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	<id>http://www.tenebraemush.net/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Typhoon</id>
	<title>Tenebrae - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="http://www.tenebraemush.net/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Typhoon"/>
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	<updated>2026-04-12T09:15:14Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>http://www.tenebraemush.net/index.php?title=Elessa&amp;diff=22876</id>
		<title>Elessa</title>
		<link rel="alternate" type="text/html" href="http://www.tenebraemush.net/index.php?title=Elessa&amp;diff=22876"/>
		<updated>2016-07-13T06:54:13Z</updated>

		<summary type="html">&lt;p&gt;Typhoon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;padding-bottom: 20px;&amp;quot;&amp;gt;[[image:City.jpg|center|800px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;border-bottom: 10px solid #C97A02; min-height: 60px; color: #006d4c; font-weight: bold; width: 775px; margin-left: auto; margin-right: auto; text-align: center; font-size: 300%;&amp;quot;&amp;gt;Elessa&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 775px; margin-left: auto; margin-right: auto; padding-top: 20px;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p style=&amp;quot;color:#006d4c; font-weight: bold; font-size: 150%;&amp;quot;&amp;gt;About My Character&amp;lt;/p&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
Elessa is a fairly young Tsuari that arrived in Alexandria tired of the wandering life and lured more by the stories and adventures that was had in the great city that disappeared. She has spent the past year or so in and around the city, hired mostly by the Guild of Explorers, but she attempts to make her way also by not so... legal means. She'll help out when people need it, but usually on her own whim.&lt;br /&gt;
&lt;br /&gt;
She works for a gentleman by the name of [[Renfrey]], along with [[Tatyannah]], who all operate the Lock and Key, a reputable place that handles any security concerns. &lt;br /&gt;
&lt;br /&gt;
From time to time, she disappears, but doesn't really tell anyone where or what for. This has increased since the Dran/Rune war started. Though if not at the Guild or the Lock and Key, she can be found at the Prestigious Moon, harassing [[Sandy]], because seriously, who doesn't?&lt;br /&gt;
&lt;br /&gt;
[[image:Elessa.jpg|thumb|right]]&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
&amp;lt;p style=&amp;quot;color:#006d4c; font-weight: bold; font-size: 150%;&amp;quot;&amp;gt;Roleplay Hooks&amp;lt;/p&amp;gt;&lt;br /&gt;
* She loves anything sneaky.&lt;br /&gt;
&lt;br /&gt;
* Stealing things would be fun, too, if given the chance.&lt;br /&gt;
&lt;br /&gt;
* She is shy and careful around paladins, though not so much with clerics, but obvious... moral reasons.&lt;br /&gt;
&lt;br /&gt;
* Have any security concerns or a stuck lock? Ask Elessa and she would gladly help you with it.&lt;br /&gt;
&lt;br /&gt;
* She has a talking sword. Yep, ask her about it sometime. It might just talk back.&lt;br /&gt;
&lt;br /&gt;
* She has been recently accused of attempted assassination and murder by Dran, and is wanted for it with a pretty hefty bounty.&lt;br /&gt;
&lt;br /&gt;
* There is a fan club about her, out of the Church of Vardama. Something about bringing back a vision of the afterlife...&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p style=&amp;quot;color:#006d4c; font-weight: bold; font-size: 150%;&amp;quot;&amp;gt;Background&amp;lt;/p&amp;gt; &lt;br /&gt;
&lt;br /&gt;
Elessa was born in the Vast, like many of the Tsurai, among the caravans and trade routes, instantly knowing a life on the constant move of wagons, horses and trade. Born the third out of five, she was the middle daughter to her clan's chief, Korat, and thus held a small place of honor, though not as much as her elder siblings, especially her eldest brother Kamir and her eldest sister Latisha. The family was a loving one, caring for each other, as the whole Clan was a giant family. Running around wagon wheels at night and being chided by other women of the clan not to do something was a regular occurrence. They watched out for each other, kept equal eye for trouble and the raising of children a communal affair.&lt;br /&gt;
&lt;br /&gt;
Growing up, Elessa could not have had a more wonderful time. Free and always on the move. Even small she proved to be adept and quick, and also of quick mind. While books were not always readily available, any that her father managed to get a hold of, Elessa would read avidly until they had to be stored or traded away. She picked up on the stories of her clan and her people, the Tsurai, and anytime they came across other grounds, she would listen for gossip, learn from any scholars that they happened to come across. Her love of learning wouldn't diminish with time.&lt;br /&gt;
&lt;br /&gt;
She was also quick on her feet and quick with her hands. Proving very deft, she excelled at acrobatics, proving a high rise walker and tumbler. It worked well when their caravan came to larger towns and helped in raising money. This also worked as a lovely distraction as well. She'd take her turns at lifting purses as well like others in the clan. True, they did not always live the most honest life when it came to people outside the clan, but they needed to eat as well.&lt;br /&gt;
&lt;br /&gt;
As Elessa grew older, she started to think about the world outside of the Vast. Sure, the Vast had it's own dangers, but Elessa knew there were places beyond it, places that she couldn't even begin to imagine and that her reading and the stories teased her with. Despite her father's attempt to arrange a marriage for her, at sixteen Elessa left the clan when the reached one of the cities her clan frequented. Unsure of where to start though, she ended up in the local archives, and there she decided to try and 'devour' as much as she could from the books. Unfortunately, the archivists and librarians didn't like having a young Tsuran in their midst and she only managed to read a little to convince her that she wanted to see more of the world. And so, she travels, stealing where she needs to, otherwise attempting to make her way.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{{Badge}}&lt;br /&gt;
{{Badge-Icon|Rapier.png}} &lt;br /&gt;
{{Badge-Content}}&lt;br /&gt;
{{Badge-Title|(RPP) Ancestral Weapon PC Badge}}&lt;br /&gt;
{{Badge-Entry|Weapon Name}}Lysander aka Freedom's Edge&lt;br /&gt;
{{Badge-Entry|Alignment}}Chaotic Good&lt;br /&gt;
{{Badge-Entry|Purpose}}It wishes to destroy all lawful evil creatures, mainly devils&lt;br /&gt;
{{Badge-Entry|History}}None to share, except Elessa stole it from an estate sale&lt;br /&gt;
{{Badge-Entry|Abilities}}Can speak, cast light.&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Badge-End}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;border-top: 10px solid #C97A02; width: 775px; margin-left: auto; margin-right: auto; background:#FDB84E; min-height: 175px;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
[[Category:Rogue]][[Category:Holy_Order_of_Ea]][[Category:From_the_Vast]][[Category:Player]]&lt;/div&gt;</summary>
		<author><name>Typhoon</name></author>
	</entry>
	<entry>
		<id>http://www.tenebraemush.net/index.php?title=Elessa&amp;diff=22875</id>
		<title>Elessa</title>
		<link rel="alternate" type="text/html" href="http://www.tenebraemush.net/index.php?title=Elessa&amp;diff=22875"/>
		<updated>2016-07-13T06:53:25Z</updated>

		<summary type="html">&lt;p&gt;Typhoon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;padding-bottom: 20px;&amp;quot;&amp;gt;[[image:City.jpg|center|800px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;border-bottom: 10px solid #C97A02; min-height: 60px; color: #006d4c; font-weight: bold; width: 775px; margin-left: auto; margin-right: auto; text-align: center; font-size: 300%;&amp;quot;&amp;gt;Elessa&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 775px; margin-left: auto; margin-right: auto; padding-top: 20px;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p style=&amp;quot;color:#006d4c; font-weight: bold; font-size: 150%;&amp;quot;&amp;gt;About My Character&amp;lt;/p&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
Elessa is a fairly young Tsuari that arrived in Alexandria tired of the wandering life and lured more by the stories and adventures that was had in the great city that disappeared. She has spent the past year or so in and around the city, hired mostly by the Guild of Explorers, but she attempts to make her way also by not so... legal means. She'll help out when people need it, but usually on her own whim.&lt;br /&gt;
&lt;br /&gt;
She works for a gentleman by the name of [[Renfrey]], along with [[Tatyannah]], who all operate the Lock and Key, a reputable place that handles any security concerns. &lt;br /&gt;
&lt;br /&gt;
From time to time, she disappears, but doesn't really tell anyone where or what for. This has increased since the Dran/Rune war started. Though if not at the Guild or the Lock and Key, she can be found at the Prestigious Moon, harassing [[Sandy]], because seriously, who doesn't?&lt;br /&gt;
&lt;br /&gt;
[[image:Elessa.jpg|thumb|right]]&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
&amp;lt;p style=&amp;quot;color:#006d4c; font-weight: bold; font-size: 150%;&amp;quot;&amp;gt;Roleplay Hooks&amp;lt;/p&amp;gt;&lt;br /&gt;
* She loves anything sneaky.&lt;br /&gt;
&lt;br /&gt;
* Stealing things would be fun, too, if given the chance.&lt;br /&gt;
&lt;br /&gt;
* She is shy and careful around paladins, though not so much with clerics, but obvious... moral reasons.&lt;br /&gt;
&lt;br /&gt;
* Have any security concerns or a stuck lock? Ask Elessa and she would gladly help you with it.&lt;br /&gt;
&lt;br /&gt;
* She has a talking sword. Yep, ask her about it sometime. It might just talk back.&lt;br /&gt;
&lt;br /&gt;
* She has been recently accused of attempted assassination and murder by Dran, and is wanted for it with a pretty hefty bounty.&lt;br /&gt;
&lt;br /&gt;
* There is a fan club about her, out of the Church of Vardama. Something about bringing back a vision of the afterlife...&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p style=&amp;quot;color:#006d4c; font-weight: bold; font-size: 150%;&amp;quot;&amp;gt;Background&amp;lt;/p&amp;gt; &lt;br /&gt;
&lt;br /&gt;
Elessa was born in the Vast, like many of the Tsurai, among the caravans and trade routes, instantly knowing a life on the constant move of wagons, horses and trade. Born the third out of five, she was the middle daughter to her clan's chief, Korat, and thus held a small place of honor, though not as much as her elder siblings, especially her eldest brother Kamir and her eldest sister Latisha. The family was a loving one, caring for each other, as the whole Clan was a giant family. Running around wagon wheels at night and being chided by other women of the clan not to do something was a regular occurrence. They watched out for each other, kept equal eye for trouble and the raising of children a communal affair.&lt;br /&gt;
&lt;br /&gt;
Growing up, Elessa could not have had a more wonderful time. Free and always on the move. Even small she proved to be adept and quick, and also of quick mind. While books were not always readily available, any that her father managed to get a hold of, Elessa would read avidly until they had to be stored or traded away. She picked up on the stories of her clan and her people, the Tsurai, and anytime they came across other grounds, she would listen for gossip, learn from any scholars that they happened to come across. Her love of learning wouldn't diminish with time.&lt;br /&gt;
&lt;br /&gt;
She was also quick on her feet and quick with her hands. Proving very deft, she excelled at acrobatics, proving a high rise walker and tumbler. It worked well when their caravan came to larger towns and helped in raising money. This also worked as a lovely distraction as well. She'd take her turns at lifting purses as well like others in the clan. True, they did not always live the most honest life when it came to people outside the clan, but they needed to eat as well.&lt;br /&gt;
&lt;br /&gt;
As Elessa grew older, she started to think about the world outside of the Vast. Sure, the Vast had it's own dangers, but Elessa knew there were places beyond it, places that she couldn't even begin to imagine and that her reading and the stories teased her with. Despite her father's attempt to arrange a marriage for her, at sixteen Elessa left the clan when the reached one of the cities her clan frequented. Unsure of where to start though, she ended up in the local archives, and there she decided to try and 'devour' as much as she could from the books. Unfortunately, the archivists and librarians didn't like having a young Tsuran in their midst and she only managed to read a little to convince her that she wanted to see more of the world. And so, she travels, stealing where she needs to, otherwise attempting to make her way.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Badge}}&lt;br /&gt;
{{Badge-Icon|Rapier.png}} &lt;br /&gt;
{{Badge-Content}}&lt;br /&gt;
{{Badge-Title|(RPP) Ancestral Weapon PC Badge}}&lt;br /&gt;
{{Badge-Entry|Weapon Name}}Lysander aka Freedom's Edge&lt;br /&gt;
{{Badge-Entry|Alignment}}Chaotic Good&lt;br /&gt;
{{Badge-Entry|Purpose}}It wishes to destroy all lawful evil creatures, mainly devils&lt;br /&gt;
{{Badge-Entry|History}}None to share, except Elessa stole it from an estate sale&lt;br /&gt;
{{Badge-Entry|Abilities}}Can speak, cast light.&lt;br /&gt;
&lt;br /&gt;
{{Badge-End}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;border-top: 10px solid #C97A02; width: 775px; margin-left: auto; margin-right: auto; background:#FDB84E; min-height: 175px;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
[[Category:Rogue]][[Category:Holy_Order_of_Ea]][[Category:From_the_Vast]][[Category:Player]]&lt;/div&gt;</summary>
		<author><name>Typhoon</name></author>
	</entry>
	<entry>
		<id>http://www.tenebraemush.net/index.php?title=File:Rapier.png&amp;diff=22874</id>
		<title>File:Rapier.png</title>
		<link rel="alternate" type="text/html" href="http://www.tenebraemush.net/index.php?title=File:Rapier.png&amp;diff=22874"/>
		<updated>2016-07-13T06:52:56Z</updated>

		<summary type="html">&lt;p&gt;Typhoon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Typhoon</name></author>
	</entry>
	<entry>
		<id>http://www.tenebraemush.net/index.php?title=Elessa&amp;diff=22873</id>
		<title>Elessa</title>
		<link rel="alternate" type="text/html" href="http://www.tenebraemush.net/index.php?title=Elessa&amp;diff=22873"/>
		<updated>2016-07-13T06:41:16Z</updated>

		<summary type="html">&lt;p&gt;Typhoon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;padding-bottom: 20px;&amp;quot;&amp;gt;[[image:City.jpg|center|800px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;border-bottom: 10px solid #C97A02; min-height: 60px; color: #006d4c; font-weight: bold; width: 775px; margin-left: auto; margin-right: auto; text-align: center; font-size: 300%;&amp;quot;&amp;gt;Elessa&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 775px; margin-left: auto; margin-right: auto; padding-top: 20px;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p style=&amp;quot;color:#006d4c; font-weight: bold; font-size: 150%;&amp;quot;&amp;gt;About My Character&amp;lt;/p&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
Elessa is a fairly young Tsuari that arrived in Alexandria tired of the wandering life and lured more by the stories and adventures that was had in the great city that disappeared. She has spent the past year or so in and around the city, hired mostly by the Guild of Explorers, but she attempts to make her way also by not so... legal means. She'll help out when people need it, but usually on her own whim.&lt;br /&gt;
&lt;br /&gt;
She works for a gentleman by the name of [[Renfrey]], along with [[Tatyannah]], who all operate the Lock and Key, a reputable place that handles any security concerns. &lt;br /&gt;
&lt;br /&gt;
From time to time, she disappears, but doesn't really tell anyone where or what for. This has increased since the Dran/Rune war started. Though if not at the Guild or the Lock and Key, she can be found at the Prestigious Moon, harassing [[Sandy]], because seriously, who doesn't?&lt;br /&gt;
&lt;br /&gt;
[[image:Elessa.jpg|thumb|right]]&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
&amp;lt;p style=&amp;quot;color:#006d4c; font-weight: bold; font-size: 150%;&amp;quot;&amp;gt;Roleplay Hooks&amp;lt;/p&amp;gt;&lt;br /&gt;
* She loves anything sneaky.&lt;br /&gt;
&lt;br /&gt;
* Stealing things would be fun, too, if given the chance.&lt;br /&gt;
&lt;br /&gt;
* She is shy and careful around paladins, though not so much with clerics, but obvious... moral reasons.&lt;br /&gt;
&lt;br /&gt;
* Have any security concerns or a stuck lock? Ask Elessa and she would gladly help you with it.&lt;br /&gt;
&lt;br /&gt;
* She has a talking sword. Yep, ask her about it sometime. It might just talk back.&lt;br /&gt;
&lt;br /&gt;
* She has been recently accused of attempted assassination and murder by Dran, and is wanted for it with a pretty hefty bounty.&lt;br /&gt;
&lt;br /&gt;
* There is a fan club about her, out of the Church of Vardama. Something about bringing back a vision of the afterlife...&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p style=&amp;quot;color:#006d4c; font-weight: bold; font-size: 150%;&amp;quot;&amp;gt;Background&amp;lt;/p&amp;gt; &lt;br /&gt;
&lt;br /&gt;
Elessa was born in the Vast, like many of the Tsurai, among the caravans and trade routes, instantly knowing a life on the constant move of wagons, horses and trade. Born the third out of five, she was the middle daughter to her clan's chief, Korat, and thus held a small place of honor, though not as much as her elder siblings, especially her eldest brother Kamir and her eldest sister Latisha. The family was a loving one, caring for each other, as the whole Clan was a giant family. Running around wagon wheels at night and being chided by other women of the clan not to do something was a regular occurrence. They watched out for each other, kept equal eye for trouble and the raising of children a communal affair.&lt;br /&gt;
&lt;br /&gt;
Growing up, Elessa could not have had a more wonderful time. Free and always on the move. Even small she proved to be adept and quick, and also of quick mind. While books were not always readily available, any that her father managed to get a hold of, Elessa would read avidly until they had to be stored or traded away. She picked up on the stories of her clan and her people, the Tsurai, and anytime they came across other grounds, she would listen for gossip, learn from any scholars that they happened to come across. Her love of learning wouldn't diminish with time.&lt;br /&gt;
&lt;br /&gt;
She was also quick on her feet and quick with her hands. Proving very deft, she excelled at acrobatics, proving a high rise walker and tumbler. It worked well when their caravan came to larger towns and helped in raising money. This also worked as a lovely distraction as well. She'd take her turns at lifting purses as well like others in the clan. True, they did not always live the most honest life when it came to people outside the clan, but they needed to eat as well.&lt;br /&gt;
&lt;br /&gt;
As Elessa grew older, she started to think about the world outside of the Vast. Sure, the Vast had it's own dangers, but Elessa knew there were places beyond it, places that she couldn't even begin to imagine and that her reading and the stories teased her with. Despite her father's attempt to arrange a marriage for her, at sixteen Elessa left the clan when the reached one of the cities her clan frequented. Unsure of where to start though, she ended up in the local archives, and there she decided to try and 'devour' as much as she could from the books. Unfortunately, the archivists and librarians didn't like having a young Tsuran in their midst and she only managed to read a little to convince her that she wanted to see more of the world. And so, she travels, stealing where she needs to, otherwise attempting to make her way.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;border-top: 10px solid #C97A02; width: 775px; margin-left: auto; margin-right: auto; background:#FDB84E; min-height: 175px;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
[[Category:Rogue]][[Category:Holy_Order_of_Ea]][[Category:From_the_Vast]][[Category:Player]]&lt;/div&gt;</summary>
		<author><name>Typhoon</name></author>
	</entry>
	<entry>
		<id>http://www.tenebraemush.net/index.php?title=Magic_Melee&amp;diff=22872</id>
		<title>Magic Melee</title>
		<link rel="alternate" type="text/html" href="http://www.tenebraemush.net/index.php?title=Magic_Melee&amp;diff=22872"/>
		<updated>2016-07-13T06:03:04Z</updated>

		<summary type="html">&lt;p&gt;Typhoon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ArmorsTableMain}}&lt;br /&gt;
{{T01}}&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; | '''Magic Melee Weapon Abilities'''&lt;br /&gt;
{{T02}}&lt;br /&gt;
| '''Weapon Ability'''&lt;br /&gt;
| '''Price Modifier'''&lt;br /&gt;
|-&lt;br /&gt;
| [[#Transformative|Transformative]]||10000&lt;br /&gt;
|-&lt;br /&gt;
| [[#Ki Focus|Ki Focus]]||1+ Bonus&lt;br /&gt;
|-&lt;br /&gt;
| [[#Allying|Allying]]||1+ Bonus&lt;br /&gt;
|-&lt;br /&gt;
| [[#Bane|Bane]]||1+ bonus&lt;br /&gt;
|-&lt;br /&gt;
| [[#Called|Called]]||1+ bonus&lt;br /&gt;
|-&lt;br /&gt;
| [[#Conductive|Conductive]]||1+ bonus&lt;br /&gt;
|-&lt;br /&gt;
| [[#Corrosive|Corrosive]]||1+ bonus&lt;br /&gt;
|-&lt;br /&gt;
| [[#Countering|Countering]]||1+ Bonus&lt;br /&gt;
|-&lt;br /&gt;
| [[#Cunning|Cunning]]||1+ bonus&lt;br /&gt;
|-&lt;br /&gt;
| [[#Deadly|Deadly]]||1+ Bonus&lt;br /&gt;
|-&lt;br /&gt;
| [[#Defending|Defending]]||1+ bonus&lt;br /&gt;
|-&lt;br /&gt;
| [[#Defiant|Defiant]]||1+ Bonus&lt;br /&gt;
|-&lt;br /&gt;
| [[#Dispelling|Dispelling]]||1+ Bonus&lt;br /&gt;
|-&lt;br /&gt;
| [[#Flaming|Flaming]]||1+ bonus&lt;br /&gt;
|-&lt;br /&gt;
| [[#Frost|Frost]]||1+ bonus&lt;br /&gt;
|-&lt;br /&gt;
| [[#Ghost Touch|Ghost Touch]]||1+ bonus&lt;br /&gt;
|-&lt;br /&gt;
| [[#Grayflame|Grayflame]]||1+ bonus&lt;br /&gt;
|-&lt;br /&gt;
| [[#Grounding|Grounding]]||1+ Bonus&lt;br /&gt;
|-&lt;br /&gt;
| [[#Guardian|Guardian]]||1+ Bonus&lt;br /&gt;
|-&lt;br /&gt;
| [[#Huntsman|Huntsman]]||1+ bonus&lt;br /&gt;
|-&lt;br /&gt;
| [[#Jurist|Jurist]]||1+ bonus&lt;br /&gt;
|-&lt;br /&gt;
| [[#Keen|Keen]]||1+ bonus&lt;br /&gt;
|-&lt;br /&gt;
| [[#Merciful|Merciful]]||1+ bonus&lt;br /&gt;
|-&lt;br /&gt;
| [[#Mighty Cleaving|Mighty Cleaving]]||1+ bonus&lt;br /&gt;
|-&lt;br /&gt;
| [[#Mimetic|Mimetic]]||1+ Bonus&lt;br /&gt;
|-&lt;br /&gt;
| [[#Ominous|Ominous]]||1+ Bonus&lt;br /&gt;
|-&lt;br /&gt;
| [[#Quenching|Quenching]]||1+ Bonus&lt;br /&gt;
|-&lt;br /&gt;
| [[#Seaborne|Seaborne]]||1+ Bonus&lt;br /&gt;
|-&lt;br /&gt;
| [[#Shock|Shock]]||1+ bonus&lt;br /&gt;
|-&lt;br /&gt;
| [[#Spell Storing|Spell Storing]]||1+ bonus&lt;br /&gt;
|-&lt;br /&gt;
| [[#Thawing|Thawing]]||1+ Bonus&lt;br /&gt;
|-&lt;br /&gt;
| [[#Throwing|Throwing]]||1+ bonus&lt;br /&gt;
|-&lt;br /&gt;
| [[#Thundering|Thundering]]||1+ bonus&lt;br /&gt;
|-&lt;br /&gt;
| [[#Valiant|Valiant]]||1+ Bonus&lt;br /&gt;
|-&lt;br /&gt;
| [[#Vicious|Vicious]]||1+ bonus&lt;br /&gt;
|-&lt;br /&gt;
| [[#Advancing|Advancing]]||2+ Bonus&lt;br /&gt;
|-&lt;br /&gt;
| [[#Anarchic|Anarchic]]||2+ bonus&lt;br /&gt;
|-&lt;br /&gt;
| [[#Anchoring|Anchoring]]||2+ Bonus&lt;br /&gt;
|-&lt;br /&gt;
| [[#Axiomatic|Axiomatic]]||2+ bonus&lt;br /&gt;
|-&lt;br /&gt;
| [[#Corrosive Burst|Corrosive Burst]]||2+ bonus&lt;br /&gt;
|-&lt;br /&gt;
| [[#Dispelling Burst|Dispelling Burst]]||2+ Bonus&lt;br /&gt;
|-&lt;br /&gt;
| [[#Disruption|Disruption]]||2+ bonus&lt;br /&gt;
|-&lt;br /&gt;
| [[#Flaming Burst|Flaming Burst]]||2+ bonus&lt;br /&gt;
|-&lt;br /&gt;
| [[#Glorious|Glorious]]||2+ Bonus&lt;br /&gt;
|-&lt;br /&gt;
| [[#Holy|Holy]]||2+ bonus&lt;br /&gt;
|-&lt;br /&gt;
| [[#Icy Burst|Icy Burst]]||2+ bonus&lt;br /&gt;
|-&lt;br /&gt;
| [[#Igniting|Igniting]]||2+ Bonus&lt;br /&gt;
|-&lt;br /&gt;
| [[#Invigorating|Invigorating]]||2+ Bonus&lt;br /&gt;
|-&lt;br /&gt;
| [[#Ki Intensifying|Ki Intensifying]]||2+ bonus&lt;br /&gt;
|-&lt;br /&gt;
| [[#Lifesurge|Lifesurge]]||2+ Bonus&lt;br /&gt;
|-&lt;br /&gt;
| [[#Phase Locking|Phase Locking]]||2+ Bonus&lt;br /&gt;
|-&lt;br /&gt;
| [[#Shocking Burst|Shocking Burst]]||2+ bonus&lt;br /&gt;
|-&lt;br /&gt;
| [[#Stalking|Stalking]]||2+ Bonus&lt;br /&gt;
|-&lt;br /&gt;
| [[#Unholy|Unholy]]||2+ bonus&lt;br /&gt;
|-&lt;br /&gt;
| [[#Wounding|Wounding]]||2+ bonus&lt;br /&gt;
|-&lt;br /&gt;
| [[#Nullifying|Nullifying]]||3+ Bonus&lt;br /&gt;
|-&lt;br /&gt;
| [[#Speed|Speed]]||3+ bonus&lt;br /&gt;
|-&lt;br /&gt;
| [[#Spellstealing|Spellstealing]]||3+ Bonus&lt;br /&gt;
|-&lt;br /&gt;
| [[#Brilliant Energy|Brilliant Energy]]||4+ bonus&lt;br /&gt;
|-&lt;br /&gt;
| [[#Dancing|Dancing]]||4+ bonus&lt;br /&gt;
|-&lt;br /&gt;
| [[#Vorpal|Vorpal]]||5+ bonus&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Descriptions==&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Advancing	&amp;quot;&amp;gt;	Advancing	&amp;lt;/span&amp;gt;'''''	(	2+ Bonus	)&amp;lt;br /&amp;gt;	'''Aura'''	faint transmutation	;	'''CL'''	5th	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This ability can only be placed on melee weapons. Once per round, when the wielder damages a creature in melee with an advancing weapon, she can take a 5-foot step as a swift action after the attack but before the end of her turn. This movement does not count against her ability to move or take a 5-foot step earlier or later in the round, though using this ability imposes a —2 penalty on all attack rolls until the start of her next turn. This ability may not be used in conjunction with any other ability or effect that allows moving as part of an attack.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Magic Arms and Armor, feather step	'''Cost'''	2+ Bonus	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Allying	&amp;quot;&amp;gt;	Allying	&amp;lt;/span&amp;gt;'''''	(	1+ Bonus	)&amp;lt;br /&amp;gt;	'''Aura'''	faint transmutation	;	'''CL'''	5th	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	An allying weapon allows the wielder to transfer some or all of the weapon's enhancement bonus to one weapon being used by an ally of the wielder. The wielder must have line of sight to the intended ally. As a free action, at the start of her turn before using her weapon, the wielder chooses how to allocate her weapon's enhancement bonus. The bonus to the ally's weapon lasts until the allying weapon's wielder's next turn. The enhancement bonus from the allying weapon does not stack with the enhancement bonus on the ally's weapon (if any).	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Magic Arms and Armor, magic weapon	'''Cost'''	1+ Bonus	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Anarchic	&amp;quot;&amp;gt;	Anarchic	&amp;lt;/span&amp;gt;'''''	(	2+ bonus	)&amp;lt;br /&amp;gt;	'''Aura'''	Moderate evocation	;	'''CL'''	7th	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	An anarchic weapon is infused with the power of chaos. It makes the weapon chaotically aligned and thus bypasses the corresponding damage reduction. It deals an extra 2d6 points of damage against all creatures of lawful alignment. It bestows one permanent negative level on any lawful creature attempting to wield it. The negative level remains as long as the weapon is in hand and disappears when the weapon is no longer wielded. This negative level cannot be overcome in any way (including restoration spells) while the weapon is wielded.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Magic Arms and Armor, chaos hammer, creator must be chaotic	'''Cost'''	2+ bonus	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Anchoring	&amp;quot;&amp;gt;	Anchoring	&amp;lt;/span&amp;gt;'''''	(	2+ Bonus	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate transmutation	;	'''CL'''	10th	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This special ability can only be added to a melee weapon or a thrown weapon. An anchoring weapon pins a target in place and prevents it from moving. As a swift action, the weapon can be fixed in place in a point in space, functioning as an immovable rod. This ability can also be used when the wielder hits a creature with a melee attack using an anchoring weapon. This anchors the target to the weapon, preventing it from moving away from the weapon. The target is not entangled or paralyzed; it simply cannot move from its location without first destroying the weapon or making a successful DC 30 Strength check as a full-round action to move with the weapon up to 10 feet. An anchoring weapon remains motionless and cannot be used to attack while it is anchoring a creature. An anchoring weapon has no effect on amorphous creatures, including elementals, oozes, and creatures in gaseous or liquid form. It also cannot anchor incorporeal creatures unless the weapon also has the ghost touch special ability.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Magic Arms and Armor, levitate	'''Cost'''	2+ Bonus	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Axiomatic	&amp;quot;&amp;gt;	Axiomatic	&amp;lt;/span&amp;gt;'''''	(	2+ bonus	)&amp;lt;br /&amp;gt;	'''Aura'''	Moderate evocation	;	'''CL'''	7th	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	An axiomatic weapon is infused with lawful power. It makes the weapon law-aligned and thus bypasses the corresponding damage reduction. It deals an extra 2d6 points of damage against chaotic creatures. It bestows one permanent negative level on any chaotic creature attempting to wield it. The negative level remains as long as the weapon is in hand and disappears when the weapon is no longer wielded. This negative level cannot be overcome in any way (including restoration spells) while the weapon is wielded.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Magic Arms and Armor, order's wrath, creator must be lawful	'''Cost'''	2+ bonus	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Bane	&amp;quot;&amp;gt;	Bane	&amp;lt;/span&amp;gt;'''''	(	1+ bonus	)&amp;lt;br /&amp;gt;	'''Aura'''	Moderate conjuration	;	'''CL'''	8th	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	A bane weapon excels against certain foes. Against a designated foe, the weapon's enhancement bonus is +2 better than its actual bonus. It also deals an extra 2d6 points of damage against such foes. To randomly determine a weapon's designated foe, roll on the following table.&lt;br /&gt;
&lt;br /&gt;
{{TableMain}}&lt;br /&gt;
{{T02}}&lt;br /&gt;
| d%||Designated Foe&lt;br /&gt;
|-&lt;br /&gt;
| 01—05||Aberrations&lt;br /&gt;
|-&lt;br /&gt;
| 06—09||Animals&lt;br /&gt;
|-&lt;br /&gt;
| 10—16||Constructs&lt;br /&gt;
|-&lt;br /&gt;
| 17—22||Dragons&lt;br /&gt;
|-&lt;br /&gt;
| 23—27||Fey&lt;br /&gt;
|-&lt;br /&gt;
| 28—60||Humanoids (pick one subtype)&lt;br /&gt;
|-&lt;br /&gt;
| 61—65||Magical beasts&lt;br /&gt;
|-&lt;br /&gt;
| 66—70||Monstrous humanoids&lt;br /&gt;
|-&lt;br /&gt;
| 71—72||Oozes&lt;br /&gt;
|-&lt;br /&gt;
| 73—88||Outsiders (pick one subtype)&lt;br /&gt;
|-&lt;br /&gt;
| 89—90||Plants&lt;br /&gt;
|-&lt;br /&gt;
| 91—98||Undead&lt;br /&gt;
|-&lt;br /&gt;
| 99—100||Vermin&lt;br /&gt;
