beads, red, blue, violet, and green.


value:
A strange old puzzle box. There are two slots, each about the size of a small book, on opposing sides. There is a symbol inscribed on its metal surface; an eight-pointed starburst shape overlaid on a swirling portal. In the heart of the starburst is a crashing wave. Within the folds of the portal swirl are four glass beads, red, blue, violet, and green.


value:
A large, humming blue crystal. There is a small niche near its base. There is a symbol inscribed above this; an eight-pointed starburst shape overlaid on a swirling portal. In the heart of the starburst is a crashing wave. Within the folds of the portal swirl are four glass beads, red, blue, violet, and green.


value:
A smooth sea blue stone, warm to the touch. There is a symbol inscribed on one side; an eight-pointed starburst shape overlaid on a swirling portal. In the heart of the starburst is a crashing wave. Within the folds of the portal swirl are four glass beads, red, blue, violet, and green.


value:
A smooth sea grey stone, warm to the touch. There is a symbol inscribed on one side; an eight-pointed starburst shape overlaid on a swirling portal. In the heart of the starburst is a crashing wave. Within the folds of the portal swirl are four glass beads, red, blue, violet, and green.


value:
A smooth silver stone, warm to the touch. There is a symbol inscribed on one side; an eight-pointed starburst shape overlaid on a swirling portal. In the heart of the starburst is a crashing wave. Within the folds of the portal swirl are four glass beads, red, blue, violet, and green.


value:
This vile liquid would burn through almost anything. It is far too strong for use in conventional alchemy.


value:
Use this item on the Spear of the Heart to create the Spear of Purity. You must have Heavy Weapons trained to attempt this interaction.


value:
Knowing your enemy only goes so far: One must have the passion to strike. Be a shining spear in the night.


value:
Use a single totem of Audetaunga on this pure double totem to create Audetaunga's Triple Totem of the Mountains.


value:
Use a single totem of Tanae on this pure double totem to create Tanae's Triple Totem of the Forests.


value:
Use this on either a totem of Volkama or Tanae to create a combination double totem. Use this on another totem of Audetaunga to create a pure double totem.


value:
Use this on either a totem of Audetaunga or Volkama to create a combination double totem. Use this on another totem of Tanae to create a pure double totem. 


value:
Use this on either a totem of Audetaunga or Tanae to create a combination double totem. Use this on another totem of Volkama to create a pure double totem. 


value:
A sturdy banner haft with a worn handle.  If joined with either a Shreth or Reedshark banner, it will raise its value.


value:
A durable banner haft with a worn handle.  If joined with either a Gromnie or Mask banner, it will raise its value.


value:
A banner haft with a worn handle.  If joined with either a Serpent or Falcon banner, it will raise its value.


value:
A plated banner haft with a worn handle.  If joined with either a Shreth or Reedshark banner, it will raise its value substantially.


value:
A perfect banner haft with a worn handle.  If joined with either a Gromnie or Mask banner, it will raise its value substantially.


value:
A reinforced banner haft with a worn handle.  If joined with either a Serpent or Falcon banner, it will raise its value substantially.


value:
A small green bottle filled with a dark viscous substance. This oil was specially prepared for the Training Academy to enhance the quality of their weapons.


value:
A vase cut from the bluest crystal to be had from the Lugian quarries of Travos. You can use this item on floor hooks.


value:
An Amulet crafted in pyreal that bears the symbol of missile weapons. The amulet is damaged, seemingly beyond repair.


value:
An Amulet crafted in pyreal that bears the symbol of light weapons. The amulet is damaged, seemingly beyond repair.


value:
An Amulet crafted in pyreal that bears the symbol of creature enchantment. The amulet is damaged, seemingly beyond repair.


value:
An Amulet crafted in pyreal that bears the symbol of life magic. The amulet is damaged, seemingly beyond repair.


value:
An Amulet crafted in pyreal that bears the symbol of heavy weapons. The amulet is damaged, seemingly beyond repair.


value:
A binding that once contained several pages of text, the pages seem to have been removed, or dropped. Seven pages are missing from this text.


value:
A binding that once contained several pages of text, the pages seem to have been removed, or dropped. There are six pages absent from the text.


value:
A binding that once contained several pages of text, the pages seem to have been removed, or dropped. Five pages are still missing from the text.


value:
A binding that once contained several pages of text, the pages seem to have been removed, or dropped. Four pages remain missing.


value:
A binding that once contained several pages of text, the pages seem to have been removed, or dropped. Three pages, have yet to be placed within the text.


value:
A binding that once contained several pages of text, the pages seem to have been removed, or dropped. Two pages have yet to be found.


value:
A binding that once contained several pages of text, the pages seem to have been removed, or dropped. Only one page is still missing from the tome.


value:
A binding that once contained several pages of text, the pages seem to have been removed, or dropped. Eight pages, appear to complete the tome, but none are within the binding at this time.


value:
A tome. The pages of this book have been hastily placed within the binding. The first page shows the picture of an altar, or dias


value:
A claw-like device used to remove elemental stones from the Isparian weaponry. Having been carved from a diamond heart infused with the essence of nullification, it is a sturdy device.


value:
Use Item Tinkering skill to stamp this symbol onto a flag. Dye this stamp first if you wish the symbol to be a color other than white. This item can be placed on wall hooks.


value:
Use Alchemy skill to stamp this symbol onto a flag. Dye this stamp first if you wish the symbol to be a color other than white. This item can be placed on wall hooks.


value:
Use Item Tinkering skill to stamp this symbol onto a flag. To use this stamp you must be a Player Killer. Dye this stamp first if you wish the symbol to be a color other than white. This item can be placed on wall hooks.


value:
Use Fletching skill to stamp this symbol onto a flag. Dye this stamp first if you wish the symbol to be a color other than white. This item can be placed on wall hooks.


value:
Use Leadership skill to stamp this symbol onto a flag. Dye this stamp first if you wish the symbol to be a color other than white. This item can be placed on wall hooks.


value:
This stone can be modified by scraping the extraneous shards from its surface. Perhaps an intricate carving tool can do the trick. 


value:
A shimmering stone that houses the power of all elements within. The stone is rough shod, and covered in jutting crystal shards.


value:
This fragment appears to be a piece from a larger version. Use this on another fragment to combine them.


value:
Use Loyalty skill to stamp this symbol onto a flag. Dye this stamp first if you wish the symbol to be a color other than white. This item can be placed on wall hooks.


value:
Use this stamp to place it's symbol onto a flag. Dye this stamp first if you wish the symbol to be a color other than white. This item can be placed on wall hooks.


value:
Use Healing skill to stamp this symbol onto a flag. Dye this stamp first if you wish the symbol to be a color other than white. This item can be placed on wall hooks.


value:
Wrap these bandages around a combination of treated mandrake and treated hyssop to craft a Plentiful Healing Kit.


value:
This vase can hold no more items. It can be placed on a pedestal, available at the Furniture Vendors. This item is floor-hookable.


value:
Combine this gem with an attribute raising gem to transfer up to 10 points of quickness to another attribute. 


value:
Combine this gem with an attribute raising gem to transfer up to 10 points of strength to another attribute. 


value:
Use this ring on a sturdy iron key to add the key to the ring. Use an intricate carving tool on the keyring to pop a key off again. Adding a key uses up one of the ring's remaining uses, but removing a key does not.


value:
Use this ring on a directive key to add the key to the ring. Use an intricate carving tool on the keyring to pop a key off again. Adding a key uses up one of the ring's remaining uses, but removing a key does not.


value:
Use this ring on a master key to add the key to the ring. Use an intricate carving tool on the keyring to pop a key off again. Adding a key uses up one of the ring's remaining uses, but removing a key does not.


value:
Use this ring on a singularity key to add the key to the ring. Use an intricate carving tool on the keyring to pop a key off again. Adding a key uses up one of the ring's remaining uses, but removing a key does not.


value:
Use this ring on a granite key to add the key to the ring. Use an intricate carving tool on the keyring to pop a key off again. Adding a key uses up one of the ring's remaining uses, but removing a key does not.


value:
Use this ring on a marble key to add the key to the ring. Use an intricate carving tool on the keyring to pop a key off again. Adding a key uses up one of the ring's remaining uses, but removing a key does not.


value:
Use this orb to prepare an existing suit of Thaumaturgic or Exarch plate crafted by the Order of the Heiromancers. The armor will become useless until reforged in a flame stoked by pure mana.


value:
Use this ring on a sturdy steel key to add the key to the ring. Use an intricate carving tool on the keyring to pop a key off again. Adding a key uses up one of the ring's remaining uses, but removing a key does not.


value:
A blue vellum binder containing 14 thin sheets of parchment. The parchment is inscribed in an unknown alphabet.


value:
These crystals appeared to be fit together to form sollerets when you found them, but they come apart easily.


value:
As explained by Honshu, you may place the rock of splendor atop this item, and then anoint it with the water of purity.


value:
The splendor of the Firebird, grace of the Unicorn and power of the Dragon have joined in this object.


value:
The water is pure, and meant to anoint the trappings of those who have walked the path of Honshu Takeda.


value:
A cluster of aquamarine gems. The gems shimmer, reflect, and refract light, which is an odd quality for aquamarine to possess.


value:
Combine this with any loot-generated atlatl, bow, or crossbow.  The Fetish of the Dark Idols will apply a Magic Absorbing property and a Melee Defense penalty to the weapon.  Although the weapon can be imbued before applying a Fetish of the Dark Idols, it cannot be imbued afterwards.  The weapon may have non-imbue tinkers applied either before or after application of the Fetish of the Dark Idols.


value:
This bizarre creation seems to pulse in your hands, sending powerful ripples of energy through your arms.  


value:
Use this on a fair amount of Burun Blood with this stone to create a stone that can be affixed to the Noble weapons to increase their potency against Burun.


value:
Half of a battered old sword. This piece looks purposeful, however, not like it is merely broken. If you can find the other half, you may be able to put it back together. 


value:
Half of a battered old spear. This piece looks purposeful, however, not like it is merely broken. If you can find the other half, you may be able to put it back together. 


value:
Half of a battered old cestus. This piece looks purposeful, however, not like it is merely broken. If you can find the other half, you may be able to put it back together. 


value:
Half of a battered old bow. This piece looks purposeful, however, not like it is merely broken. If you can find the other half, you may be able to put it back together. 


value:
Half of a battered old crossbow. This piece looks purposeful, however, not like it is merely broken. If you can find the other half, you may be able to put it back together. 


value:
Half of a battered old atlatl. This piece looks purposeful, however, not like it is merely broken. If you can find the other half, you may be able to put it back together. 


value:
Half of a worn old sword. This piece looks purposeful, however, not like it is merely broken. If you can find the other half, you may be able to put it back together. 


value:
Half of a worn old mace. This piece looks purposeful, however, not like it is merely broken. If you can find the other half, you may be able to put it back together. 


value:
Half of a worn old spear. This piece looks purposeful, however, not like it is merely broken. If you can find the other half, you may be able to put it back together. 


value:
Half of a worn old dagger. This piece looks purposeful, however, not like it is merely broken. If you can find the other half, you may be able to put it back together. 


value:
Half of a worn old bow. This piece looks purposeful, however, not like it is merely broken. If you can find the other half, you may be able to put it back together. 


value:
Half of a worn old crossbow. This piece looks purposeful, however, not like it is merely broken. If you can find the other half, you may be able to put it back together. 


value:
Half of a worn old atlatl. This piece looks purposeful, however, not like it is merely broken. If you can find the other half, you may be able to put it back together. 


value:
Use this ring on a Black Marrow key to add the key to the ring. Use an intricate carving tool on the keyring to pop a key off again. Adding a key uses up one of the ring's remaining uses, but removing a key does not.


value:
Open the bundle to create a stack of 5000 Spectral Chill Arrows. Striking with the cold of the grave, these arrows are very light and cause 28.3 to 40 frost damage. Your base Bow skill must be at least 270 to use these arrows.


value:
A gem, seemingly made of congealed portal energy.  You know that using this gem will summon forth the weapon known as, "Bloodletter".  Once summoned, the weapon will only remain in the world for 3 hours.  ( BE WARNED: 1 - This duration will continue to count down, even if the character bearing the weapon is logged out.  2 - Have a free space in your main pack when you use this gem.)


value:
A gem, seemingly made of congealed portal energy.  You know that using this gem will summon forth the weapon known as the "Lord's Sword".  Once summoned, the weapon will only remain in the world for 3 hours.  ( BE WARNED: 1 - This duration will continue to count down, even if the character bearing the weapon is logged out.  2 - Have a free space in your main pack when you use this gem.)


value:
A gem, seemingly made of congealed portal energy.  You know that using this gem will summon forth the weapon known as the Chimeric Bow of the Quiddity.  Once summoned, the weapon will only remain in the world for 3 hours.  ( BE WARNED: 1 - This duration will continue to count down, even if the character bearing the weapon is logged out.  2 - Have a free space in your main pack when you use this gem. 3 - You must be at least level 120 to wield the weapon summoned by this gem)


value:
Apply this material to a treasure-generated weapon or magic-casting implement to imbue the target with Cold Rending. Cold Rending gives the weapon the ability to make its opponent vulnerable to cold attacks. The amount of vulnerability depends on the attack skill of the wielder. This effect does not stack with Cold Vulnerability spells. 


value:
Chips of aquamarine. This material is of such exquisite quality that using it to imbue an item is guaranteed to succeed.


value:
Apply this material to a treasure-generated weapon or magic-casting implement to imbue the target with Pierce Rending. Pierce Rending gives the weapon the ability to make its opponent vulnerable to piercing attacks. The amount of vulnerability depends on the attack skill of the wielder. This effect does not stack with Piercing Vulnerability spells. 


value:
Chips of black garnet. This material is of such exquisite quality that using it to imbue an item is guaranteed to succeed.


value:
Apply this material to a treasure-generated weapon or magic-casting implement to imbue the target with Critical Strike. Critical Strike increases the chance that the item critically hits its opponent. The increase in chance depends on the attack skill of the wielder.


value:
Chips of black opal. This material is of such exquisite quality that using it to imbue an item is guaranteed to succeed.


value:
Apply this material to a treasure-generated weapon or magic-casting implement to imbue the target with Acid Rending. Acid Rending gives the weapon the ability to make its opponent vulnerable to acid attacks. The amount of vulnerability depends on the attack skill of the wielder. This effect does not stack with Acid Vulnerability spells. 


value:
Chips of emerald. This material is of such exquisite quality that using it to imbue an item is guaranteed to succeed.


value:
Apply this material to a treasure-generated weapon or magic-casting implement to imbue the target with Crippling Blow. Crippling Blow increases the amount of damage that the item does when it critically hits its opponent. The amount of extra damage depends on the attack skill of the wielder.


value:
Chips of fire opal. This material is of such exquisite quality that using it to imbue an item is guaranteed to succeed.


value:
Apply this material to a treasure-generated weapon or magic-casting implement to imbue the target with Slash Rending. Slash Rending gives the weapon the ability to make its opponent vulnerable to slashing attacks. The amount of vulnerability depends on the attack skill of the wielder. This effect does not stack with Slashing Vulnerability spells. 


value:
Chips of imperial topaz. This material is of such exquisite quality that using it to imbue an item is guaranteed to succeed.


value:
Apply this material to a treasure-generated weapon or magic-casting implement to imbue the target with Lightning Rending. Lightning Rending gives the weapon the ability to make its opponent vulnerable to lightning attacks. The amount of vulnerability depends on the attack skill of the wielder. This effect does not stack with Lightning Vulnerability spells. 


value:
Chips of jet. This material is of such exquisite quality that using it to imbue an item is guaranteed to succeed.


value:
Apply this material to a treasure-generated weapon or magic-casting implement to imbue the target with Fire Rending. Fire Rending gives the weapon the ability to make its opponent vulnerable to fire attacks. The amount of vulnerability depends on the attack skill of the wielder. This effect does not stack with Fire Vulnerability spells. 


value:
Chips of red garnet. This material is of such exquisite quality that using it to imbue an item is guaranteed to succeed.


value:
Apply this material to a treasure-generated weapon to imbue the target with Armor Rending. Armor Rending gives the item the ability to ignore some of its opponent's armor. The amount of armor it ignores depends on the attack skill of the wielder.


value:
Chips of sunstone. This material is of such exquisite quality that using it to imbue an item is guaranteed to succeed.


value:
Apply this material to a treasure-generated weapon or magic-casting implement to imbue the target with Bludgeon Rending. Bludgeon Rending gives the weapon the ability to make its opponent vulnerable to bludgeoning attacks. The amount of vulnerability depends on the attack skill of the wielder. This effect does not stack with Bludgeoning Vulnerability spells. 


value:
Chips of white sapphire. This material is of such exquisite quality that using it to imbue an item is guaranteed to succeed.


value:
Apply this material to treasure-generated armor to imbue the target with a +1 bonus to Melee Defense.


value:
Chips of peridot. This material is of such exquisite quality that using it to imbue an item is guaranteed to succeed.


value:
Apply this material to treasure-generated armor to imbue the target with a +1 bonus to Missile Defense.


value:
Chips of yellow topaz. This material is of such exquisite quality that using it to imbue an item is guaranteed to succeed.


value:
Apply this material to treasure-generated armor to imbue the target with a +1 bonus to Magic Defense.


value:
Chips of zircon. This material is of such exquisite quality that using it to imbue an item is guaranteed to succeed.


value:
( BE WARNED: 1 - This duration will continue to count down, even if the character bearing the weapon is logged out.  2 - Have a free space in your main pack when you use this gem.)


value:
A spectral ingot that summons a Spectral Bow when used. Once summoned the weapon will remain in the world for 3 days.


value:
A spectral ingot that summons a Spectral Casting Staff when used. Once summoned the weapon will remain in the world for 3 days.


value:
A spectral ingot that summons a Spectral Claw when used. Once summoned the weapon will remain in the world for 3 days.


value:
Use this ring on a single use mana forge key to add the key to the ring. Use an intricate carving tool on the keyring to pop a key off again. Adding a key uses up one of the ring's remaining uses, but removing a key does not.


value:
An Amulet crafted in pyreal that bears the symbol of a two handed sword. The amulet is damaged, seemingly beyond repair.


value:
An Amulet crafted in pyreal that bears the symbol of void magic. The amulet is damaged, seemingly beyond repair.


value:
Combine this gem with an attribute lowering gem to transfer up to 10 points of another attribute to your coordination. 


value:
Combine this gem with an attribute lowering gem to transfer up to 10 points of another attribute to your endurance. 


value:
Combine this gem with an attribute raising gem to transfer up to 10 points of coordination to another attribute. 


value:
The left strip of a torn page. What little can be seen of the text looks to be written in ancient Falatacot symbols.


value:
The right strip of a torn page. What little can be seen of the text looks to be written in ancient Falatacot symbols.


value:
An ancient skull taken from Ronin Hirachi. You notice two large grooves chiseled inside of the skull. The skull is extremely old and brittle. It clearly will not last for long inside of your packs.


value:
An ancient skull taken from the Venerable Mausoleum. You have attached two arm bones into the grooves inside of the skull. The bones are extremely old and brittle. They clearly will not last for long inside of your packs.


value:
An ancient skull and arm bone taken from the Venerable Mausoleum. You notice a large groove chiseled inside of the skull. The bones are extremely old and brittle. They clearly will not last for long inside of your packs.


value:
Use this ring on an Aged Legendary Key to add the key to the ring. Use an intricate carving tool on the keyring to pop a key off again. Adding a key uses up one of the ring's remaining uses, but removing a key does not.


value:
This fragment appears to be one piece from a larger version. Use this on another fragment to combine them.


value:
Apply this material to treasure-generated armor to increase the armor's protection against piercing by 0.2.


value:
Apply this material to treasure-generated armor to increase the armor's protection against acid by 0.4.


value:
Apply this material to treasure-generated armor to increase the armor's protection against slashing by 0.2.


value:
Apply this material to treasure-generated armor to increase the armor's protection against fire by 0.4.


value:
Apply this material to a treasure-generated missile weapon to increase the weapon's damage modifier by 4%.


value:
Apply this material to treasure-generated armor to increase the armor's protection against lightning by 0.4.


value:
Apply this material to a magical, treasure-generated item with a heritage activation requirement to change that activation requirement to Viamontian.


value:
Apply this material to treasure-generated armor to increase the armor's armor level by 20. This material cannot be used on Covenant Armor.


value:
Apply this material to a treasure-generated weapon to increase the weapon's attack skill bonus by 1%.


value:
Apply this material to treasure-generated armor to increase the armor's protection against cold by 0.4.


value:
Apply this material to a piece of magical treasure-generated jewelry to imbue the target with Minor Focus. This will also raise the Arcane Lore difficulty and the Spellcraft of the piece by 25.


value:
Apply this material to a Minor, Moderate or Major Armature to prepare it. Then apply this material to the prepared Armature. This Armaturecan then be used on a magical loot-generated Trinket to add Minor, Moderate or Major Augmented Stamina. This also increases the Spellcraft and Arcane Lore of the trinket by 25.


value:
Apply this material to a piece of magical treasure-generated jewelry to imbue the target with Wizard's Intellect. This will also raise the Arcane Lore difficulty and the Spellcraft of the piece by 25.


value:
Apply this material to a piece of magical treasure-generated jewelry to imbue the target with Minor Endurance. This will also raise the Arcane Lore difficulty and the Spellcraft of the piece by 25.


value:
Apply this material to a treasure-generated weapon to increase the weapon's melee defense bonus by 1%.


value:
Apply this material to a piece of magical treasure-generated jewelry to imbue the target with Minor Strength. This will also raise the Arcane Lore difficulty and the Spellcraft of the piece by 25.


value:
Apply this material to a piece of magical treasure-generated jewelry to imbue the target with Minor Stamina Gain. This will also raise the Arcane Lore difficulty and the Spellcraft of the piece by 25.


value:
Apply this material to a magical, treasure-generated item with a Missile Defense activation requirement to change that requirement into an appropriate Melee Defense requirement.


value:
Apply this material to a Minor, Moderate or Major Armature to prepare it. Then apply this material to the prepared Armature. This Armature can then be used on a magical loot-generated Trinket to add Minor, Moderate or Major Augmented Damage. This also increases the Spellcraft and Arcane Lore of the trinket by 25.


value:
Apply this material to a magical, treasure-generated item with a heritage activation requirement to change that activation requirement to Gharu'ndim.


value:
Apply this material to a treasure-generated magic caster that has an elemental damage bonus in order to increase the elemental damage bonus by 1% vs. monsters and 0.25% vs. players.


value:
Apply this material to a Minor, Moderate or Major Armature to prepare it. Then apply this material to the prepared Armature. This Armature can then be used on a magical loot-generated Trinket to add Minor, Moderate or Major Augmented Damage Reduction. This also increases the Spellcraft and Arcane Lore of the trinket by 25.


value:
Apply this material to a piece of magical treasure-generated jewelry to imbue the target with Warrior's Vitality. This will also raise the Arcane Lore difficulty and the Spellcraft of the piece by 25.


value:
Apply this material to any of a set of specific quest items in order to unattune it from your soul. Note that this action will also cause it to only be wieldable by you. Applying this material does not require a tinkering skill, does not add a tinker to the target's count, and cannot destroy the target.


value:
Apply this material to a piece of magical treasure-generated jewelry to imbue the target with Minor Self. This will also raise the Arcane Lore difficulty and the Spellcraft of the piece by 25.


value:
Apply this material to a piece of magical treasure-generated jewelry to imbue the target with Minor Mana Gain. This will also raise the Arcane Lore difficulty and the Spellcraft of the piece by 25.


value:
Apply this material to a treasure-generated item in order to render that item "Retained". Retained items cannot be salvaged or sold to vendors. Applying this material does not require a tinkering skill, does not add a tinker to the target's count, and cannot destroy the target.


value:
Apply this material to a piece of magical treasure-generated jewelry to imbue the target with Warrior's Vigor. This will also raise the Arcane Lore difficulty and the Spellcraft of the piece by 25.


value:
Apply this material to treasure-generated armor to increase the armor's protection against bludgeoning by 0.2.


value:
Apply this material to a treasure-generated magic caster to increase the its mana conversion bonus by 1%.


value:
Apply this material to a magical, treasure-generated item with a heritage activation requirement to change that activation requirement to Sho.


value:
Apply this material to a Minor, Moderate or Major Armature to prepare it. Then apply this material to the prepared Armature. This Armature can then be used on a magical loot-generated Trinket to add Minor, Moderate or Major Augmented Understanding. This also increases the Spellcraft and Arcane Lore of the trinket by 25.


value:
Apply this material to a piece of magical treasure-generated jewelry to imbue the target with Minor Health Gain. This will also raise the Arcane Lore difficulty and the Spellcraft of the piece by 25.


value:
Apply this material to a piece of magical treasure-generated jewelry to imbue the target with Minor Quickness. This will also raise the Arcane Lore difficulty and the Spellcraft of the piece by 25.


value:
Apply this material to a Minor, Moderate or Major Armature to prepare it. Then apply this material to the prepared Armature. This Armature can then be used on a magical loot-generated Trinket to add Minor, Moderate or Major Augmented Health. This also increases the Spellcraft and Arcane Lore of the trinket by 25.


value:
Apply this material to a Minor, Moderate or Major Armature to prepare it. Then apply this material to the prepared Armature. This Armature can then be used on a magical loot-generated Trinket to add Minor, Moderate or Major Augmented Mana. This also increases the Spellcraft and Arcane Lore of the trinket by 25.


value:
Apply this material to a magical, treasure-generated item with an allegiance rank activation requirement to remove the rank requirement. In exchange, the item will gain an Arcane Lore difficulty equal to its Spellcraft.


value:
Apply this material to a magical, treasure-generated item with a Melee Defense activation requirement to change that requirement into an appropriate Missile Defense requirement.


value:
Apply this material to a piece of magical treasure-generated jewelry to imbue the target with Minor Coordination. This will also raise the Arcane Lore difficulty and the Spellcraft of the piece by 25.


value:
Apply this material to a magical, treasure-generated item with a heritage activation requirement to change that activation requirement to Aluvian.


value:
Apply this material to a treasure-generated weapon or magic-casting implement to imbue the target with Cold Rending. Cold Rending gives the weapon the ability to make its opponent vulnerable to cold attacks. The amount of vulnerability depends on the attack skill of the wielder. This effect does not stack with Cold Vulnerability spells.


value:
Apply this material to a treasure-generated weapon or magic-casting implement to imbue the target with Pierce Rending. Pierce Rending gives the weapon the ability to make its opponent vulnerable to piercing attacks. The amount of vulnerability depends on the attack skill of the wielder. This effect does not stack with Piercing Vulnerability spells.


value:
Apply this material to a treasure-generated weapon or magic-casting implement to imbue the target with Acid Rending. Acid Rending gives the weapon the ability to make its opponent vulnerable to acid attacks. The amount of vulnerability depends on the attack skill of the wielder. This effect does not stack with Acid Vulnerability spells.


value:
Apply this material to a treasure-generated weapon or magic-casting implement to imbue the target with Slash Rending. Slash Rending gives the weapon the ability to make its opponent vulnerable to slashing attacks. The amount of vulnerability depends on the attack skill of the wielder. This effect does not stack with Slashing Vulnerability spells.


value:
Apply this material to a treasure-generated weapon or magic-casting implement to imbue the target with Lightning Rending. Lightning Rending gives the weapon the ability to make its opponent vulnerable to lightning attacks. The amount of vulnerability depends on the attack skill of the wielder. This effect does not stack with Lightning Vulnerability spells.


value:
Apply this material to a treasure-generated weapon or magic-casting implement to imbue the target with Fire Rending. Fire Rending gives the weapon the ability to make its opponent vulnerable to fire attacks. The amount of vulnerability depends on the attack skill of the wielder. This effect does not stack with Fire Vulnerability spells.


value:
Apply this material to a treasure-generated weapon or magic-casting implement to imbue the target with Bludgeon Rending. Bludgeon Rending gives the weapon the ability to make its opponent vulnerable to bludgeoning attacks. The amount of vulnerability depends on the attack skill of the wielder. This effect does not stack with Bludgeoning Vulnerability spells.


value:
Attach this rabbit foot to a treasure-generated weapon to improve the weapon's variance by 20%. You may only attach one rabbit foot to a weapon.


value:
Apply Salvaged Ruby to this Armature. This Armature can then be used on a magical loot-generated Trinket to add Augmented Health III. This also increases the Spellcraft and Arcane Lore of the trinket by 25.


value:
Apply Salvaged Gromnie Hide to this Armature. This Armature can then be used on a magical loot-generated Trinket to add Augmented Damage Reduction II.


value:
An ornate loom etched with ancient symbols. It seems to be in perfect working order despite its obvious age.


value:
A scroll case that looks as though it has been caked over by thick black mud. It looks much like some type of fowl.


value:
A signpost has been placed firmly in the ground. Someone wanted to get the word out. Maybe you should take a look at what it says.


value:
Orders and other papers are scattered about this table, including a thick folder with what appear to be blueprints.


value:
An ancient pillar with a setting for a square shaped plate. Currently a plate bearing a strange symbol rests in the depression. Other pillars about the room clearly display similar plates. Perhaps this is some sort of puzzle.


value:
A foul smelling creation of muck and shoddy craftsmanship. Flies and other insects make their home within the porous structure of the monstrous statue.


value:
A well carved bust of Asheron Realaidain. It is masterfully crafted and looks very well made. Jif Loz may know more about this.


value:
A well carved bust of Emperor Kellin II. It is masterfully crafted and looks very well made. Jif Loz may know more about this.


value:
A well carved bust of Nali Valind. It is masterfully crafted and looks very well made. Jif Loz may know more about this.


value:
A well carved statue of Aurlanna. It is masterfully crafted and looks very well made. Kir Loz may know more about this.


value:
A throbbing wall of living fleshy material. The gurgling of acid and the presence of half digested corpses alerts you to the fact that this is a stomach wall. You are in the belly of the beast.


value:
A crude stone statue of some sort. There is a small square indention on the statue as if something was meant to be placed there.


value:
This statue appears ancient and weathered. A small inscription is carved at its base: "When the Gatekeepers are sated, the city that once was shall rise from the depths, the imprisoned shall break free, the weak shall become strong, and the rulers of this world shall be burned within the fires of treachery."


value:
The Black Book of Salt and Ash seems to thrum with dark energy, and its pages rattle very faintly, as if eager to spring loose from their binding...


value:
Although this crystal was first created from smaller pieces, the crystal has grown swiftly to its current size. You suspect Geomancy was involved in its construction, but you cannot be sure.


value:
This is the liver from a now-deceased carenzi.  You can use it to more closely examine it, but you can't bring yourself to put it into your pack - you have no idea how healthy it is.  Aun Teriona, near the town of Bluespire, is said to concern himself with the carenzi population.