|}	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Magic Arms and Armor, summon monster I	'''Cost'''	1+ bonus	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Brilliant Energy	&amp;quot;&amp;gt;	Brilliant Energy	&amp;lt;/span&amp;gt;'''''	(	4+ bonus	)&amp;lt;br /&amp;gt;	'''Aura'''	Strong transmutation	;	'''CL'''	16th	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	A brilliant energy weapon has its significant portion transformed into light, although this does not modify the item's weight. It always gives off light as a torch (20-foot radius). A brilliant energy weapon ignores nonliving matter. Armor and shield bonuses to AC (including any enhancement bonuses to that armor) do not count against it because the weapon passes through armor. (Dexterity, deflection, dodge, natural armor, and other such bonuses still apply.) A brilliant energy weapon cannot harm undead, constructs, and objects. This property can only be applied to melee weapons, thrown weapons, and ammunition.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Magic Arms and Armor, gaseous form, continual flame	'''Cost'''	4+ bonus	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Called	&amp;quot;&amp;gt;	Called	&amp;lt;/span&amp;gt;'''''	(	1+ bonus	)&amp;lt;br /&amp;gt;	'''Aura'''	Moderation conjuration	;	'''CL'''	9th	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	A called weapon can be teleported to the wielder's hand as a swift action that does not provoke attacks of opportunity, even if the weapon is in the possession of another creature. This ability has a maximum range of 100 feet, and effects that block teleportation prevents the return of a called weapon. A called weapon must be in a creature's position for at least 24 hours for this ability to function.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Magic Arms and Armor. teleport	'''Cost'''	1+ bonus	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Conductive	&amp;quot;&amp;gt;	Conductive	&amp;lt;/span&amp;gt;'''''	(	1+ bonus	)&amp;lt;br /&amp;gt;	'''Aura'''	Moderate necromancy	;	'''CL'''	8th	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	A conductive weapon is able to channel the energy of a spell-like or supernatural ability that relies on a melee or ranged touch attack to hit its target (such as from a cleric's domain granted power, sorcerer's bloodline power, oracle's mystery revelation, or wizard's arcane school power). When the wielder makes a successful attack of the appropriate type, he may choose to expend two uses of his magical ability to channel it through the weapon to the struck opponent, who takes the effects of the weapon attack and the special ability. (If the wielder has unlimited uses of a special ability, he may channel through the weapon every round.) For example, a paladin who strikes an undead opponent with her conductive greatsword can expend two uses of lay on hands ability (a supernatural melee touch attack) to deal greatsword damage and damage from one use of her lay on hands. A given character can use this weapon special ability only once per round (even if she has several conductive weapons), and the power works only with magical abilities of the same type as the weapon (melee or ranged).&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Magic Arms and Armor, spectral hand	'''Cost'''	1+ bonus	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Corrosive	&amp;quot;&amp;gt;	Corrosive	&amp;lt;/span&amp;gt;''''' 	(	1+ bonus	)&amp;lt;br /&amp;gt;	'''Aura'''	Moderate evocation	;	'''CL'''	10th	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	Upon command, a corrosive weapon becomes slick with acid that deals an extra 1d6 points of acid damage on a successful hit. The acid does not harm the wielder. The effect remains until another command is given.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Magic Arms and Armor, acid arrow	'''Cost'''	1+ bonus	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Corrosive Burst	&amp;quot;&amp;gt;	Corrosive Burst	&amp;lt;/span&amp;gt;'''''	(	2+ bonus	)&amp;lt;br /&amp;gt;	'''Aura'''	Moderate evocation	;	'''CL'''	6th	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	A corrosive burst weapon functions as a corrosive weapon that explodes with acid upon striking a successful critical hit. The acid does not harm the wielder. In addition to the extra acid damage from the corrosive ability, a corrosive burst weapon deals an extra 1d10 points of acid damage on a successful critical hit. If the weapon's critical modifier is ×3, add an extra 2d10 points of acid damage instead, and if the modifier is ×4, add an extra 3d10 points. Even if the corrosive ability is not active, the weapon still deals its extra acid damage on a successful critical hit.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Magic Arms and Armor, acid arrow	'''Cost'''	2+ bonus	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Countering	&amp;quot;&amp;gt;	Countering	&amp;lt;/span&amp;gt;'''''	(	1+ Bonus	)&amp;lt;br /&amp;gt;	'''Aura'''	faint transmutation	;	'''CL'''	5th	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	A countering weapon gives its wielder a +2 bonus to his combat maneuver defense against combat maneuvers made to disarm or sunder this weapon. If the attempt fails, the wielder can immediately attempt the same maneuver against the opponent without provoking attacks of opportunity. The wielder never risks dropping his weapon with a failed disarm combat maneuver when counterattacking in this manner. This ability can be used even if the attacker is not within the wielder's reach. Countering can only be placed on melee weapons.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Combat Reflexes, Craft Magic Arms and Armor, cat's grace	'''Cost'''	1+ Bonus	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Cunning	&amp;quot;&amp;gt;	Cunning	&amp;lt;/span&amp;gt;'''''	(	1+ bonus	)&amp;lt;br /&amp;gt;	'''Aura'''	Moderate divination	;	'''CL'''	6th	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This special ability allows a weapon to find chinks in a foe's defenses using the wielder's knowledge of the target. Whenever the weapon's attack is a critical threat, the wielder gains a +2 bonus on the confirmation roll if she has 5 or more ranks in the Knowledge skill related to the target's creature type (such as Knowledge [planes] for an outsider opponent).	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Magic Arms and Armor, true strike	'''Cost'''	1+ bonus	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Dancing	&amp;quot;&amp;gt;	Dancing	&amp;lt;/span&amp;gt;'''''	(	4+ bonus	)&amp;lt;br /&amp;gt;	'''Aura'''	Strong transmutation	;	'''CL'''	15th	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	As a standard action, a dancing weapon can be loosed to attack on its own. It fights for 4 rounds using the base attack bonus of the one who loosed it and then drops. While dancing, it cannot make attacks of opportunity, and the person who activated it is not considered armed with the weapon. The weapon is considered wielded or attended by the creature for all maneuvers and effects that target items. While dancing, the weapon shares the same space as the activating character and can attack adjacent foes (weapons with reach can attack opponents up to 10 feet away). The dancing weapon accompanies the person who activated it everywhere, whether she moves by physical or magical means. If the wielder who loosed it has an unoccupied hand, she can grasp it while it is attacking on its own as a free action; when so retrieved, the weapon can't dance (attack on its own) again for 4 rounds.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Magic Arms and Armor, animate objects	'''Cost'''	4+ bonus	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Deadly	&amp;quot;&amp;gt;	Deadly	&amp;lt;/span&amp;gt;'''''	(	1+ Bonus	)&amp;lt;br /&amp;gt;	'''Aura'''	faint necromancy	;	'''CL'''	5th	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	&amp;quot;This special ability can only be placed on melee weapons that normally deal nonlethal damage, such as whips and saps.&lt;br /&gt;
&lt;br /&gt;
All damage a deadly weapon deals is normal (lethal) damage. A whip (or similar weapon that is not normally able to damage creatures with armor or natural armor bonuses) with this special ability deals damage even to creatures with armor or natural armor. On command, the weapon suppresses this ability until the wielder commands it to resume.&amp;quot;	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Magic Arms and Armor, inflict light wounds	'''Cost'''	1+ Bonus	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Defending	&amp;quot;&amp;gt;	Defending	&amp;lt;/span&amp;gt;'''''	(	1+ bonus	)&amp;lt;br /&amp;gt;	'''Aura'''	Moderate abjuration	;	'''CL'''	8th	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	A defending weapon allows the wielder to transfer some or all of the weapon's enhancement bonus to his AC as a bonus that stacks with all others. As a free action, the wielder chooses how to allocate the weapon's enhancement bonus at the start of his turn before using the weapon, and the bonus to AC lasts until his next turn.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Magic Arms and Armor, shield or shield of faith	'''Cost'''	1+ bonus	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Defiant	&amp;quot;&amp;gt;	Defiant	&amp;lt;/span&amp;gt;'''''	(	1+ Bonus	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate conjuration	;	'''CL'''	8th	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	Armor and shields with this special ability excel at blocking the attacks of certain types of creatures, similar to a bane weapon's excelling against certain foes. Against the designated foe, the item's enhancement bonus to AC is +2 better than its actual bonus and provides DR 2/— against attacks from that foe. This increase in enhancement bonus applies only to the armor or shield's enhancement bonus, not to temporary bonuses (such as the magic vestment spell). To randomly determine the armor or shield's designated foe, use the table for the bane weapon special ability (page 136).	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Magic Arms and Armor, summon monster I	'''Cost'''	1+ Bonus	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Dispelling	&amp;quot;&amp;gt;	Dispelling	&amp;lt;/span&amp;gt;'''''	(	1+ Bonus	)&amp;lt;br /&amp;gt;	'''Aura'''	strong abjuration	;	'''CL'''	10th	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	A dispelling weapon functions like a spell storing weapon, but it may only store dispel magic; however, the caster level check to dispel gains an additional bonus equal to the weapon's enhancement bonus. This bonus also applies to a magus's dispelling strike arcana or a barbarian's spell sunder or sunder enchantment combat maneuver check.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Magic Arms and Armor, dispel magic, creator must be a caster of at least 10th level	'''Cost'''	1+ Bonus	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Dispelling Burst	&amp;quot;&amp;gt;	Dispelling Burst	&amp;lt;/span&amp;gt;'''''	(	2+ Bonus	)&amp;lt;br /&amp;gt;	'''Aura'''	strong abjuration	;	'''CL'''	12th	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	&amp;quot;A dispelling burst weapon functions like a dispelling weapon but may store dispel magic or greater dispel magic. In addition, these spells can be discharged as a free action when the wielder of a dispelling burst weapon confirms a critical hit. When the wielder does so, the bonus to the check made to dispel (including from dispelling strike, spell sunder, or sunder enchantment) increases by an amount equal to the weapon's enhancement bonus or the weapon's critical multiplier (whichever is higher).&lt;br /&gt;
&lt;br /&gt;
If a dispelling burst weapon confirms a critical hit while it is not currently storing a dispel magic or greater dispel magic spell, yet if the wielder has either spell prepared (or is a spontaneous caster able to cast either spell), she may cast either spell into the weapon as a swift action and then immediately discharge it into the target as a free action.&amp;quot;	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Magic Arms and Armor, greater dispel magic, creator must be a caster of at least 12th level	'''Cost'''	2+ Bonus	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Disruption	&amp;quot;&amp;gt;	Disruption	&amp;lt;/span&amp;gt;'''''	(	2+ bonus	)&amp;lt;br /&amp;gt;	'''Aura'''	Strong conjuration	;	'''CL'''	14th	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	A disruption weapon is the bane of all undead. Any undead creature struck in combat must succeed on a DC 14 Will save or be destroyed. A disruption weapon must be a bludgeoning melee weapon.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Magic Arms and Armor, heal	'''Cost'''	2+ bonus	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Flaming	&amp;quot;&amp;gt;	Flaming	&amp;lt;/span&amp;gt;'''''	(	1+ bonus	)&amp;lt;br /&amp;gt;	'''Aura'''	Moderate evocation	;	'''CL'''	10th	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	Upon command, a flaming weapon is sheathed in fire that deals an extra 1d6 points of fire damage on a successful hit. The fire does not harm the wielder. The effect remains until another command is given.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Magic Arms and Armor and flame blade, flame strike, or fireball	'''Cost'''	1+ bonus	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Flaming Burst	&amp;quot;&amp;gt;	Flaming Burst	&amp;lt;/span&amp;gt;'''''	(	2+ bonus	)&amp;lt;br /&amp;gt;	'''Aura'''	Strong evocation	;	'''CL'''	12th	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	A flaming burst weapon functions as a flaming weapon that also explodes with flame upon striking a successful critical hit. The fire does not harm the wielder. In addition to the extra fire damage from the flaming ability (see above), a flaming burst weapon deals an extra 1d10 points of fire damage on a successful critical hit. If the weapon's critical multiplier is ×3, add an extra 2d10 points of fire damage instead, and if the multiplier is ×4, add an extra 3d10 points of fire damage. Even if the flaming ability is not active, the weapon still deals its extra fire damage on a successful critical hit. 	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Magic Arms and Armor and flame blade, flame strike, or fireball	'''Cost'''	2+ bonus	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Frost	&amp;quot;&amp;gt;	Frost	&amp;lt;/span&amp;gt;'''''	(	1+ bonus	)&amp;lt;br /&amp;gt;	'''Aura'''	Moderate evocation	;	'''CL'''	8th	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	Upon command, a frost weapon is sheathed in icy cold that deals an extra 1d6 points of cold damage on a successful hit. The cold does not harm the wielder. The effect remains until another command is given.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Magic Arms and Armor, chill metal or ice storm	'''Cost'''	1+ bonus	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Ghost Touch	&amp;quot;&amp;gt;	Ghost Touch	&amp;lt;/span&amp;gt;'''''	(	1+ bonus	)&amp;lt;br /&amp;gt;	'''Aura'''	Moderate conjuration	;	'''CL'''	9th	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	A ghost touch weapon deals damage normally against incorporeal creatures, regardless of its bonus. An incorporeal creature's 50% reduction in damage from corporeal sources does not apply to attacks made against it with ghost touch weapons. The weapon can be picked up and moved by an incorporeal creature at any time. A manifesting ghost can wield the weapon against corporeal foes. Essentially, a ghost touch weapon counts as both corporeal or incorporeal.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Magic Arms and Armor, plane shift	'''Cost'''	1+ bonus	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Glorious	&amp;quot;&amp;gt;	Glorious	&amp;lt;/span&amp;gt;'''''	(	2+ Bonus	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate evocation	;	'''CL'''	5th	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	A glorious weapon glows with a dazzling light equal to a daylight spell when drawn. The wielder cannot suppress this light, though it can be temporarily suppressed by any effect that can suppress daylight. A glorious weapon flashes with light, and any creature the wielder attacks in melee is automatically dazzled until the beginning of the wielder's next turn. When a glorious weapon confirms a critical hit, the target is blinded until the beginning of the wielder's next turn (DC 14 Will negates); if the weapon's critical multiplier is greater than x2, this blindness lasts 1 additional round per multiple over x2. Only a melee weapon can have the glorious ability.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Magic Arms and Armor, blindness/deafness, daylight, flare	'''Cost'''	2+ Bonus	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Grayflame	&amp;quot;&amp;gt;	Grayflame	&amp;lt;/span&amp;gt;'''''	(	1+ bonus	)&amp;lt;br /&amp;gt;	'''Aura'''	Moderate transmutation	;	'''CL'''	6th	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This weapon responds to channeled positive or negative energy. When the wielder spends a swift action to channel energy through the weapon, it ignites with a strange gray flame that sheds light as a torch, increases the weapon's enhancement bonus by +1, and deals +1d6 damage (as the divine power from flame strike) to creatures struck by the weapon. This flame lasts for 1 round for every d6 damage or healing the channeling normally provides. When charged with positive energy, the flame is a silvery gray, good creatures are immune to the weapon's extra damage, and the weapon counts as a good and silver weapon for the purpose of bypassing damage reduction. When charged with negative energy, the flame is an ashen gray, evil creatures are immune to the weapon's extra damage, and the weapon counts as an evil and cold iron weapon for the purpose of bypassing damage reduction.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Magic Arms and Armor, Channel Smite, align weapon	'''Cost'''	1+ bonus	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Grounding	&amp;quot;&amp;gt;	Grounding	&amp;lt;/span&amp;gt;'''''	(	1+ Bonus	)&amp;lt;br /&amp;gt;	'''Aura'''	faint transmutation	;	'''CL'''	5th	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	&amp;quot;This special ability can only be placed on melee weapons.&lt;br /&gt;
&lt;br /&gt;
A grounding weapon can safely touch electrically charged surfaces without harm to its wielder. When used against a creature of the air subtype, it deals an extra 1d6 points of damage. The wielder of a grounding weapon receives a +2 competence bonus on saving throws against air- and electricity-based effects, and the weapon itself is immune to electricity damage.&amp;quot;	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Magic Arms and Armor, shocking grasp	'''Cost'''	1+ Bonus	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Guardian	&amp;quot;&amp;gt;	Guardian	&amp;lt;/span&amp;gt;'''''	(	1+ Bonus	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate abjuration	;	'''CL'''	8th	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	&amp;quot;This special ability can only be placed on melee weapons.&lt;br /&gt;
&lt;br /&gt;
A guardian weapon allows the wielder to transfer some or all of the weapon's enhancement bonus to his saving throws as a bonus that stacks with all others. As a free action, the wielder chooses how to allocate the weapon's enhancement bonus at the start of his turn before using the weapon. The bonus on saving throws lasts until his next turn. Only the weapon's own enhancement bonus can be sacrificed, not any enhancement bonus provided by other effects such as a greater magic weapon spell. However, the total of such effects is still diminished by the amount allocated to improving saving throws.&lt;br /&gt;
&lt;br /&gt;
If a weapon has both the defending and guardian abilities , allocating a single point of enhancement bonus increases either AC or saving throws, but not both.&amp;quot;	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Magic Arms and Armor, resistance	'''Cost'''	1+ Bonus	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Holy	&amp;quot;&amp;gt;	Holy	&amp;lt;/span&amp;gt;'''''	(	2+ bonus	)&amp;lt;br /&amp;gt;	'''Aura'''	Moderate evocation	;	'''CL'''	7th	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	A holy weapon is imbued with holy power. This power makes the weapon good-aligned and thus bypasses the corresponding damage reduction. It deals an extra 2d6 points of damage against all creatures of evil alignment. It bestows one permanent negative level on any evil creature attempting to wield it. The negative level remains as long as the weapon is in hand and disappears when the weapon is no longer wielded. This negative level cannot be overcome in any way (including by restoration spells) while the weapon is wielded.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Magic Arms and Armor, holy smite, creator must be good	'''Cost'''	2+ bonus	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Huntsman	&amp;quot;&amp;gt;	Huntsman	&amp;lt;/span&amp;gt;'''''	(	1+ bonus	)&amp;lt;br /&amp;gt;	'''Aura'''	Moderate divination	;	'''CL'''	7th	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	A huntsman weapon helps its wielder locate and capture quarry. When the weapon is held in hand, the wielder gains the weapon’s enhancement bonus on Survival checks made to track any creature the weapon has damaged in the past day. It deals +1d6 damage to creatures the wielder has tracked with Survival in the past day.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Magic Arms and Armor, detect animals or plants	'''Cost'''	1+ bonus	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Icy Burst	&amp;quot;&amp;gt;	Icy Burst	&amp;lt;/span&amp;gt;''''' 	(	2+ bonus	)&amp;lt;br /&amp;gt;	'''Aura'''	Moderate evocation	;	'''CL'''	10th	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	An icy burst weapon functions as a frost weapon that also explodes with frost upon striking a successful critical hit. The frost does not harm the wielder. In addition to the extra damage from the frost ability, an icy burst weapon deals an extra 1d10 points of cold damage on a successful critical hit. If the weapon's critical multiplier is ×3, add an extra 2d10 points of cold damage instead, and if the multiplier is ×4, add an extra 3d10 points. Even if the frost ability is not active, the weapon still deals its extra cold damage on a successful critical hit.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Magic Arms and Armor, chill metal or ice storm	'''Cost'''	2+ bonus	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Igniting	&amp;quot;&amp;gt;	Igniting	&amp;lt;/span&amp;gt;'''''	(	2+ Bonus	)&amp;lt;br /&amp;gt;	'''Aura'''	strong evocation	;	'''CL'''	12th	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	An igniting weapon functions as a flaming weapon that also causes the target to catch fire upon striking it with a successful critical hit. The target does not get a saving throw to avoid catching fire, but can make a save each round on its turn to put out the fire. The flaming ability must be active for the weapon to set enemies on fire.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Magic Arms and Armor, flame blade, flame strike, or fireball (crafter may bypass one of these spell requirements for free if they are a gobber)	'''Cost'''	2+ Bonus	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Invigorating	&amp;quot;&amp;gt;	Invigorating	&amp;lt;/span&amp;gt;'''''	(	2+ Bonus	)&amp;lt;br /&amp;gt;	'''Aura'''	faint enchantment	;	'''CL'''	5th	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This special ability can only be placed on melee weapons. After an attack with this weapon drops a living foe (kills it or drops it to negative hit points), the weapon infuses its wielder with vigor. If its wielder is fatigued, the weapon removes the fatigue. If exhausted, the wielder becomes fatigued instead. If neither exhausted nor fatigued, the wielder gains a +2 morale bonus on attack rolls and a +10 foot enhancement bonus to all modes of movement possessed until the end of the wielder's next turn.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Magic Arms and Armor, good hope	'''Cost'''	2+ Bonus	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Jurist	&amp;quot;&amp;gt;	Jurist	&amp;lt;/span&amp;gt;'''''	(	1+ bonus	)&amp;lt;br /&amp;gt;	'''Aura'''	Moderate transmutation	;	'''CL'''	4th	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	When an inquisitor wielder uses her judgment class ability, this weapon grants her an enhancement bonus on her Perception checks and CMD. The bonus is +1 on the first round of her judgment, and increases by +1 each round, to a maximum of +3 on the third and following rounds	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Magic Arms and Armor, owl's wisdom	'''Cost'''	1+ bonus	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Keen	&amp;quot;&amp;gt;	Keen	&amp;lt;/span&amp;gt;'''''	(	1+ bonus	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate transmutation	;	'''CL'''	10th	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This ability doubles the threat range of a weapon. Only piercing or slashing melee weapons can be keen. If you roll this property randomly for an inappropriate weapon, reroll. This benefit doesn't stack with any other effect that expands the threat range of a weapon (such as the keen edge spell or the Improved Critical feat).	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Magic Arms and Armor, keen edge	'''Cost'''	1+ bonus	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Ki Focus	&amp;quot;&amp;gt;	Ki Focus	&amp;lt;/span&amp;gt;'''''	(	1+	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate transmutation	;	'''CL'''	8th	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This special ability can be placed only on melee weapons. The magic weapon serves as a channel for the wielder's ki, allowing her to use her special ki attacks through the weapon as if they were unarmed attacks. These attacks are: the monk's ki strike, quivering palm, and the Stunning Fist feat (including any condition that the monk can apply using this feat).&lt;br /&gt;
&lt;br /&gt;
:''Tenebrae Note:'' The only ki attacks allowed through the weapon are those listed.	&lt;br /&gt;
''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Magic Arms and Armor, creator must be a monk	'''Cost'''	1+	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Ki Intensifying	&amp;quot;&amp;gt;	Ki Intensifying	&amp;lt;/span&amp;gt;'''''	(	2+ bonus	)&amp;lt;br /&amp;gt;	'''Aura'''	Strong transmutation	;	'''CL'''	12th	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	The weapon channels and amplifies the wielder's ki, allowing her to use her special ki attacks through the weapon as though they were unarmed attacks. These attacks include the monk's ki strike, quivering palm, and the Stunning Fist feat. The save DC for ki abilities used through the weapon increases by half the enhancement bonus of the weapon (minimum 1).&lt;br /&gt;
&lt;br /&gt;
After a successful strike with a ki intensifying weapon, the wielder can spend 1 ki point as a swift action to perform a combat maneuver to bull rush, disarm, reposition, or trip as a free action without provoking attacks of opportunity. Any bonuses or penalties applicable to the weapon attack also apply to this combat maneuver check. The wielder cannot move from her space as a part of the chosen maneuver.&lt;br /&gt;
&lt;br /&gt;
Only melee weapons can have the ki intensifying ability. It cannot be placed on an amulet of mighty fist or similar non-weapon item. Weapons with the ki focus ability can be upgraded to be ki intensifying.&lt;br /&gt;
&lt;br /&gt;
:''Tenebrae Note:'' The only ki attacks allowed through the weapon are those listed. 	&lt;br /&gt;
''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Magic Arms and Armor, creator must be a monk	'''Cost'''	2+ bonus	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Lifesurge	&amp;quot;&amp;gt;	Lifesurge	&amp;lt;/span&amp;gt;'''''	(	2+ Bonus	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate conjuration	;	'''CL'''	8th	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	&amp;quot;This special ability can only be placed on melee weapons. A lifesurge weapon boosts and sustains the wielder's life energy while he is in the throes of combat. The wielder gains a bonus on saving throws against necromantic effects—including the ability damage, ability drain, and energy drain powers of the undead—equal to the weapon's enhancement bonus. In addition, whenever the wielder receives temporary hit points from any source, he adds the weapon's enhancement bonus to these temporary hit points; this does not stack for temporary hit points from multiple sources, and these points are lost if the lifesurge weapon is not being wielded.&lt;br /&gt;
&lt;br /&gt;
In combat, the weapon's critical threat range is doubled against undead; this does not stack with the keen special ability or Improved Critical. Whenever a lifesurge weapon confirms a critical hit against an undead creature, it erupts with 1d8 points of positive energy (2d8 for weapons with a critical multiplier of x3, 3d8 if it is x4); the wielder may choose to deal this as damage to an undead target or to absorb half this amount as healing, with the remaining positive energy dissipating.&amp;quot;	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Magic Arms and Armor, Channel Smite, cure serious wounds, death ward, disrupt undead	'''Cost'''	2+ Bonus	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Merciful	&amp;quot;&amp;gt;	Merciful	&amp;lt;/span&amp;gt;'''''	(	1+ bonus	)&amp;lt;br /&amp;gt;	'''Aura'''	Faint conjuration	;	'''CL'''	5th	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	The weapon deals an extra 1d6 points of damage, and all damage it deals is nonlethal damage. On command, the weapon suppresses this ability until told to resume it (allowing it to deal lethal damage, but without any bonus damage from this ability).	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Magic Arms and Armor, cure light wounds	'''Cost'''	1+ bonus	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Mighty Cleaving	&amp;quot;&amp;gt;	Mighty Cleaving	&amp;lt;/span&amp;gt;'''''	(	1+ bonus	)&amp;lt;br /&amp;gt;	'''Aura'''	Moderate evocation	;	'''CL'''	8th	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	A mighty cleaving weapon allows a wielder using the Cleave feat to make one additional attack if the first attack hits, as long as the next foe is adjacent to the first and also within reach. This additional attack cannot be against the first foe. Only melee weapons can be mighty cleaving weapons.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Magic Arms and Armor, divine power	'''Cost'''	1+ bonus	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Mimetic	&amp;quot;&amp;gt;	Mimetic	&amp;lt;/span&amp;gt;'''''	(	1+ Bonus	)&amp;lt;br /&amp;gt;	'''Aura'''	faint abjuration	;	'''CL'''	5th	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	&amp;quot;This special ability can only be placed on melee weapons.&lt;br /&gt;
&lt;br /&gt;
Each time the wielder damages a creature using a mimetic weapon, he gains resistance 10 to one energy type that the creature is resistant or immune to for 1 round (if the creature damaged has multiple types of resistance, the wielder chooses one of those resistances to take). This resistance stacks with itself, to a maximum of 30 points of resistance against a given energy type, but not with other sources of energy resistance. The creature's own resistances and immunities are unaffected.&amp;quot;	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Magic Arms and Armor, resist energy	'''Cost'''	1+ Bonus	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Nullifying	&amp;quot;&amp;gt;	Nullifying	&amp;lt;/span&amp;gt;'''''	(	3+ Bonus	)&amp;lt;br /&amp;gt;	'''Aura'''	strong abjuration	;	'''CL'''	12th	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This special ability can only be placed on melee weapons. A nullifying weapon suppresses a creature's spell resistance for a short amount of time. Anytime the weapon strikes a creature with spell resistance and the creature takes damage from the weapon, the target's spell resistance is reduced by 1 for 1 minute. On a confirmed critical hit, its spell resistance is instead reduced by an amount equal to the weapon's critical multiplier. Multiple hits from a nullifying weapon stack.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Magic Arms and Armor, antimagic field	'''Cost'''	3+ Bonus	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Ominous	&amp;quot;&amp;gt;	Ominous	&amp;lt;/span&amp;gt;'''''	(	1+ Bonus	)&amp;lt;br /&amp;gt;	'''Aura'''	faint evocation	;	'''CL'''	5th	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	&amp;quot;This special ability can only be placed on melee weapons.&lt;br /&gt;
&lt;br /&gt;
An ominous weapon trails a shadowy haze behind every stroke, and moans a menacing dirge in battle. An ominous weapon adds its enhancement bonus on Intimidate checks made by the wielder. In addition, when an ominous weapon confirms a critical hit, the target is shaken for 1 minute (DC 13 Will negates); if the weapon's critical multiplier is greater than x2, this condition lasts 1 additional minute per multiple over x2. A creature that gains the shaken condition from an ominous weapon cannot gain that condition again from the same weapon for 24 hours.&amp;quot;	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Magic Arms and Armor, doom or scare	'''Cost'''	1+ Bonus	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Phase Locking	&amp;quot;&amp;gt;	Phase Locking	&amp;lt;/span&amp;gt;'''''	(	2+ Bonus	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate abjuration	;	'''CL'''	7th	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	A phase locking weapon interferes with dimensional travel. A creature damaged by a phase locking weapon is affected as though by the dimensional anchor spell for 1 round.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Magic Arms and Armor, dimensional anchor	'''Cost'''	2+ Bonus	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Quenching	&amp;quot;&amp;gt;	Quenching	&amp;lt;/span&amp;gt;'''''	(	1+ Bonus	)&amp;lt;br /&amp;gt;	'''Aura'''	faint transmutation	;	'''CL'''	5th	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	&amp;quot;This special ability can only be placed on melee weapons.&lt;br /&gt;
&lt;br /&gt;
A quenching weapon thrust into a non-magical fire of Medium size or smaller extinguishes it. When used against a creature of the fire subtype, it deals an extra 1d6 points of damage. The wielder of a quenching weapon receives a +2 competence bonus on saving throws against fire-based effects, and the weapon itself is immune to fire damage.&amp;quot;	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Magic Arms and Armor, chill metal	'''Cost'''	1+ Bonus	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Seaborne	&amp;quot;&amp;gt;	Seaborne	&amp;lt;/span&amp;gt;'''''	(	1+ Bonus	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate transmutation	;	'''CL'''	7th	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	&amp;quot;This special ability can only be placed on melee weapons.&lt;br /&gt;
&lt;br /&gt;
A seaborne weapon functions easily in watery environments. With the weapon in hand, the wielder gains a bonus on Swim checks equal to twice the weapon's enhancement bonus. In addition, the wielder does not take the normal penalties to attack and damage rolls imposed by being underwater, as if he were subject to the spell freedom of movement.&amp;quot;	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Magic Arms and Armor, freedom of movement, touch of the sea	'''Cost'''	1+ Bonus	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Shock	&amp;quot;&amp;gt;	Shock	&amp;lt;/span&amp;gt;'''''	(	1+ bonus	)&amp;lt;br /&amp;gt;	'''Aura'''	Moderate evocation	;	'''CL'''	8th	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	Upon command, a shock weapon is sheathed in crackling electricity that deals an extra 1d6 points of electricity damage on a successful hit. The electricity does not harm the wielder. The effect remains until another command is given.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Magic Arms and Armor, call lightning or lightning bolt	'''Cost'''	1+ bonus	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Shocking Burst	&amp;quot;&amp;gt;	Shocking Burst	&amp;lt;/span&amp;gt;'''''	(	2+ bonus	)&amp;lt;br /&amp;gt;	'''Aura'''	Moderate evocation	;	'''CL'''	10th	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	A shocking burst weapon functions as a shock weapon that explodes with electricity upon striking a successful critical hit. The electricity does not harm the wielder. In addition to the extra electricity damage from the shock ability, a shocking burst weapon deals an extra 1d10 points of electricity damage on a successful critical hit. If the weapon's critical multiplier is ×3, add an extra 2d10 points of electricity damage instead, and if the multiplier is ×4, add an extra 3d10 points. Even if the shock ability is not active, the weapon still deals its extra electricity damage on a successful critical hit. 	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Magic Arms and Armor, call lightning or lightning bolt	'''Cost'''	2+ bonus	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Speed	&amp;quot;&amp;gt;	Speed	&amp;lt;/span&amp;gt;'''''	(	3+ bonus	)&amp;lt;br /&amp;gt;	'''Aura'''	Moderate transmutation	;	'''CL'''	7th	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	When making a full-attack action, the wielder of a speed weapon may make one extra attack with it. The attack uses the wielder's full base attack bonus, plus any modifiers appropriate to the situation. (This benefit is not cumulative with similar effects, such as a haste spell.)	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Magic Arms and Armor, haste	'''Cost'''	3+ bonus	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Spell Storing	&amp;quot;&amp;gt;	Spell Storing	&amp;lt;/span&amp;gt;'''''	(	1+ bonus	)&amp;lt;br /&amp;gt;	'''Aura'''	Strong evocation (plus aura of stored spell	;	'''CL'''	12th	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	A spell storing weapon allows a spellcaster to store a single targeted spell of up to 3rd level in the weapon. (The spell must have a casting time of 1 standard action.) Anytime the weapon strikes a creature and the creature takes damage from it, the weapon can immediately cast the spell on that creature as a free action if the wielder desires. (This special ability is an exception to the general rule that casting a spell from an item takes at least as long as casting that spell normally.) Once the spell has been cast from the weapon, a spellcaster can cast any other targeted spell of up to 3rd level into it. The weapon magically imparts to the wielder the name of the spell currently stored within it. A randomly rolled spell storing weapon has a 50% chance to have a spell stored in it already.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Magic Arms and Armor, creator must be a caster of at least 12th level	'''Cost'''	1+ bonus	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Spellstealing	&amp;quot;&amp;gt;	Spellstealing	&amp;lt;/span&amp;gt;'''''	(	3+ Bonus	)&amp;lt;br /&amp;gt;	'''Aura'''	strong divination	;	'''CL'''	13th	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This special ability can only be placed on melee weapons. A spellstealing weapon allows its wielder to siphon protective magic from a target and transfer it to herself. When the wielder rolls a critical threat against a target, she can forgo confirming the critical hit and instead automatically learn which spells or magical effects are active upon the target. The wielder may then make a caster level check to steal her choice of one of those effects, using the spellstealing weapon's caster level plus its enhancement bonus, against a DC of 11 + the caster level of the effect. If the check succeeds, the target immediately loses the benefits of that effect and the wielder gains the effect for 1 minute (or until the effect expires, whichever comes first). If the spellstealing weapon has a critical multiplier greater than x2, the wielder may attempt to steal one additional spell effect per additional multiple beyond x2 (two effects for x3, and so on).	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Magic Arms and Armor, greater arcane sight, limited wish	'''Cost'''	3+ Bonus	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Stalking	&amp;quot;&amp;gt;	Stalking	&amp;lt;/span&amp;gt;'''''	(	2+ Bonus	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate divination	;	'''CL'''	10th	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	&amp;quot;The longer the wielder of a stalking weapon studies a target, the more effective her strike. As a standard action, a character wielding a stalking weapon can command it to study a creature within 60 feet. The wielder must have line of effect and line of sight to that target. When the wielder attacks the studied creature, on a successful hit the stalking weapon deals +1d6 points of bonus damage per consecutive round spent studying a target, up to a number of bonus dice equal to the stalking weapon's enhancement bonus. This bonus damage is precision damage and only applies to the first successful hit against that creature.&lt;br /&gt;
&lt;br /&gt;
If the wielder attacks a creature other than the studied creature, commands the weapon to study a different creature, or ends her turn more than 60 feet from the studied creature, the weapon loses all bonus damage dice against the previously studied creature.&amp;quot;	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Magic Arms and Armor, hunter's eye, true strike	'''Cost'''	2+ Bonus	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Thawing	&amp;quot;&amp;gt;	Thawing	&amp;lt;/span&amp;gt;'''''	(	1+ Bonus	)&amp;lt;br /&amp;gt;	'''Aura'''	faint transmutation	;	'''CL'''	5th	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	&amp;quot;This special ability can only be placed on melee weapons.&lt;br /&gt;
&lt;br /&gt;
A thawing weapon thrust into a non-magical frozen object of Medium size or smaller melts the ice from it. When used against a creature with the cold subtype, it deals an extra 1d6 points of damage. The wielder of a thawing weapon receives a +2 competence bonus on saving throws against ice-based effects, and the weapon itself is immune to cold damage.&amp;quot;	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Magic Arms and Armor, heat metal	'''Cost'''	1+ Bonus	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Throwing	&amp;quot;&amp;gt;	Throwing	&amp;lt;/span&amp;gt;'''''	(	1+ bonus	)&amp;lt;br /&amp;gt;	'''Aura'''	Faint transmutation	;	'''CL'''	5th	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This ability can only be placed on a melee weapon. A melee weapon crafted with this ability gains a range increment of 10 feet and can be thrown by a wielder proficient in its normal use.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Magic Arms and Armor, magic stone	'''Cost'''	1+ bonus	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Thundering	&amp;quot;&amp;gt;	Thundering	&amp;lt;/span&amp;gt;'''''	(	1+ bonus	)&amp;lt;br /&amp;gt;	'''Aura'''	Faint necromancy	;	'''CL'''	5th	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	A thundering weapon creates a cacophonous roar like thunder upon striking a successful critical hit. The sonic energy does not harm the wielder. A thundering weapon deals an extra 1d8 points of sonic damage on a successful critical hit. If the weapon's critical multiplier is ×3, add an extra 2d8 points of sonic damage instead, and if the multiplier is ×4, add an extra 3d8 points of sonic damage. Subjects dealt critical hits by a thundering weapon must make a DC 14 Fortitude save or be deafened permanently.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Magic Arms and Armor, blindness/deafness	'''Cost'''	1+ bonus	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=''{{PadBottom|10}}''&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Transformative	&amp;quot;&amp;gt;	Transformative	&amp;lt;/span&amp;gt;'''''	(	10,000	)&amp;lt;br /&amp;gt;	'''Aura'''	Moderate transmutation	;	'''CL'''	10th	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This ability can only be placed on a melee weapon. A transformative weapon alters its shape at its wielder's command, becoming any other melee weapon of the same general shape and handedness; the weapon's categorization as simple, martial, or exotic is irrelevant. For example, a Medium transformative longsword can take the shape of any other Medium one-handed melee weapon, such as a scimitar, flail, or trident, but not a Medium light or two-handed melee weapon (such as a Medium short sword or a Medium greatsword). It can even take the shape of comparable weapons of different size categories. For example, a Small greatsword is a two-handed slashing weapon for a Small character, but is a one-handed slashing weapon for a Medium character, which is very similar to a Medium longsword; a Small transformative greatsword can become an actual Medium longsword, usable by a Medium creature without the –2 penalty for using a weapon of the wrong size. The weapon retains all of its abilities, including enhancement bonuses and weapon properties, except those prohibited by its current shape. For example, a keen transformative weapon functions normally in the form of a piercing or slashing weapon, but cannot use the keen property when in the shape of a bludgeoning weapon. When unattended, the weapon reverts to its true shape.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Magic Arms and Armor, major creation	'''Cost'''	5000	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Unholy	&amp;quot;&amp;gt;	Unholy	&amp;lt;/span&amp;gt;'''''	(	2+ bonus	)&amp;lt;br /&amp;gt;	'''Aura'''	Moderate evocation	;	'''CL'''	7th	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	An unholy weapon is imbued with unholy power. This power makes the weapon evil-aligned and thus bypasses the corresponding damage reduction. It deals an extra 2d6 points of damage against all creatures of good alignment. It bestows one permanent negative level on any good creature attempting to wield it. The negative level remains as long as the weapon is in hand and disappears when the weapon is no longer wielded. This negative level cannot be overcome in any way (including restoration spells) while the weapon is wielded.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Magic Arms and Armor, unholy blight, creator must be evil	'''Cost'''	2+ bonus	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Valiant	&amp;quot;&amp;gt;	Valiant	&amp;lt;/span&amp;gt;'''''	(	1+ Bonus	)&amp;lt;br /&amp;gt;	'''Aura'''	faint divination	;	'''CL'''	5th	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	&amp;quot;This special ability can only be placed on melee weapons.&lt;br /&gt;
&lt;br /&gt;
When a cavalier wielding a valiant weapon targets a foe with his challenge ability, the valiant weapon deals an additional 1d6 points of damage against that foe. The wielder receives a +2 bonus on combat maneuver checks made to disarm or sunder a challenged foe's weapon as well as a +4 bonus to his CMD against disarm and sunder attacks from that foe.&amp;quot;	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Magic Arms and Armor, true strike	'''Cost'''	1+ Bonus	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Vicious	&amp;quot;&amp;gt;	Vicious	&amp;lt;/span&amp;gt;'''''	(	1+ bonus	)&amp;lt;br /&amp;gt;	'''Aura'''	Moderate necromancy	;	'''CL'''	9th	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	When a vicious weapon strikes an opponent, it creates a flash of disruptive energy that resonates between the opponent and the wielder. This energy deals an extra 2d6 points of damage to the opponent and 1d6 points of damage to the wielder. Only melee weapons can be vicious.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Magic Arms and Armor, enervation	'''Cost'''	1+ bonus	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Vorpal	&amp;quot;&amp;gt;	Vorpal	&amp;lt;/span&amp;gt;'''''	(	5+ bonus	)&amp;lt;br /&amp;gt;	'''Aura'''	Strong necromancy and transmutation	;	'''CL'''	18th	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This potent and feared ability allows the weapon to sever the heads of those it strikes. Upon a roll of natural 20 (followed by a successful roll to confirm the critical hit), the weapon severs the opponent's head (if it has one) from its body. Some creatures, such as many aberrations and all oozes, have no heads. Others, such as golems and undead creatures other than vampires, are not affected by the loss of their heads. Most other creatures, however, die when their heads are cut off. A vorpal weapon must be a slashing melee weapon. If you roll this property randomly for an inappropriate weapon, reroll.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Magic Arms and Armor, circle of death, keen edge	'''Cost'''	5+ bonus	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Wounding	&amp;quot;&amp;gt;	Wounding	&amp;lt;/span&amp;gt;'''''	(	2+ bonus	)&amp;lt;br /&amp;gt;	'''Aura'''	strong abjuration	;	'''CL'''	10th	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	A wounding weapon deals 1 point of bleed damage when it hits a creature. Multiple hits from a wounding weapon increase the bleed damage. Bleeding creatures take the bleed damage at the start of their turns. Bleeding can be stopped by a DC 15 Heal check or through the application of any spell that cures hit point damage. A critical hit does not multiply the bleed damage. Creatures immune to critical hits are immune to the bleed damage dealt by this weapon.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Magic Arms and Armor, bleed	'''Cost'''	2+ bonus	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
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[[Category:Admin]][[Category:Magic_Items]]&lt;/div&gt;</summary>
		<author><name>Typhoon</name></author>
	</entry>
	<entry>
		<id>http://www.tenebraemush.net/index.php?title=Magic_Melee&amp;diff=22871</id>
		<title>Magic Melee</title>
		<link rel="alternate" type="text/html" href="http://www.tenebraemush.net/index.php?title=Magic_Melee&amp;diff=22871"/>
		<updated>2016-07-13T06:01:43Z</updated>

		<summary type="html">&lt;p&gt;Typhoon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ArmorsTableMain}}&lt;br /&gt;
{{T01}}&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; | '''Magic Melee Weapon Abilities'''&lt;br /&gt;
{{T02}}&lt;br /&gt;
| '''Weapon Ability'''&lt;br /&gt;
| '''Price Modifier'''&lt;br /&gt;
|-&lt;br /&gt;
| [[#Transformative|Transformative]]||10000&lt;br /&gt;
|-&lt;br /&gt;
| [[#Ki Focus|Ki Focus]]||+1 Bonus&lt;br /&gt;
|-&lt;br /&gt;
| [[#Allying|Allying]]||+1 Bonus&lt;br /&gt;
|-&lt;br /&gt;
| [[#Bane|Bane]]||1+ bonus&lt;br /&gt;
|-&lt;br /&gt;
| [[#Called|Called]]||1+ bonus&lt;br /&gt;
|-&lt;br /&gt;
| [[#Conductive|Conductive]]||1+ bonus&lt;br /&gt;
|-&lt;br /&gt;
| [[#Corrosive|Corrosive]]||1+ bonus&lt;br /&gt;
|-&lt;br /&gt;
| [[#Countering|Countering]]||1+ Bonus&lt;br /&gt;
|-&lt;br /&gt;
| [[#Cunning|Cunning]]||1+ bonus&lt;br /&gt;
|-&lt;br /&gt;
| [[#Deadly|Deadly]]||1+ Bonus&lt;br /&gt;
|-&lt;br /&gt;
| [[#Defending|Defending]]||1+ bonus&lt;br /&gt;
|-&lt;br /&gt;
| [[#Defiant|Defiant]]||1+ Bonus&lt;br /&gt;
|-&lt;br /&gt;
| [[#Dispelling|Dispelling]]||1+ Bonus&lt;br /&gt;
|-&lt;br /&gt;
| [[#Flaming|Flaming]]||1+ bonus&lt;br /&gt;
|-&lt;br /&gt;
| [[#Frost|Frost]]||1+ bonus&lt;br /&gt;
|-&lt;br /&gt;
| [[#Ghost Touch|Ghost Touch]]||1+ bonus&lt;br /&gt;
|-&lt;br /&gt;
| [[#Grayflame|Grayflame]]||1+ bonus&lt;br /&gt;
|-&lt;br /&gt;
| [[#Grounding|Grounding]]||1+ Bonus&lt;br /&gt;
|-&lt;br /&gt;
| [[#Guardian|Guardian]]||1+ Bonus&lt;br /&gt;
|-&lt;br /&gt;
| [[#Huntsman|Huntsman]]||1+ bonus&lt;br /&gt;
|-&lt;br /&gt;
| [[#Jurist|Jurist]]||1+ bonus&lt;br /&gt;
|-&lt;br /&gt;
| [[#Keen|Keen]]||1+ bonus&lt;br /&gt;
|-&lt;br /&gt;
| [[#Merciful|Merciful]]||1+ bonus&lt;br /&gt;
|-&lt;br /&gt;
| [[#Mighty Cleaving|Mighty Cleaving]]||1+ bonus&lt;br /&gt;
|-&lt;br /&gt;
| [[#Mimetic|Mimetic]]||1+ Bonus&lt;br /&gt;
|-&lt;br /&gt;
| [[#Ominous|Ominous]]||1+ Bonus&lt;br /&gt;
|-&lt;br /&gt;
| [[#Quenching|Quenching]]||1+ Bonus&lt;br /&gt;
|-&lt;br /&gt;
| [[#Seaborne|Seaborne]]||1+ Bonus&lt;br /&gt;
|-&lt;br /&gt;
| [[#Shock|Shock]]||1+ bonus&lt;br /&gt;
|-&lt;br /&gt;
| [[#Spell Storing|Spell Storing]]||1+ bonus&lt;br /&gt;
|-&lt;br /&gt;
| [[#Thawing|Thawing]]||1+ Bonus&lt;br /&gt;
|-&lt;br /&gt;
| [[#Throwing|Throwing]]||1+ bonus&lt;br /&gt;
|-&lt;br /&gt;
| [[#Thundering|Thundering]]||1+ bonus&lt;br /&gt;
|-&lt;br /&gt;
| [[#Valiant|Valiant]]||1+ Bonus&lt;br /&gt;
|-&lt;br /&gt;
| [[#Vicious|Vicious]]||1+ bonus&lt;br /&gt;
|-&lt;br /&gt;
| [[#Advancing|Advancing]]||2+ Bonus&lt;br /&gt;
|-&lt;br /&gt;
| [[#Anarchic|Anarchic]]||2+ bonus&lt;br /&gt;
|-&lt;br /&gt;
| [[#Anchoring|Anchoring]]||2+ Bonus&lt;br /&gt;
|-&lt;br /&gt;
| [[#Axiomatic|Axiomatic]]||2+ bonus&lt;br /&gt;
|-&lt;br /&gt;
| [[#Corrosive Burst|Corrosive Burst]]||2+ bonus&lt;br /&gt;
|-&lt;br /&gt;
| [[#Dispelling Burst|Dispelling Burst]]||2+ Bonus&lt;br /&gt;
|-&lt;br /&gt;
| [[#Disruption|Disruption]]||2+ bonus&lt;br /&gt;
|-&lt;br /&gt;
| [[#Flaming Burst|Flaming Burst]]||2+ bonus&lt;br /&gt;
|-&lt;br /&gt;
| [[#Glorious|Glorious]]||2+ Bonus&lt;br /&gt;
|-&lt;br /&gt;
| [[#Holy|Holy]]||2+ bonus&lt;br /&gt;
|-&lt;br /&gt;
| [[#Icy Burst|Icy Burst]]||2+ bonus&lt;br /&gt;
|-&lt;br /&gt;
| [[#Igniting|Igniting]]||2+ Bonus&lt;br /&gt;
|-&lt;br /&gt;
| [[#Invigorating|Invigorating]]||2+ Bonus&lt;br /&gt;
|-&lt;br /&gt;
| [[#Ki Intensifying|Ki Intensifying]]||2+ bonus&lt;br /&gt;
|-&lt;br /&gt;
| [[#Lifesurge|Lifesurge]]||2+ Bonus&lt;br /&gt;
|-&lt;br /&gt;
| [[#Phase Locking|Phase Locking]]||2+ Bonus&lt;br /&gt;
|-&lt;br /&gt;
| [[#Shocking Burst|Shocking Burst]]||2+ bonus&lt;br /&gt;
|-&lt;br /&gt;
| [[#Stalking|Stalking]]||2+ Bonus&lt;br /&gt;
|-&lt;br /&gt;
| [[#Unholy|Unholy]]||2+ bonus&lt;br /&gt;
|-&lt;br /&gt;
| [[#Wounding|Wounding]]||2+ bonus&lt;br /&gt;
|-&lt;br /&gt;
| [[#Nullifying|Nullifying]]||3+ Bonus&lt;br /&gt;
|-&lt;br /&gt;
| [[#Speed|Speed]]||3+ bonus&lt;br /&gt;
|-&lt;br /&gt;
| [[#Spellstealing|Spellstealing]]||3+ Bonus&lt;br /&gt;
|-&lt;br /&gt;
| [[#Brilliant Energy|Brilliant Energy]]||4+ bonus&lt;br /&gt;
|-&lt;br /&gt;
| [[#Dancing|Dancing]]||4+ bonus&lt;br /&gt;
|-&lt;br /&gt;
| [[#Vorpal|Vorpal]]||5+ bonus&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Descriptions==&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Advancing	&amp;quot;&amp;gt;	Advancing	&amp;lt;/span&amp;gt;'''''	(	2+ Bonus	)&amp;lt;br /&amp;gt;	'''Aura'''	faint transmutation	;	'''CL'''	5th	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This ability can only be placed on melee weapons. Once per round, when the wielder damages a creature in melee with an advancing weapon, she can take a 5-foot step as a swift action after the attack but before the end of her turn. This movement does not count against her ability to move or take a 5-foot step earlier or later in the round, though using this ability imposes a —2 penalty on all attack rolls until the start of her next turn. This ability may not be used in conjunction with any other ability or effect that allows moving as part of an attack.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Magic Arms and Armor, feather step	'''Cost'''	2+ Bonus	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Allying	&amp;quot;&amp;gt;	Allying	&amp;lt;/span&amp;gt;'''''	(	1+ Bonus	)&amp;lt;br /&amp;gt;	'''Aura'''	faint transmutation	;	'''CL'''	5th	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	An allying weapon allows the wielder to transfer some or all of the weapon's enhancement bonus to one weapon being used by an ally of the wielder. The wielder must have line of sight to the intended ally. As a free action, at the start of her turn before using her weapon, the wielder chooses how to allocate her weapon's enhancement bonus. The bonus to the ally's weapon lasts until the allying weapon's wielder's next turn. The enhancement bonus from the allying weapon does not stack with the enhancement bonus on the ally's weapon (if any).	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Magic Arms and Armor, magic weapon	'''Cost'''	1+ Bonus	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Anarchic	&amp;quot;&amp;gt;	Anarchic	&amp;lt;/span&amp;gt;'''''	(	2+ bonus	)&amp;lt;br /&amp;gt;	'''Aura'''	Moderate evocation	;	'''CL'''	7th	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	An anarchic weapon is infused with the power of chaos. It makes the weapon chaotically aligned and thus bypasses the corresponding damage reduction. It deals an extra 2d6 points of damage against all creatures of lawful alignment. It bestows one permanent negative level on any lawful creature attempting to wield it. The negative level remains as long as the weapon is in hand and disappears when the weapon is no longer wielded. This negative level cannot be overcome in any way (including restoration spells) while the weapon is wielded.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Magic Arms and Armor, chaos hammer, creator must be chaotic	'''Cost'''	2+ bonus	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Anchoring	&amp;quot;&amp;gt;	Anchoring	&amp;lt;/span&amp;gt;'''''	(	2+ Bonus	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate transmutation	;	'''CL'''	10th	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This special ability can only be added to a melee weapon or a thrown weapon. An anchoring weapon pins a target in place and prevents it from moving. As a swift action, the weapon can be fixed in place in a point in space, functioning as an immovable rod. This ability can also be used when the wielder hits a creature with a melee attack using an anchoring weapon. This anchors the target to the weapon, preventing it from moving away from the weapon. The target is not entangled or paralyzed; it simply cannot move from its location without first destroying the weapon or making a successful DC 30 Strength check as a full-round action to move with the weapon up to 10 feet. An anchoring weapon remains motionless and cannot be used to attack while it is anchoring a creature. An anchoring weapon has no effect on amorphous creatures, including elementals, oozes, and creatures in gaseous or liquid form. It also cannot anchor incorporeal creatures unless the weapon also has the ghost touch special ability.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Magic Arms and Armor, levitate	'''Cost'''	2+ Bonus	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Axiomatic	&amp;quot;&amp;gt;	Axiomatic	&amp;lt;/span&amp;gt;'''''	(	2+ bonus	)&amp;lt;br /&amp;gt;	'''Aura'''	Moderate evocation	;	'''CL'''	7th	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	An axiomatic weapon is infused with lawful power. It makes the weapon law-aligned and thus bypasses the corresponding damage reduction. It deals an extra 2d6 points of damage against chaotic creatures. It bestows one permanent negative level on any chaotic creature attempting to wield it. The negative level remains as long as the weapon is in hand and disappears when the weapon is no longer wielded. This negative level cannot be overcome in any way (including restoration spells) while the weapon is wielded.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Magic Arms and Armor, order's wrath, creator must be lawful	'''Cost'''	2+ bonus	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Bane	&amp;quot;&amp;gt;	Bane	&amp;lt;/span&amp;gt;'''''	(	1+ bonus	)&amp;lt;br /&amp;gt;	'''Aura'''	Moderate conjuration	;	'''CL'''	8th	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	A bane weapon excels against certain foes. Against a designated foe, the weapon's enhancement bonus is +2 better than its actual bonus. It also deals an extra 2d6 points of damage against such foes. To randomly determine a weapon's designated foe, roll on the following table.&lt;br /&gt;
&lt;br /&gt;
{{TableMain}}&lt;br /&gt;
{{T02}}&lt;br /&gt;
| d%||Designated Foe&lt;br /&gt;
|-&lt;br /&gt;
| 01—05||Aberrations&lt;br /&gt;
|-&lt;br /&gt;
| 06—09||Animals&lt;br /&gt;
|-&lt;br /&gt;
| 10—16||Constructs&lt;br /&gt;
|-&lt;br /&gt;
| 17—22||Dragons&lt;br /&gt;
|-&lt;br /&gt;
| 23—27||Fey&lt;br /&gt;
|-&lt;br /&gt;
| 28—60||Humanoids (pick one subtype)&lt;br /&gt;
|-&lt;br /&gt;
| 61—65||Magical beasts&lt;br /&gt;
|-&lt;br /&gt;
| 66—70||Monstrous humanoids&lt;br /&gt;
|-&lt;br /&gt;
| 71—72||Oozes&lt;br /&gt;
|-&lt;br /&gt;
| 73—88||Outsiders (pick one subtype)&lt;br /&gt;
|-&lt;br /&gt;
| 89—90||Plants&lt;br /&gt;
|-&lt;br /&gt;
| 91—98||Undead&lt;br /&gt;
|-&lt;br /&gt;
| 99—100||Vermin&lt;br /&gt;
|}	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Magic Arms and Armor, summon monster I	'''Cost'''	1+ bonus	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Brilliant Energy	&amp;quot;&amp;gt;	Brilliant Energy	&amp;lt;/span&amp;gt;'''''	(	4+ bonus	)&amp;lt;br /&amp;gt;	'''Aura'''	Strong transmutation	;	'''CL'''	16th	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	A brilliant energy weapon has its significant portion transformed into light, although this does not modify the item's weight. It always gives off light as a torch (20-foot radius). A brilliant energy weapon ignores nonliving matter. Armor and shield bonuses to AC (including any enhancement bonuses to that armor) do not count against it because the weapon passes through armor. (Dexterity, deflection, dodge, natural armor, and other such bonuses still apply.) A brilliant energy weapon cannot harm undead, constructs, and objects. This property can only be applied to melee weapons, thrown weapons, and ammunition.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Magic Arms and Armor, gaseous form, continual flame	'''Cost'''	4+ bonus	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Called	&amp;quot;&amp;gt;	Called	&amp;lt;/span&amp;gt;'''''	(	1+ bonus	)&amp;lt;br /&amp;gt;	'''Aura'''	Moderation conjuration	;	'''CL'''	9th	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	A called weapon can be teleported to the wielder's hand as a swift action that does not provoke attacks of opportunity, even if the weapon is in the possession of another creature. This ability has a maximum range of 100 feet, and effects that block teleportation prevents the return of a called weapon. A called weapon must be in a creature's position for at least 24 hours for this ability to function.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Magic Arms and Armor. teleport	'''Cost'''	1+ bonus	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Conductive	&amp;quot;&amp;gt;	Conductive	&amp;lt;/span&amp;gt;'''''	(	1+ bonus	)&amp;lt;br /&amp;gt;	'''Aura'''	Moderate necromancy	;	'''CL'''	8th	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	A conductive weapon is able to channel the energy of a spell-like or supernatural ability that relies on a melee or ranged touch attack to hit its target (such as from a cleric's domain granted power, sorcerer's bloodline power, oracle's mystery revelation, or wizard's arcane school power). When the wielder makes a successful attack of the appropriate type, he may choose to expend two uses of his magical ability to channel it through the weapon to the struck opponent, who takes the effects of the weapon attack and the special ability. (If the wielder has unlimited uses of a special ability, he may channel through the weapon every round.) For example, a paladin who strikes an undead opponent with her conductive greatsword can expend two uses of lay on hands ability (a supernatural melee touch attack) to deal greatsword damage and damage from one use of her lay on hands. A given character can use this weapon special ability only once per round (even if she has several conductive weapons), and the power works only with magical abilities of the same type as the weapon (melee or ranged).&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Magic Arms and Armor, spectral hand	'''Cost'''	1+ bonus	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Corrosive	&amp;quot;&amp;gt;	Corrosive	&amp;lt;/span&amp;gt;''''' 	(	1+ bonus	)&amp;lt;br /&amp;gt;	'''Aura'''	Moderate evocation	;	'''CL'''	10th	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	Upon command, a corrosive weapon becomes slick with acid that deals an extra 1d6 points of acid damage on a successful hit. The acid does not harm the wielder. The effect remains until another command is given.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Magic Arms and Armor, acid arrow	'''Cost'''	1+ bonus	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Corrosive Burst	&amp;quot;&amp;gt;	Corrosive Burst	&amp;lt;/span&amp;gt;'''''	(	2+ bonus	)&amp;lt;br /&amp;gt;	'''Aura'''	Moderate evocation	;	'''CL'''	6th	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	A corrosive burst weapon functions as a corrosive weapon that explodes with acid upon striking a successful critical hit. The acid does not harm the wielder. In addition to the extra acid damage from the corrosive ability, a corrosive burst weapon deals an extra 1d10 points of acid damage on a successful critical hit. If the weapon's critical modifier is ×3, add an extra 2d10 points of acid damage instead, and if the modifier is ×4, add an extra 3d10 points. Even if the corrosive ability is not active, the weapon still deals its extra acid damage on a successful critical hit.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Magic Arms and Armor, acid arrow	'''Cost'''	2+ bonus	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Countering	&amp;quot;&amp;gt;	Countering	&amp;lt;/span&amp;gt;'''''	(	1+ Bonus	)&amp;lt;br /&amp;gt;	'''Aura'''	faint transmutation	;	'''CL'''	5th	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	A countering weapon gives its wielder a +2 bonus to his combat maneuver defense against combat maneuvers made to disarm or sunder this weapon. If the attempt fails, the wielder can immediately attempt the same maneuver against the opponent without provoking attacks of opportunity. The wielder never risks dropping his weapon with a failed disarm combat maneuver when counterattacking in this manner. This ability can be used even if the attacker is not within the wielder's reach. Countering can only be placed on melee weapons.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Combat Reflexes, Craft Magic Arms and Armor, cat's grace	'''Cost'''	1+ Bonus	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Cunning	&amp;quot;&amp;gt;	Cunning	&amp;lt;/span&amp;gt;'''''	(	1+ bonus	)&amp;lt;br /&amp;gt;	'''Aura'''	Moderate divination	;	'''CL'''	6th	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This special ability allows a weapon to find chinks in a foe's defenses using the wielder's knowledge of the target. Whenever the weapon's attack is a critical threat, the wielder gains a +2 bonus on the confirmation roll if she has 5 or more ranks in the Knowledge skill related to the target's creature type (such as Knowledge [planes] for an outsider opponent).	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Magic Arms and Armor, true strike	'''Cost'''	1+ bonus	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Dancing	&amp;quot;&amp;gt;	Dancing	&amp;lt;/span&amp;gt;'''''	(	4+ bonus	)&amp;lt;br /&amp;gt;	'''Aura'''	Strong transmutation	;	'''CL'''	15th	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	As a standard action, a dancing weapon can be loosed to attack on its own. It fights for 4 rounds using the base attack bonus of the one who loosed it and then drops. While dancing, it cannot make attacks of opportunity, and the person who activated it is not considered armed with the weapon. The weapon is considered wielded or attended by the creature for all maneuvers and effects that target items. While dancing, the weapon shares the same space as the activating character and can attack adjacent foes (weapons with reach can attack opponents up to 10 feet away). The dancing weapon accompanies the person who activated it everywhere, whether she moves by physical or magical means. If the wielder who loosed it has an unoccupied hand, she can grasp it while it is attacking on its own as a free action; when so retrieved, the weapon can't dance (attack on its own) again for 4 rounds.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Magic Arms and Armor, animate objects	'''Cost'''	4+ bonus	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Deadly	&amp;quot;&amp;gt;	Deadly	&amp;lt;/span&amp;gt;'''''	(	1+ Bonus	)&amp;lt;br /&amp;gt;	'''Aura'''	faint necromancy	;	'''CL'''	5th	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	&amp;quot;This special ability can only be placed on melee weapons that normally deal nonlethal damage, such as whips and saps.&lt;br /&gt;