value:
This altar has two holders for what would appears to be motes of some sort. The altar has seams which indicate that it will turn into a golem if certain conditions are met.


value:
This portal, created by Prince Borelean Strathelar, will transport you to the world of Bur. However, it is warded in such a fashion that only those who have undertaken certain preparations may proceed through.


value:
This pedestal feels warm to the touch. You see many places where small pieces of stone have been chipped away, as if someone had actively chosen to inflict damage.


value:
If you have been honored with this champion's password you may use this statue to enter the Champion Arena.


value:
A shadowy statue of the Hopeslayer.  Near the base of the statue is what appears to be an oddly shaped keyhole.


value:
To prove your clarity of mind you must use the stones provided to make each bag contain one color and you must use the remaining stones to balance the scales correctly.


value:
This banner may only be used by PK-flagged members of one of the Societies.  A single person may only claim one banner every 5 minutes.


value:
A banner, erected by the Creeping Blight, to show their control of the local area.  Those who have both joined one of the Societies and shunned Asheron's Protection may contest this claim.


value:
An Exploration Marker.  Speak with Sean the Speedy of the Exploration Society, in Holtburg, for more information on these markers.


value:
A small Crystal Array, designed to strengthen the defenses of those within the Society of the Celestial Hand that use it.


value:
A highly unstable-looking Falatacot Portal, looking more like a violent tear into Portalspace than a created thing.  Only those properly protected from its fluxuations may enter.


value:
Use this device to activate the fireworks contained within. You may only set off fireworks once every 90 seconds.


value:
An old gravestone that appears to be freshly placed into the ground. An uneasy sense overwhelms you as you approach.


value:
Fallen shards of amber imbedded in the ground. You will need to infuse the shards with Viridian Essence to harvest the infused amber within.


value:
An ancient statue infused with the magic of the Viridian Rise. There are ancient mechanisms that might be manipulated with the Lockpick skill.


value:
Bought by Ripley, Life Adept on Leafdawning 14, 195 P.Y. at Gloaming-and-Half

Purchased at 16.1N, 57.9E


value:
A stout, well-locked door. The metal has been finely inscribed with a motif of ocean waves. If the light does not hit the inscription properly, you can't even see it.


value:
This door leads to the Practice Area. Make sure you have found all three pieces of your armor before you enter these doors.


value:
The lock on this door is tarnished silver, gleaming faintly in the dim light.  Find a matching key to open it.


value:
A bottle containing what looks like water, except the water somehow smells more refreshing than normal water.


value:
A heavy, strong-smelling cake filled with unidentifiable brown lumps.  Somehow you just can't eat it.


value:
An Olthoi egg, ripped from the corpse of the Olthoi Queen. The larvae inside is dead, so don't bother trying to keep it warm...


value:
These salted meats have been specially treated by Tumerok priests with herbs and spices that have many healing qualities. The result is a pungent and dry strip of meat with incredible healing properties.


value:
An elaborate mix of reconstituted meats, nuts, and fruit. It's very filling, and tastes a bit of cinnamon.


value:
This is a Stamina-restoring snack made from a Tiriun Mushroom Stalk that has been cured and sliced into strips.


value:
Many items, such as potions, are stackable. This means that they will stack on top of each other in the same slot in your Inventory. Academy potions, however, are not stackable.


value:
A flute of cool liquid. The contents of this flute teem with energy and feel as though they are swirling within the container.


value:
Use this item to drink it.  After you drink it, you will not be able to use another Black Market or Enhanced health elixir for an hour.


value:
This is a Calling Stone that all newcomers arrive with. It is a plain, lightweight gem. Give this item to the Society Greeter.


value:
A magical artifact resulting from the combination of the Dark Singularity and the Skull of Avoren Palacost.


value:
This portal summoning gem works best if used outside in a relatively flat area. (Quest Difficulty: 80+)


value:
Use this gem to summon a short-lived portal to Holtburg. This gem works best if used outside in a relatively flat area.


value:
Use this gem to summon a short-lived portal to Shoushi. This gem works best if used outside in a relatively flat area.


value:
Use this gem to summon a short-lived portal to Yaraq. This gem works best if used outside in a relatively flat area.


value:
Plush tusker: He'll keep you safe at night! Wash in warm water; tumble dry; keep away from flame or sharp, pointy objects.


value:
Why get other toys when Pack Lugian could crush them all? Watch how he intimidates the others with his mighty Knuckle-Crush! They will cower before him!


value:
Special, limited-edition, pre-patch, hoary, gold-foil wrap, embossed lettering, signed and numbered by the author... Cow.


value:
Articulated legs make this Pack Grievver number one on everyone's holiday shopping list! Get yours now while supplies last. Do not taunt happy Pack Grievver.


value:
Sure fire fun at parties! Scarecrow... stands there. Amaze your friends with his amazing... standing ability! Watch their envy as their little friends all move around and annoy them while your scarecrow stands silent and proud.


value:
Your very own Wood Golem! Real wood construction and realistic facial moss. Hand milled and assembled in the hills of Ispar by a lonely old man in his workshop.


value:
A chubby little Idol sure to bring you fame and wealth! Pack Idol obliterates his opponents with his "laser" eyes! Uses 2 AA batteries (Not included; Confiscated by Customs at the border...).


value:
A chunk of polished volcanic rock.  As you look at it, you can see what seems to be movement just under its surface.  You feel a strange pressure in the back of your mind, but it slowly recedes.


value:
An exclusive prize from a gambling den!  The hopping Golden Gromnie is the hippest Pack Monster ever!


value:
A chunk of polished volcanic rock.  As you look at it, you can see what seems to be movement just under its surface.  You feel a strange pressure in the back of your mind, but it slowly recedes.  (Bring it to Diyas in Zaikhal)


value:
A token from Nuhmudira to be given either to an Arcanum Agent for a Writ of Refuge or an Arcanum Envoy for access to items for your home.


value:
A brass token stamped with the sigil of the Explorer Society's Training Academy. Return this item to the Training Master in the Practice Area.


value:
Use this invitation at the time of your friends' wedding to be transported to their celebration in the Wedding Hall.


value:
Use this invitation at the time of your friends' wedding to be transported to their celebration overlooking Plateau Village.


value:
Use this invitation at the time of your friends' wedding to be transported to their celebration overlooking the waterfalls at the Ithaenc Cathedral.


value:
A small decorative statue  of a Banderling crafted by the Arcanum Tinker, in reward for destroying the statues that threatening the cities of Dereth.


value:
A small decorative statue of Ben Ten crafted by the Arcanum Tinker, in reward for destroying the statues threatening the cities of Dereth.


value:
A small oxidized statue of Ben Ten crafted by the Arcanum Tinker, in reward for keeping the statues that continue to threaten the cities of Dereth at bay.


value:
A small oxidized statue of a Drudge crafted by the Arcanum Tinker, in reward for keeping the statues that continue to threaten the cities of Dereth at bay.


value:
A small decorative statue  of a Golem crafted by the Arcanum Tinker, in reward for destroying the statues threatening the cities of Dereth.


value:
A small oxidized statue  of a Golem crafted by the Arcanum Tinker, in reward for keeping the statues that continue to threaten the cities of Dereth at bay.


value:
A small decorative statue  of a Grievver crafted by the Arcanum Tinker, in reward for destroying the statues threatening the cities of Dereth.


value:
A small oxidized statue of a Grievver crafted by the Arcanum Tinker, in reward for keeping the statues that continue to threaten the cities of Dereth at bay.


value:
A small oxidized statue  of a Gromnie crafted by the Arcanum Tinker, in reward for keeping the statues that continue to threaten the cities of Dereth at bay.


value:
A small oxidized statue of a Mosswart crafted by the Arcanum Tinker, in reward for keeping the statues that continue to threaten the cities of Dereth at bay.


value:
A small decorative statue of a Reedshark crafted by the Arcanum Tinker, in reward for destroying the statues threatening the cities of Dereth.


value:
A small oxidized statue of a Reedshark crafted by the Arcanum Tinker, in reward for keeping the statues that continue to threaten the cities of Dereth at bay.


value:
A small decorative statue of a Sclavus crafted by the Arcanum Tinker, in reward for destroying the statues threatening the cities of Dereth.


value:
A small oxidized statue of a Sclavus crafted by the Arcanum Tinker, in reward for keeping the statues that continue to threaten the cities of Dereth at bay.


value:
A small oxidized statue of a Shadow crafted by the Arcanum Tinker, in reward for keeping the statues that continue to threaten the cities of Dereth at bay.


value:
A small oxidized statue of a Skeleton crafted by the Arcanum Tinker, in reward for keeping the statues that continue to threaten the cities of Dereth at bay.


value:
A small decorative statue of Thorsten Cragstone crafted by the Arcanum Tinker, in reward for destroying the statues threatening the cities of Dereth.


value:
A small oxidized statue of Thorsten Cragstone crafted by the Arcanum Tinker, in reward for keeping the statues that continue to threaten the cities of Dereth at bay.


value:
A small oxidized statue of a Tumerok crafted by the Arcanum Tinker, in reward for keeping the statues that continue to threaten the cities of Dereth at bay.


value:
A small decorative statue of a Zharalim crafted by the Arcanum Tinker, in reward for destroying the statues threatening the cities of Dereth.


value:
A small oxidized statue of a Zharalim crafted by the Arcanum Tinker, in reward for keeping the statues that continue to threaten the cities of Dereth at bay.


value:
Use this gem to lower a specialized skill to trained, or a trained skill to untrained. This gem will return eight skill credits when used to unspecialize or untrain the Creature Enchantment skill. 


value:
Use this gem to lower a specialized skill to trained, or a trained skill to untrained. This gem will return eight skill credits when used to unspecialize or untrain the Item Enchantment skill. 


value:
Use this gem to lower a specialized skill to trained, or a trained skill to untrained. This gem will return two skill credits when used to unspecialize or four skill credits when used to untrain the Leadership skill. 


value:
Use this gem to lower a specialized skill to trained, or a trained skill to untrained. This gem will return two skill credits when used to unspecialize the Loyalty skill. You cannot untrain the Loyalty skill.


value:
Use this gem to specialize a trained skill. It will cost you two skill credits specialize the Arcane Lore skill. 


value:
Use this gem to specialize a trained skill. It will cost you four skill credits to train the Armor Tinkering skill. 


value:
Use this gem to specialize a trained skill. It will cost you six skill credits to specialize the Missile Weapons skill. 


value:
Use this gem to specialize a trained skill. It will cost you two skill credits to specialize the Assess Creature skill. 


value:
Use this gem to specialize a trained skill. It will cost you four skill credits to specialize the Finesse Weapons skill. 


value:
Use this gem to specialize a trained skill. It will cost you two skill credits to specialize the Deception skill. 


value:
Use this gem to specialize a trained skill. It will cost you four skill credits to specialize the Fletching skill. 


value:
Use this gem to specialize a trained skill. It will cost you four skill credits to specialize the Healing skill. 


value:
Use this gem to specialize a trained skill. It will cost you two skill credits to train the Item Tinkering skill. 


value:
Use this gem to specialize a trained skill. It will cost you two skill credits to specialize the Leadership skill. 


value:
Use this gem to specialize a trained skill. It will cost you eight skill credits to specialize the Life Magic skill. 


value:
Use this gem to specialize a trained skill. It will cost you four skill credits to specialize the Lockpick skill. 


value:
Use this gem to specialize a trained skill. It will cost you twelve skill credits to specialize the Magic Defense skill. 


value:
Use this gem to specialize a trained skill. It will cost you ten skill credits to specialize the Melee Defense skill. 


value:
Use this gem to specialize a trained skill. It will cost you four skill credits to specialize the Missile Defense skill. 


value:
Use this gem to specialize a trained skill. It will cost you six skill credits to specialize the Heavy Weapons skill. 


value:
Use this gem to specialize a trained skill. It will cost you twelve skill credits to specialize the War Magic skill. 


value:
Use this gem to specialize a trained skill. It will cost you four skill credits to train the Weapon Tinkering skill. 


value:
A small oxidized statue of a Virindi crafted by the Arcanum Tinker, in reward for keeping the statues that continue to threaten the cities of Dereth at bay.


value:
A small decorative statue of a Virindi crafted by the Arcanum Tinker, in reward for destroying the statues threatening the cities of Dereth.


value:
This pack doll is a scale model of the Tremendous Monouga that can be found smashing his way happily through the forests of the Valley of Death. The full scale model was built to reflect the height of this monstrosity when compared to your other pack dolls.


value:
Gentleman Jake told me this gem would take me to a dark dungeon that hides the bandit's lair. Part of me is terrified to use it.


value:
Take heed! With the loss of our Lord, many shadows seek leadership other than the old generals. A new dark power is rising near the crater where our Lord was first imprisoned. Come and bask in the dark glory! We shall rise anew and consume this land with darkness!


value:
This portal summoning gem works best if used outside in a relatively flat area. (Quest Difficulty: 20-40)


value:
Yes, drudge brother, you are invited to the biggest event of the year! The final Knock-Out fight between Kerthump, the Ear Taker, and Baktak the Human Slayer. A no claws death-match for the prized Drudge Championship Belt. Do not talk about Drudge Fight.


value:
This portal summoning gem works best if used outside in a relatively flat area. (Quest Difficulty: 60-80)


value:
Join us in worship, mosswart brethren. Our God walks amongst, blessing us. The Homunculus will lead us to our rightful place as the rulers of this world. The Homunculus will bring low all who oppose us. Praise be The Homunculus!


value:
Deliver all non-viable test subjects to the oubliette for disposal. This stone is imprinted with the location. The Director also requests a status report on the one surviving subject there. Its tenacity is of interest.


value:
Double-click on this portal gem to summon a portal. You must be level 80 or greater to enter the summoned portal.


value:
A green portal gem surrounded by a clasp, held by an amethyst cradle, adorned with a sparkling cluster of aquamarine and placed atop a jade dais.


value:
Double-click on this portal gem to summon a portal. You must be level 60 or greater to enter the summoned portal.


value:
A green portal gem surrounded by a clasp, held by an amethyst cradle and adorned with a sparkling cluster of aquamarine.


value:
Double-click on this portal gem to summon a portal. You must be level 20 or greater to enter the summoned portal.


value:
Double-click on this portal gem to summon a portal. You must be level 40 or greater to enter the summoned portal.


value:
A large blue Mana Stone. While it looks similar to every day mana stones, you can tell it is different just by looking at it.


value:
A plate with a relief carved into the face. The relief is of a triangle turned on its side with a small dot located along the longest side.


value:
This stone throbs with magical power. To the trained item mage, the magic within the stone appears to be attuned to the School of the Right Hand. Perhaps if one were attuned to Item Magic in some way, they could benefit from using this stone.


value:
This patch of flesh, unceremoniously removed from a Burun, is dripping with the creatures blood. Perhaps you can use this with a soul stone to make an enhanced version of the stone.


value:
This device was fashioned by Shoyanen Kenchu under the direction of High Queen Elysa Strathelar. The magic of the device can only be activated if placed on a mansion hook. The magic has yet to be perfected so the device may deliver the user to one of the three Black Spawn Dens.


value:
This device was fashioned by Shoyanen Kenchu under the direction of High Queen Elysa Strathelar. The magic of the device can only be activated if placed on a mansion hook. The magic has yet to be perfected so the device may deliver the user to one of three locations: Ridge Citadel, Hills Citadel or Wilderness Citadel.


value:
This device was fashioned by Shoyanen Kenchu under the direction of High Queen Elysa Strathelar. The magic of the device can only be activated if placed on a mansion hook. The magic has yet to be perfected so the device may deliver the user to one of three locations: Northern Landbridge, Southern Landbridge or the Renegade Fortress.