&lt;br /&gt;
All damage a deadly weapon deals is normal (lethal) damage. A whip (or similar weapon that is not normally able to damage creatures with armor or natural armor bonuses) with this special ability deals damage even to creatures with armor or natural armor. On command, the weapon suppresses this ability until the wielder commands it to resume.&amp;quot;	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Magic Arms and Armor, inflict light wounds	'''Cost'''	1+ Bonus	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Defending	&amp;quot;&amp;gt;	Defending	&amp;lt;/span&amp;gt;'''''	(	1+ bonus	)&amp;lt;br /&amp;gt;	'''Aura'''	Moderate abjuration	;	'''CL'''	8th	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	A defending weapon allows the wielder to transfer some or all of the weapon's enhancement bonus to his AC as a bonus that stacks with all others. As a free action, the wielder chooses how to allocate the weapon's enhancement bonus at the start of his turn before using the weapon, and the bonus to AC lasts until his next turn.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Magic Arms and Armor, shield or shield of faith	'''Cost'''	1+ bonus	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Defiant	&amp;quot;&amp;gt;	Defiant	&amp;lt;/span&amp;gt;'''''	(	1+ Bonus	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate conjuration	;	'''CL'''	8th	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	Armor and shields with this special ability excel at blocking the attacks of certain types of creatures, similar to a bane weapon's excelling against certain foes. Against the designated foe, the item's enhancement bonus to AC is +2 better than its actual bonus and provides DR 2/— against attacks from that foe. This increase in enhancement bonus applies only to the armor or shield's enhancement bonus, not to temporary bonuses (such as the magic vestment spell). To randomly determine the armor or shield's designated foe, use the table for the bane weapon special ability (page 136).	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Magic Arms and Armor, summon monster I	'''Cost'''	1+ Bonus	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Dispelling	&amp;quot;&amp;gt;	Dispelling	&amp;lt;/span&amp;gt;'''''	(	1+ Bonus	)&amp;lt;br /&amp;gt;	'''Aura'''	strong abjuration	;	'''CL'''	10th	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	A dispelling weapon functions like a spell storing weapon, but it may only store dispel magic; however, the caster level check to dispel gains an additional bonus equal to the weapon's enhancement bonus. This bonus also applies to a magus's dispelling strike arcana or a barbarian's spell sunder or sunder enchantment combat maneuver check.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Magic Arms and Armor, dispel magic, creator must be a caster of at least 10th level	'''Cost'''	1+ Bonus	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Dispelling Burst	&amp;quot;&amp;gt;	Dispelling Burst	&amp;lt;/span&amp;gt;'''''	(	2+ Bonus	)&amp;lt;br /&amp;gt;	'''Aura'''	strong abjuration	;	'''CL'''	12th	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	&amp;quot;A dispelling burst weapon functions like a dispelling weapon but may store dispel magic or greater dispel magic. In addition, these spells can be discharged as a free action when the wielder of a dispelling burst weapon confirms a critical hit. When the wielder does so, the bonus to the check made to dispel (including from dispelling strike, spell sunder, or sunder enchantment) increases by an amount equal to the weapon's enhancement bonus or the weapon's critical multiplier (whichever is higher).&lt;br /&gt;
&lt;br /&gt;
If a dispelling burst weapon confirms a critical hit while it is not currently storing a dispel magic or greater dispel magic spell, yet if the wielder has either spell prepared (or is a spontaneous caster able to cast either spell), she may cast either spell into the weapon as a swift action and then immediately discharge it into the target as a free action.&amp;quot;	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Magic Arms and Armor, greater dispel magic, creator must be a caster of at least 12th level	'''Cost'''	2+ Bonus	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Disruption	&amp;quot;&amp;gt;	Disruption	&amp;lt;/span&amp;gt;'''''	(	2+ bonus	)&amp;lt;br /&amp;gt;	'''Aura'''	Strong conjuration	;	'''CL'''	14th	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	A disruption weapon is the bane of all undead. Any undead creature struck in combat must succeed on a DC 14 Will save or be destroyed. A disruption weapon must be a bludgeoning melee weapon.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Magic Arms and Armor, heal	'''Cost'''	2+ bonus	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Flaming	&amp;quot;&amp;gt;	Flaming	&amp;lt;/span&amp;gt;'''''	(	1+ bonus	)&amp;lt;br /&amp;gt;	'''Aura'''	Moderate evocation	;	'''CL'''	10th	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	Upon command, a flaming weapon is sheathed in fire that deals an extra 1d6 points of fire damage on a successful hit. The fire does not harm the wielder. The effect remains until another command is given.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Magic Arms and Armor and flame blade, flame strike, or fireball	'''Cost'''	1+ bonus	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Flaming Burst	&amp;quot;&amp;gt;	Flaming Burst	&amp;lt;/span&amp;gt;'''''	(	2+ bonus	)&amp;lt;br /&amp;gt;	'''Aura'''	Strong evocation	;	'''CL'''	12th	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	A flaming burst weapon functions as a flaming weapon that also explodes with flame upon striking a successful critical hit. The fire does not harm the wielder. In addition to the extra fire damage from the flaming ability (see above), a flaming burst weapon deals an extra 1d10 points of fire damage on a successful critical hit. If the weapon's critical multiplier is ×3, add an extra 2d10 points of fire damage instead, and if the multiplier is ×4, add an extra 3d10 points of fire damage. Even if the flaming ability is not active, the weapon still deals its extra fire damage on a successful critical hit. 	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Magic Arms and Armor and flame blade, flame strike, or fireball	'''Cost'''	2+ bonus	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Frost	&amp;quot;&amp;gt;	Frost	&amp;lt;/span&amp;gt;'''''	(	1+ bonus	)&amp;lt;br /&amp;gt;	'''Aura'''	Moderate evocation	;	'''CL'''	8th	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	Upon command, a frost weapon is sheathed in icy cold that deals an extra 1d6 points of cold damage on a successful hit. The cold does not harm the wielder. The effect remains until another command is given.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Magic Arms and Armor, chill metal or ice storm	'''Cost'''	1+ bonus	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Ghost Touch	&amp;quot;&amp;gt;	Ghost Touch	&amp;lt;/span&amp;gt;'''''	(	1+ bonus	)&amp;lt;br /&amp;gt;	'''Aura'''	Moderate conjuration	;	'''CL'''	9th	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	A ghost touch weapon deals damage normally against incorporeal creatures, regardless of its bonus. An incorporeal creature's 50% reduction in damage from corporeal sources does not apply to attacks made against it with ghost touch weapons. The weapon can be picked up and moved by an incorporeal creature at any time. A manifesting ghost can wield the weapon against corporeal foes. Essentially, a ghost touch weapon counts as both corporeal or incorporeal.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Magic Arms and Armor, plane shift	'''Cost'''	1+ bonus	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Glorious	&amp;quot;&amp;gt;	Glorious	&amp;lt;/span&amp;gt;'''''	(	2+ Bonus	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate evocation	;	'''CL'''	5th	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	A glorious weapon glows with a dazzling light equal to a daylight spell when drawn. The wielder cannot suppress this light, though it can be temporarily suppressed by any effect that can suppress daylight. A glorious weapon flashes with light, and any creature the wielder attacks in melee is automatically dazzled until the beginning of the wielder's next turn. When a glorious weapon confirms a critical hit, the target is blinded until the beginning of the wielder's next turn (DC 14 Will negates); if the weapon's critical multiplier is greater than x2, this blindness lasts 1 additional round per multiple over x2. Only a melee weapon can have the glorious ability.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Magic Arms and Armor, blindness/deafness, daylight, flare	'''Cost'''	2+ Bonus	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Grayflame	&amp;quot;&amp;gt;	Grayflame	&amp;lt;/span&amp;gt;'''''	(	1+ bonus	)&amp;lt;br /&amp;gt;	'''Aura'''	Moderate transmutation	;	'''CL'''	6th	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This weapon responds to channeled positive or negative energy. When the wielder spends a swift action to channel energy through the weapon, it ignites with a strange gray flame that sheds light as a torch, increases the weapon's enhancement bonus by +1, and deals +1d6 damage (as the divine power from flame strike) to creatures struck by the weapon. This flame lasts for 1 round for every d6 damage or healing the channeling normally provides. When charged with positive energy, the flame is a silvery gray, good creatures are immune to the weapon's extra damage, and the weapon counts as a good and silver weapon for the purpose of bypassing damage reduction. When charged with negative energy, the flame is an ashen gray, evil creatures are immune to the weapon's extra damage, and the weapon counts as an evil and cold iron weapon for the purpose of bypassing damage reduction.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Magic Arms and Armor, Channel Smite, align weapon	'''Cost'''	1+ bonus	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Grounding	&amp;quot;&amp;gt;	Grounding	&amp;lt;/span&amp;gt;'''''	(	1+ Bonus	)&amp;lt;br /&amp;gt;	'''Aura'''	faint transmutation	;	'''CL'''	5th	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	&amp;quot;This special ability can only be placed on melee weapons.&lt;br /&gt;
&lt;br /&gt;
A grounding weapon can safely touch electrically charged surfaces without harm to its wielder. When used against a creature of the air subtype, it deals an extra 1d6 points of damage. The wielder of a grounding weapon receives a +2 competence bonus on saving throws against air- and electricity-based effects, and the weapon itself is immune to electricity damage.&amp;quot;	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Magic Arms and Armor, shocking grasp	'''Cost'''	1+ Bonus	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Guardian	&amp;quot;&amp;gt;	Guardian	&amp;lt;/span&amp;gt;'''''	(	1+ Bonus	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate abjuration	;	'''CL'''	8th	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	&amp;quot;This special ability can only be placed on melee weapons.&lt;br /&gt;
&lt;br /&gt;
A guardian weapon allows the wielder to transfer some or all of the weapon's enhancement bonus to his saving throws as a bonus that stacks with all others. As a free action, the wielder chooses how to allocate the weapon's enhancement bonus at the start of his turn before using the weapon. The bonus on saving throws lasts until his next turn. Only the weapon's own enhancement bonus can be sacrificed, not any enhancement bonus provided by other effects such as a greater magic weapon spell. However, the total of such effects is still diminished by the amount allocated to improving saving throws.&lt;br /&gt;
&lt;br /&gt;
If a weapon has both the defending and guardian abilities , allocating a single point of enhancement bonus increases either AC or saving throws, but not both.&amp;quot;	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Magic Arms and Armor, resistance	'''Cost'''	1+ Bonus	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Holy	&amp;quot;&amp;gt;	Holy	&amp;lt;/span&amp;gt;'''''	(	2+ bonus	)&amp;lt;br /&amp;gt;	'''Aura'''	Moderate evocation	;	'''CL'''	7th	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	A holy weapon is imbued with holy power. This power makes the weapon good-aligned and thus bypasses the corresponding damage reduction. It deals an extra 2d6 points of damage against all creatures of evil alignment. It bestows one permanent negative level on any evil creature attempting to wield it. The negative level remains as long as the weapon is in hand and disappears when the weapon is no longer wielded. This negative level cannot be overcome in any way (including by restoration spells) while the weapon is wielded.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Magic Arms and Armor, holy smite, creator must be good	'''Cost'''	2+ bonus	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Huntsman	&amp;quot;&amp;gt;	Huntsman	&amp;lt;/span&amp;gt;'''''	(	1+ bonus	)&amp;lt;br /&amp;gt;	'''Aura'''	Moderate divination	;	'''CL'''	7th	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	A huntsman weapon helps its wielder locate and capture quarry. When the weapon is held in hand, the wielder gains the weapon’s enhancement bonus on Survival checks made to track any creature the weapon has damaged in the past day. It deals +1d6 damage to creatures the wielder has tracked with Survival in the past day.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Magic Arms and Armor, detect animals or plants	'''Cost'''	1+ bonus	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Icy Burst	&amp;quot;&amp;gt;	Icy Burst	&amp;lt;/span&amp;gt;''''' 	(	2+ bonus	)&amp;lt;br /&amp;gt;	'''Aura'''	Moderate evocation	;	'''CL'''	10th	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	An icy burst weapon functions as a frost weapon that also explodes with frost upon striking a successful critical hit. The frost does not harm the wielder. In addition to the extra damage from the frost ability, an icy burst weapon deals an extra 1d10 points of cold damage on a successful critical hit. If the weapon's critical multiplier is ×3, add an extra 2d10 points of cold damage instead, and if the multiplier is ×4, add an extra 3d10 points. Even if the frost ability is not active, the weapon still deals its extra cold damage on a successful critical hit.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Magic Arms and Armor, chill metal or ice storm	'''Cost'''	2+ bonus	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Igniting	&amp;quot;&amp;gt;	Igniting	&amp;lt;/span&amp;gt;'''''	(	2+ Bonus	)&amp;lt;br /&amp;gt;	'''Aura'''	strong evocation	;	'''CL'''	12th	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	An igniting weapon functions as a flaming weapon that also causes the target to catch fire upon striking it with a successful critical hit. The target does not get a saving throw to avoid catching fire, but can make a save each round on its turn to put out the fire. The flaming ability must be active for the weapon to set enemies on fire.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Magic Arms and Armor, flame blade, flame strike, or fireball (crafter may bypass one of these spell requirements for free if they are a gobber)	'''Cost'''	2+ Bonus	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Invigorating	&amp;quot;&amp;gt;	Invigorating	&amp;lt;/span&amp;gt;'''''	(	2+ Bonus	)&amp;lt;br /&amp;gt;	'''Aura'''	faint enchantment	;	'''CL'''	5th	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This special ability can only be placed on melee weapons. After an attack with this weapon drops a living foe (kills it or drops it to negative hit points), the weapon infuses its wielder with vigor. If its wielder is fatigued, the weapon removes the fatigue. If exhausted, the wielder becomes fatigued instead. If neither exhausted nor fatigued, the wielder gains a +2 morale bonus on attack rolls and a +10 foot enhancement bonus to all modes of movement possessed until the end of the wielder's next turn.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Magic Arms and Armor, good hope	'''Cost'''	2+ Bonus	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Jurist	&amp;quot;&amp;gt;	Jurist	&amp;lt;/span&amp;gt;'''''	(	1+ bonus	)&amp;lt;br /&amp;gt;	'''Aura'''	Moderate transmutation	;	'''CL'''	4th	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	When an inquisitor wielder uses her judgment class ability, this weapon grants her an enhancement bonus on her Perception checks and CMD. The bonus is +1 on the first round of her judgment, and increases by +1 each round, to a maximum of +3 on the third and following rounds	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Magic Arms and Armor, owl's wisdom	'''Cost'''	1+ bonus	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Keen	&amp;quot;&amp;gt;	Keen	&amp;lt;/span&amp;gt;'''''	(	1+ bonus	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate transmutation	;	'''CL'''	10th	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This ability doubles the threat range of a weapon. Only piercing or slashing melee weapons can be keen. If you roll this property randomly for an inappropriate weapon, reroll. This benefit doesn't stack with any other effect that expands the threat range of a weapon (such as the keen edge spell or the Improved Critical feat).	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Magic Arms and Armor, keen edge	'''Cost'''	1+ bonus	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Ki Focus	&amp;quot;&amp;gt;	Ki Focus	&amp;lt;/span&amp;gt;'''''	(	1+	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate transmutation	;	'''CL'''	8th	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This special ability can be placed only on melee weapons. The magic weapon serves as a channel for the wielder's ki, allowing her to use her special ki attacks through the weapon as if they were unarmed attacks. These attacks are: the monk's ki strike, quivering palm, and the Stunning Fist feat (including any condition that the monk can apply using this feat).&lt;br /&gt;
&lt;br /&gt;
:''Tenebrae Note:'' The only ki attacks allowed through the weapon are those listed.	&lt;br /&gt;
''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Magic Arms and Armor, creator must be a monk	'''Cost'''	1+	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Ki Intensifying	&amp;quot;&amp;gt;	Ki Intensifying	&amp;lt;/span&amp;gt;'''''	(	2+ bonus	)&amp;lt;br /&amp;gt;	'''Aura'''	Strong transmutation	;	'''CL'''	12th	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	The weapon channels and amplifies the wielder's ki, allowing her to use her special ki attacks through the weapon as though they were unarmed attacks. These attacks include the monk's ki strike, quivering palm, and the Stunning Fist feat. The save DC for ki abilities used through the weapon increases by half the enhancement bonus of the weapon (minimum 1).&lt;br /&gt;
&lt;br /&gt;
After a successful strike with a ki intensifying weapon, the wielder can spend 1 ki point as a swift action to perform a combat maneuver to bull rush, disarm, reposition, or trip as a free action without provoking attacks of opportunity. Any bonuses or penalties applicable to the weapon attack also apply to this combat maneuver check. The wielder cannot move from her space as a part of the chosen maneuver.&lt;br /&gt;
&lt;br /&gt;
Only melee weapons can have the ki intensifying ability. It cannot be placed on an amulet of mighty fist or similar non-weapon item. Weapons with the ki focus ability can be upgraded to be ki intensifying.&lt;br /&gt;
&lt;br /&gt;
:''Tenebrae Note:'' The only ki attacks allowed through the weapon are those listed. 	&lt;br /&gt;
''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Magic Arms and Armor, creator must be a monk	'''Cost'''	2+ bonus	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Lifesurge	&amp;quot;&amp;gt;	Lifesurge	&amp;lt;/span&amp;gt;'''''	(	2+ Bonus	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate conjuration	;	'''CL'''	8th	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	&amp;quot;This special ability can only be placed on melee weapons. A lifesurge weapon boosts and sustains the wielder's life energy while he is in the throes of combat. The wielder gains a bonus on saving throws against necromantic effects—including the ability damage, ability drain, and energy drain powers of the undead—equal to the weapon's enhancement bonus. In addition, whenever the wielder receives temporary hit points from any source, he adds the weapon's enhancement bonus to these temporary hit points; this does not stack for temporary hit points from multiple sources, and these points are lost if the lifesurge weapon is not being wielded.&lt;br /&gt;
&lt;br /&gt;
In combat, the weapon's critical threat range is doubled against undead; this does not stack with the keen special ability or Improved Critical. Whenever a lifesurge weapon confirms a critical hit against an undead creature, it erupts with 1d8 points of positive energy (2d8 for weapons with a critical multiplier of x3, 3d8 if it is x4); the wielder may choose to deal this as damage to an undead target or to absorb half this amount as healing, with the remaining positive energy dissipating.&amp;quot;	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Magic Arms and Armor, Channel Smite, cure serious wounds, death ward, disrupt undead	'''Cost'''	2+ Bonus	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Merciful	&amp;quot;&amp;gt;	Merciful	&amp;lt;/span&amp;gt;'''''	(	1+ bonus	)&amp;lt;br /&amp;gt;	'''Aura'''	Faint conjuration	;	'''CL'''	5th	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	The weapon deals an extra 1d6 points of damage, and all damage it deals is nonlethal damage. On command, the weapon suppresses this ability until told to resume it (allowing it to deal lethal damage, but without any bonus damage from this ability).	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Magic Arms and Armor, cure light wounds	'''Cost'''	1+ bonus	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Mighty Cleaving	&amp;quot;&amp;gt;	Mighty Cleaving	&amp;lt;/span&amp;gt;'''''	(	1+ bonus	)&amp;lt;br /&amp;gt;	'''Aura'''	Moderate evocation	;	'''CL'''	8th	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	A mighty cleaving weapon allows a wielder using the Cleave feat to make one additional attack if the first attack hits, as long as the next foe is adjacent to the first and also within reach. This additional attack cannot be against the first foe. Only melee weapons can be mighty cleaving weapons.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Magic Arms and Armor, divine power	'''Cost'''	1+ bonus	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Mimetic	&amp;quot;&amp;gt;	Mimetic	&amp;lt;/span&amp;gt;'''''	(	1+ Bonus	)&amp;lt;br /&amp;gt;	'''Aura'''	faint abjuration	;	'''CL'''	5th	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	&amp;quot;This special ability can only be placed on melee weapons.&lt;br /&gt;
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Each time the wielder damages a creature using a mimetic weapon, he gains resistance 10 to one energy type that the creature is resistant or immune to for 1 round (if the creature damaged has multiple types of resistance, the wielder chooses one of those resistances to take). This resistance stacks with itself, to a maximum of 30 points of resistance against a given energy type, but not with other sources of energy resistance. The creature's own resistances and immunities are unaffected.&amp;quot;	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Magic Arms and Armor, resist energy	'''Cost'''	1+ Bonus	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Nullifying	&amp;quot;&amp;gt;	Nullifying	&amp;lt;/span&amp;gt;'''''	(	3+ Bonus	)&amp;lt;br /&amp;gt;	'''Aura'''	strong abjuration	;	'''CL'''	12th	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This special ability can only be placed on melee weapons. A nullifying weapon suppresses a creature's spell resistance for a short amount of time. Anytime the weapon strikes a creature with spell resistance and the creature takes damage from the weapon, the target's spell resistance is reduced by 1 for 1 minute. On a confirmed critical hit, its spell resistance is instead reduced by an amount equal to the weapon's critical multiplier. Multiple hits from a nullifying weapon stack.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Magic Arms and Armor, antimagic field	'''Cost'''	3+ Bonus	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Ominous	&amp;quot;&amp;gt;	Ominous	&amp;lt;/span&amp;gt;'''''	(	1+ Bonus	)&amp;lt;br /&amp;gt;	'''Aura'''	faint evocation	;	'''CL'''	5th	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	&amp;quot;This special ability can only be placed on melee weapons.&lt;br /&gt;
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An ominous weapon trails a shadowy haze behind every stroke, and moans a menacing dirge in battle. An ominous weapon adds its enhancement bonus on Intimidate checks made by the wielder. In addition, when an ominous weapon confirms a critical hit, the target is shaken for 1 minute (DC 13 Will negates); if the weapon's critical multiplier is greater than x2, this condition lasts 1 additional minute per multiple over x2. A creature that gains the shaken condition from an ominous weapon cannot gain that condition again from the same weapon for 24 hours.&amp;quot;	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Magic Arms and Armor, doom or scare	'''Cost'''	1+ Bonus	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Phase Locking	&amp;quot;&amp;gt;	Phase Locking	&amp;lt;/span&amp;gt;'''''	(	2+ Bonus	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate abjuration	;	'''CL'''	7th	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	A phase locking weapon interferes with dimensional travel. A creature damaged by a phase locking weapon is affected as though by the dimensional anchor spell for 1 round.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Magic Arms and Armor, dimensional anchor	'''Cost'''	2+ Bonus	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Quenching	&amp;quot;&amp;gt;	Quenching	&amp;lt;/span&amp;gt;'''''	(	1+ Bonus	)&amp;lt;br /&amp;gt;	'''Aura'''	faint transmutation	;	'''CL'''	5th	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	&amp;quot;This special ability can only be placed on melee weapons.&lt;br /&gt;
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A quenching weapon thrust into a non-magical fire of Medium size or smaller extinguishes it. When used against a creature of the fire subtype, it deals an extra 1d6 points of damage. The wielder of a quenching weapon receives a +2 competence bonus on saving throws against fire-based effects, and the weapon itself is immune to fire damage.&amp;quot;	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Magic Arms and Armor, chill metal	'''Cost'''	1+ Bonus	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Seaborne	&amp;quot;&amp;gt;	Seaborne	&amp;lt;/span&amp;gt;'''''	(	1+ Bonus	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate transmutation	;	'''CL'''	7th	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	&amp;quot;This special ability can only be placed on melee weapons.&lt;br /&gt;
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A seaborne weapon functions easily in watery environments. With the weapon in hand, the wielder gains a bonus on Swim checks equal to twice the weapon's enhancement bonus. In addition, the wielder does not take the normal penalties to attack and damage rolls imposed by being underwater, as if he were subject to the spell freedom of movement.&amp;quot;	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Magic Arms and Armor, freedom of movement, touch of the sea	'''Cost'''	1+ Bonus	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Shock	&amp;quot;&amp;gt;	Shock	&amp;lt;/span&amp;gt;'''''	(	1+ bonus	)&amp;lt;br /&amp;gt;	'''Aura'''	Moderate evocation	;	'''CL'''	8th	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	Upon command, a shock weapon is sheathed in crackling electricity that deals an extra 1d6 points of electricity damage on a successful hit. The electricity does not harm the wielder. The effect remains until another command is given.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Magic Arms and Armor, call lightning or lightning bolt	'''Cost'''	1+ bonus	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Shocking Burst	&amp;quot;&amp;gt;	Shocking Burst	&amp;lt;/span&amp;gt;'''''	(	2+ bonus	)&amp;lt;br /&amp;gt;	'''Aura'''	Moderate evocation	;	'''CL'''	10th	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	A shocking burst weapon functions as a shock weapon that explodes with electricity upon striking a successful critical hit. The electricity does not harm the wielder. In addition to the extra electricity damage from the shock ability, a shocking burst weapon deals an extra 1d10 points of electricity damage on a successful critical hit. If the weapon's critical multiplier is ×3, add an extra 2d10 points of electricity damage instead, and if the multiplier is ×4, add an extra 3d10 points. Even if the shock ability is not active, the weapon still deals its extra electricity damage on a successful critical hit. 	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Magic Arms and Armor, call lightning or lightning bolt	'''Cost'''	2+ bonus	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Speed	&amp;quot;&amp;gt;	Speed	&amp;lt;/span&amp;gt;'''''	(	3+ bonus	)&amp;lt;br /&amp;gt;	'''Aura'''	Moderate transmutation	;	'''CL'''	7th	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	When making a full-attack action, the wielder of a speed weapon may make one extra attack with it. The attack uses the wielder's full base attack bonus, plus any modifiers appropriate to the situation. (This benefit is not cumulative with similar effects, such as a haste spell.)	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Magic Arms and Armor, haste	'''Cost'''	3+ bonus	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Spell Storing	&amp;quot;&amp;gt;	Spell Storing	&amp;lt;/span&amp;gt;'''''	(	1+ bonus	)&amp;lt;br /&amp;gt;	'''Aura'''	Strong evocation (plus aura of stored spell	;	'''CL'''	12th	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	A spell storing weapon allows a spellcaster to store a single targeted spell of up to 3rd level in the weapon. (The spell must have a casting time of 1 standard action.) Anytime the weapon strikes a creature and the creature takes damage from it, the weapon can immediately cast the spell on that creature as a free action if the wielder desires. (This special ability is an exception to the general rule that casting a spell from an item takes at least as long as casting that spell normally.) Once the spell has been cast from the weapon, a spellcaster can cast any other targeted spell of up to 3rd level into it. The weapon magically imparts to the wielder the name of the spell currently stored within it. A randomly rolled spell storing weapon has a 50% chance to have a spell stored in it already.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Magic Arms and Armor, creator must be a caster of at least 12th level	'''Cost'''	1+ bonus	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Spellstealing	&amp;quot;&amp;gt;	Spellstealing	&amp;lt;/span&amp;gt;'''''	(	3+ Bonus	)&amp;lt;br /&amp;gt;	'''Aura'''	strong divination	;	'''CL'''	13th	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This special ability can only be placed on melee weapons. A spellstealing weapon allows its wielder to siphon protective magic from a target and transfer it to herself. When the wielder rolls a critical threat against a target, she can forgo confirming the critical hit and instead automatically learn which spells or magical effects are active upon the target. The wielder may then make a caster level check to steal her choice of one of those effects, using the spellstealing weapon's caster level plus its enhancement bonus, against a DC of 11 + the caster level of the effect. If the check succeeds, the target immediately loses the benefits of that effect and the wielder gains the effect for 1 minute (or until the effect expires, whichever comes first). If the spellstealing weapon has a critical multiplier greater than x2, the wielder may attempt to steal one additional spell effect per additional multiple beyond x2 (two effects for x3, and so on).	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Magic Arms and Armor, greater arcane sight, limited wish	'''Cost'''	3+ Bonus	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Stalking	&amp;quot;&amp;gt;	Stalking	&amp;lt;/span&amp;gt;'''''	(	2+ Bonus	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate divination	;	'''CL'''	10th	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	&amp;quot;The longer the wielder of a stalking weapon studies a target, the more effective her strike. As a standard action, a character wielding a stalking weapon can command it to study a creature within 60 feet. The wielder must have line of effect and line of sight to that target. When the wielder attacks the studied creature, on a successful hit the stalking weapon deals +1d6 points of bonus damage per consecutive round spent studying a target, up to a number of bonus dice equal to the stalking weapon's enhancement bonus. This bonus damage is precision damage and only applies to the first successful hit against that creature.&lt;br /&gt;