value:
This device was fashioned by Shoyanen Kenchu under the direction of High Queen Elysa Strathelar. The magic of the device can only be activated if placed on a mansion hook. The magic has yet to be perfected so the device may deliver the user to one of three locations: Neydisa Castle, Base of the Marescent Plateau, Kara Wetlands.


value:
This device was fashioned by Shoyanen Kenchu under the direction of High Queen Elysa Strathelar. The magic of the device can only be activated if placed on a mansion hook. The magic has yet to be perfected so the device may deliver the user to one of three locations: Olthoi North, Olthoi Horde Nest North, Black Death Catacombs.


value:
Use this gem to summon a short-lived portal to Silyun.  This portal summoning gem works best if used outside in a relatively flat area.


value:
Using this gem will increase the resistance to Acid damage for all equipped armor and clothing by 500% for 15 minutes.


value:
Using this gem will increase the resistance to Bludgeoning damage for all equipped armor and clothing by 500% for 15 minutes.


value:
Using this gem will confer a 25% Melee Defense bonus upon your equipped melee weapon, missile weapon, or magic caster for 15 minutes.


value:
Using this gem will increase the resistance to Fire damage for all equipped armor and clothing by 500% for 15 minutes.


value:
Using this gem will increase the resistance to Cold damage for all equipped armor and clothing by 500% for 15 minutes.


value:
Using this gem will confer a 25% attack bonus upon your equipped melee weapon for 15 minutes. This gem has no effect on ranged weapons.


value:
Using this gem will confer upon an equipped casting device a 100% Mana Conversion bonus for 15 minutes.


value:
Using this gem will increase the Armor Level of all equipped armor and clothing by 1000 for 15 minutes.


value:
Using this gem will increase the resistance to Lightning damage for all equipped armor and clothing by 500% for 15 minutes.


value:
Using this gem will increase the resistance to Piercing damage for all equipped armor and clothing by 500% for 15 minutes.


value:
Using this gem will confer a 15% elemental damage bonus upon your equipped casting device for 15 minutes.


value:
Using this gem will quicken the attack speed on your equipped melee or missile weapon by 1000 points for 15 minutes.


value:
This device was fashioned by Shoyanen Kenchu under the direction of High Queen Elysa Strathelar. The magic of the device can only be activated if placed on a mansion hook. The magic has yet to be perfected so the device may deliver the user to one of three locations: Center of the Obsidian Plains, Valley of Death or Western Aphus Lassel.


value:
Use this gem to summon a short-lived portal to Sanamar.  This portal summoning gem works best if used outside in a relatively flat area.


value:
Banderling brothers! Come one, come all to the most excitable, tentaclicacal, fighttastical, Nifficacal, underground fight of the year! Bring your well-trained Niffis fighter to the Niffis Fighting Pits! It's Niffis versus Niffis in the brutalest bloodsport of the Dires! Owned and operated by Grikflap the Uf-bringer!


value:
A blood red jewel in the shape of a fang. Odd etchings running the length of the jewel suggest that it has a Dericostian origin.


value:
A brightly colored military medal. This honor was once pinned to the chest of one of the Undead warriors who fell at the battle of Ayn Tayn.


value:
A large black pearl that appears to come from an unknown creature. Wisps of dark energy flail out from the pearl, compelling you to hold it in your hands.


value:
A gift from the late Antius Blackmoor and his Page in Arwic. This gem is eternal. You can use it as often as you like.


value:
A fragment of an unknown artifact protected by a Greater Penumbral Horror. Its shape is oddly familiar.


value:
An ancient looking Shadow artifact. The distinct pattern on the front of the artifact reminds you of something, but you cannot place what exactly that is.


value:
An ancient shadow artifact which appears to be the lock to a gateway of some kind. Shadow Hunter Killcrane's knowledge of Shadow-lore has restored this lock to full capacity.


value:
Use this gem to infuse your wielded weapon with the rage of Grael, increasing its damage value by 3 points.  The effects of this spell stack with Blood Drinker.


value:
Use this gem to summon a short-lived portal to Fort Tethana.  This portal summoning gem works best if used outside in a relatively flat area.


value:
Give this gem to the Gatekeeper Lurza to prove your worth.  Should you need a quick return to the Gatekeeper's Plateau, present this gem to the Devastated Watcher or Ruined Watcher on Aerlinthe.


value:
Use this gem to summon a short-lived portal to Redspire.  This portal summoning gem works best if used outside in a relatively flat area.


value:
Use this gem to summon a short-lived portal to Vissidal Island. This gem works best if used outside in a relatively flat area.


value:
Use this page to infuse your wielded weapon with the Invocation of the Black Book, adding a 10% bonus to its Attack modifier.  This spell stacks with other spells and cantrips.


value:
A page of an ancient book with runes that are unintelligible, but still seem to make sense to your eyes...


value:
A chubby little idol with a rare gem symbol on its chest. It looks like it's about to burst with joy.


value:
Use this gem to summon a short-lived portal to the Mukkir Nest.  You must be at least 150th level to enter this portal.  This gem works best if used outside in a relatively flat area.


value:
A Viamontian crafted portal gem, keyed to open a Gateway to a hidden nest of Mukkir.  Perhaps something of value can be gathered from this nest.


value:
This portal summoning gem works best if used outside in a relatively flat area. (Quest Difficulty: 100+ Group)(Warning: You may not be able to recover your corpse.)


value:
This portal summoning gem works best if used outside in a relatively flat area. (Quest Difficulty: 100)


value:
A request to all Virindi sympathetic to Aerbax's cause. We would acquire a source of power from beneath the black plains the humans call the Direlands. This power source would be of significant benefit to our affairs.


value:
Brothers, we must acquire the source of power that lies beneath the wastes. The awakened Virindi conted with us to reach the monolith, but the Guardian has as yet prevented either side from attaining its power. Come, join us and crush the faithless Virindi beneath our heels.


value:
This token represents a Silveran Claw.  You may only pick up one Silveran weapon token.  Turn it in to the Whispering Blade Chamberlain to receive your reward.


value:
This token represents a Silveran Crossbow.  You may only pick up one Silveran weapon token.  Turn it in to the Whispering Blade Chamberlain to receive your reward.


value:
This token represents a Silveran Dagger.  You may only pick up one Silveran weapon token.  Turn it in to the Whispering Blade Chamberlain to receive your reward.


value:
This token represents a Silveran Mace.  You may only pick up one Silveran weapon token.  Turn it in to the Whispering Blade Chamberlain to receive your reward.


value:
This token represents a Silveran Spear.  You may only pick up one Silveran weapon token.  Turn it in to the Whispering Blade Chamberlain to receive your reward.


value:
This token represents a Silveran Staff.  You may only pick up one Silveran weapon token.  Turn it in to the Whispering Blade Chamberlain to receive your reward.


value:
This token represents a Silveran Sword.  You may only pick up one Silveran weapon token.  Turn it in to the Whispering Blade Chamberlain to receive your reward.


value:
This token represents a Silveran Wand.  You may only pick up one Silveran weapon token.  Turn it in to the Whispering Blade Chamberlain to receive your reward.


value:
This token represents a Silveran Atlatl.  You may only pick up one Silveran weapon token.  Turn it in to the Whispering Blade Chamberlain to receive your reward.


value:
This token represents a Silveran Axe.  You may only pick up one Silveran weapon token.  Turn it in to the Whispering Blade Chamberlain to receive your reward.


value:
This token represents a Silveran Bow.  You may only pick up one Silveran weapon token.  Turn it in to the Whispering Blade Chamberlain to receive your reward.


value:
A miniature doll of Grael, the Heart-Render, Black Spear of the Kemeroi, Scourge of Haebrous, and Rage of Shadow.  You can turn this doll in to one of the Emissaries of Ulgrim, who will advance you one character level in exchange.  You can only turn in one doll.


value:
Turn this item into an Agent of the Arcanum for a housing writ. Turn this item into a High-Stakes Gamemaster for a chance at some experience.


value:
This is a large and fleshy mushroom that gives off an earthy, intoxicating aroma.  An expert could cut this into the valuable spore, cap, and stalk components.


value:
This portal summoning gem works best if used outside in a relatively flat area. (Quest Difficulty: 40-60)


value:
There's gold on that hill. While huntin' along the inland sea I got me a gem like this one off a Sclavus. It summoned a portal to a hill where the Sclavus were protectin' some sorta ruin. They forced me offin' that hill, but not before I caught me a glimpse of somethin' gold shinin' in the ruins. I finally found another one of these gems and I'm goin' back for the gold just as soon as I kill me another Sclavus. - Harker Shan-ue of the Exploration Society


value:
There is a source of great power beneath the Obsidian Plains. Those brave enough to seek it out usually find death. Beware the Guardian.


value:
We must put aside our disputes and cooperate with the decomposing masses. The Interlopers spread further and invade more of our resting places every season. We will make plans in the meeting place of old, my map room. May his Eternal Splendor rule forever. - Ward of the Retreat


value:
A large vial of swirling purple fluid.  Even stoppered, a vile smell issues from the vial, and touching it makes your hand spasm in pain.


value:
This scroll, sealed with an elaborate purple gem, seems to be an invitation to some kind of Tanada battle trial


value:
A ghostly ingot without much weight or substance. It causes a sensation of pins and needles in your hand, as if it were asleep.


value:
A miniature doll of Aerbax - once a valued member of the Virindi Singularity who split from it and gradually began to realize its own independence.  Its research culminated in the discovery of a Kemeroi, one of the great evil beings hidden deep within the world, which further twisted it towards Shadow and destruction.  Aerbax hatched a plot to dominate the creatures of Auberean by crafting prodigal versions of several selected different races.  Aerbax's shadow has now been sundered from it, but Aerbax still exists and may one day again attempt to guide the course of history from afar.


value:
This delicate bauble is similar to the Falatacot Trinkets which may be found around Dereth, but is more finely crafted.  


value:
Given to the best monarch i've ever had, and a true friend thick and thin. Thank you JB. Your a true legend.


value:
This darkened skull feels cold to the touch. Use it to destroy invisible ghosts under Mhoire Castle.


value:
This large clear crystal sometimes emits faint whispers. Use it to detect invisible ghosts under Mhoire Castle.


value:
Give this Token to Sean the Speedy, in Holtburg, in order to receive an Explorer's Backpack.  The Explorer's Backpack is an Attuned, unique 30-slot Backpack.


value:
An Aetherium Power Core,  dropped by the Gear Knights in the Gear Knight invasion area in the northern Direlands.


value:
A piece of Depleted Aetherium Ore taken from the Gearknight invasion area to the East of the Inner Sea.


value:
This token represents a Silveran weapon. Use this token to purchase a Silveran weapon from the Whispering Blade Quatermaster.


value:
Use this gem to specialize a trained skill. It will cost you eight skill credits to specialize the Two Handed Combat skill. 


value:
An Aetherium-infused Gear,  dropped by the Gear Knights in the Gear Knight invasion area in the northern Direlands.


value:
A normal looking mana stone enchanted to pick up energy from the environment on use, but won't hold a charge.


value:
This mana stone is incapable of holding a charge. Using this stone creates a conduit between the wielder and Dereth's mana field.


value:
A magically created gem, attuned to the essence of Hoshino Kei's Haindmaiden, Ayaname Chiyoko.  Using this in an area near where she has been in the recent past will cause it to glow, and if there is an obscured path to her nearby, it will appear.


value:
Use this gem to summon a short-lived portal to the Town Network.  This portal summoning gem works best if used outside in a relatively flat area.


value:
This token may be traded to Liam of Gelid, the Seer of the Dericost, in the underground city of Frore, in order to spend Luminance to gain or increase the Aura of Retribution augmentation.  You must have 5 ranks in Aura of Glory in order to gain this augmentation.  Cost for each level: 350,000, 400,000, 450,000, 500,000, 550,000.  Each purchase increases your critical damage rating by 1. 


value:
This token may be traded to Liam of Gelid, the Seer of the Dericost, in the underground city of Frore, in order to spend Luminance to gain or increase the Aura of Destruction augmentation.  You must have 5 ranks in Aura of Valor in order to gain this augmentation.  Cost for each level: 350,000, 400,000, 450,000, 500,000, 550,000.  Each purchase increases your damage rating by 1. 


value:
This token may be traded to the Shade of Lady Adja, the Seer of the Light Falatacot, in the Cathedral of Ithaenc, in order to spend Luminance to gain or increase the Aura of Invulnerability augmentation.  You must have 5 ranks in Aura of Protection in order to gain this augmentation.  Cost for each level: 350,000, 400,000, 450,000, 500,000, 550,000.  Each purchase increases your damage reduction rating by 1. 


value:
This token may be traded to Lord Tyragar, the Seer of the Haebrean, in Silyun, in order to spend Luminance to gain or increase the Aura of Hardening augmentation.  You must have 5 ranks in Aura of Temperance in order to gain this augmentation.  Cost for each level: 350,000, 400,000, 450,000, 500,000, 550,000.  Each purchase increases your critical damage reduction rating by 1. 


value:
This token may be traded to Lord Tyragar, the Seer of the Haebrean, in Silyun, in order to spend Luminance to gain or increase the Aura of Invulnerability augmentation.  You must have 5 ranks in Aura of Protection in order to gain this augmentation.  Cost for each level: 350,000, 400,000, 450,000, 500,000, 550,000.  Each purchase increases your damage reduction rating by 1. 


value:
This token may be traded to Nalicana, the Seer of the Yalain, in Asheron's Castle, in order to spend 1,000,000 Luminance to gain an additional Skill Credit.  This augmentation may be bought up to 2 times.


value:
This token may be traded to Nalicana, the Seer of the Yalain, in Asheron's Castle, in order to spend 25,000 Luminance for five Luminous Pearls of Blood Drinking. A Luminous Pearl of Blood Drinking, when used, will cast Incantation of Blood Drinker on your equipped weapon.


value:
This token may be traded to Nalicana, the Seer of the Yalain, in Asheron's Castle, in order to spend 5,000 Luminance for one Luminous Crystal of Surging Strength.


value:
This token may be traded to Nalicana, the Seer of the Yalain, in Asheron's Castle, in order to spend 5,000 Luminance for one Luminous Crystal of Towering Defense.


value:
This token may be traded to Nalicana, the Seer of the Yalain, in Asheron's Castle, in order to spend 25,000 Luminance for five Luminous Pearls of Defending. A Luminous Pearl of Defending, when used, will cast Incantation of Defender on your equipped weapon.


value:
This token may be traded to Nalicana, the Seer of the Yalain, in Asheron's Castle, in order to spend 25,000 Luminance for five Luminous Pearls of Heart Seeking. A Luminous Pearl of Heart Seeking, when used, will cast Incantation of Heartseeker on your equipped weapon.


value:
This token may be traded to Nalicana, the Seer of the Yalain, in Asheron's Castle, in order to spend 25,000 Luminance for five Luminous Pearls of Spirit Drinking. A Luminous Pearl of Spirit Drinking, when used, will cast Incantation of Spirit Drinker on your equipped magic caster.


value:
This token may be traded to Nalicana, the Seer of the Yalain, in Asheron's Castle, in order to spend 25,000 Luminance for five Luminous Crystals of Vitality. A Luminous Crystal of Vitality, when used, will increase your Health by 5 for 3 hours.


value:
This token may be traded to Nalicana, the Seer of the Yalain, in Asheron's Castle, in order to spend 25,000 Luminance for a Light Infused Healing Kit. A Light Infused Healing Kit boosts your Heal Skill by 250, and has 30 charges.


value:
This token may be traded to Nalicana, the Seer of the Yalain, in Asheron's Castle, in order to spend 25,000 Luminance for five Draughts of Revitalization. A Draught of Revitalization, when used, will restore 250 Stamina.


value:
Using this gem will cast Surging Strength, which increases your Damage Rating by 20 for 15 seconds.  This gem has a 1 hour cooldown.


value:
Using this gem will cast Towering Defense, which increases your Damage Resistance Rating by 30 for 15 seconds.  This gem has a 1 hour cooldown.


value:
Using this gem will cast Luminous Vitality, which increases your Maximum Health by 5 for 3 hours. This effect stacks with other effects that increase health.


value:
This token may be traded to Nalicana, the Seer of the Yalain, in Asheron's Castle, in order to spend Luminance to gain or increase the Aura of Aetheric Vision augmentation.  This augmentation may be bought up to 5 times.  Cost for each level: 100,000, 150,000, 200,000, 250,000, 300,000.  This augmentation slightly increases your chance to gain an Aetheria Surge on a successful hit with a weapon or spell. 


value:
This token may be traded to Nalicana, the Seer of the Yalain, in Asheron's Castle, in order to spend Luminance to gain or increase the Aura of Glory augmentation.  This augmentation may be bought up to 5 times.  Cost for each level: 100,000, 150,000, 200,000, 250,000, 300,000.  Each purchase increases your critical damage rating by 1.


value:
This token may be traded to Nalicana, the Seer of the Yalain, in Asheron's Castle, in order to spend Luminance to gain or increase the Aura of Temperance augmentation.  This augmentation may be bought up to 5 times.  Cost for each level: 100,000, 150,000, 200,000, 250,000, 300,000.  Each purchase increases your critical damage reduction rating by 1. 


value:
This token may be traded to Nalicana, the Seer of the Yalain, in Asheron's Castle, in order to spend Luminance to gain or increase the Aura of Valor augmentation.  This augmentation may be bought up to 5 times.  Cost for each level: 100,000, 150,000, 200,000, 250,000, 300,000.  Each purchase increases your damage rating by 1. 


value:
This token may be traded to Nalicana, the Seer of the Yalain, in Asheron's Castle, in order to spend Luminance to gain or increase the Aura of Protection augmentation.  This augmentation may be bought up to 5 times.  Cost for each level: 100,000, 150,000, 200,000, 250,000, 300,000.  Each purchase increases your damage reduction rating by 1. 


value:
This token may be traded to Nalicana, the Seer of the Yalain, in Asheron's Castle, in order to spend Luminance to gain or increase the Aura of Mana Infusion augmentation.  This augmentation may be bought up to 5 times.  Cost for each level: 100,000, 150,000, 200,000, 250,000, 300,000.  This augmentation increases the mana provided by mana stones to your items. The mana is increased by a rating of 1 per level.


value:
This token may be traded to Nalicana, the Seer of the Yalain, in Asheron's Castle, in order to spend Luminance to gain or increase the Aura of Mana Flow augmentation.  This augmentation may be bought up to 5 times.  Cost for each level: 100,000, 150,000, 200,000, 250,000, 300,000.  This augmentation provides a reduction in the mana consumption of your items equal to 1 rating point per level. This is expressed as a rating, where the mana consumption is multiplied by the following: (100 / (100 + Mana Consumption Reduction Rating))


value:
This token may be traded to Nalicana, the Seer of the Yalain, in Asheron's Castle, in order to spend Luminance to gain or increase the Aura of Purity augmentation.  This augmentation may be bought up to 5 times.  Cost for each level: 100,000, 150,000, 200,000, 250,000, 300,000.  Each purchase increases the amount that healing affects you by 1 heal rating. 


value:
This token may be traded to Nalicana, the Seer of the Yalain, in Asheron's Castle, in order to spend Luminance to gain or increase the Aura of the Craftsman augmentation.  This augmentation may be bought up to 5 times.  Cost for each level: 100,000, 150,000, 200,000, 250,000, 300,000.  Each purchase increases the effective skill level of your crafting and tinkering skills by 1 point. 


value:
This token may be traded to the Shade of Lady Adja, the Seer of the Light Falatacot, in the Cathedral of Ithaenc, in order to spend Luminance to gain or increase the Aura of Specialization Mastery augmentation.  Cost for each level: 350,000, 400,000, 450,000, 500,000, 550,000.  Each purchase increases your specialized skills by 2. 


value:
This token may be traded to Nalicana, the Seer of the Yalain, in Asheron's Castle, in order to spend 100,000 Luminance for a Blank Augmentation Gem. This token may not be turned in more than once every two weeks.


value:
Syltyn Rillon has crafted a sword of great power. You must prove yourself to her in order to obtain this sword.


value:
Cyphis Suldow wants to build a resort near Stonehold but some Banderlings are in his way. Help Cyphis relocate the banderlings.


value:
An ancient contract with instructions to enter a Catacomb containing a crystal staff. (Recommended Levels 180+)


value:
An ancient contract with instructions to enter a Catacomb containing a crystal sword. (Recommended Levels 180+)


value:
An ancient contract with instructions to enter a Catacomb containing a crystal amulet. (Recommended Levels 180+)


value:
An ancient contract with instructions to enter a Catacomb containing a crystal idol. (Recommended Levels 180+)


value:
Use this gem to lower a specialized skill to trained, or a trained skill to untrained. This gem will return two skill credits when used to unspecialize or four skill credits to untrain the Sneak Attack skill. 


value:
Use this gem to specialize a trained skill. It will cost you two skill credits to specialize the Dirty Fighting skill. 


value:
Use this gem to specialize a trained skill. It will cost you two skill credits to specialize the Dual Wield skill. 


value:
Use this gem to specialize a trained skill. It will cost you two skill credits to specialize the Shield skill. 


value:
Use this gem to specialize a trained skill. It will cost you two skill credits to specialize the Sneak Attack skill. 


value:
A contract for collecting the Mnemosyne of Battle Lord Gregor, to prove to Nalicana your worth to earn Luminance.


value:
Use this gem to infuse your wielded elemental magic caster with the spirit of Izexi, increasing its elemental damage bonus by 1%.  The effects of this spell stack with Spirit Drinker.


value:
A gem that grants the bearer one hundred million experience. You may turn in up to 10 of these every month to an Agent of the Arcanum.


value:
Use this gem to lower a specialized skill to trained, or a trained skill to untrained. This gem will return four skill credits when used to unspecialize or eight skill credits when used to untrain the Summoning skill. 


value:
Use this gem to specialize a trained skill. It will cost you four skill credits to specialize the Summoning skill.


value:
This token may be traded to Nalicana, the Seer of the Yalain, in Asheron's Castle, in order to spend Luminance to gain or increase the Aura of the World augmentation.  This augmentation may be bought up to 10 times.  Cost for each level: 100,000, 200,000, 300,000, 400,000, 500,000, 600,000, 700,000, 800,000, 900,000, 1,000,000.  Each purchase increases the effective skill level of all of your skills by 1 point. 


value:
A small bloodstone shard attuned to the Frozen Fortress Laboratory Portal. (Recommended Levels 180+)


value:
A small bloodstone shard attuned to the Frozen Fortress Testing Grounds Portal. (Recommended Levels 180+)


value:
This token may be traded to Nalicana, the Seer of the Yalain, in Asheron's Castle, in order to spend 10,000 Luminance for 1 Luminous Crystal of Rare Armor Damage Boost V. When used, this gem will increase your Damage Rating by 5 for 3 hours.


value:
Using this gem will cast Rare Armor Damage Boost V, which increases your Damage Rating by 5 for 3 hours.


value:
This token may be traded to Nalicana, the Seer of the Yalain, in Asheron's Castle, in order to spend 10,000 Luminance for 1 Luminous Crystals of Rare Damage Reduction V. When used, this gem will increase your Damage Resistance Rating by 5 for 3 hours.


value:
Using this gem will cast Rare Damage Reduction V, which increases your Damage Resistance Rating by 5 for 3 hours.


value:
This lightweight, shield-shaped emblem server as evidence that the bearer is married.  It is customary to inscribe the shield with the name of the beloved partner.


value:
A crystalline barrier infused with the magical properties of distilled chorizite.  Although the Aegis provides no physical protection, the aura generated by the shield will negate a portion of all magical projectile attacks, based upon the wielder's abilities.


value:
To the RENEGADES,  If life is like a circle, then there are no endings, just another bend in the Road. Surely we shall meet again, Farewell....


value:
The shield is a boon of strength and a symbol of the adherents to the path of the Dragon. The symbol looks as though it can be changed with the right materials.


value:
This shield was carved from the shell of a corrupted Nefane. Some elements of the natural magic of the creature remains within the shield.


value:
Chorizite has been pounded into this shield. The shield cannot received further enchantment from spells and seems to hinder the access to mana while offering better defense to magical attacks.


value:
"Why would you want to use a shield with a target plain as day on it?" said one. "'Tis ugly!" said another. The only response by the smith was, "Would you rather have an archer aiming for your head or for your shield?"


value:
At first glance this shield seems to be of primitive make. But when exposed to magic, the emblems on the shield writhe and glow, helping to resist any magic.  Its very presence on the arm seems to make the bearer more able to withstand magical attacks.


value:
This shield once belonged to Sir Alterio the Vain of Viamont. So consumed was he with his looks that he had this shield made so that he could gaze at his reflection whenever he felt the need to... which was quite often, by most accounts.


value:
FMN 1/9/2011


[Allegiance] Ip Man says, "UR GONNA HAVE TO WORK PRETTY HARD TO CANCEL MY VOTE SEEING AS I HAVE MULTIPLE PERSONALITY DISORDER"
[Allegiance] Yoe Mage says, "IP - just so long as they all vote"

[Allegiance] Marnex says, "lol j/k man you're the greastest Wing Chun master ever"


value:
A magically imbued Aegis crafted by the Order of the Raven Hand.  Although the Aegis provides no physical protection, the aura generated by the shield will negate a portion of all magical projectile attacks, based upon the wielder's abilities.


value:
A now powerless Aegis taken from the body of Archon Traesis. The Archon's death has drained the magic absorbing abilities of the Aegis and returned it to what it once was. Perhaps with the right solution, you could restore its original abilities.


value:
A shield, bearing the Strathelar coat of arms.  This is standard issue for those who have joined Queen Elysa's army, though it has been given on occasion to honor those who have acted in the interests of the kingdom.


value:
A shield given by Turien di Furza, for valor in the retrieval of the stolen blade, The Sword of Bellenesse, for King Varicci II.


value:
A shield bearing the Strathelar coat of arms and enchanted with magic. This is issued to elite soldiers in Queen Elysa's army, as well as those who have distinguished themselves in service to the crown.


value:
A shadowy shield with surprising strength. As you attempt to push your finger through the shadowy substance it becomes increasingly resistant to your push.


value:
A shield made of diamond infused with the power of the Elements.  It is incredibly resilient, and seems to be nigh unbreakable. A soft glow surrounds the shield and storms can be seen waxing and waning within the crystal surface.


value:
"My teaching is the shield of truth, which, if held by a true seeker, will stop the deadly sword of ignorance."     -Master Jojii


value:
A shield glowing with a brilliant light. Although the shield looks insubstantial it strongly resists your efforts to penetrate the magical barrier it contains.


value:
A shield, crafted from the remains of the stronger Paradox-touched Olthoi.  Something about the nature of these creatures makes this shield empowered versus the attack types oft used by Olthoi.


value:
A shield forged from Pure Mana and Flame.  This Aegis is the ultimate expression of the heraldry of the Knights of the Golden Flame upon Dereth.


value:
A shield made of the remnants of many Coral Golems. It appears to be held together by some sort of viscous water that offers protection against most types of damage.


value:
A shield forged in the Gear Knight style.  A minor Gearcrafting effect has been added to further protect its wielder.


value:
An Aegis, crafted in the Gear Knight style out of a chunk of Aetherium that has been augmented with small amounts of Chorizite.


value:
The waters of this island instill in us clarity of mind and purpose. Approach this blessing with humility.


value:
A small flask of water from the Pool of Mount Lethe, said to cause the drinker to forget all earthly pain.


value:
A silver wedding band, found in the Holtburg Redoubt. This ring belonged to Hardunna's mother, Hope, before she was slain by Tumeroks in the Holtburg Redoubt.


value:
A small clay totem of a female Tumerok, suspended from a rawhide necklace, taken from the neck of the Aun hunter Ralirea. The base is inscribed "Mirakah."


value:
A Doll's charm that can be worn as a bracelet.  Taken from the leader of the Singular Pyreal Repository.


value:
A golden bracelet fitted with a pulsing green gem. The metal is pitted and scarred and carries a faint smell of brimstone. It irritates the skin.


value:
A golden bracelet fitted with a glowing red gem. The band is warm to the touch. When worn the heat rises making skin contact uncomfortable. 


value:
A golden bracelet fitted with a sparkling lavender gem. The metal vibrates with the power of lightning. The hair on your arms stands on end.


value:
A golden bracelet fitted with a scintillating blue gem. The metal is cool to the touch. When worn on the skin shivers move up and down your spine.


value:
A jewel carved from Bloodstone that has a slick, sticky coating. A thin copper necklace can be seen beneath the sheen. Perhaps it is a necklace?


value:
A red gorget, crafted from a strong metal, imbued with an elixir of nimbleness and elixir of spring. As you hold the gorget in your hand you feel a soft vibration.


value:
A red gorget, crafted from a strong metal, imbued with an elixir of nimbleness and elixir of crystal skin. As you hold the gorget in your hand you feel a soft vibration.


value:
A red gorget, crafted from a strong metal, imbued with an elixir of vigor and elixir of summer. As you hold the gorget in your hand you feel a soft vibration.


value:
A red gorget, crafted from a strong metal, imbued with an elixir of vigor and elixir of winter. As you hold the gorget in your hand you feel a soft vibration.


value:
A red gorget, crafted from a strong metal, imbued with an elixir of vigor and elixir of plasmic being. As you hold the gorget in your hand you feel a soft vibration.


value:
A red gorget, crafted from a strong metal, imbued with an elixir of speed and elixir of summer. As you hold the gorget in your hand you feel a soft vibration.


value:
A green gorget, crafted from a strong metal, imbued with an elixir of might and elixir of spring. As you hold the gorget in your hand you feel a soft vibration.


value:
A red gorget, crafted from a strong metal, imbued with an elixir of nimbleness. As you hold the gorget in your hand you feel a soft vibration.


value:
A red gorget, crafted from a strong metal, imbued with an elixir of vigor. As you hold the gorget in your hand you feel a soft vibration.


value:
A red gorget, crafted from a strong metal, imbued with an elixir of speed. As you hold the gorget in your hand you feel a soft vibration.


value:
For my son Jaleh, He shall be a leader of men and my love shall guard him from harm wherever he may go.


value:
A bracelet, forged in pyreal, stained dark with the taint of corruption. Several diamonds and oddly shaped crystals adorn the thick band of this bracelet. A palpable taint of corruption emanates from within a large white opal that is set into the metal.


value:
A ring carved of Whispering Venom crystal. When worn, it allows portal passage down to the Lair of the Ancient Queen.


value:
A ring of bone once used as a body piercing for a Banderling Scalper. The magic within the bone is still active and small bits have been stripped away so the ring can now be worn on the finger.


value:
A sparkling bangle cleansed in the waters of Ithaenc. Clasping it around your wrist seems to drive affliction from you and boost your resilience.