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If the wielder attacks a creature other than the studied creature, commands the weapon to study a different creature, or ends her turn more than 60 feet from the studied creature, the weapon loses all bonus damage dice against the previously studied creature.&amp;quot;	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Magic Arms and Armor, hunter's eye, true strike	'''Cost'''	2+ Bonus	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Thawing	&amp;quot;&amp;gt;	Thawing	&amp;lt;/span&amp;gt;'''''	(	1+ Bonus	)&amp;lt;br /&amp;gt;	'''Aura'''	faint transmutation	;	'''CL'''	5th	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	&amp;quot;This special ability can only be placed on melee weapons.&lt;br /&gt;
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A thawing weapon thrust into a non-magical frozen object of Medium size or smaller melts the ice from it. When used against a creature with the cold subtype, it deals an extra 1d6 points of damage. The wielder of a thawing weapon receives a +2 competence bonus on saving throws against ice-based effects, and the weapon itself is immune to cold damage.&amp;quot;	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Magic Arms and Armor, heat metal	'''Cost'''	1+ Bonus	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Throwing	&amp;quot;&amp;gt;	Throwing	&amp;lt;/span&amp;gt;'''''	(	1+ bonus	)&amp;lt;br /&amp;gt;	'''Aura'''	Faint transmutation	;	'''CL'''	5th	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This ability can only be placed on a melee weapon. A melee weapon crafted with this ability gains a range increment of 10 feet and can be thrown by a wielder proficient in its normal use.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Magic Arms and Armor, magic stone	'''Cost'''	1+ bonus	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Thundering	&amp;quot;&amp;gt;	Thundering	&amp;lt;/span&amp;gt;'''''	(	1+ bonus	)&amp;lt;br /&amp;gt;	'''Aura'''	Faint necromancy	;	'''CL'''	5th	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	A thundering weapon creates a cacophonous roar like thunder upon striking a successful critical hit. The sonic energy does not harm the wielder. A thundering weapon deals an extra 1d8 points of sonic damage on a successful critical hit. If the weapon's critical multiplier is ×3, add an extra 2d8 points of sonic damage instead, and if the multiplier is ×4, add an extra 3d8 points of sonic damage. Subjects dealt critical hits by a thundering weapon must make a DC 14 Fortitude save or be deafened permanently.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Magic Arms and Armor, blindness/deafness	'''Cost'''	1+ bonus	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=''{{PadBottom|10}}''&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Transformative	&amp;quot;&amp;gt;	Transformative	&amp;lt;/span&amp;gt;'''''	(	10,000	)&amp;lt;br /&amp;gt;	'''Aura'''	Moderate transmutation	;	'''CL'''	10th	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This ability can only be placed on a melee weapon. A transformative weapon alters its shape at its wielder's command, becoming any other melee weapon of the same general shape and handedness; the weapon's categorization as simple, martial, or exotic is irrelevant. For example, a Medium transformative longsword can take the shape of any other Medium one-handed melee weapon, such as a scimitar, flail, or trident, but not a Medium light or two-handed melee weapon (such as a Medium short sword or a Medium greatsword). It can even take the shape of comparable weapons of different size categories. For example, a Small greatsword is a two-handed slashing weapon for a Small character, but is a one-handed slashing weapon for a Medium character, which is very similar to a Medium longsword; a Small transformative greatsword can become an actual Medium longsword, usable by a Medium creature without the –2 penalty for using a weapon of the wrong size. The weapon retains all of its abilities, including enhancement bonuses and weapon properties, except those prohibited by its current shape. For example, a keen transformative weapon functions normally in the form of a piercing or slashing weapon, but cannot use the keen property when in the shape of a bludgeoning weapon. When unattended, the weapon reverts to its true shape.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Magic Arms and Armor, major creation	'''Cost'''	5000	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Unholy	&amp;quot;&amp;gt;	Unholy	&amp;lt;/span&amp;gt;'''''	(	2+ bonus	)&amp;lt;br /&amp;gt;	'''Aura'''	Moderate evocation	;	'''CL'''	7th	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	An unholy weapon is imbued with unholy power. This power makes the weapon evil-aligned and thus bypasses the corresponding damage reduction. It deals an extra 2d6 points of damage against all creatures of good alignment. It bestows one permanent negative level on any good creature attempting to wield it. The negative level remains as long as the weapon is in hand and disappears when the weapon is no longer wielded. This negative level cannot be overcome in any way (including restoration spells) while the weapon is wielded.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Magic Arms and Armor, unholy blight, creator must be evil	'''Cost'''	2+ bonus	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Valiant	&amp;quot;&amp;gt;	Valiant	&amp;lt;/span&amp;gt;'''''	(	1+ Bonus	)&amp;lt;br /&amp;gt;	'''Aura'''	faint divination	;	'''CL'''	5th	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	&amp;quot;This special ability can only be placed on melee weapons.&lt;br /&gt;
&lt;br /&gt;
When a cavalier wielding a valiant weapon targets a foe with his challenge ability, the valiant weapon deals an additional 1d6 points of damage against that foe. The wielder receives a +2 bonus on combat maneuver checks made to disarm or sunder a challenged foe's weapon as well as a +4 bonus to his CMD against disarm and sunder attacks from that foe.&amp;quot;	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Magic Arms and Armor, true strike	'''Cost'''	1+ Bonus	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Vicious	&amp;quot;&amp;gt;	Vicious	&amp;lt;/span&amp;gt;'''''	(	1+ bonus	)&amp;lt;br /&amp;gt;	'''Aura'''	Moderate necromancy	;	'''CL'''	9th	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	When a vicious weapon strikes an opponent, it creates a flash of disruptive energy that resonates between the opponent and the wielder. This energy deals an extra 2d6 points of damage to the opponent and 1d6 points of damage to the wielder. Only melee weapons can be vicious.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Magic Arms and Armor, enervation	'''Cost'''	1+ bonus	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Vorpal	&amp;quot;&amp;gt;	Vorpal	&amp;lt;/span&amp;gt;'''''	(	5+ bonus	)&amp;lt;br /&amp;gt;	'''Aura'''	Strong necromancy and transmutation	;	'''CL'''	18th	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This potent and feared ability allows the weapon to sever the heads of those it strikes. Upon a roll of natural 20 (followed by a successful roll to confirm the critical hit), the weapon severs the opponent's head (if it has one) from its body. Some creatures, such as many aberrations and all oozes, have no heads. Others, such as golems and undead creatures other than vampires, are not affected by the loss of their heads. Most other creatures, however, die when their heads are cut off. A vorpal weapon must be a slashing melee weapon. If you roll this property randomly for an inappropriate weapon, reroll.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Magic Arms and Armor, circle of death, keen edge	'''Cost'''	5+ bonus	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Wounding	&amp;quot;&amp;gt;	Wounding	&amp;lt;/span&amp;gt;'''''	(	2+ bonus	)&amp;lt;br /&amp;gt;	'''Aura'''	strong abjuration	;	'''CL'''	10th	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	A wounding weapon deals 1 point of bleed damage when it hits a creature. Multiple hits from a wounding weapon increase the bleed damage. Bleeding creatures take the bleed damage at the start of their turns. Bleeding can be stopped by a DC 15 Heal check or through the application of any spell that cures hit point damage. A critical hit does not multiply the bleed damage. Creatures immune to critical hits are immune to the bleed damage dealt by this weapon.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Magic Arms and Armor, bleed	'''Cost'''	2+ bonus	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Admin]][[Category:Magic_Items]]&lt;/div&gt;</summary>
		<author><name>Typhoon</name></author>
	</entry>
	<entry>
		<id>http://www.tenebraemush.net/index.php?title=Recent_History&amp;diff=20152</id>
		<title>Recent History</title>
		<link rel="alternate" type="text/html" href="http://www.tenebraemush.net/index.php?title=Recent_History&amp;diff=20152"/>
		<updated>2015-09-10T22:47:55Z</updated>

		<summary type="html">&lt;p&gt;Typhoon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[image:current_arc.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{CurrentMetaArc}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===About Arcs===&lt;br /&gt;
Arcs in Tenebrae are in in a way that makes them an open invitation to you as a player to become involved, whether it be [[Player Run Plots|running a scene]], creating roleplay, or other means. Meta-arcs typically encompass the MU as a whole, but are structured loosely enough that you are able to fill in the blanks. For example, during the Cannibal Queen arc, players were enabled to invent their own tales of madness and tragedy, have heroes intervene in nearby towns, and run PrPs on the same. DMs sometimes will run small sections of these arcs on slightly different themes. In short, we keep the strokes broad and invite you to fill in the details.&lt;br /&gt;
&lt;br /&gt;
[[Havenwood Plot]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Roleplay]]&lt;br /&gt;
[[Category:Getting_Started]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Core_Setting]]&lt;/div&gt;</summary>
		<author><name>Typhoon</name></author>
	</entry>
	<entry>
		<id>http://www.tenebraemush.net/index.php?title=Wrists&amp;diff=18023</id>
		<title>Wrists</title>
		<link rel="alternate" type="text/html" href="http://www.tenebraemush.net/index.php?title=Wrists&amp;diff=18023"/>
		<updated>2015-03-22T00:51:14Z</updated>

		<summary type="html">&lt;p&gt;Typhoon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WondrousTableMain}}&lt;br /&gt;
{{T01}}&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; | &amp;lt;span id=wrists_table&amp;gt;'''Wrists'''&lt;br /&gt;
{{T02}}&lt;br /&gt;
| '''Wrists'''&lt;br /&gt;
| '''Market Price'''&lt;br /&gt;
|-&lt;br /&gt;
| [[Wrists#Sleeves of many garments|Sleeves of many garments]]||200 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Wrists#Armbands of the brawler|Armbands of the brawler]]||500 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Wrists#Bracers of armor|Bracers of armor +1]]||1,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Wrists#Burglar's bracers|Burglar's bracers]]||1,050 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Wrists#Bracers of steadiness|Bracers of steadiness]]||2,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Wrists#Bracers of armor|Bracers of armor +2]]||4,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Wrists#Inquisitor's bastion vambraces|Inquisitor's bastion vambracers]]||4,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Wrists#Bracers of archery, lesser|Bracers of archery, lesser]]||5,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Wrists#Bonebreaker gauntlets|Bonebreaker gauntlets]]||6,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Wrists#Vambraces of defense|Vambraces of defense]]||6,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Wrists#Verdant vine|Verdant vine]]||6,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Wrists#Longarm bracers|Longarm bracers]]||7,200 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Wrists#Bracers of the glib entertainer|Bracers of the glib entertainer]]||7,900 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Wrists#Charm bracelet|Charm bracelet]]||8,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Wrists#Merciful vambraces|Merciful vambraces]]||8,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Wrists#Vambraces of the tactician|Vambraces of the tactician]]||8,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Wrists#Bracers of armor|Bracers of armor +3]]||9,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Wrists#Seducer's bane|Seducer's bane]]||9,900 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Wrists#Bracers of the avenging knight|Bracers of the avenging knight]]||11,500 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Wrists#Arrowmaster's bracers|Arrowmaster's bracers]]||13,900 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Wrists#Vambraces of the genie|Vambraces of the genie (efreeti)]]||14,400 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Wrists#Bracelet of bargaining|Bracelet of bargaining]]||14,500 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Wrists#Bracelet of mercy|Bracelet of mercy]]||15,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Wrists#Bracers of the merciful knight|Bracers of the merciful knight]]||15,600 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Wrists#Bracelet of second chances|Bracelet of second chances]]||15,750 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Wrists#Bracers of armor|Bracers of armor +4]]||16,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Wrists#Vambraces of the genie|Vambraces of the genie (djinni)]]||18,900 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Wrists#Vambraces of the genie|Vambraces of the genie (marid)]]||18,900 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Wrists#Vambraces of the genie|Vambraces of the genie (shaitan)]]||18,900 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Wrists#Bracelet of friends|Bracelet of friends]]||19,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Wrists#Bracers of archery, greater|Bracers of archery, greater]]||25,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Wrists#Bracers of armor|Bracers of armor +5]]||25,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Wrists#Bracers of sworn vengeance|Bracers of sworm vengeance]]||25,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Wrists#Dimensional shackles|Dimensional shackles]]||28,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Wrists#Gauntlets of skill at arms|Gauntlets of skill at arms]]||30,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Wrists#Bracers of armor|Bracers of armor +6]]||36,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Wrists#Bracers of armor|Bracers of armor +7]]||49,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Wrists#Bracers of armor|Bracers of armor +8]]||64,000 gp&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;span id=wrists_desc&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Armbands of the brawler	&amp;quot;&amp;gt;	Armbands of the brawler	&amp;lt;/span&amp;gt;''''' 	(	500 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	faint transmutation	;	'''CL'''	3rd	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	These scarred and worn armbands have clearly seen rough use, and are constructed out of coarse leather and fastened with thick leather straps. They grant their wearer a +1 competence bonus on grapple checks and checks to break a grapple.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''bull's strength''	'''Cost'''	250 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Arrowmaster's bracers	&amp;quot;&amp;gt;	Arrowmaster's bracers	&amp;lt;/span&amp;gt;''''' 	(	13,900 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	faint abjuration	;	'''CL'''	5th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This simple pair of leather shooting bracers are designed to protect the wearer's wrist from being snapped by bowstrings. They appear similar to a set of ''bracers of archery'', but a wearer notices the difference as soon as she dons them. The wearer of these bracers gains damage reduction 5/magic against ranged weapons, as well as a +1 deflection bonus against ranged attacks. In addition, once per day, as a swift action, the wearer can grant herself a +20 insight bonus on her next ranged attack roll before the end of her next turn.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, Craft Magic Arms and Armor, ''protection from arrows'', ''true strike''	'''Cost'''	6,950 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Bonebreaker gauntlets	&amp;quot;&amp;gt;	Bonebreaker gauntlets	&amp;lt;/span&amp;gt;'''''	(	6,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	faint necromancy	;	'''CL'''	5th	;	'''Weight'''	2 lbs.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	These thick brass and leather gauntlets allow the wearer to tear through bone and muscle like paper. Once per day, as part of a melee attack, the wearer can activate the gauntlets to inflict a horrific injury on an opponent. If the attack hits, the target must make a DC 14 Will save. If the save fails, the gauntlets reduces the target's Strength, Dexterity, or Constitution (wearer's choice) by –6. This penalty cannot reduce the target's ability score below 1. The injury heals over time, reducing the penalty by 1 for each day that passes since the time of the injury, and is immediately removed by ''heal'', ''regenerate'', ''restoration'', or any magic that can break a curse.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''bestow curse''	'''Cost'''	3,000 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Bracelet of bargaining	&amp;quot;&amp;gt;	Bracelet of bargaining	&amp;lt;/span&amp;gt;'''''	(	14,500 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate diviniation	;	'''CL'''	7th	;	'''Weight'''	-	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This heavy gold band can be worn openly as a display of wealth or concealed beneath a sleeve. It grants its wearer a +5 competence bonus on Bluff, Diplomacy, and Sense Motive checks. Whenever the wearer shakes hands with another creature In order to seal a deal or a promise, she can immediately sense whether deceit is involved (Will save DC 16 negates), though the wearer cannot determine the exact nature of the deception.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''detect lie'', ''detect thoughts''	'''Cost'''	7,250 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=''{{PadBottom|10}}''&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Bracelet of friends	&amp;quot;&amp;gt;	Bracelet of friends	&amp;lt;/span&amp;gt;'''''	(	19,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	strong conjuration	;	'''CL'''	15th	;	'''Weight'''	-	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This silver charm bracelet has four charms upon it when created. The owner may designate one person known to him to be keyed to each charm. (This designation takes a standard action, but once done it lasts forever or until changed.) When a charm is grasped and the name of the keyed individual is spoken, that person is called to the spot (a standard action) appearing at the user's location along with his gear, as long as the bracelets's owner and the called person are on the same plane. The keyed individual knows who is attempting to teleport him, and the ''bracelet of friends'' only functions on willing travelers. Once a charm is activated, it disappears. Charms separated from the bracelet are worthless. A bracelet found with fewer than four charms is worth 25% less for each missing charm.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''refuge''	'''Cost'''	9,500 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Bracelet of mercy	&amp;quot;&amp;gt;	Bracelet of mercy	&amp;lt;/span&amp;gt;'''''	(	15,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	faint conjuration	;	'''CL'''	5th	;	'''Weight'''	-	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This metal bracelet is set with multiple gems blessed by a priest. If the wearer has the lay on hands class feature, she can use it one additional time per day and is always treated as if she has the diseased mercy. If the wearer already has that mercy, her effective caster level for removing diseases increases by +4.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''remove disease''	'''Cost'''	7,500 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Bracelet of second chances	&amp;quot;&amp;gt;	Bracelet of second chances	&amp;lt;/span&amp;gt;'''''	(	15,750 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate conjuration	;	'''CL'''	9th	;	'''Weight'''	-	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This bracelet is adorned with seven coral beads carved in intricate designs. When a critical hit or sneak attack is confirmed on the wearer, as an immediate action before damage is rolled, he can choose to convert the critical hit into a normal hit. Each time the wearer negates a critical hit or sneak attack in this manner, one bead shatters. When all seven are used up, the bracelet itself crumbles into powder.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''breath of life''	'''Cost'''	7,875 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Bracers of archery, greater	&amp;quot;&amp;gt;	Bracers of archery, greater	&amp;lt;/span&amp;gt;'''''	(	25,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate transmutation	;	'''CL'''	8th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	These bracers look like normal protective wear. They empower the wearer to use any bow (not including crossbows) as if she were proficient in its use. If she already has proficiency with any type of bow, she gains a +2 competence bonus on attack rolls and a +1 competence bonus on damage rolls whenever using that type of bow. Both bracers must be worn for the magic to be effective.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Magic Arms and Armor, Craft Wondrous Item, crafter must be proficient with a longbow or shortbow	'''Cost'''	12,500 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Bracers of archery, lesser	&amp;quot;&amp;gt;	Bracers of archery, lesser	&amp;lt;/span&amp;gt;'''''	(	5,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	faint transmutation	;	'''CL'''	4th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	These wristbands appear similar to ''greater bracers of archery'', though they are typically constructed of lighter material. They function as ''greater bracers of archery'', except they grant a +1 competence bonus on attack rolls and no bonus on damage rolls.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Magic Arms and Armor, Craft Wondrous Item, crafter must be proficient with a longbow or shortbow	'''Cost'''	2,500 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Bracers of armor	&amp;quot;&amp;gt;	Bracers of armor	&amp;lt;/span&amp;gt;'''''	(	'''+1 armor''' 1,000 gp; '''+2 armor''' 4,000 gp; '''+3 armor''' 9,000 gp; '''+4 armor''' 16,000 gp; '''+5 armor''' 25,000 gp; '''+6 armor''' 36,000 gp; '''+7 armor''' 49,000 gp; '''+8 armor''' 64,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate conjuration	;	'''CL'''	7th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	These items appear to be wrist or arm guards, sometimes etched with symbols of protection or depictions of vigilant-looking animals. ''Bracers of armor'' surround the wearer with an invisible but tangible field of force, granting him an armor bonus of +1 to +8, just as though he were wearing armor. Both ''bracers of armor'' must be worn for the magic to be effective. Alternatively, ''bracers of armor'' can be enchanted with armor special abilities. Special abilities usually count as additional bonuses for determining the market value of an item, but do not improve AC. ''Bracers of armor'' cannot have a modified bonus (armor bonus plus armor special ability bonus equivalents) higher than +8. ''Bracers of armor'' must have at least a +1 armor bonus to grant an armor special ability. ''Bracers of armor'' cannot have any armor special abilities that add a flat gp amount to their cost. Bracers of armor and ordinary armor do not stack. If the wearer receives a larger armor bonus from another source, the ''bracers of armor'' cease functioning and do not grant their armor bonus or their armor special abilities. If the ''bracers of armor'' grant a larger armor bonus, the other source of armor ceases functioning.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''mage armor'', creator's caster level must be at least two times that of the bonus placed on the bracers, plus any requirements of the armor special abilities	'''Cost'''	'''+1 armor''' 500 gp; '''+2 armor''' 2,000 gp; '''+3 armor''' 4,500 gp; '''+4 armor''' 8,000 gp; '''+5 armor''' 12,500 gp; '''+6 armor''' 18,000 gp; '''+7 armor''' 24,500 gp; '''+8 armor''' 32,000 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Bracers of steadiness	&amp;quot;&amp;gt;	Bracers of steadiness	&amp;lt;/span&amp;gt;'''''	(	2,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	faint abjuration	;	'''CL'''	1st	;	'''Weight'''	2 lbs.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	These tortoiseshell bracers fit so snuggly against their wearer's skin that they almost seem part of him. The wearer of these bracers becomes exceptionally calm and composed if she takes her time to accomplish particular tasks. Whenever she takes 20 on a skill check for a skill that primarily depends on her arms and hands, she gains a +5 competence bonus on the check.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''aid''	'''Cost'''	1,000 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Bracers of sworn vengeance	&amp;quot;&amp;gt;	Bracers of sworn vengeance	&amp;lt;/span&amp;gt;'''''	(	25,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	strong evocation	;	'''CL'''	15th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	These white leather bracers have delicate elven runes etched upon them, one reading &amp;quot;swift defeat&amp;quot; and the other &amp;quot;vengeance.&amp;quot; Once per day, as an immediate action when the wearer takes hit point damage from a target, he may cry out, &amp;quot;Death to those who wrong me!&amp;quot;, swearing vengeance against the attacker. The wearer gains a +1 competence bonus on weapon attack rolls made against the target of his sworn vengeance, and deals an additional 2d6 points of damage on successful weapon attack rolls. For the duration of the effect, the wearer takes a –2 penalty on attack rolls against any target other than his sworn enemy. These bonuses and penalties last for 24 hours or until the sworn enemy is slain or destroyed by the wearer, whichever comes first. If the wearer fails to slay the target of his oath, these bracers cannot be used again until 7 days have passed.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''shout'', creator must be an elf	'''Cost'''	12,500 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Bracers of the avenging knight	&amp;quot;&amp;gt;	Bracers of the avenging knight	&amp;lt;/span&amp;gt;'''''	(	11,500 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate transmutation	;	'''CL'''	8th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	These silver bracers are polished to a mirrored sheen, but otherwise shift their appearance to match whatever suit of armor they are worn with. If the wearer has levels in a class that grants a smite ability (such as a paladin, or a cleric with the destruction domain), her smite damage is treated as though she were a member of that class four levels higher for one attack. If the wearer is not a member of such a class, once per day she may make one smite attack, gaining a bonus on the attack roll equal to her Charisma bonus, and a +5 bonus to the damage roll on a hit on one attack.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''bless weapon''	'''Cost'''	5,750 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Bracers of the glib entertainer	&amp;quot;&amp;gt;	Bracers of the glib entertainer	&amp;lt;/span&amp;gt;'''''	(	7,900 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate transmutation	;	'''CL'''	7th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	These decorative bracers are stippled with vibrant colors and have various tiny bells sewn onto their surface. While wearing them, the wearer gains a +5 competence bonus on Perform checks. Once per day on command, the user can gain the benefit of the ''glibness'' spell.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''glibness''	'''Cost'''	3,950 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Bracers of the merciful knight	&amp;quot;&amp;gt;	Bracers of the merciful knight	&amp;lt;/span&amp;gt;'''''	(	15,600 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate conjuration	;	'''CL'''	9th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	These golden bracers are engraved with images of celestial creatures. When worn by a paladin, he is considered four levels higher for the purposes of determining the uses per day and healing provided by his lay on hands class feature. Additionally, once per day, the wearer can infuse a use of lay on hands with additional power, providing relief as a ''lesser restoration'' spell.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''cure serious wounds'', ''lesser restoration''	'''Cost'''	7,800 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Burglar's bracers	&amp;quot;&amp;gt;	Burglar's bracers	&amp;lt;/span&amp;gt;'''''	(	1,050 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	faint transmutation	;	'''CL'''	3rd	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	On command, these plain leather bracers can transform into a set of masterwork thieves' tools. They can transform back to their bracer form with another such command. Once per day, while using these thieves' tools or wearing these bracers, the user can take 10 on a single Disable Device check, even when in immediate danger or distracted.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''shrink item''	'''Cost'''	550 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Charm bracelet	&amp;quot;&amp;gt;	Charm bracelet	&amp;lt;/span&amp;gt;'''''	(	8,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	faint varied	;	'''CL'''	5th	;	'''Weight'''	-	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	Tiny ornaments of gold hang from the links of a ''charm bracelet''. In addition to 1d4+4 nonmagical charms, each bracelet carries one of each of the following magic charms. These magic charms can be activated with a command, producing the listed effect, but each charm can be only used once. After a charm is used, it dissolves into a thick vapor and dissipates.&lt;br /&gt;