value:
In honor of your bravery we give this badge to you. A symbol of your valor and friendship that is true.


value:
The doll's mask shattered when it was slain, but this circular piece that was once its eye remained intact.


value:
A dark sapphire ring. At the edge of sight you see your shadow twist and gyre in a complex dance of shadow and light.


value:
A dark ruby ring. At the edge of sight you see your shadow writhe and sway to an imagined rhythm of metal on metal.


value:
A dark amber ring. At the edge of sight you see your shadow stretch and pull until it is spreads invisible over all you see.


value:
Crafted from fine glass and gems, this periapt refocuses light superbly, allowing the wearer to see farther and aim truer.


value:
This bracelet is gifted for your service to the Queen. The information you gathered to obtain this bracelet will prove invaluable.


value:
A necklace with a small pendant given as a reward for furnishing information on the strange findings in the Blackmire Swamp to High Queen Elysa Strathelar and her council.


value:
A vibrant ring given as a reward for finding out information of the new creatures that have come to Dereth.


value:
A necklace of acid and piercing protection, given by Behdo Yii for completing the Eviscerator quest.


value:
Coarse stone and gems have been fitted together to craft this heavy bracelet. After its construction, powerful magic rituals imbued the bracelet with defensive properties versus blades and lightning.


value:
A large gem has been fitted onto a stone ringlet and now serves as a cumbersome ring. The ring has also been enchanted.


value:
An exquisite necklace adorned with thin strings of gold and an array of green, blue, and purple gems.


value:
A replica of the fabled Mosswart hero's necklace. There is a small stamp that reads: A Ketnan Product.


value:
This simple silver clasp appears to be no more than an ornamental piece of jewelry to the untrained eye. Those who have studied magic will immediately notice that the silver is woven delicately and intricately with pyreal and golden bands. The result is a potent magical boon. A simple heart has been carved into the metal of the bracelet.


value:
This simple silver clasp appears to be no more than an ornamental piece of jewelry to the untrained eye. Those who have studied magic will immediately notice that the silver is woven delicately and intricately with pyreal and golden bands. The result is a potent magical boon. A blaze of fire has been carved into the metal of the bracelet.


value:
This simple silver necklace appears to be no more than an ornamental piece of jewelry to the untrained eye. Those who have studied magic will immediately notice that silver is woven delicately and intricately with pyreal and golden bands. The result is a potent magical boon. A simple wand has been carved into the metal.


value:
This simple silver band appears to be no more than an ornamental piece of jewelry to the untrained eye. Those who have studied magic will immediately notice that the silver is woven delicately and intricately with pyreal and golden bands. The result is a potent magical boon. A simple orb has been carved into the metal of the bracelet.


value:
This simple silver clasp appears to be no more than an ornamental piece of jewelry to the untrained eye. Those who have studied magic will immediately notice that the silver is woven delicately and intricately with pyreal and golden bands. The result is a potent magical boon. A portal swirl has been carved into the metal of the ring.


value:
A beautiful medallion given to you by Grand Mother of Silyun for avenging the death of her grandson.


value:
An ancient, heavy, scratched gold ring with the bull insignia of Karlun, legendary founder of Viamont.


value:
A rose colored ring with a subtle rose shaped design carved into it. For years, the Rose of Celdon has long been a symbol of the Aluvian resistance against the Viamontian invaders led by Queen Alfrega the Mad.


value:
A ring that once belonged to one of the senior faculty of the Collegium Occultus of the Knorr Lyceum.


value:
This ring belonged to a Summoning Adept in the service of Count Dardante.  It served to grant them access to Dardante's Summoning Chamber.


value:
This ring signifies the bearer as a member of the secretive Whispering Blade.  It admits the bearer to the chapterhouse at 59.9 S, 87.2 W.


value:
This ring signifies the bearer as a member of the secretive Ordina Rossu Morta.  It admits the bearer to the chapterhouse at 69.7 N, 62.3 W.


value:
Rewarded to those who defend the Light both against Shadow and against all those who support the Darkness.


value:
A large, ornate golden necklace bearing a circular medallion.  Emblazoned on the medallion is a large golden flame.


value:
This medallion is used to mark members of the Tanada House of Water.  It is enchanted with magic, but the magic is not tuned properly to humans who have not been corrupted by chaotic Virindi.


value:
A necklace crafted by Rinne Gorber fused with a powerful crystal from deep within the Spirited Halls.


value:
You were born on 04/18/00 12:38:46.  Take care ethan and be well.  Cause some Havokk for the pks here.  Bauvrin, you take care to.


value:
You should Heed this Warning: Turn back now! You are trotting in the wrong direction! Riches of gold and splendor can be found on the other path.


value:
Only a fool would travel beyond this door. Turn back now before it is too late. You are heading down the wrong path!


value:
Beware! You are now entering the forsaken town of Colier. The hazards awaiting in Colier outweigh any rewards one might find there. 


value:
Adventurers take heed: Many rats infest this dungeon. Attacking low is the only way to defend against these vermin.


value:
The Old Redoubt. In the 6th year of our freedom from the Olthoi, the people of Holtburg were besieged and slaughtered here by Tumeroks. Only the children were spared, thanks to the heroism of the mage Celcynd. This eternal flame burns in their memory, and their mortal remains have been left interred here in tribute. Disturb not their rest.


value:
This sign shows evidence of having been subject to extreme heat. NOTICE TO ALL WORKERS: The opening of the fissures in the lower levels is no cause for alarm, but be cautious in these areas.  As long as you do not jump down into the magma, you will be fine.  If anyone is foolish enough to jump down, the rest of us will be safer without them.  Remember to keep your mind on your work and you wits about you. - Brelax, Foreman, 25th Seedsow


value:
You can trade this skull in for experience through Ivory Crafters and it will be shared within your fellowship.


value:
The skull of the High Acolyte is covered with moss and green slime. Even so, it looks pretty unique and is probably  worth something to someone.


value:
A broken mask that seems to made out of some sort of strange metal. It was damaged by whoever killed its original owner. Perhaps a friendly Virindi, or a human who studies Virindi, could repair it for you?


value:
Chamber of Paradox. Zarri ibn Khaybi, Thaumaturgist of the Left Hand. WARNING!! Intense Empyrean-relic magilectrical activity within. Customers are warned to beware of static shocks and frizzy hair.


value:
The House of Artifice. Ashaira bint Maisa, Smith. Hanra ibn Zarib, Bowyer. Purveyors of fine-crafted equipment for the warrior and archer since 11 P.Y.


value:
The Blue Grotto Pub.  An Eating and Drinking Establishment. Est. Harvestgain, 11 P.Y. Anarn of Arwic, Proprietor. We reserve the right to refuse service to anyone, and to break legs if you make an issue of it. That means you, Jurraf.


value:
A geode found in the Knath'tead grottos beneath Xarabydun. There appears to be a small Knath growing inside it.


value:
In our explorations of these majestic peaks, we of the Dereth Exploration Society sought out these standing stones mentioned in the rumors of common men. We have, however, been frustrated by the peculiar magicks of the stones. It seems that agents of the remaining Gelidites have enchanted them such that a transcription of their text may only be made once a week by a given person. Our intial surveyor thus lost a precious Dericost Seal here. Perhaps the intention was to keep humanity out of Frore's tunnels. All it has accomplished is to ensure that a party must seek out all three stones, and arrive at Frore in numbers.


value:
Abandoned Mines [34.9N, 54.6E] >> Abandoned Mines to Arwic [34.9N, 54.6E] >> Arwic to Al-Jalima [33.6N, 57.1E] >> Carved Caves to Direland Midlands [7.5N, 0.6E] >> End Point [87.6S, 65.6W]"


value:
This is what is left of a religious artifact that has been with the Mosswarts for over a hundred generations.  I destroyed it as they destroyed my life.  Remember this.  Martine.


value:
A Mnemosyne, invented by Tennar Portheran, used by the Dericost to preserve their heritage after the chaos wrought by the Fourth Sending.


value:
The Blade of the Heart has the longest and saddest histories of the three totems symbolizing the Lugian traditions.  The blade is meant to symbolize the power and the danger of a pure heart.  In the past it has been used literally to demonstrate these truths.  This blade has known blood.


value:
The Sceptre of the Mind is the symbol for the Lugians who follow the way of the Mind.  Although they are not above using their awesome physical strength, they are well aware that they need to be ever focused and serene in order to keep Lugian society at its pinnacle.


value:
An Axe skill puzzle piece.  Combine it with a Skill Puzzle Base Piece.  This item requires Axe skill to assemble.


value:
A Bow skill puzzle piece.  Combine it with a Skill Puzzle Base Piece.  This item requires Bow skill to assemble.


value:
A Creature Enchantment skill puzzle piece.  Combine it with a Skill Puzzle Base Piece.  This item requires Creature Enchantment skill to assemble.


value:
An Item Enchantment skill puzzle piece.  Combine it with a Skill Puzzle Base Piece.  This item requires Item Enchantment skill to assemble.


value:
A Life Magic skill puzzle piece.  Combine it with a Skill Puzzle Base Piece.  This item requires Life Magic skill to assemble.


value:
A token of your completion of the Eviscerator Quest.  Please give this back to Behdo in order for him to change your title to Bug Butcher.


value:
A token of your completion of the Gardener Quest.  Please give this back to Behdo in order for him to change your title to Gardener Weeder.


value:
A token of your completion of the Legionary Quest.  Please give this back to Behdo in order for him to change your title to Exterminator.


value:
A small, pale gold Tumerok Insignia, of the type given to veteran warriors of the Hea xuta. This particular one came from Hea Temenua.


value:
A piece of curved, green-gold metal. The edges of it are jagged and sharp, indicating it has been broken.


value:
If I ever find the Golem that left this hug pile of golem poo on my lawn I'll rip his red eyes out!!!


value:
A small, squarish piece of glass. This can be turned into the Tah of Timaru for a free one-point boost to your Armor Tinkering skill. There are tesserae available for each skill in the game. If you don't want a point of Armor Tinkering, trade this tessera for another. You may only turn in five per character - so choose carefully!


value:
A small, squarish piece of glass. This can be turned into the Tah of Timaru for a free one-point boost to your Missile Weapons skill. There are tesserae available for each skill in the game. If you don't want a point of Missile Weapons, trade this tessera for another. You may only turn in five per character - so choose carefully!


value:
A small, squarish piece of glass. This can be turned into the Tah of Timaru for a free one-point boost to your Cooking skill. There are tesserae available for each skill in the game. If you don't want a point of Cooking, trade this tessera for another. You may only turn in five per character - so choose carefully!


value:
A small, squarish piece of glass. This can be turned into the Tah of Timaru for a free one-point boost to your Fletching skill. There are tesserae available for each skill in the game. If you don't want a point of Fletching, trade this tessera for another. You may only turn in five per character - so choose carefully!


value:
A small, squarish piece of glass. This can be turned into the Tah of Timaru for a free one-point boost to your Life Magic skill. There are tesserae available for each skill in the game. If you don't want a point of Life Magic, trade this tessera for another. You may only turn in five per character - so choose carefully!


value:
A small, squarish piece of glass. This can be turned into the Tah of Timaru for a free one-point boost to your Lockpick skill. There are tesserae available for each skill in the game. If you don't want a point of Lockpick, trade this tessera for another. You may only turn in five per character - so choose carefully!


value:
A small, squarish piece of glass. This can be turned into the Tah of Timaru for a free one-point boost to your Run skill. There are tesserae available for each skill in the game. If you don't want a point of Run, trade this tessera for another. You may only turn in five per character - so choose carefully!


value:
The Stave of Palenqual, an Aun Tumerok relic. This magic caster was given to the Aun xuta by spirits called the Deru. It is the embodiment of Marae Lassel's spirit - a single great totem for the island as a whole. Three Tumerok fetishes must be added to this weapon in order to use it, but choose carefully.


value:
An Advanced Creature Enchantment skill puzzle piece.  Combine it with a Skill Puzzle Base Piece.  This item requires Creature Enchantment skill to assemble.


value:
A banner with a gromnie on it.  It is in almost perfect condition, and the colors are quite vibrant.  As you gaze at the gromnie, it almost seems to be gazing back.


value:
A hafted banner with a Falcon on it.  It is somewhat tattered, and the colors seem to be washed out.


value:
A Horn of Vigilance! Another fine product from Telk the Addlepated. This item can be used on a floor hook.


value:
A wing from one of the Carpenter Wasps who have long plagued the Foreman's garden. Return this wing to the Academy Foreman.


value:
Bound and tortured in the Hollow Minions' device, this poor, emaciated captive is paralyzed with agony.


value:
This small, faint ember from Aun Aulakhe's akiekie was born from an ember carried from the heart of Timaru's council fire. 


value:
Marriage is a sacred commitment not to be taken lightly.  One must be willing to love, honor and cherish the members of this blessed union. Fully willing to provide the friendship and companionship necessary for this commitment.


value:
A bright yellow sunflower. Breathing the ethereal fragrance from this blossom, you are suddenly nostalgic for the grassy meadows of Ispar.


value:
Thorsten Cragstone's suit of armor. You can see a small puncture hole where the Olthoi Queen pierced his heart.


value:
An empty crystal vase or one filled with flowers can be used on this pedestal. Once a floral arrangement has been added to this pedestal, it cannot be removed. This item it floor-hookable.


value:
Congrtulations On your new Home On behalf of your Monarch and co monarch for Clan KoL. You always have a home with us!


value:
A raised dais forged during the Gelidite age. A feeling of near sentience is emitted from the stone atop the dais.


value:
A bronze coil taken from the ruins of a living Bronze Statue of Ben Ten. The Arcanum Tinker or the Arcanum Researcher might find this item of great interest.


value:
A bronze coil taken from the ruins of a living Bronze Statue of Thorsten Cragstone. The Arcanum Tinker or the Arcanum Researcher might find this item of great interest.


value:
A bronze gear taken from the ruins of a living Bronze Statue of a Drudge. The Arcanum Tinker or the Arcanum Researcher might find this item of great interest.


value:
A bronze gear taken from the ruins of a living Bronze Statue of a Gromnie. The Arcanum Tinker or the Arcanum Researcher might find this item of great interest.


value:
A bronze gear taken from the ruins of a living Bronze Statue of a Reedshark. The Arcanum Tinker or the Arcanum Researcher might find this item of great interest.


value:
A bronze spring taken from the ruins of a living Bronze Statue of a Sclavus. The Arcanum Tinker or the Arcanum Researcher might find this item of great interest.


value:
A tusk plucked from a dead Armored Tusker. Brighteyes, the tailor at 2.2N 95.6E in Oolatanga's Refuge on Aphus Lassel collects these.


value:
A tusk plucked from a dead Assailer. Brighteyes, the tailor at 2.2N 95.6E in Oolatanga's Refuge on Aphus Lassel collects these.


value:
A tusk plucked from a dead Tusker Crimsonback. Brighteyes, the tailor at 2.2N 95.6E in Oolatanga's Refuge on Aphus Lassel collects these.


value:
A tusk plucked from a dead Devastator. Brighteyes, the tailor at 2.2N 95.6E in Oolatanga's Refuge on Aphus Lassel collects these.


value:
A tusk plucked from a dead Female Tusker. Brighteyes, the tailor at 2.2N 95.6E in Oolatanga's Refuge on Aphus Lassel collects these.


value:
A tusk plucked from a dead Goldenback Tusker. Brighteyes, the tailor at 2.2N 95.6E in Oolatanga's Refuge on Aphus Lassel collects these.


value:
A tusk plucked from a dead Tusker Guard. Brighteyes, the tailor at 2.2N 95.6E in Oolatanga's Refuge on Aphus Lassel collects these.


value:
A tusk plucked from a dead Tusker Liberator. Brighteyes, the tailor at 2.2N 95.6E in Oolatanga's Refuge on Aphus Lassel collects these.


value:
A tusk plucked from a dead Male Tusker. Brighteyes, the tailor at 2.2N 95.6E in Oolatanga's Refuge on Aphus Lassel collects these.


value:
A tusk plucked from a dead Plated Tusker. Brighteyes, the tailor at 2.2N 95.6E in Oolatanga's Refuge on Aphus Lassel collects these.


value:
A tusk plucked from a dead Rampager. Brighteyes, the tailor at 2.2N 95.6E in Oolatanga's Refuge on Aphus Lassel collects these.


value:
A tusk plucked from a dead Tusker Redeemer. Brighteyes, the tailor at 2.2N 95.6E in Oolatanga's Refuge on Aphus Lassel collects these.


value:
A tusk plucked from a dead Silver Tusker. Brighteyes, the tailor at 2.2N 95.6E in Oolatanga's Refuge on Aphus Lassel collects these.


value:
A tusk plucked from a dead Tusker Slave. Brighteyes, the tailor at 2.2N 95.6E in Oolatanga's Refuge on Aphus Lassel collects these.


value:
A fabled tusker paw, it is rumored that this tusker paw has the ability to grant wishes to the person who possesses the item. But the paw will be used up in the process.


value:
A pile of gleaming treasure. You're rich! You're wealthy! You're independent! You're comfortably well off!


value:
Tusker King Bobo's Island. Don't go here unless you have fought and survived a horde of guards, and I mean a horde. The tuskers across this channel are deadly as are the other denizens of the land. Beware for the Tusker is king here. --Brighteyes, the Tailor.


value:
A crude picture depicting a Virindi as it spreads open the skull of a Tusker to poke at the substance within its head.


value:
A childlike painting that shows a Tusker with one hand missing fighting against an enormous Monouga.


value:
This flower can be added to a crystal vase to make a lovely floral arrangement for a house. This object can also be used on a yard hook.


value:
They say that this is the way Light bade us be made. None of us whole without another, that we should never lose our sympathy for others.


value:
A small reflective bauble with dancing colored lights around it. Don't drop it unless you want to lose it. This item will quickly disappear if dropped on the ground -- it will even disappear from inside a pack, if that pack is dropped on the ground.


value:
This key looks to have been carved from granite, but it's been twisted with years of misuse and neglect. With some clever locksmithing, however, and perhaps an intricate carving tool, you may be able to straighten it out.


value:
This key appears to have been a light marble once, but the years have dulled the color to a deep grey. With some clever locksmithing, and perhaps an intricate carving tool, you may be able to clean it up.


value:
A trunk full of bones and treasure. A very disturbing yet intriguing object that was pulled out of a local fishing hole.


value:
A worn and dilapidated Aegis.  Once a mighty barrier wielded between warrior and beast, this shield has been neglected too many years for it to be of any use in physical combat.  Perhaps it can be useful in other ways...


value:
I woke up after a night on the town and found this in my yard. An M-Note to whoever can tell me where it came from.


value:
A mug of cove apple cider that has only been half finished. Made from the very special apples in Cove Orchards.


value:
A torn piece of silk, perhaps from one of the Sho tailors. It appears to be  of a quality that To-ping Ra would use.


value:
A piece of wood with the following inscription: Wknuwd ftpsfvv zqnwv jfvw ti wkj ejffk ituw. Ituwd ftpsfvv zqnwv qtuwk ti wkfw vstw, wkjuj nq wkj euzvk, onjv wkj jfwjzfd.


value:
This head once belonged to the Simulacra Harker who has been terrorizing the inhabitants of Martine's Retreat.


value:
Bows, Crossbows, Arrows and Fletching Supplies. Meet the great Marksman Aun Gunditealuan and get pointers.


value:
This mechanism appears to be made of some unknown alloy. Perhaps an Agent of the Arcanum would know what it is?


value:
A broken mask taken from the defeated form of a Virindi Consul. Perhaps a friendly Virindi, or a human who studies Virindi, could repair it for you?


value:
A black mask made out of some indeterminable metal that seems to reflect light in a strange manner. Occasionally the eyes glow with a violet radiance. Perhaps if you bring it a friendly Virindi, or a human who studies Virindi, they can repair it for you?


value:
A vial of viscid green fluid, afloat with tiny particles of black. The smell is somehow both rank and acrid.  


value:
A token handed to me by Dame Brinna O'Shea. She said I'd get a new title for my sleuthing with this. She said she'd call me a gumshoe.


value:
A clean towel. This was given to me by Dame Brinna O'Shea. It must have a use, but for the moment, what that use is, remains a mystery.


value:
This scroll case seems to have caused a lot of trouble. If my gut is right, it's what the Dame is after. I should get it back to her. Wish I knew why it looks like a fowl.


value:
A frozen box that emanates cold. You have no idea what it could be used for other than to keep your house cool during the summer.


value:
                           Double click me to use. 
         Please complete the Font of Jojii quest first.
  No urinating in the fountain on a friday night tyvm


value:
This pennant is a gift from the High Queen and Asheron to those who were present in Dereth during his homecoming. It is emblazoned with Asheron's seal - the sigil of the Realadain family and of the Lyceum at Knorr.


value:
A pastel and rather disgusting rabbit's foot - apparently from a truly enormous rabbit. Give this foot to Larry the Rabbit Master at his farm northeast of Lytelthorpe and he will give you the title of "Bunny Master". 


value:
This device looks to be akin to a portal. It seems to be dormant at the moment. Perhaps if it were hooked in a mansion.


value:
An ancient map of Auberean. It is quite well preserved and looks like it could still be hung on a wall.


value:
Give this token to a member of the Guild of Bestowers, and they will grant you the title of "Philanthropist".


value:
Give this token to a member of the Guild of Bestowers, and they will grant you the title of "Grave Robber".


value:
This is an exact copy of the original blueprints for Candeth Keep. Put it on your wall for posterity.


value:
A token of your completion of the Mutilator Quest.  Please give this back to Behdo in order for him to change your title to Mutilator Annihilator.


value:
This large chunk of refined chorizite has already been treated for use. It looks as though you can grind this into usable ground chorizite.


value:
This is a relic of the Mosswarts. It appears to be nothing more than a simple cloth loincloth. A foul smelling and uncared for, loincloth.


value:
This is a relic of the Mosswarts. The hand of a cruel Banderling warrior named, Vagurat. The hand has been well preserved by some strange magics.


value:
This is a relic of the Mosswarts. This is the eye of Drageerg, a Mosswart Shaman. The eye is said to hold great power.


value:
This is Mosswart war paint. It is used to paint Mosswart bodies before they head out on hunts or prepare for battle.


value:
This device seems to act as a portal beacon. It must be hooked on a powerful geomantic force, such as a mansion, to activate the magical properties.


value:
These blueprints have been drawn up by Lugian hands and detail the buildings that will be built up around the swamp temple outside of Yanshi. The buildings are not Lugian or Tumerok in design. Likely, these were plans drawn from a dictation from the Burun.


value:
Morgluuk's head has been set on a pike here to remind all Isparians of a time when the Burun threatened to take this world from us. They failed, and this head is to warn future Burun that they will suffer the same fate as their once fearsome leader.


value:
This is Morgluuk's head. It has been mounted to commemorate a great victory over the vile Burun who threatened to usurp Dereth with the aid of his brother, Torgluuk.


value:
This severed head of the once feared and powerful Morgluuk, is lifeless and foul smelling. Perhaps if you brought it to the Noble Guardians stationed at the capital cities you could garner a reward.


value:
This flesh was taken from the hide of the once feared and powerful Burun, Morgluuk. Perhaps if you brought this to one of the Noble Guards stationed in the capital cities you could garner a reward.


value:
This sack is not overly heavy but you sense that the material within is worth a great deal to the recipient. Captain K'rank has charged you with delivering this to Feruza ibn Salaq at the Beach Fort west of Stonehold.


value:
This wheel cart was given to you by Captain K'rank of Linvak Tukal. He wishes you to visit Kreavon, the Lugian collector stationed at Wai Jhou. The wheel cart is meant to lighten Kreavon's load.


value:
This eater jaw has rows of long sharp teeth. Bile continues to drip from it as if it were still alive.


value:
An engorged eater jaw. Large slabs of flesh hang loosely from the jaw. This eater has been feeding well.


value:
This eater jaw is malformed. Apparently it has been broken so many times that it no longer resembles a jaw.


value:
An identification plate from the province of Celdon. This would have once been attached to a merchant's cart. 


value:
A battered old pewter mug. By the filthy condition it is in, this mug has never seen soap nor water in it's lifetime. Etched into the side of it is the name Renald. Return this mug to Renald the Eldest.


value:
A component of some alien machine. It appears to be of Empyrean make. Consult Fiun Scorus for more information.


value:
A componenet of some alien machine. It appears to be of Empyrean make. Consult Fiun Scorus for more information.


value:
A Viamontian brew kettle stolen by a mischievous Thrungus. Return this item to the Portal Guardian at 72.1N 60.9W.


value:
A Viamontian amulet stolen by a mischievous Thrungus. Return this item to the Portal Guardian at 72.1N 60.9W.


value:
A Viamontian platter stolen by a mischievous Thrungus. Return this item to the Portal Guardian at 72.1N 60.9W.


value:
A small portal lives inside the body of this hibernating K'nath. When used, the portal will send the caster to a K'nath lair.


value:
These notes are so torn and water stained that there is no hope of making sense of them. You can make out some individual letters - a 'k' here, an 'x' there - and on one page the phrase 'qualities of either body'. But that's it. 


value:
Using this gem will make you receive 25% more material each time you salvage.  You can augment yourself four times in this way, but you will need a new gem for each augmentation.


value:
Using this gem will grant you 5% extra experience for each creature you kill.  This does not affect experience received from quests or killing other players.  This extra experience is shared with Fellowships and Allegiances as normal.  This augmentation cannot be repeated.


value:
Using this gem will give you 20% more burden-carrying capacity for each gem used.  You can augment yourself five times in this way, but you will need a new gem for each augmentation.


value:
Using this gem will grant you limited protection from critical hits.  With this augmentation, 25% of critical hits from creatures and 5% of critical hits from players will strike you for normal damage.  This augmentation cannot be repeated.


value:
Using this gem will cause you to lose five fewer items at death.  You can augment yourself three times in this way, but you will need a new gem for each augmentation.  This augmentation does not apply to deaths suffered at the hands of other players.


value:
After using this gem, spells that were cast on you prior to death will remain in effect when you resurrect at your Lifestone. Spells will still expire on death if you are killed in a PK battle. Spells will remain if you are killed in PKLite. This augmentation cannot be repeated.


value:
Using this gem will grant you an extra, eighth pack slot to carry your treasure and equipment.  This augmentation cannot be repeated.


value:
Using this gem will grant you 20% extra duration on the spells you cast.  You can augment yourself five times in this way, for a total effect of doubled spell duration, but you will need a new gem for each augmentation.  This does not affect spells cast on you using gems.


value:
Using this gem will specialize your skill in Salvaging and raise your skill points accordingly. Once specialized, you will not be able to unspecialize or untrain Salvaging. You must have this skill Trained in order to use this gem. This augmentation cannot be repeated.


value:
Using this gem will grant you 5 extra points to your innate Coordination attribute.  This augmentation will not increase your innate Coordination (your Coordination at character creation) beyond 100.  You can augment each of your attributes in this way, but only ten times in combination.  A new gem is required for each augmentation.


value:
Using this gem will grant you 5 extra points to your innate Focus attribute.  This augmentation will not increase your innate Focus (your Focus at character creation) beyond 100.  You can augment each of your attributes in this way, but only ten times in combination.  A new gem is required for each augmentation.


value:
An uninscribed Augmentation Gem. Hand this item to an Augmentation Trainer in exchange for an inscribed Augmentation Gem.


value:
Give this token to Jonathan if you wish to leave the Training Academy early. You will receive all items and experience points that you would otherwise have earned through completing your training. However, be warned that once you leave the Academy, you can never return!


value:
The Dereth Exploration Society uses these Protection Orbs to hide their Training Academies from aggressive creatures such as the Olthoi. Return this orb to the Sentry so that he may re-cast the Protection spell.


value:
A card with a clue!  The fine print reads: "Clue given at time of pickup.  Only one clue card may be obtained at one time.  Give this card to the arbiter if you need to get a new clue card."


value:
This item is very light, to the point that you believe it would drift away from you if it were not firmly attached to a stick. This can be hooked in your yard or on your roof, proving to the world that you have slain all Burun Kukuur that have found their way to Dereth.


value:
A flawless stone used as a lens for the Beacon Tower. Use the portal at 71.7N 60.9W and climb the tower platforms to the beacon. Once at the top of the platforms, place this stone within the beacon to fix it.


value:
A care package from Suzuhara Baijin of Stonehold. It is filled with various ointments, poultices, and foodstuffs. Deliver this package to Suzuhara Sheshumi at the Northwest Osteth Beach Fort (76N, 49W).


value:
A heavy porcelain mug. This mug belonged to Worcer's mother, June, before she was slain by Tumeroks in the Holtburg Redoubt.


value:
A fine porcelain bowl, painted with delicate Sho designs in indigo. This bowl belonged to Worcer's mother, June, before she was slain by Tumeroks in the Holtburg Redoubt.


value:
A fine porcelain goblet, painted with delicate Sho designs in indigo. This goblet belonged to Worcer's mother, June, before she was slain by Tumeroks in the Holtburg Redoubt.


value:
A bronze lamp, found in the Holtburg Redoubt. This lamp belonged to Hardunna's mother, Hope, before she was slain by Tumeroks in the Holtburg Redoubt.


value:
A bronze candlestick, found in the Holtburg Redoubt. This candlestick belonged to Hardunna's mother, Hope, before she was slain by Tumeroks in the Holtburg Redoubt.


value:
A bronze handbell, found in the Holtburg Redoubt. This handbell belonged to Hardunna's mother, Hope, before she was slain by Tumeroks in the Holtburg Redoubt.


value:
This paring knife was made by Lubziklan al-Luq specifically to cut cove apples for his delicious cove apple pies. 


value:
The Tursh Totem was discovered by Queen Elysa's Royal Guards when exploring the icy regions of Northern Osteth. For many years, the Queen and her allies had no insight into the totem's function or significance. However, after searching through a series of ancient Empyrean texts, Alatar Locke discovered that Tursh was some sort of being worshipped as a god by a group of cannibalistic savages that once lived in the snow-covered peaks of Dereth. Tursh was purported to be the god of Hunger, though no other reference to Tursh's specific powers or exploits were uncovered in Alatar's research. 


value:
This item can be hooked to the Floor or Yard hooks of mansions. Use this item to be transported into the Defiled Temple.


value:
The Tursh Totem was discovered by Queen Elysa's Royal Guards when exploring the icy regions of Northern Osteth. For many years, the Queen and her allies had no insight into the totem's function or significance. However, after searching through a series of ancient Empyrean texts, Alatar Locke discovered that Tursh was some sort of being worshipped as a god by a group of cannibalistic savages that once lived in the snow-covered peaks of Dereth. Tursh was purported to be the god of Hunger, though no other reference to Tursh's specific powers or exploits were uncovered in Alatar's research. This replica was forged from a shard of the massive Tursh Totem, and contains a small portion of the totem's fearsome power.


value:
A collection of fragments that appears to have once been a key. Use an intricate carving tool to reassemble the pieces.