*''Arming Sword'': When detached, this charm transforms into a masterwork heavy wooden shield and a masterwork longsword. They can either appear on the ground or within the hands of the creature that activated the charm, ready to use. These items last for 1 hour before turning into vapor.&lt;br /&gt;
*''Healthy Apple'': When detached, this charm becomes an apple that when eaten (a standard action that provokes attacks of opportunity) heals 2d8 hit points. In addition, if the creature eating the apple is afflicted with any poison or diseases, it can attempt a new saving throw against each such affliction. Each successful saving throw immediately ends the corresponding affliction.&lt;br /&gt;
*''Loving Heart'': Upon detaching this charm, the wearer can use ''charm person'' as a spell-like ability (as the spell, Will DC 11) any time before the end of her next turn.&lt;br /&gt;
*''Lucky Star'': When this charm is activated, it releases good luck in a 20-foot-radius burst centered on the wearer. The wearer and her allies within the burst gain a +2 luck bonus on ability checks, attack rolls, saving throws, and skill checks for 1 round.&lt;br /&gt;
*''Peaceful Dove'': Detaching this dove calms tempers within a 20-foot-radius burst centered on the wearer as though ''calm emotions'' (Will DC 13) had been cast. A creature affected by rage takes a –2 penalty on this saving throw.&lt;br /&gt;
&lt;br /&gt;
Reduce the price of a charm bracelet that has one or more expended charms by 1,580 gp per absent charm. The charm bracelet itself becomes a nonmagical bracelet worth 100 gp when the last charm is used, no matter the number of nonmagical charms left on the bracelet.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''calm emotions'', ''charm person'', ''cure moderate wounds'', ''prayer'', ''shadow weapon''	'''Cost'''	4,000 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Dimensional shackles	&amp;quot;&amp;gt;	Dimensional shackles	&amp;lt;/span&amp;gt;'''''	(	28,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate abjuration	;	'''CL'''	11th	;	'''Weight'''	5 lbs.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	These shackles have magical runes traced across their cold iron links. Any creature bound within them is affected as if a ''dimensional anchor'' spell were cast upon it (no save). They fit any Small to Large creature. The DC to break or slip out of the shackles is 30.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''dimensional anchor''	'''Cost'''	14,000 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Gauntlets of skill at arms	&amp;quot;&amp;gt;	Gauntlets of skill at arms	&amp;lt;/span&amp;gt;'''''	(	30,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate transmutation	;	'''CL'''	8th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	These finely crafted leather gauntlets have plates of silvered steel covering the back, and silver buckles at the wrist and forearm. The gloves enable the wearer to use any traditional elven weapon (longbows, composite longbows, longswords, rapiers, shortbows, composite shortbows, and any weapon with the word &amp;quot;elven&amp;quot; in its name) as if he were proficient in its use. If he uses such a weapon and is already proficient with it, he gains a +1 competence bonus on attack and damage rolls. Both gloves must be worn for the magic to be effective	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, Craft Magic Arms and Armor, creator must be an elf	'''Cost'''	15,000 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Inquisitor's bastion vambraces	&amp;quot;&amp;gt;	Inquisitor's bastion vambraces	&amp;lt;/span&amp;gt;'''''	(	4,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	faint abjuration	;	'''CL'''	5th	;	'''Weight'''	3 lbs.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	Constructed of blackened steel, these vambraces augment the protection granted to the inquisitor by the protection judgment. While under that judgment's effects, the inquisitor gains a sacred bonus both to CMD and on checks made to cast spells defensively. This bonus is equal to the sacred bonus the judgement grants to AC.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''shield of faith'', creator must be an inquisitor with access to the protection judgement	'''Cost'''	2,000 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Longarm bracers	&amp;quot;&amp;gt;	Longarm bracers	&amp;lt;/span&amp;gt;'''''	(	7,200 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	faint transmutation	;	'''CL'''	3rd	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	These bracers are constructed from woven strands of bamboo. Three times per day, as a swift action, the wearer can stretch her arms beyond their limits, increasing her reach by 5 feet until the start of her next turn. Her weapon attack rolls take a –4 penalty, while unarmed strikes and natural weapons using the arms take no penalty.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''alter self''	'''Cost'''	3,600 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Merciful vambraces	&amp;quot;&amp;gt;	Merciful vambraces	&amp;lt;/span&amp;gt;'''''	(	8,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate conjuration	;	'''CL'''	7th	;	'''Weight'''	3 lbs.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	These vambraces are constructed of polished steel. When a paladin wears these vambraces, engravings of the holy symbol of a paladin's deity and other religious iconography mystically appear upon the metal's surface. Once per day, when the paladin uses her lay on hands ability, she can choose to apply an additional mercy to that use of lay on hands that she did not already select. She must be of sufficient level to use that mercy.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''cleanse''	'''Cost'''	4,000 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Seducer's bane	&amp;quot;&amp;gt;	Seducer's bane	&amp;lt;/span&amp;gt;'''''	(	9,900 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate abjuration	;	'''CL'''	6th	;	'''Weight'''	-	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This slender silver bracelet is worked in an intertwined design of three flowers. A DC 20 Knowledge (nature) check identifies the flowers as acacia, apocynum, and bilberry, symbolizing concealment, treachery, and falsehood. The bracelet grants the wearer a +5 competence bonus on Sense Motive checks, and a +5 resistance bonus on Will saves against enchantment effects. If the wearer makes a successful Will save against an enchantment, the caster of that spell incorrectly senses the effect has succeeded. Additionally, the bracelet's wearer knows an enchantment targeted him and the enchantment's source. ''Seducer's bane'' creates an aura on its wearer, visible to ''detect magic'', matching the failed enchantment spell or effect, and lasting as long as the intended enchantment's duration. However, if the bracelet's wearer attacks the caster or its allies, or otherwise acts in a way that's contradictory to the failed spell's effect, the caster of that spell immediately realizes the enchantment was ineffective	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''detect magic'', ''magic aura'', ''resistance'', creator must have 3 ranks in Sense Motive.	'''Cost'''	4,950 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Sleeves of many garments	&amp;quot;&amp;gt;	Sleeves of many garments	&amp;lt;/span&amp;gt;'''''	(	200 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	faint illusion	;	'''CL'''	1st	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	These translucent cloth tubes easily fit over their wearer's arms. The wearer of these sleeves can, when she slips them on, choose to transform her current garments into any other nonmagical set of clothing. These new clothes fit her perfectly and are always clean and mended unless she specifically designates otherwise. When she removes the sleeves, her clothes revert to their original form.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''disguise self''	'''Cost'''	100 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Vambraces of defense	&amp;quot;&amp;gt;	Vambraces of defense	&amp;lt;/span&amp;gt;'''''	(	6,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	faint abjuration	;	'''CL'''	5th	;	'''Weight'''	3 lbs.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	These polished steel vambraces grant a +1 deflection bonus to AC. Once per day, as an immediate action, if the wearer has at least one hand free, when he would normally be hit with an attack from a ranged weapon, he may deflect it with the bracers, taking no damage from it, as if he had the Deflect Arrows feat.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''shield''	'''Cost'''	3,000 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Vambraces of the genie	&amp;quot;&amp;gt;	Vambraces of the genie	&amp;lt;/span&amp;gt;'''''	(	'''Djinni''' 18,900 gp; '''Efreeti''' 14,400 gp; '''Marid''' 18,900 gp; '''Shaitan''' 18,900 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	faint evocation	;	'''CL'''	5th	;	'''Weight'''	3 lbs.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	These bracers are decorated with icons representing air, earth, fire, or water, and depictions of genies appropriate to that element. The item protects the wearer against hot and cold environments as if she were using ''endure elements'' The vambraces' materials and other powers depend on their associated genie type.&lt;br /&gt;
*''Djinni'': These mithral bracers allow the wearer to use ''gaseous form'', ''invisibility'', and ''wind wall'' each once per day.&lt;br /&gt;
*''Efreeti'': These scorched bronze bracers allow the wearer to use ''invisibility'' (self only), ''produce flame'', and ''pyrotechnics'' each once per day.&lt;br /&gt;
*''Marid'': These coral bracers allow the wearer to use ''hydraulic torrent'', ''invisibility'', and ''water breathing'' each once per day.&lt;br /&gt;
*''Shaitan'': These adamantine bracers allow the wearer to use ''glitterdust'', ''meld into stone'', and ''stone shape'' each once per day. &lt;br /&gt;
	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''protection from elements'' and the three spells the wearer can use	'''Cost'''	'''Djinni''' 9,450 gp; '''Efreeti''' 7,200 gp; '''Marid''' 9,450 gp; '''Shaitan''' 9,450 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Vambraces of the tactician	&amp;quot;&amp;gt;	Vambraces of the tactician	&amp;lt;/span&amp;gt;'''''	(	8,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate enchantment	;	'''CL'''	7th	;	'''Weight'''	3 lbs.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	These vambraces change their appearance depending on who wears them. If the wearer is a cavalier, these vambraces display the symbol of his order. When unworn or in the hands of a non-cavalier, they appear to be an ordinary pair of steel vambraces. A cavalier wearing these vambraces is considered two class levels higher for purposes of determining the effects of his challenge class feature. Furthermore, once per day as a swift action, a cavalier with the tactician class feature can increase the area in which he grants teamwork feats. Before the end of his next turn, when the cavalier grants his allies a teamwork feat, he can grant it to all allies within 60 feet, though they must still be able to see and hear him.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''heroism''	'''Cost'''	4,000 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Verdant vine	&amp;quot;&amp;gt;	Verdant vine	&amp;lt;/span&amp;gt;'''''	(	6,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	faint conjuration	;	'''CL'''	5th	;	'''Weight'''	-	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	Consisting of a vine with five green berries, a ''verdant vine'' is worn tied around the wrist. Once per day on command, the wearer can pinch a berry off the vine, and throw it up to 30 feet away, like a splash weapon. Viciously thorny vines erupt in a 20-foot radius from the point of impact, even if the berry misses its target. Creatures within the area must succeed at a DC 16 Reflex saving throw or become entangled, as the spell ''entangle'', as the vines coil around the creature's legs. The vines persist, but at the start of the affected creature's turn, it gains a new saving throw against the effect. If the affected creature fails the saving throw, it also takes 1d4 points of damage. A DC 20 Strength check, made as a standard action, allows an affected creature to break free and end the effect. Failing the check causes the vines to constrict, dealing 1d4 points of damage.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''entangle'', ''plant growth''	'''Cost'''	3,000 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Admin]][[Category:Magic_Items]]&lt;/div&gt;</summary>
		<author><name>Typhoon</name></author>
	</entry>
	<entry>
		<id>http://www.tenebraemush.net/index.php?title=Neck&amp;diff=18022</id>
		<title>Neck</title>
		<link rel="alternate" type="text/html" href="http://www.tenebraemush.net/index.php?title=Neck&amp;diff=18022"/>
		<updated>2015-03-22T00:45:55Z</updated>

		<summary type="html">&lt;p&gt;Typhoon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WondrousTableMain}}&lt;br /&gt;
{{T01}}&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; | &amp;lt;span id=&amp;quot;neck_table&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;'''Neck'''&lt;br /&gt;
{{T02}}&lt;br /&gt;
| '''Neck'''&lt;br /&gt;
| '''Market Price'''&lt;br /&gt;
|-&lt;br /&gt;
| [[Neck#Hand of the mage|Hand of the mage]]||900 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Neck#Aegis of recovery|Aegis of recovery]]||1,500 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Neck#Amulet of bullet protection|Amulet of bullet protection +1]]||1,500 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Neck#Brooch of shielding|Brooch of shielding]]||1,500 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Neck#Necklace of fireballs|Necklace of fireballs (type I)]]||1,650 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Neck#Amulet of natural armor|Amulet of natural armor +1]]||2,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Neck#Golembane scarab|Golembane scarab]]||2,500 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Neck#Necklace of fireballs|Necklace of fireballs (type II)]]||2,700 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Neck#Mind sentinel medallion|Mind sentinel medallion]]||3,500 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Neck#Mummer's ruff|Mummer's ruff]]||3,500 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Neck#Amulet of eternal strife|Amulet of elemental strife]]||4,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Neck#Righteous fist amulet|Righteous fist amulet]]||4,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Neck#Necklace of fireballs|Necklace of fireballs (type III)]]||4,350 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Neck#Amulet of mighty fists|Amulet of mighty fists +1]]||5,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Neck#Necklace of fireballs|Necklace of fireballs (type IV)]]||5,400 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Neck#Necklace of fireballs|Necklace of fireballs (type V)]]||5,850 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Neck#Amulet of bullet protection|Amulet of bullet protection +2]]||6,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Neck#Dragonfoe amulet|Feychild necklace]]||20,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Neck#Carcanet of detention|Carcanet of detention]]||7,200 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Neck#Periapt of health|Periapt of health]]||7,500 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Neck#Amulet of natural armor|Amulet of natural armor +2]]||8,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Neck#Amulet of proof against petrification|Amulet of proof against petrification]]||8,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Neck#Everwake amulet|Everwake amulet]]||8,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Neck#Gravewatch pendant|Gravewatch pendant]]||8,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Neck#Hand of glory|Hand of glory]]||8,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Neck#Torc of lionheart fury|Torc of the lionheart fury]]||8,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Neck#Necklace of fireballs|Necklace of fireballs (type VI)]]||8,100 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Neck#Necklace of fireballs|Necklace of fireballs (type VII)]]||8,700 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Neck#Amulet of hidden strength|Amulet of hidden strength]]||9,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Neck#Necklace of adaptation|Necklace of adaptation]]||9,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Neck#Amulet of spell cunning|Amulet of spell cunning]]||10,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Neck#Frost fist amulet|Frost fist amulet]]||10,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Neck#Crystal of healing hands|Crystal of healing hands]]||12,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Neck#Guardian gorget|Guardian gorget]]||12,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Neck#Medallion of thoughts|Medallion of thoughts]]||12,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Neck#Periapt of protection from curses|Periapt of protection from curses]]||12,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Neck#Forge fist amulet|Forge fist amulet]]||13,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Neck#Amulet of bullet protection|Amulet of bullet protection +3]]||13,500 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Neck#Periapt of wound closure|Periapt of wound closure]]||15,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Neck#Necklace of ki serenity|Necklace of ki serenity]]||16,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Neck#Brooch of amber sparks|Brooch of amber sparks]]||16,800 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Neck#Symbol of sanguine protection|Symbol of sanguine protection]]||17,500 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Neck#Amulet of natural armor|Amulet of natural armor +3]]||18,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Neck#Amulet of mighty fists|Amulet of mighty fists +2]]||20,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Neck#Dragonfoe amulet|Dragonfoe amulet]]||20,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Neck#Amulet of spell mastery|Amulet of spell mastery]]||22,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Neck#Amulet of bullet protection|Amulet of bullet protection +4]]||24,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Neck#Periapt of proof against poison|Periapt of proof against poison]]||27,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Neck#Amulet of natural armor|Amulet of natural armor +4]]||32,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Neck#Amulet of proof against detection and location|Amulet of proof against detection and location]]||35,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Neck#Amulet of bullet protection|Amulet of bullet protection +5]]||37,500 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Neck#Scarab of protection|Scarab of protection]]||38,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Neck#Necklace of netted stars|Necklace of netted stars]]||42,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Neck#Amulet of mighty fists|Amulet of mighty fists +3]]||45,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Neck#Amulet of natural armor|Amulet of natural armor +5]]||50,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Neck#Amulet of mighty fists|Amulet of mighty fists +4]]||80,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Neck#Amulet of the planes|Amulet of the planes]]||120,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Neck#Amulet of mighty fists|Amulet of mighty fists +5]]||125,000 gp&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;span id=&amp;quot;neck_desc&amp;quot;&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Aegis of recovery	&amp;quot;&amp;gt;	Aegis of recovery	&amp;lt;/span&amp;gt;''''' 	(	1,500 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	faint abjuration and conjuration	;	'''CL'''	3rd	;	'''Weight'''	-	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	An ''aegis of recovery'' grants its wearer a +2 resistance bonus on all saving throws made to recover from a continuing effect, such as ongoing poison damage, daily saving throws against a disease, a ''hold person'' spell, or lingering damage from an attack. This bonus does not help against initial saving throws against such effects. Should the wearer ever drop below 0 hit points, the aegis heals the wearer for 2d8+3 points of damage and then crumbles to dust.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''barkskin'', ''cure moderate wounds''	'''Cost'''	750 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Amulet of bullet protection	&amp;quot;&amp;gt;	Amulet of bullet protection	&amp;lt;/span&amp;gt;'''''	(	'''+1 luck bonus''' 1,500 gp; '''+2 luck bonus''' 6,000 gp; '''+3 luck bonus''' 13,500 gp; '''+4 luck bonus''' 24,000 gp; '''+5 luck bonus''' 37,500 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	faint abjuration	;	'''CL'''	5th	;	'''Weight'''	;-	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This amulet, usually crafted from the splintered remains of spent firearm bullets shaped into a rough holy symbol or clover, grants the wearer a luck bonus to AC against firearm attacks that target touch AC.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''divine favor'', creator's caster level must be at least three times the amulet's bonus	'''Cost'''	'''+1 luck bonus''' 750 gp; '''+2 luck bonus''' 3,000 gp; '''+3 luck bonus''' 6,750 gp; '''+4 luck bonus''' 12,000 gp; '''+5 luck bonus''' 18,750 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Amulet of eternal strife	&amp;quot;&amp;gt;	Amulet of eternal strife	&amp;lt;/span&amp;gt;'''''	(	4,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate abjuration	;	'''CL'''	8th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This amulet shines brightly when brought within 60 feet of an outsider with the elemental subtype, shedding light as a torch. The amulet glows a different color depending on the subtype of the elemental or elementals present (white for air, yellow for earth, red for fire, and blue for water). If more than one subtype is present, the gem flickers back and forth between the appropriate colors. The wearer gains resistance 5 against a single energy type determined by the subtype of the closest elemental present (air grants electricity resistance, earth grants acid resistance, fire grants fire resistance, and water grants cold resistance). If the closest elemental possesses multiple subtypes, the wearer may choose which type of resistance she gains. This energy resistance only applies against attacks from elementals. The amulet also allows any attacks made by the wearer to bypass the damage reduction of such creatures.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''resist energy'', creator must be 8th level	'''Cost'''	2,000 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=''{{PadBottom|10}}''&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Amulet of hidden strength	&amp;quot;&amp;gt;	Amulet of hidden strength	&amp;lt;/span&amp;gt;'''''	(	9,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	faint transmutation	;	'''CL'''	5th	;	'''Weight'''	-	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This glass teardrop hangs on a platinum chain and can be used once per day to grant a surge of power. This surge can be used in one of two ways. As a swift action, the wearer of the amulet can make one melee or ranged attack at his highest attack bonus. Alternatively, if the wearer of the amulet has a ''ki'' pool, he can instead focus on the power of the amulet as a full-round action and regain two ''ki'' points. This item does not stack with ''haste''.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, creator must have a ''ki'' pool	'''Cost'''	4,500 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Amulet of mighty fists	&amp;quot;&amp;gt;	Amulet of mighty fists	&amp;lt;/span&amp;gt;'''''	(	'''+1 bonus''' 5,000 gp; '''+2 bonus''' 20,000 gp; '''+3 bonus''' 45,000 gp; '''+4 bonus''' 80,000 gp; '''+5 bonus''' 125,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	faint evocation	;	'''CL'''	5th	;	'''Weight'''	-	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This amulet grants an enhancement bonus of +1 to +5 on attack and damage rolls with unarmed attacks and natural weapons. Alternatively, this amulet can grant melee weapon special abilities, so long as they can be applied to unarmed attacks. See Table: Melee Weapon Special Abilities for a list of abilities. Special abilities count as additional bonuses for determining the market value of the item, but do not modify attack or damage bonuses. An amulet of mighty fists cannot have a modified bonus (enhancement bonus plus special ability bonus equivalents) higher than +5. An amulet of mighty fists does not need to have a +1 enhancement bonus to grant a melee weapon special ability.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''greater magic fang'', creator's caster level must be at least three times the amulet's bonus, plus any requirements of the melee weapon special abilities	'''Cost'''	'''+1 bonus''' 2,500 gp; '''+2 bonus''' 10,000 gp; '''+3 bonus''' 22,500 gp; '''+4 bonus''' 40,000 gp; '''+5 bonus''' 62,500 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Amulet of natural armor	&amp;quot;&amp;gt;	Amulet of natural armor	&amp;lt;/span&amp;gt;'''''	(	'''+1 bonus''' 2,000 gp; '''+2 bonus''' 8,000 gp; '''+3 bonus''' 18,000 gp; '''+4 bonus''' 32,000 gp; '''+5 bonus''' 50,000 gp 	)&amp;lt;br /&amp;gt;	'''Aura'''	faint transmutation	;	'''CL'''	5th	;	'''Weight'''	-	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This amulet, usually containing some type of magically preserved monster hide or other natural armor—such as bone, horn, carapace, or beast scales—toughens the wearer's body and flesh, giving him an enhancement bonus to his natural armor from +1 to +5, depending on the kind of amulet.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''barkskin'', creator's caster leve must be at least three times the amulet's bonus	'''Cost'''	'''+1  bonus''' 1,000 gp; '''+2 bonus''' 4,000 gp; '''+3 bonus''' 9,000 gp; '''+4 bonus''' 16,000 gp; '''+5 bonus''' 25,000 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Amulet of proof against detection and location	&amp;quot;&amp;gt;	Amulet of proof against detection and location	&amp;lt;/span&amp;gt;'''''	(	35,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate abjuration	;	'''CL'''	8th	;	'''Weight'''	-	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This silver amulet protects the wearer from scrying and magical location just as a ''nondetection'' spell does. If a divination spell is attempted against the wearer, the caster of the divination must succeed on a caster level check (1d20 + caster level) against a DC of 19 (as if the wearer had cast nondetection on herself).	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''nondetection''	'''Cost'''	17,500 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Amulet of proof against petrification	&amp;quot;&amp;gt;	Amulet of proof against petrification	&amp;lt;/span&amp;gt;'''''	(	8,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate abjuration	;	'''CL'''	8th	;	'''Weight'''	-	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This finely polished wooden amulet has the image of a blindfolded medusa carved upon its surface. Whenever the wearer fails a saving throw that would result in him being turned to stone, he is instead staggered for 1d6 rounds. If a spell or effect turns him to stone without allowing a saving throw, he is instead staggered for 1 minute. These abilities do not function while the wearer is staggered.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''stone to flesh''	'''Cost'''	4,000 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Amulet of spell cunning	&amp;quot;&amp;gt;	Amulet of spell cunning	&amp;lt;/span&amp;gt;'''''	(	10,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate transmutation	;	'''CL'''	7th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This silver locket only has power when used as a wizard's bonded object. It allows a wizard to prepare an additional 3 levels of spells per day.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''mnemonic enhancer''	'''Cost'''	5,000 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Amulet of spell mastery	&amp;quot;&amp;gt;	Amulet of spell mastery	&amp;lt;/span&amp;gt;'''''	(	22,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	strong transmutation	;	'''CL'''	11th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This platinum locket only has power when used as a wizard's bonded object. It allows the wizard to prepare an additional 6 levels of spells per day.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''mnemonic enhancer''	'''Cost'''	11,000 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Amulet of the planes	&amp;quot;&amp;gt;	Amulet of the planes	&amp;lt;/span&amp;gt;'''''	(	120,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	strong conjuration	;	'''CL'''	15th	;	'''Weight'''	-	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This device usually appears to be a black circular amulet, although any character looking closely at it sees a dark, moving swirl of color. The amulet allows its wearer to utilize the spell plane shift. However, this is a difficult item to master. The user must make a DC 15 Intelligence check in order to get the amulet to take her to the plane (and the specific location on that plane) that she desires. If she fails, the amulet transports her and all those traveling with her to a random location on that plane (01–60 on d%) or to a random plane (61–100).	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''plane shift''	'''Cost'''	60,000 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Brooch of amber sparks	&amp;quot;&amp;gt;	Brooch of amber sparks	&amp;lt;/span&amp;gt;'''''	(	16,800 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	faint abjuration and evocation	;	'''CL'''	5th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This copper clasp adorned with a piece of amber is used to fasten a cloak or cape. When its wearer takes electricity damage, this brooch absorbs up to 20 points of electrical damage and holds that electrical charged until it is released by its wielder or harmlessly at the end of 10 minutes, whichever occurs first. The brooch can absorb up to 50 points of electricity damage per day. The wielder can release the charge on command, unleashing any electricity in the brooch as if casting a ''shocking grasp'' spell (dealing 1d6 points of electricity damage per 5 points of damage held).	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''resist energy'', ''shocking grasp''	'''Cost'''	8,400 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Brooch of shielding	&amp;quot;&amp;gt;	Brooch of shielding	&amp;lt;/span&amp;gt;'''''	(	1,500 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	faint abjuration	;	'''CL'''	1st	;	'''Weight'''	-	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This appears to be a piece of silver or gold jewelry used to fasten a cloak or cape. In addition to this mundane task, it can absorb ''magic missiles'' of the sort generated by the spell or spell-like ability. A brooch can absorb up to 101 points of damage from magic missiles before it melts and becomes useless.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''shield''	'''Cost'''	750 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Carcanet of detention	&amp;quot;&amp;gt;	Carcanet of detention	&amp;lt;/span&amp;gt;'''''	(	7,200 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	faint conjuration	;	'''CL'''	4th	;	'''Weight'''	-	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	Comprised of thick iron links, the ''carcanet of detention'' is commonly worn by prison guards and elite members of the city watch. Once per day, the wearer of the carcanet may command it to animate and attempt to wrap around one Medium or smaller creature within 15 feet. The target receives a DC 15 Reflex saving throw to avoid the chain. If the saving throw fails, the target is entangled and cannot move from its current location. As a full-round action, the target can attempt a new saving throw to end the effect; otherwise it persists for 10 minutes or until ended by the wearer as a swift action, at which point it returns to its carcanet form. The chain has a hardness of 10 and 15 hit points.