value:
An unusually large skull. Runes are inscribed on the surface of the skull. The only decipherable runes read, "Undead Temple". Perhaps it's a key of some sort? 


value:
This is the head of the Fazenda Terror. It has been crafted by Farmer Kao to make a lovely wall decoration.


value:
Half of a battered old mace. This piece looks purposeful, however, not like it is merely broken. If you can find the other half, you may be able to put it back together. 


value:
Half of a battered old axe. This piece looks purposeful, however, not like it is merely broken. If you can find the other half, you may be able to put it back together. 


value:
Half of a battered old dagger. This piece looks purposeful, however, not like it is merely broken. If you can find the other half, you may be able to put it back together. 


value:
Half of a worn old cestus. This piece looks purposeful, however, not like it is merely broken. If you can find the other half, you may be able to put it back together. 


value:
Half of a worn old staff. This piece looks purposeful, however, not like it is merely broken. If you can find the other half, you may be able to put it back together. 


value:
This is an ancient book of Falatacot origin.  It casts the spell Master's Voice, which raises the user's Focus by 10.


value:
A *MONSTER* Sundew. It twitches gently as you watch it, but it seems ... sated. Thank goodness for that -- it could eat you whole!


value:
A *MONSTER* Fly Trap. It twitches gently as you watch it, but it seems ... sated. Thank goodness for that -- it could eat you whole!


value:
A *MONSTER* Pitcher Plant. It twitches gently as you watch it, but it seems ... sated. Thank goodness for that -- it could eat you whole!


value:
Give this token to one of the Watchers on Aerlinthe in exchange for passage to the Ruined or Devastated Falatacot Temple.


value:
A glistening Gold Shallows Shredder Fin that used to be attached to the rare endangered Gold Shallows Shredder.


value:
An unreadable Falatacot volume found upon the defeated corpse of the Falatacot High Priestess Xik Minru.


value:
A small reflective pumpkin bauble with dancing colored lights around it. Don't drop it unless you want to lose it. This item will quickly disappear if dropped on the ground -- it will even disappear from inside a pack, if that pack is dropped on the ground.


value:
This token has three words etched onto it - "Enlightenment", "Forgetfulness", and "Alteration". It was obtained from a statue called a Servant, who instructed you to give it to the Warden you felt best in order to obtain one of the Gems of Enlightenment, Forgetfulness, or Alteration.


value:
A pennant which Lord Marsan gave to you as a trophy, after you defeated the Viamontian garrison preventing passage from Plateau Village to Fort Tethana.


value:
This is the sword of Duke Bellenesse, lost when his daughter Eleonora threw the sword at Varicci II in an attempt to kill him as they fled into the Portal to Dereth.  The sword was later used, at King Varicci's orders, to remove Eleonora's heart.


value:
If this item is hooked, it may be used to cast Honor of the Bull, a Loyalty spell which stacks with normal spells.


value:
The decapitated head of the Barbaric Mukkir Nest-lord.  Qath al-Haddash in Qalaba'r may find this specimen of great interest.


value:
Give this token to Hoshar ibn Jalaq to receive the Slayer of the Black Spear Title, as well as other rewards.


value:
A token given to you by Varetha, the Emissary of Isin Dule, so that you can prove your assistance in defeating the Mukkir Aspect of Grael.


value:
An experimental Shadow Stone, created by Black Ferah, to capture and contain the essence of a single entity.


value:
A decorative Black Spear, made from the remains of the Broken Black Spear carried by the Mukkir Aspect of Grael.  This spear may be placed on Floor or Yard Hooks, where it can then be used to gain the spells that it casts.


value:
A huge closed scroll, stuffed to capacity with paperwork.  It is addressed to the Royal Agent, Turien Di Furza, at 71.8N 61.2W, in Sanamar.


value:
A token, given to you by Larinne Kerendova, that can be given to specific individuals, in order to receive a new pet.


value:
A closed scroll, addressed to Larinne Kerendova, located at 35.2N 39.4E, between Holtburg and Cragstone.


value:
A large fossilized bone. You have no way of knowing how old it might be. The bone looks like it came from a huge bird's wing. Its surface glows with an inner radiance.


value:
A small pumpkin seed. This one appears to have been untouched by the Pumpkin Lord's anger and hatred. It looks as if it might sprout right in your hand.


value:
A rather intelligent undead butler in a tidy uniform. There is perhaps a little too much gleam in his rotting eyes.


value:
Here lies Thungo the Stupid who mistook a Zefir for a mythological Isparian creature called a Fairy. Zefirs, it seems do not like to be petted and put in your pocket.


value:
Bergbottom Hooberstunk. PY.1- P.Y.28. Creator of Dereth's first automated chopping device. Rest in Pieces.


value:
Lilly Vanspooter. PY34 - PY34. Lilly refused to believe in what she called a delusional fantasy world she had somehow stumbled into. A passing figment of her imagination decided that she looked tasty and promptly ate her.


value:
A ticket good for one admittance to the famous Night Club.  Present it to the Night Club Attendant in Cragstone, Hebian-To, Sanamar, or Zaikhal to be transported to the Night Club.


value:
A huge mug of eternally frothy stout honoring the owner as having beaten Ulgrim in a Drinking Contest.


value:
One of Ulgrim's mugs stolen from his basement by the golems of his island. No one knows why they stole it, perhaps they wanted to throw a party.


value:
A piece of metal found in a chest in the Folthid Cellar. It has faint designs illegibly carved onto the face. There is a small amount of a purple corrosion on one side.


value:
One purple gem found among a hoard located in the Mountain Sewer. Its unique magic causes you to not be able to pick up more than one at a time. You can perceive very faint Empyrean letters on the inside of the gem - in order to read them, you would need to get the writing translated by someone skilled in Empyrean writings. You can feel the gem pulsing, but it seems to slow the longer you hold the gem.


value:
A pyreal mote found within the Halls of Metos that are nearest to Wai Jhou. There are grooves along its side which make it unsuitable for typical applications.


value:
A pyreal mote found within the Halls of Metos that are nearest to Ayan Baqur. There are grooves along its side which make it unsuitable for typical applications.


value:
A crumpled and re-flattened candy wrapper.  Marked on the inside, in black ink, is a penguin footprint.  Mr. P gave this to you, to give to Larinne Kerendova, the Pet Store Manager, in exchange for some 'proper' penguin food.


value:
The brim of this ornate golden cup is decorated with an alternating pattern of diamonds and engraved crescent moons.


value:
The brim of this ornate golden cup is decorated with an alternating pattern of sapphires and engraved leaves.


value:
The brim of this ornate golden cup is decorated with an alternating pattern of amethysts and engraved hearts.


value:
The crest of this ring depicts a sword ringed in purple fire, with the flames made of artfully layered amethyst shards.


value:
The brim of this ornate golden cup is decorated with an alternating pattern of diamonds and engraved leaves.


value:
This medal is etched with the arms of the Strathelar family. On the back is inscribed, "In thanks to service rendered to New Aluvia and all of Dereth."


value:
Use a Skill Sigil purchased in the Halls of Metos on this mote or turn it in to the Golem Constructor there for practical knowledge.


value:
You will need a skill of 604 or higher to have a good chance of using a Skill Sigil to imprint your knowledge on this mote succesfully.


value:
You will need a skill of 100 or higher to have a good chance of using a Skill Sigil to imprint your knowledge on this mote succesfully.


value:
You will need a skill of 300 or higher to have a good chance of using a Skill Sigil to imprint your knowledge on this mote succesfully.


value:
This link was part of the chain which the Falatacot had been using to bind Burun shamans to the depths of their lower catacomb. An enchantment upon the chain had prevented the shamans from using their magic, but with the breaking of the chain, the enchantment has also been broken.


value:
On use, will cast the spell Strength of Diemos.  This item does not count against the maximum number of casters that can be hooked in a residence.


value:
This Arbitrator's Augmentation Token can be turned in to the Master Arbitrator for experience, or it can be turned in to Fiun Rehlyun at the Fiun settlement for a Blank Augmentation Gem.


value:
This small gem, originally created by Prince Borelean, was given to you by Corporal Liao Chen. He has asked you to attempt to attune this gem to the bells within the Monouga Feeding Pit


value:
Use this gland to bypass the Sealed Olthoi Passage in the bottom of the Deeper Catacombs of the Paradox-touched Olthoi.  Once used, this gland should mask your scent for 2 hours.  (**Note:  This gland will not work for characters below 120th level.)


value:
The plaque-mounted head of the Paradox-touched Olthoi Queen, given to you by Ethan Wintermaine for the slaying of said Paradox-touched Olthoi Queen.


value:
A dark parody of the fabled tusker paw, it is rumored that this tusker paw, like the fabled tusker paw it is made in mockery of, has the ability to grant wishes to the person who possesses the item. But the paw will be used up in the process.


value:
A small scrap of Shadow Essence, dropped by the Prodigal Shadow Child. This essence seems strangely permanent, as opposed to fading, like Shadows normally do in death.


value:
A thin, membranous, unidentifiable life form, with characters of Yalaini script burned into its flesh.  Several oddly placed bones jut out from the form, creating a complex pattern.


value:
In the heart of this gem, you perceive the image of the agent of the Arcanum who lives within Ayan Baqur.


value:
In the heart of this gem, you perceive the image of Leopold. As you watch the image, it seems to fluctuate in color.


value:
This would seem to be a good trophy to prove that you helped destroy the dark being that inhabits Claude. You should bring this to someone who would care about Claude's condition.


value:
In the heart of this gem, you perceive the image of Claude, archmage of Ayan Baqur. As you watch the image, it shifts in colors.  Suddenly it goes completely dark, as if swallowed by shadow. The image does not return, but you perceive a silhouette of a Virindi still present.  


value:
Looking into this vaguely gem-like object, you perceive the swirling eddies of portal space and, within them, the vague image of Ayan Baqur.


value:
A simple ring, given to you by Dojiro Sangi, when you gave him the Paradox-infused Potion, in order to save him from becoming the "Prodigal Isparian".


value:
A large carved scepter, it is made from both stone and gems.  It seems to refract light, magnifying the multifaceted gems into miniature suns.


value:
A robe woven with an image of silhouetted mountains with two suns rising behind them in the grey mists.


value:
A massive white Mattekar hide. It appears pristine, almost as if it was removed from the creature by magic.


value:
This arrow has a small amount of a black substance dotting its tip. You cannot shoot this arrow - it will not nock in any bow, nor can you throw it away.


value:
This is a distant reflection of the head of the Olthoi Queen, sundered from reality by Aerbax in his attempt to put humanity back under the rule of the Olthoi.


value:
An ancient, but well-preserved skull that was once the skull of Avoren Palacost, son of the man who eventually became Bael'Zharon.  (Only one skull per fellowship is needed to continue to the Sepulcher of Dreams).


value:
A broken shard of Aerbax's shattered mask. Little tendrils of shadow writhe around it and holding it makes you exceedingly nervous.


value:
This piece of crystal hums faintly.  Its odd structure makes it seem like it was broken from a much larger formation of crystal.


value:
So he cursed me to eternal torment and a doomed cycle of betrayal by the House I loyally served.  I stole his bright and shiny metal seal, so the joke's on him!  


value:
This egg's shell oozes with an oily, film-like substance which causes the egg to appear gray, almost black.


value:
A colorful ball the Jester uses to mark things of interest. Return it to the Jester to complete his test.


value:
This paper details that the bearer should receive twenty Enhanced Health Elixirs, which restore 200 health upon use, force the consumer to wait 5 minutes before their next use, and  may not be traded.


value:
This official diplomatic message from Harlune is written in three languages.  Two versions are in what you'd guess to be Empyrean and Ancient Falatacot, but the third is in Roulean...unfortunately.  You've never seen a cruder, irreverent, more spiteful letter in your life.  This letter was designed by a master to anger whoever it is addressed to.


value:
One of the earlier examples of Lilitha's work, this bow appears to have been stepped on by some large creature, cracking the stave.


value:
This silver ring is graven with unreadable runes, but you think you might recognize the seal of Menilesh on it...


value:
This tattered piece of paper is mostly written in a strange language, but at the top, in Roulean, are the words, "Procedures By Which a Grimy Moarsman May Be Converted To The Creeping Blight."  It is far too damaged to utilize in any fashion except as proof of a deed.


value:
This tattered piece of paper is mostly written in a strange language, but at the top, in Roulean, are the words, "Procedures By Which a Rank Moarsman May Be Converted To The Creeping Blight."  It is far too damaged to utilize in any fashion except as proof of a deed.


value:
This tattered piece of paper is mostly written in a strange language, but at the top, in Roulean, are the words, "Procedures By Which a Disgusting Moarsman May Be Converted To The Creeping Blight."  It is far too damaged to utilize in any fashion except as proof of a deed.


value:
This tattered piece of paper is mostly written in a strange language, but at the top, in Roulean, are the words, "Procedures By Which a Putrid Moarsman May Be Converted To The Creeping Blight."  It is far too damaged to utilize in any fashion except as proof of a deed.


value:
This tattered piece of paper is mostly written in a strange language, but at the top, in Roulean, are the words, "Procedures By Which a Desolation Moarsman May Be Converted To The Creeping Blight."  It is far too damaged to utilize in any fashion except as proof of a deed.


value:
He is always watching. He knows the great secrets of the world and he whispers them to his servants.


value:
A relic from the city father. He was the first of us to hear His whispers. He led us to the deep ocean where we built Nyr'leha near the deep water chasm.


value:
A necklace made from the teeth of the monstrous Hagrafash. Long ago Hagrafash fed on our people and destroyed our great works. Our people could not fight such a beast as the Hagrafash and they suffered greatly. Then, from among the hunters came a savior, Baalfroth, to whom The Whispering One had bestowed great strength. He went forth and slew the great beast with only his spear.


value:
Holding this bottle is a bad idea. It burns or freezes your skin and a whispers wash over you in volume, urging you to pop the stopper and drink the disgusting ichor. Best if you keep it in your backpack and handle it with thick gloves.


value:
Bring this writ to one of the Celestial Hand Armor Quartermasters, to trade for an Armor Chest Key.  Your rank within the Society will restrict which Armor Quartermasters you can get keys from, and which Armor pieces you can wear.  For more information, see your Initiate's Handbook.


value:
This is an Armor Writ, granted to you as an Initiate of the Celestial Hand.  These writs are normally purchased with Trade Tokens from the Armor Writ Quartermaster in your Stronghold for 25 Tokens, and can only be purchased once a day.


value:
Bring this writ to one of the Radiant Blood Armor Quartermasters, to trade for an Armor Chest Key.  Your rank within the Society will restrict which Armor Quartermasters you can get keys from, and which Armor pieces you can wear.  For more information, see your Initiate's Handbook.


value:
This is an Armor Writ, granted to you as an Initiate of the Radiant Blood.  These writs are normally purchased with Trade Tokens from the Armor Writ Quartermaster in your Stronghold for 25 Tokens, and can only be purchased once a day.


value:
A fin taken from a Dark Remoran, to all appearances.  However, the assassin who gave it to you maintains that there has been some modification made to it which will harm the Deep.


value:
A small crystal, given to you to help you analyze the qualities of potential ley lines upon the Dark Isle.


value:
The three pieces of the ancient artifact, the Lens of the Filinuvekta.  It would be of great interest to your Society's Inspector of Adepts.


value:
A small glass flask partially filled with a dark fluid and flakes of what seems to be the crushed remains of a Shadowfire Atlan Stone.  It looks like it could be empowered by adding an infusion into the flask.