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''animate rope''	'''Cost'''	3,600 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Crystal of healing hands	&amp;quot;&amp;gt;	Crystal of healing hands	&amp;lt;/span&amp;gt;'''''	(	12,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate conjuration	;	'''CL'''	10th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	A cloth cord marked with esoteric religious symbols typically holds this roughly cut, glittering prism in place. A person with the lay on hands class feature can direct one use of this energy into the crystal, which stores it until the wearer speaks a command word to release it. Releasing the energy targets the wearer with the stored lay on hands effect, as if touched by the person who infused the crystal with its power. The crystal can contain a single use of the lay on hands class feature. When filled with this magic, it begins to glow with a pearly white light. The wearer of the crystal can order it to release its energy as a standard action. This acts identically to receiving the effect of lay on hands directly from the person who channeled it into the crystal, including any mercies they had at the time.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''cure light wounds'', creator must be a paladin	'''Cost'''	6,000 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Dragonfoe amulet	&amp;quot;&amp;gt;	Dragonfoe amulet	&amp;lt;/span&amp;gt;'''''	(	20,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate transmutation	;	'''CL'''	9th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This amulet consists of a cracked dragon scale set in a disk of gold. Most are slightly damaged, bearing the scars of draconic breath weapons. The ''dragonfoe amulet'' is a powerful, specialized tool for those who oppose dragons, improving the protection and attacks of the wearer in a number of ways. The wearer of a ''dragonfoe amulet'' ignores the damage reduction of dragons. This only affects actual dragons, not all creatures of the dragon type. In addition, if the wearer casts a spell against a dragon, she can roll twice to overcome any spell resistance the dragon might possess, taking the higher result. Lastly, the wearer takes no damage instead of half damage on a successful Reflex save against a dragon's breath weapon (as the evasion ability).	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, Spell Penetration, ''magic weapon'', ''jump''	'''Cost'''	10,000 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Everwake amulet	&amp;quot;&amp;gt;	Everwake amulet	&amp;lt;/span&amp;gt;'''''	(	8,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	faint conjuration	;	'''CL'''	2nd	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	Cast in the image of the sun and often ornamented with an open eye, this amulet defends the wearer against the need for sleep. The wearer of this amulet does not need to sleep, but must remain at ease for the normal amount of time to regain spells and other abilities that require rest (although the wearer could perform light activity, such as reading or keeping watch). Once the wearer has used the power of this amulet for a total of seven nights, the amulet loses its power for one day and the wearer is exhausted for this duration. If the wearer removes the amulet for any reason after having used its ability, she becomes exhausted for four hours for every night of sleep skipped.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''lesser restoration''	'''Cost'''	4,000 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Feychild necklace	&amp;quot;&amp;gt;	Feychild necklace	&amp;lt;/span&amp;gt;'''''	(	6,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate divination	;	'''CL'''	8th	;	'''Weight'''	1/2 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This necklace is set with a bloodstone sculpted to look like a scintillating green eye. It gives the wearer a +4 competence bonus on Charisma checks, like a Circlet of Persuasion, and Charisma-based checks made to interact with gnomes, a +2 competence bonus on similar checks when dealing with beings of the fey creature type, and a –2 penalty on similar checks when interacting with anyone else. The wearer can read, speak, and understand the Gnome language. If the wearer is not a gnome, she gains low-light vision, and may cast ''dancing lights'', ''ghost sound'', ''prestidigitation'', and ''speak with animals'' each once per day as a spell-like ability..	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, creator must be a gnome	'''Cost'''	3,000 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Forge fist amulet	&amp;quot;&amp;gt;	Forge fist amulet	&amp;lt;/span&amp;gt;'''''	(	13,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	faint evocation	;	'''CL'''	6th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This fist-shaped stone amulet glows with a fiery light. On command, this amulet causes the wearer's fists to transform into red-hot flaming adamantine. The wearer is protected from the searing heat and can make savage blows with his hands. Unarmed strikes and natural attacks the wearer make with his hands gain the ''flaming'' weapon special ability and are treated as adamantine for the purpose of bypassing damage reduction (but not hardness). The wearer's hands become rigid while using this amulet and cannot be use to hold or manipulate objects (unless that manipulation could be accomplished with a club and is not damaged by fire). The transformation can be ended as a swift action.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''greater magic fang''; and ''flame blade'', or ''fireball'	'''Cost'''	6,500 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Frost fist amulet	&amp;quot;&amp;gt;	Frost fist amulet	&amp;lt;/span&amp;gt;'''''	(	10,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	faint evocation	;	'''CL'''	5th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	Shaped like a fist, this iron amulet is surrounded by a frigid fog. On command, this amulet causes the wearer's hands to become encased in a layer of freezing iron. The wearer is protected from the frigid cold and can make savage blows with his hands. Unarmed strikes and natural attacks the wearer makes with hands gain the ''frost'' weapon special ability and are treated as cold iron for the purpose of bypassing damage reduction. The wearer's hands become rigid while using this amulet and cannot be use to hold or manipulate objects (unless that manipulation could be accomplished with a club and is not damaged by cold). The transformation can be ended as a swift action.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''greater magic fang''; and ''cone of cold'' or ''ice storm''	'''Cost'''	5,000 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Golembane scarab	&amp;quot;&amp;gt;	Golembane scarab	&amp;lt;/span&amp;gt;'''''	(	2,500 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate divination	;	'''CL'''	8th	;	'''Weight'''	-	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This beetle-shaped pin enables its wearer to detect any golem within 60 feet, although he must concentrate (a standard action) in order for the detection to take place. A scarab enables its bearer to combat golems with weapons, unarmed attacks, or natural weapons as if those golems had no damage reduction.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''detect magic'', creator must be at least 10th level	'''Cost'''	1,250 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Gravewatch pendant	&amp;quot;&amp;gt;	Gravewatch pendant	&amp;lt;/span&amp;gt;'''''	(	8,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	faint abjuration	;	'''CL'''	3rd	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	Favored by the grave-wardens of sites known to be infested with the spirits of the dead, this pendant is an iron ring strung on a necklace made from polished and discolored bones, nails, and teeth. A faint blue light limns the wearer, protecting him from attack. Undead creatures are repulsed by this light and take a –2 penalty on all attack rolls against the wearer of a ''gravewatch pendant''. Incorporeal undead creatures are further repulsed and instead take a –4 penalty on all attack rolls against the wearer. Undead creatures can sense this light easily, however, and receive a +4 circumstance bonus on Perception checks to detect a creature wearing this pendant.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''protection from evil''	'''Cost'''	4,000 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Guardian gorget	&amp;quot;&amp;gt;	Guardian gorget	&amp;lt;/span&amp;gt;'''''	(	12,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	strong abjuration	;	'''CL'''	13th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This flanged collar of mithral and steel protects the wearer's neck and shoulders. It provides a +2 armor bonus to AC (this does not stack with other armor bonuses) and grants the ''light fortification'' property to the wearer. In addition, the wearer may engrave a ''glyph of warding'' directly onto the guardian gorget. When the wearer is struck in melee, she can trigger the glyph as an immediate action, causing the glyph to discharge against the creature making the attack (and other creatures within 5 feet, if a blast glyph was placed, though the wearer is not harmed by the glyph‘s effects). The glyph can be triggered even if the attack would normally leave the wearer incapable of taking actions (such as killed, stunned, dazed, or knocked unconscious).	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''glyph of warding'', ''limited wish'' or ''miracle'', ''mage armor'' or ''magic vestment''	'''Cost'''	6,000 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Hand of glory	&amp;quot;&amp;gt;	Hand of glory	&amp;lt;/span&amp;gt;'''''	(	8,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	faint varied	;	'''CL'''	5th	;	'''Weight'''	2 lbs.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This mummified human hand hangs around a character's neck by a leather cord (taking up space as a magic necklace would). If a magic ring is placed on one of the fingers of the hand, the wearer benefits from the ring as if wearing it herself, and it does not count against her two-ring limit. The hand can wear only one ring at a time. Even without a ring, the hand itself allows its wearer to use ''daylight'' and ''see invisibility'' each once per day.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''animate dead'', ''daylight'', ''see invisibility''	'''Cost'''	4,000 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Hand of the mage	&amp;quot;&amp;gt;	Hand of the mage	&amp;lt;/span&amp;gt;'''''	(	900 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	faint transmutation	;	'''CL'''	2nd	;	'''Weight'''	2 lbs.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This mummified elf hand hangs by a golden chain around a character's neck (taking up space as a magic necklace would). It allows the wearer to utilize the spell ''mage hand'' at will.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''mage hand''	'''Cost'''	450 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Medallion of thoughts	&amp;quot;&amp;gt;	Medallion of thoughts	&amp;lt;/span&amp;gt;'''''	(	12,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	faint divination	;	'''CL'''	5th	;	'''Weight'''	-	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This appears to be a normal pendant disk hung from a neck chain. Usually fashioned from bronze, copper, or silver, the medallion allows the wearer to read the thoughts of others, as with the spell ''detect thoughts''.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''detect thoughts''	'''Cost'''	6,000 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Mind sentinel medallion	&amp;quot;&amp;gt;	Mind sentinel medallion	&amp;lt;/span&amp;gt;'''''	(	3,500 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	faint abjuration	;	'''CL'''	1st	;	'''Weight'''	-	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	The surface of this silver medallion is covered in angular geometric shapes that refract light randomly. The medallion grants a continuous +2 resistance bonus on saves versus mind-affecting spells, spell-like abilities, and supernatural abilities. If the wearer fails a save to avoid becoming dominated or confused, the amulet immediately grants the wearer a second saving throw to resist the effect. If this second save is successful, the medallion's power fades away entirely and it becomes a simple piece of silver jewelry.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''protection from evil''	'''Cost'''	1,750 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Mummer's ruff	&amp;quot;&amp;gt;	Mummer's ruff	&amp;lt;/span&amp;gt;'''''	(	3,500 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	faint illusion	;	'''CL'''	5th	;	'''Weight'''	-	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	Usually fashioned from brightly colored silk, a ''mummer's ruff'' is a favored accoutrement of performers and con artists alike. The wearer of a ''mummer's ruff'' gains a +10 bonus on Bluff skill checks when attempting to imitate another's voice. In addition, once per day, the wearer of the ''mummer's ruff'' can throw his voice as if using ''ventriloquism'' for up to 5 minutes.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''sculpt sound'', ''ventriloquism''	'''Cost'''	1,750 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Necklace of adaptation	&amp;quot;&amp;gt;	Necklace of adaptation	&amp;lt;/span&amp;gt;'''''	(	9,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate transmutation	;	'''CL'''	7th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This necklace is a heavy chain with a platinum medallion. The magic of the necklace wraps the wearer in a shell of fresh air, making him immune to all harmful vapors and gases (such as cloudkill and stinking cloud effects, as well as inhaled poisons) and allowing him to breathe, even underwater or in a vacuum.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''alter self''	'''Cost'''	4,500 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Necklace of fireballs	&amp;quot;&amp;gt;	Necklace of fireballs	&amp;lt;/span&amp;gt;'''''	(	See Table	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate evocation	;	'''CL'''	10th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This item appears to be a string of beads, sometimes with the ends tied together to form a necklace. (It does not count as an item worn around the neck for the purpose of determining which of a character's worn magic items is effective.) If a character holds it, however, all can see the strand as it really is—a golden chain from which hang a number of golden spheres. The spheres are detachable by the wearer (and only by the wearer), who can easily hurl one of them up to 70 feet. When a sphere arrives at the end of its trajectory, it detonates as a ''fireball'' spell (Reflex DC 14 half).&lt;br /&gt;
&lt;br /&gt;
Spheres come in different strengths, ranging from those that deal 2d6 points of fire damage to those that deal 10d6. The market price of a sphere is 150 gp for each die of damage it deals.&lt;br /&gt;
&lt;br /&gt;
{{WondrousTableMain}}&lt;br /&gt;
{{T01}}&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; | '''Necklace of Fireballs'''&lt;br /&gt;
{{T02}}&lt;br /&gt;
| Necklace||10d6||9d6||8d6||7d6||6d6||5d6||4d6||3d6||2d6||Market Price&lt;br /&gt;
|-&lt;br /&gt;
| Type I||—||—||—||—||—||1||—||2||—||1,650 gp&lt;br /&gt;
|-&lt;br /&gt;
| Type II||—||—||—||—||1||—||2||—||2||2,700 gp&lt;br /&gt;
|-&lt;br /&gt;
| Type III||—||—||—||1||—||2||—||4||—||4,350 gp&lt;br /&gt;
|-&lt;br /&gt;
| Type IV||—||—||1||—||2||—||2||—||4||5,400 gp&lt;br /&gt;
|-&lt;br /&gt;
| Type V||—||1||—||2||—||2||—||2||—||5,850 gp&lt;br /&gt;
|-&lt;br /&gt;
| Type VI||1||—||2||—||2||—||4||—||—||8,100 gp&lt;br /&gt;
|-&lt;br /&gt;
| Type VII||1||2||—||2||—||2||—||2||—||8,700 gp&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Each ''necklace of fireballs'' contains a combination of spheres of various strengths. Some traditional combinations, designated types I through VII, are detailed above.&lt;br /&gt;
&lt;br /&gt;
If the necklace is being worn or carried by a character who fails her saving throw against a magical fire attack, the item must make a saving throw as well (with a save bonus of +7). If the necklace fails to save, all its remaining spheres detonate simultaneously, often with regrettable consequences for the wearer.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''fireball''	'''Cost'''	'''Type I''' 825 gp; '''Type II''' 1,350 gp; '''Type III''' 2, 175 gp; '''Type IV''' 2,700 gp; '''Type V''' 2,925 gp; '''Type VI''' 4,050 gp; '''Type VII'''4,350 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Necklace of ki serenity	&amp;quot;&amp;gt;	Necklace of ki serenity	&amp;lt;/span&amp;gt;''''' 	(	16,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate enchantment	;	'''CL'''	9th	;	'''Weight'''	-	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This simple leather cord is tightly knotted at even intervals and gives its wearer a sense of inner calmness and connection with the larger world. The wearer gains a +4 bonus to his effective level when determining the size of his ki pool and the level-based effects of his ki pool ability (such as bypassing damage reduction).	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''calm emotions'', ''owl's wisdom''	'''Cost'''	8,000 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Necklace of netted stars	&amp;quot;&amp;gt;	Necklace of netted stars	&amp;lt;/span&amp;gt;''''' 	(	42,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	strong illusion and transmutation	;	'''CL'''	12th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This marvelous mithral necklace forms a broad, draping lacework of threadlike chains set with a multitude of tiny jewels. Seven of these jewels are larger than the rest. While wearing a ''necklace of netted stars'', the wearer can create ''dancing lights'' at will and ''wandering star motes'' once per day. In addition, each of the seven jewels of the necklace can recall a previously cast 1st-level or 0-level spell, as a ''pearl of power''. Once per day, the wearer may use the necklace to catch a spell targeted at him, as if readying an action to counterspell using dispel magic, with a bonus on the check equal to 12 + the number of jewels not yet used to recall spells that day. If all jewels have been used, this ability cannot be used that day. The level of the spell to be countered must be less than or equal to the number of unused jewels. If the counterspell succeeds, the spell is negated and the wearer can use its magical energy to recall a previously cast spell of the same level or lower as an immediate action. Whether or not the attempt succeeds, this action exhausts the power of all of the necklace's jewels for that day.Once per day, the wearer may use the necklace to catch a spell targeted at him, as if readying an action to counterspell using ''dispel magic'', with a bonus on the check equal to 12 + the number of jewels not yet used to recall spells that day. If all jewels have been used, this ability cannot be used that day. The level of the spell to be countered must be less than or equal to the number of unused jewels. If the counterspell succeeds, the spell is negated and the wearer can use its magical energy to recall a previously cast spell of the same level or lower as an immediate action. Whether or not the attempt succeeds, this action exhausts the power of all of the necklace's jewels for that day.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''dancing lights'', ''dispe magic'', ''wandering star motes'', creator must be able to cast 7th-level spells	'''Cost'''	21,000 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Periapt of health	&amp;quot;&amp;gt;	Periapt of health	&amp;lt;/span&amp;gt;''''' 	(	7,500 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	faint conjuration	;	'''CL'''	5th	;	'''Weight'''	-	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This simple periapt usually appears as a blue gemstone fastened to a silver chain designed to be worn about the neck. The wearer is immune to all disease, including supernatural diseases.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''remove disease''	'''Cost'''	3,750 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Periapt of proof against poison	&amp;quot;&amp;gt;	Periapt of proof against poison	&amp;lt;/span&amp;gt;'''''	(	27,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	faint conjuration	;	'''CL'''	5th	;	'''Weight'''	-	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This item is a brilliant-cut black gem on a delicate silver chain meant to be worn about the neck. The wearer is immune to poison, although poisons active when the periapt is first donned still run their course.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''neutralize poison''	'''Cost'''	13,500 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Periapt of protection from curses	&amp;quot;&amp;gt;	Periapt of protection from curses	&amp;lt;/span&amp;gt;'''''	(	12,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	faint abjuration	;	'''CL'''	5th	;	'''Weight'''	-	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This amethyst stone strung on a coarse iron chain protects the wearer from curses. Three times per day, whenever the wearer rolls a saving throw against a curse (such as a witch's hex, or a ''bestow curse'' spell), he may reroll the saving throw as an immediate action. The wearer must decide to use this ability before the results of the saving throw are revealed. He must take the second roll, even if it is worse.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''remove curse''	'''Cost'''	6,000 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Periapt of wound closure	&amp;quot;&amp;gt;	Periapt of wound closure	&amp;lt;/span&amp;gt;'''''	(	15,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate conjuration	;	'''CL'''	10th	;	'''Weight'''	-	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This stone is bright blue and dangles on a silver chain meant to be worn on the neck. The wearer of this periapt automatically becomes stable if his hit points drop below 0 (but not if the damage is enough to kill the wearer). The periapt doubles the wearer's normal rate of healing or allows normal healing of wounds that would not do so normally. Hit point damage caused by bleeding is negated for the wearer of the periapt, but he is still susceptible to damage from bleeding that causes ability damage or drain.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''heal''	'''Cost'''	7,500 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Righteous fist amulet	&amp;quot;&amp;gt;	Righteous fist amulet	&amp;lt;/span&amp;gt;'''''	(	4,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	faint transmutation	;	'''CL'''	4th	;	'''Weight'''	1/2 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This golden amulet is used by religious sects as a way to help the faithful capture fugitives or defend themselves without doing undue harm to potential converts. While the wearer is using her divine powers of retribution (such as a cleric's smite, an inquisitor's smiting judgment, or a paladin's smite), the amulet grants her the ability to make unarmed strikes in melee combat as if she had the Improved Unarmed Strike feat.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, Improved Unarmed Strike, ''stone fist''	'''Cost'''	2,000 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Scarab of protection	&amp;quot;&amp;gt;	Scarab of protection	&amp;lt;/span&amp;gt;'''''	(	38,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	strong abjuration and necromancy	;	'''CL'''	18th	;	'''Weight'''	-	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This device appears to be a jade medallion in the shape of a beetle. If it is held for 1 round, an inscription appears on its surface letting the holder know that it is a protective device. The scarab's possessor gains spell resistance 20. The scarab can also absorb energy-draining attacks, death effects, and negative energy effects. Upon absorbing 12 such attacks, the scarab turns to powder and is destroyed.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''deathward'', ''spell resistance''	'''Cost'''	19,000 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Swarmblade clasp	&amp;quot;&amp;gt;	Swarmblade clasp	&amp;lt;/span&amp;gt;'''''	(	3,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate abjuration	;	'''CL'''	8th	;	'''Weight'''	1/2 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	An ancient fossilized insect lies trapped within this ornate amber clasp, impaled by the long golden pin that fastens the wearer's cloak. The wearer's weapons, unarmed attacks, and natural attacks deal full damage to swarms, regardless of the swarm's immunity to weapon damage (if any, although damage reduction applies as normal). If the wearer is damaged by a swarm, she automatically succeeds on her saving throw against the swarm's distraction ability.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''repel vermin''	'''Cost'''	1,500 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Symbol of sanguine protection	&amp;quot;&amp;gt;	Symbol of sanguine protection	&amp;lt;/span&amp;gt;'''''	(	17,500 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	faint transmutation	;	'''CL'''	6th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This silver holy symbol rests just over the wearer's heart, imbuing his blood with divine power. After wearing the amulet for 24 hours, the wearer can shed his own blood as a standard action, dealing 1d6 points of damage to himself, to collect an amount of divinely empowered blood that functions as a flask of holy water. The wearer can collect his blood this way once per day, but the individual vials lose their potency after just 1 week. Undead creatures and evil outsiders that successfully use a blood drain attack on the wearer take 4d6 points of positive energy damage and are sickened for 1d4 rounds unless they make a DC 16 Will save. Any benefit the creature might gain from drinking the wearer's blood is negated due to the power of this symbol.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''bless water''	'''Cost'''	8,750 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Torc of lionheart fury	&amp;quot;&amp;gt;	Torc of lionheart fury	&amp;lt;/span&amp;gt;'''''	(	8,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	faint abjuration	;	'''CL'''	3rd	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	Each end of this heavy copper neckwear bears the image of a snarling lion. The wearer gains a +2 morale bonus on saving throws against fear. If the wearer is a barbarian of at least 12th level, she gains fearless rage as a bonus rage power. If she already has this power, she also becomes immune to the panicked condition while raging, and any panic-causing attack against her while she rages instead causes her to regain 1 round of rage.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''remove fear''	'''Cost'''	4,000 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
[[Category:Admin]][[Category:Magic_Items]]&lt;/div&gt;</summary>
		<author><name>Typhoon</name></author>
	</entry>
	<entry>
		<id>http://www.tenebraemush.net/index.php?title=Neck&amp;diff=18021</id>
		<title>Neck</title>
		<link rel="alternate" type="text/html" href="http://www.tenebraemush.net/index.php?title=Neck&amp;diff=18021"/>
		<updated>2015-03-22T00:45:18Z</updated>

		<summary type="html">&lt;p&gt;Typhoon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WondrousTableMain}}&lt;br /&gt;
{{T01}}&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; | &amp;lt;span id=&amp;quot;neck_table&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;'''Neck'''&lt;br /&gt;
{{T02}}&lt;br /&gt;
| '''Neck'''&lt;br /&gt;
| '''Market Price'''&lt;br /&gt;
|-&lt;br /&gt;
| [[Neck#Hand of the mage|Hand of the mage]]||900 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Neck#Aegis of recovery|Aegis of recovery]]||1,500 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Neck#Amulet of bullet protection|Amulet of bullet protection +1]]||1,500 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Neck#Brooch of shielding|Brooch of shielding]]||1,500 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Neck#Necklace of fireballs|Necklace of fireballs (type I)]]||1,650 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Neck#Amulet of natural armor|Amulet of natural armor +1]]||2,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Neck#Golembane scarab|Golembane scarab]]||2,500 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Neck#Necklace of fireballs|Necklace of fireballs (type II)]]||2,700 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Neck#Mind sentinel medallion|Mind sentinel medallion]]||3,500 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Neck#Mummer's ruff|Mummer's ruff]]||3,500 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Neck#Amulet of eternal strife|Amulet of elemental strife]]||4,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Neck#Righteous fist amulet|Righteous fist amulet]]||4,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Neck#Necklace of fireballs|Necklace of fireballs (type III)]]||4,350 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Neck#Amulet of mighty fists|Amulet of mighty fists +1]]||5,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Neck#Necklace of fireballs|Necklace of fireballs (type IV)]]||5,400 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Neck#Necklace of fireballs|Necklace of fireballs (type V)]]||5,850 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Neck#Amulet of bullet protection|Amulet of bullet protection +2]]||6,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Neck#Dragonfoe amulet|Feychild necklace]]||20,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Neck#Carcanet of detention|Carcanet of detention]]||7,200 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Neck#Periapt of health|Periapt of health]]||7,500 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Neck#Amulet of natural armor|Amulet of natural armor +2]]||8,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Neck#Amulet of proof against petrification|Amulet of proof against petrification]]||8,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Neck#Everwake amulet|Everwake amulet]]||8,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Neck#Gravewatch pendant|Gravewatch pendant]]||8,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Neck#Hand of glory|Hand of glory]]||8,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Neck#Torc of lionheart fury|Torc of the lionheart fury]]||8,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Neck#Necklace of fireballs|Necklace of fireballs (type VI)]]||8,100 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Neck#Necklace of fireballs|Necklace of fireballs (type VII)]]||8,700 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Neck#Amulet of hidden strength|Amulet of hidden strength]]||9,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Neck#Necklace of adaptation|Necklace of adaptation]]||9,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Neck#Amulet of spell cunning|Amulet of spell cunning]]||10,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Neck#Frost fist amulet|Frost fist amulet]]||10,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Neck#Crystal of healing hands|Crystal of healing hands]]||12,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Neck#Guardian gorget|Guardian gorget]]||12,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Neck#Medallion of thoughts|Medallion of thoughts]]||12,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Neck#Periapt of protection from curses|Periapt of protection from curses]]||12,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Neck#Forge fist amulet|Forge fist amulet]]||13,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Neck#Amulet of bullet protection|Amulet of bullet protection +3]]||13,500 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Neck#Periapt of wound closure|Periapt of wound closure]]||15,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Neck#Necklace of ki serenity|Necklace of ki serenity]]||16,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Neck#Brooch of amber sparks|Brooch of amber sparks]]||16,800 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Neck#Symbol of sanguine protection|Symbol of sanguine protection]]||17,500 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Neck#Amulet of natural armor|Amulet of natural armor +3]]||18,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Neck#Amulet of mighty fists|Amulet of mighty fists +2]]||20,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Neck#Dragonfoe amulet|Dragonfoe amulet]]||20,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Neck#Amulet of spell mastery|Amulet of spell mastery]]||22,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Neck#Amulet of bullet protection|Amulet of bullet protection +4]]||24,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Neck#Periapt of proof against poison|Periapt of proof against poison]]||27,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Neck#Amulet of natural armor|Amulet of natural armor +4]]||32,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Neck#Amulet of proof against detection and location|Amulet of proof against detection and location]]||35,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Neck#Amulet of bullet protection|Amulet of bullet protection +5]]||37,500 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Neck#Scarab of protection|Scarab of protection]]||38,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Neck#Necklace of netted stars|Necklace of netted stars]]||42,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Neck#Amulet of mighty fists|Amulet of mighty fists +3]]||45,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Neck#Amulet of natural armor|Amulet of natural armor +5]]||50,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Neck#Amulet of mighty fists|Amulet of mighty fists +4]]||80,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Neck#Amulet of the planes|Amulet of the planes]]||120,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Neck#Amulet of mighty fists|Amulet of mighty fists +5]]||125,000 gp&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;span id=&amp;quot;neck_desc&amp;quot;&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Aegis of recovery	&amp;quot;&amp;gt;	Aegis of recovery	&amp;lt;/span&amp;gt;''''' 	(	1,500 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	faint abjuration and conjuration	;	'''CL'''	3rd	;	'''Weight'''	-	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	An ''aegis of recovery'' grants its wearer a +2 resistance bonus on all saving throws made to recover from a continuing effect, such as ongoing poison damage, daily saving throws against a disease, a ''hold person'' spell, or lingering damage from an attack. This bonus does not help against initial saving throws against such effects. Should the wearer ever drop below 0 hit points, the aegis heals the wearer for 2d8+3 points of damage and then crumbles to dust.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''barkskin'', ''cure moderate wounds''	'''Cost'''	750 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Amulet of bullet protection	&amp;quot;&amp;gt;	Amulet of bullet protection	&amp;lt;/span&amp;gt;'''''	(	'''+1 luck bonus''' 1,500 gp; '''+2 luck bonus''' 6,000 gp; '''+3 luck bonus''' 13,500 gp; '''+4 luck bonus''' 24,000 gp; '''+5 luck bonus''' 37,500 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	faint abjuration	;	'''CL'''	5th	;	'''Weight'''	;-	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This amulet, usually crafted from the splintered remains of spent firearm bullets shaped into a rough holy symbol or clover, grants the wearer a luck bonus to AC against firearm attacks that target touch AC.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''divine favor'', creator's caster level must be at least three times the amulet's bonus	'''Cost'''	'''+1 luck bonus''' 750 gp; '''+2 luck bonus''' 3,000 gp; '''+3 luck bonus''' 6,750 gp; '''+4 luck bonus''' 12,000 gp; '''+5 luck bonus''' 18,750 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Amulet of eternal strife	&amp;quot;&amp;gt;	Amulet of eternal strife	&amp;lt;/span&amp;gt;'''''	(	4,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate abjuration	;	'''CL'''	8th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This amulet shines brightly when brought within 60 feet of an outsider with the elemental subtype, shedding light as a torch. The amulet glows a different color depending on the subtype of the elemental or elementals present (white for air, yellow for earth, red for fire, and blue for water). If more than one subtype is present, the gem flickers back and forth between the appropriate colors. The wearer gains resistance 5 against a single energy type determined by the subtype of the closest elemental present (air grants electricity resistance, earth grants acid resistance, fire grants fire resistance, and water grants cold resistance). If the closest elemental possesses multiple subtypes, the wearer may choose which type of resistance she gains. This energy resistance only applies against attacks from elementals. The amulet also allows any attacks made by the wearer to bypass the damage reduction of such creatures.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''resist energy'', creator must be 8th level	'''Cost'''	2,000 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=''{{PadBottom|10}}''&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Amulet of hidden strength	&amp;quot;&amp;gt;	Amulet of hidden strength	&amp;lt;/span&amp;gt;'''''	(	9,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	faint transmutation	;	'''CL'''	5th	;	'''Weight'''	-	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This glass teardrop hangs on a platinum chain and can be used once per day to grant a surge of power. This surge can be used in one of two ways. As a swift action, the wearer of the amulet can make one melee or ranged attack at his highest attack bonus. Alternatively, if the wearer of the amulet has a ''ki'' pool, he can instead focus on the power of the amulet as a full-round action and regain two ''ki'' points. This item does not stack with '''haste'''.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, creator must have a ''ki'' pool	'''Cost'''	4,500 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Amulet of mighty fists	&amp;quot;&amp;gt;	Amulet of mighty fists	&amp;lt;/span&amp;gt;'''''	(	'''+1 bonus''' 5,000 gp; '''+2 bonus''' 20,000 gp; '''+3 bonus''' 45,000 gp; '''+4 bonus''' 80,000 gp; '''+5 bonus''' 125,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	faint evocation	;	'''CL'''	5th	;	'''Weight'''	-	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This amulet grants an enhancement bonus of +1 to +5 on attack and damage rolls with unarmed attacks and natural weapons. Alternatively, this amulet can grant melee weapon special abilities, so long as they can be applied to unarmed attacks. See Table: Melee Weapon Special Abilities for a list of abilities. Special abilities count as additional bonuses for determining the market value of the item, but do not modify attack or damage bonuses. An amulet of mighty fists cannot have a modified bonus (enhancement bonus plus special ability bonus equivalents) higher than +5. An amulet of mighty fists does not need to have a +1 enhancement bonus to grant a melee weapon special ability.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''greater magic fang'', creator's caster level must be at least three times the amulet's bonus, plus any requirements of the melee weapon special abilities	'''Cost'''	'''+1 bonus''' 2,500 gp; '''+2 bonus''' 10,000 gp; '''+3 bonus''' 22,500 gp; '''+4 bonus''' 40,000 gp; '''+5 bonus''' 62,500 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Amulet of natural armor	&amp;quot;&amp;gt;	Amulet of natural armor	&amp;lt;/span&amp;gt;'''''	(	'''+1 bonus''' 2,000 gp; '''+2 bonus''' 8,000 gp; '''+3 bonus''' 18,000 gp; '''+4 bonus''' 32,000 gp; '''+5 bonus''' 50,000 gp 	)&amp;lt;br /&amp;gt;	'''Aura'''	faint transmutation	;	'''CL'''	5th	;	'''Weight'''	-	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This amulet, usually containing some type of magically preserved monster hide or other natural armor—such as bone, horn, carapace, or beast scales—toughens the wearer's body and flesh, giving him an enhancement bonus to his natural armor from +1 to +5, depending on the kind of amulet.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''barkskin'', creator's caster leve must be at least three times the amulet's bonus	'''Cost'''	'''+1  bonus''' 1,000 gp; '''+2 bonus''' 4,000 gp; '''+3 bonus''' 9,000 gp; '''+4 bonus''' 16,000 gp; '''+5 bonus''' 25,000 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Amulet of proof against detection and location	&amp;quot;&amp;gt;	Amulet of proof against detection and location	&amp;lt;/span&amp;gt;'''''	(	35,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate abjuration	;	'''CL'''	8th	;	'''Weight'''	-	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This silver amulet protects the wearer from scrying and magical location just as a ''nondetection'' spell does. If a divination spell is attempted against the wearer, the caster of the divination must succeed on a caster level check (1d20 + caster level) against a DC of 19 (as if the wearer had cast nondetection on herself).	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''nondetection''	'''Cost'''	17,500 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Amulet of proof against petrification	&amp;quot;&amp;gt;	Amulet of proof against petrification	&amp;lt;/span&amp;gt;'''''	(	8,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate abjuration	;	'''CL'''	8th	;	'''Weight'''	-	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This finely polished wooden amulet has the image of a blindfolded medusa carved upon its surface. Whenever the wearer fails a saving throw that would result in him being turned to stone, he is instead staggered for 1d6 rounds. If a spell or effect turns him to stone without allowing a saving throw, he is instead staggered for 1 minute. These abilities do not function while the wearer is staggered.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''stone to flesh''	'''Cost'''	4,000 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Amulet of spell cunning	&amp;quot;&amp;gt;	Amulet of spell cunning	&amp;lt;/span&amp;gt;'''''	(	10,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate transmutation	;	'''CL'''	7th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This silver locket only has power when used as a wizard's bonded object. It allows a wizard to prepare an additional 3 levels of spells per day.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''mnemonic enhancer''	'''Cost'''	5,000 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Amulet of spell mastery	&amp;quot;&amp;gt;	Amulet of spell mastery	&amp;lt;/span&amp;gt;'''''	(	22,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	strong transmutation	;	'''CL'''	11th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This platinum locket only has power when used as a wizard's bonded object. It allows the wizard to prepare an additional 6 levels of spells per day.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''mnemonic enhancer''	'''Cost'''	11,000 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Amulet of the planes	&amp;quot;&amp;gt;	Amulet of the planes	&amp;lt;/span&amp;gt;'''''	(	120,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	strong conjuration	;	'''CL'''	15th	;	'''Weight'''	-	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This device usually appears to be a black circular amulet, although any character looking closely at it sees a dark, moving swirl of color. The amulet allows its wearer to utilize the spell plane shift. However, this is a difficult item to master. The user must make a DC 15 Intelligence check in order to get the amulet to take her to the plane (and the specific location on that plane) that she desires. If she fails, the amulet transports her and all those traveling with her to a random location on that plane (01–60 on d%) or to a random plane (61–100).	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''plane shift''	'''Cost'''	60,000 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Brooch of amber sparks	&amp;quot;&amp;gt;	Brooch of amber sparks	&amp;lt;/span&amp;gt;'''''	(	16,800 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	faint abjuration and evocation	;	'''CL'''	5th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This copper clasp adorned with a piece of amber is used to fasten a cloak or cape. When its wearer takes electricity damage, this brooch absorbs up to 20 points of electrical damage and holds that electrical charged until it is released by its wielder or harmlessly at the end of 10 minutes, whichever occurs first. The brooch can absorb up to 50 points of electricity damage per day. The wielder can release the charge on command, unleashing any electricity in the brooch as if casting a ''shocking grasp'' spell (dealing 1d6 points of electricity damage per 5 points of damage held).	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''resist energy'', ''shocking grasp''	'''Cost'''	8,400 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Brooch of shielding	&amp;quot;&amp;gt;	Brooch of shielding	&amp;lt;/span&amp;gt;'''''	(	1,500 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	faint abjuration	;	'''CL'''	1st	;	'''Weight'''	-	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This appears to be a piece of silver or gold jewelry used to fasten a cloak or cape. In addition to this mundane task, it can absorb ''magic missiles'' of the sort generated by the spell or spell-like ability. A brooch can absorb up to 101 points of damage from magic missiles before it melts and becomes useless.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''shield''	'''Cost'''	750 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Carcanet of detention	&amp;quot;&amp;gt;	Carcanet of detention	&amp;lt;/span&amp;gt;'''''	(	7,200 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	faint conjuration	;	'''CL'''	4th	;	'''Weight'''	-	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	Comprised of thick iron links, the ''carcanet of detention'' is commonly worn by prison guards and elite members of the city watch. Once per day, the wearer of the carcanet may command it to animate and attempt to wrap around one Medium or smaller creature within 15 feet. The target receives a DC 15 Reflex saving throw to avoid the chain. If the saving throw fails, the target is entangled and cannot move from its current location. As a full-round action, the target can attempt a new saving throw to end the effect; otherwise it persists for 10 minutes or until ended by the wearer as a swift action, at which point it returns to its carcanet form. The chain has a hardness of 10 and 15 hit points.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''animate rope''	'''Cost'''	3,600 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Crystal of healing hands	&amp;quot;&amp;gt;	Crystal of healing hands	&amp;lt;/span&amp;gt;'''''	(	12,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate conjuration	;	'''CL'''	10th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	A cloth cord marked with esoteric religious symbols typically holds this roughly cut, glittering prism in place. A person with the lay on hands class feature can direct one use of this energy into the crystal, which stores it until the wearer speaks a command word to release it. Releasing the energy targets the wearer with the stored lay on hands effect, as if touched by the person who infused the crystal with its power. The crystal can contain a single use of the lay on hands class feature. When filled with this magic, it begins to glow with a pearly white light. The wearer of the crystal can order it to release its energy as a standard action. This acts identically to receiving the effect of lay on hands directly from the person who channeled it into the crystal, including any mercies they had at the time.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''cure light wounds'', creator must be a paladin	'''Cost'''	6,000 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Dragonfoe amulet	&amp;quot;&amp;gt;	Dragonfoe amulet	&amp;lt;/span&amp;gt;'''''	(	20,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate transmutation	;	'''CL'''	9th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This amulet consists of a cracked dragon scale set in a disk of gold. Most are slightly damaged, bearing the scars of draconic breath weapons. The ''dragonfoe amulet'' is a powerful, specialized tool for those who oppose dragons, improving the protection and attacks of the wearer in a number of ways. The wearer of a ''dragonfoe amulet'' ignores the damage reduction of dragons. This only affects actual dragons, not all creatures of the dragon type. In addition, if the wearer casts a spell against a dragon, she can roll twice to overcome any spell resistance the dragon might possess, taking the higher result. Lastly, the wearer takes no damage instead of half damage on a successful Reflex save against a dragon's breath weapon (as the evasion ability).	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, Spell Penetration, ''magic weapon'', ''jump''	'''Cost'''	10,000 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Everwake amulet	&amp;quot;&amp;gt;	Everwake amulet	&amp;lt;/span&amp;gt;'''''	(	8,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	faint conjuration	;	'''CL'''	2nd	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	Cast in the image of the sun and often ornamented with an open eye, this amulet defends the wearer against the need for sleep. The wearer of this amulet does not need to sleep, but must remain at ease for the normal amount of time to regain spells and other abilities that require rest (although the wearer could perform light activity, such as reading or keeping watch). Once the wearer has used the power of this amulet for a total of seven nights, the amulet loses its power for one day and the wearer is exhausted for this duration. If the wearer removes the amulet for any reason after having used its ability, she becomes exhausted for four hours for every night of sleep skipped.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''lesser restoration''	'''Cost'''	4,000 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Feychild necklace	&amp;quot;&amp;gt;	Feychild necklace	&amp;lt;/span&amp;gt;'''''	(	6,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate divination	;	'''CL'''	8th	;	'''Weight'''	1/2 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This necklace is set with a bloodstone sculpted to look like a scintillating green eye. It gives the wearer a +4 competence bonus on Charisma checks, like a Circlet of Persuasion, and Charisma-based checks made to interact with gnomes, a +2 competence bonus on similar checks when dealing with beings of the fey creature type, and a –2 penalty on similar checks when interacting with anyone else. The wearer can read, speak, and understand the Gnome language. If the wearer is not a gnome, she gains low-light vision, and may cast ''dancing lights'', ''ghost sound'', ''prestidigitation'', and ''speak with animals'' each once per day as a spell-like ability..	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, creator must be a gnome	'''Cost'''	3,000 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Forge fist amulet	&amp;quot;&amp;gt;	Forge fist amulet	&amp;lt;/span&amp;gt;'''''	(	13,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	faint evocation	;	'''CL'''	6th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This fist-shaped stone amulet glows with a fiery light. On command, this amulet causes the wearer's fists to transform into red-hot flaming adamantine. The wearer is protected from the searing heat and can make savage blows with his hands. Unarmed strikes and natural attacks the wearer make with his hands gain the ''flaming'' weapon special ability and are treated as adamantine for the purpose of bypassing damage reduction (but not hardness). The wearer's hands become rigid while using this amulet and cannot be use to hold or manipulate objects (unless that manipulation could be accomplished with a club and is not damaged by fire). The transformation can be ended as a swift action.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''greater magic fang''; and ''flame blade'', or ''fireball'	'''Cost'''	6,500 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Frost fist amulet	&amp;quot;&amp;gt;	Frost fist amulet	&amp;lt;/span&amp;gt;'''''	(	10,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	faint evocation	;	'''CL'''	5th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	Shaped like a fist, this iron amulet is surrounded by a frigid fog. On command, this amulet causes the wearer's hands to become encased in a layer of freezing iron. The wearer is protected from the frigid cold and can make savage blows with his hands. Unarmed strikes and natural attacks the wearer makes with hands gain the ''frost'' weapon special ability and are treated as cold iron for the purpose of bypassing damage reduction. The wearer's hands become rigid while using this amulet and cannot be use to hold or manipulate objects (unless that manipulation could be accomplished with a club and is not damaged by cold). The transformation can be ended as a swift action.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''greater magic fang''; and ''cone of cold'' or ''ice storm''	'''Cost'''	5,000 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Golembane scarab	&amp;quot;&amp;gt;	Golembane scarab	&amp;lt;/span&amp;gt;'''''	(	2,500 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate divination	;	'''CL'''	8th	;	'''Weight'''	-	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This beetle-shaped pin enables its wearer to detect any golem within 60 feet, although he must concentrate (a standard action) in order for the detection to take place. A scarab enables its bearer to combat golems with weapons, unarmed attacks, or natural weapons as if those golems had no damage reduction.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''detect magic'', creator must be at least 10th level	'''Cost'''	1,250 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Gravewatch pendant	&amp;quot;&amp;gt;	Gravewatch pendant	&amp;lt;/span&amp;gt;'''''	(	8,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	faint abjuration	;	'''CL'''	3rd	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	Favored by the grave-wardens of sites known to be infested with the spirits of the dead, this pendant is an iron ring strung on a necklace made from polished and discolored bones, nails, and teeth. A faint blue light limns the wearer, protecting him from attack. Undead creatures are repulsed by this light and take a –2 penalty on all attack rolls against the wearer of a ''gravewatch pendant''. Incorporeal undead creatures are further repulsed and instead take a –4 penalty on all attack rolls against the wearer. Undead creatures can sense this light easily, however, and receive a +4 circumstance bonus on Perception checks to detect a creature wearing this pendant.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''protection from evil''	'''Cost'''	4,000 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Guardian gorget	&amp;quot;&amp;gt;	Guardian gorget	&amp;lt;/span&amp;gt;'''''	(	12,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	strong abjuration	;	'''CL'''	13th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This flanged collar of mithral and steel protects the wearer's neck and shoulders. It provides a +2 armor bonus to AC (this does not stack with other armor bonuses) and grants the ''light fortification'' property to the wearer. In addition, the wearer may engrave a ''glyph of warding'' directly onto the guardian gorget. When the wearer is struck in melee, she can trigger the glyph as an immediate action, causing the glyph to discharge against the creature making the attack (and other creatures within 5 feet, if a blast glyph was placed, though the wearer is not harmed by the glyph‘s effects). The glyph can be triggered even if the attack would normally leave the wearer incapable of taking actions (such as killed, stunned, dazed, or knocked unconscious).	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''glyph of warding'', ''limited wish'' or ''miracle'', ''mage armor'' or ''magic vestment''	'''Cost'''	6,000 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Hand of glory	&amp;quot;&amp;gt;	Hand of glory	&amp;lt;/span&amp;gt;'''''	(	8,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	faint varied	;	'''CL'''	5th	;	'''Weight'''	2 lbs.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This mummified human hand hangs around a character's neck by a leather cord (taking up space as a magic necklace would). If a magic ring is placed on one of the fingers of the hand, the wearer benefits from the ring as if wearing it herself, and it does not count against her two-ring limit. The hand can wear only one ring at a time. Even without a ring, the hand itself allows its wearer to use ''daylight'' and ''see invisibility'' each once per day.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''animate dead'', ''daylight'', ''see invisibility''	'''Cost'''	4,000 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Hand of the mage	&amp;quot;&amp;gt;	Hand of the mage	&amp;lt;/span&amp;gt;'''''	(	900 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	faint transmutation	;	'''CL'''	2nd	;	'''Weight'''	2 lbs.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This mummified elf hand hangs by a golden chain around a character's neck (taking up space as a magic necklace would). It allows the wearer to utilize the spell ''mage hand'' at will.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''mage hand''	'''Cost'''	450 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Medallion of thoughts	&amp;quot;&amp;gt;	Medallion of thoughts	&amp;lt;/span&amp;gt;'''''	(	12,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	faint divination	;	'''CL'''	5th	;	'''Weight'''	-	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This appears to be a normal pendant disk hung from a neck chain. Usually fashioned from bronze, copper, or silver, the medallion allows the wearer to read the thoughts of others, as with the spell ''detect thoughts''.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''detect thoughts''	'''Cost'''	6,000 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Mind sentinel medallion	&amp;quot;&amp;gt;	Mind sentinel medallion	&amp;lt;/span&amp;gt;'''''	(	3,500 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	faint abjuration	;	'''CL'''	1st	;	'''Weight'''	-	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	The surface of this silver medallion is covered in angular geometric shapes that refract light randomly. The medallion grants a continuous +2 resistance bonus on saves versus mind-affecting spells, spell-like abilities, and supernatural abilities. If the wearer fails a save to avoid becoming dominated or confused, the amulet immediately grants the wearer a second saving throw to resist the effect. If this second save is successful, the medallion's power fades away entirely and it becomes a simple piece of silver jewelry.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''protection from evil''	'''Cost'''	1,750 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Mummer's ruff	&amp;quot;&amp;gt;	Mummer's ruff	&amp;lt;/span&amp;gt;'''''	(	3,500 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	faint illusion	;	'''CL'''	5th	;	'''Weight'''	-	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	Usually fashioned from brightly colored silk, a ''mummer's ruff'' is a favored accoutrement of performers and con artists alike. The wearer of a ''mummer's ruff'' gains a +10 bonus on Bluff skill checks when attempting to imitate another's voice. In addition, once per day, the wearer of the ''mummer's ruff'' can throw his voice as if using ''ventriloquism'' for up to 5 minutes.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''sculpt sound'', ''ventriloquism''	'''Cost'''	1,750 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Necklace of adaptation	&amp;quot;&amp;gt;	Necklace of adaptation	&amp;lt;/span&amp;gt;'''''	(	9,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate transmutation	;	'''CL'''	7th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This necklace is a heavy chain with a platinum medallion. The magic of the necklace wraps the wearer in a shell of fresh air, making him immune to all harmful vapors and gases (such as cloudkill and stinking cloud effects, as well as inhaled poisons) and allowing him to breathe, even underwater or in a vacuum.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''alter self''	'''Cost'''	4,500 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Necklace of fireballs	&amp;quot;&amp;gt;	Necklace of fireballs	&amp;lt;/span&amp;gt;'''''	(	See Table	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate evocation	;	'''CL'''	10th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This item appears to be a string of beads, sometimes with the ends tied together to form a necklace. (It does not count as an item worn around the neck for the purpose of determining which of a character's worn magic items is effective.) If a character holds it, however, all can see the strand as it really is—a golden chain from which hang a number of golden spheres. The spheres are detachable by the wearer (and only by the wearer), who can easily hurl one of them up to 70 feet. When a sphere arrives at the end of its trajectory, it detonates as a ''fireball'' spell (Reflex DC 14 half).&lt;br /&gt;
&lt;br /&gt;
Spheres come in different strengths, ranging from those that deal 2d6 points of fire damage to those that deal 10d6. The market price of a sphere is 150 gp for each die of damage it deals.&lt;br /&gt;
&lt;br /&gt;
{{WondrousTableMain}}&lt;br /&gt;
{{T01}}&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; | '''Necklace of Fireballs'''&lt;br /&gt;
{{T02}}&lt;br /&gt;
| Necklace||10d6||9d6||8d6||7d6||6d6||5d6||4d6||3d6||2d6||Market Price&lt;br /&gt;
|-&lt;br /&gt;
| Type I||—||—||—||—||—||1||—||2||—||1,650 gp&lt;br /&gt;
|-&lt;br /&gt;
| Type II||—||—||—||—||1||—||2||—||2||2,700 gp&lt;br /&gt;
|-&lt;br /&gt;
| Type III||—||—||—||1||—||2||—||4||—||4,350 gp&lt;br /&gt;
|-&lt;br /&gt;
| Type IV||—||—||1||—||2||—||2||—||4||5,400 gp&lt;br /&gt;
|-&lt;br /&gt;
| Type V||—||1||—||2||—||2||—||2||—||5,850 gp&lt;br /&gt;
|-&lt;br /&gt;
| Type VI||1||—||2||—||2||—||4||—||—||8,100 gp&lt;br /&gt;
|-&lt;br /&gt;
| Type VII||1||2||—||2||—||2||—||2||—||8,700 gp&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Each ''necklace of fireballs'' contains a combination of spheres of various strengths. Some traditional combinations, designated types I through VII, are detailed above.&lt;br /&gt;
&lt;br /&gt;
If the necklace is being worn or carried by a character who fails her saving throw against a magical fire attack, the item must make a saving throw as well (with a save bonus of +7). If the necklace fails to save, all its remaining spheres detonate simultaneously, often with regrettable consequences for the wearer.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''fireball''	'''Cost'''	'''Type I''' 825 gp; '''Type II''' 1,350 gp; '''Type III''' 2, 175 gp; '''Type IV''' 2,700 gp; '''Type V''' 2,925 gp; '''Type VI''' 4,050 gp; '''Type VII'''4,350 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Necklace of ki serenity	&amp;quot;&amp;gt;	Necklace of ki serenity	&amp;lt;/span&amp;gt;''''' 	(	16,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate enchantment	;	'''CL'''	9th	;	'''Weight'''	-	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This simple leather cord is tightly knotted at even intervals and gives its wearer a sense of inner calmness and connection with the larger world. The wearer gains a +4 bonus to his effective level when determining the size of his ki pool and the level-based effects of his ki pool ability (such as bypassing damage reduction).	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''calm emotions'', ''owl's wisdom''	'''Cost'''	8,000 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Necklace of netted stars	&amp;quot;&amp;gt;	Necklace of netted stars	&amp;lt;/span&amp;gt;''''' 	(	42,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	strong illusion and transmutation	;	'''CL'''	12th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This marvelous mithral necklace forms a broad, draping lacework of threadlike chains set with a multitude of tiny jewels. Seven of these jewels are larger than the rest. While wearing a ''necklace of netted stars'', the wearer can create ''dancing lights'' at will and ''wandering star motes'' once per day. In addition, each of the seven jewels of the necklace can recall a previously cast 1st-level or 0-level spell, as a ''pearl of power''. Once per day, the wearer may use the necklace to catch a spell targeted at him, as if readying an action to counterspell using dispel magic, with a bonus on the check equal to 12 + the number of jewels not yet used to recall spells that day. If all jewels have been used, this ability cannot be used that day. The level of the spell to be countered must be less than or equal to the number of unused jewels. If the counterspell succeeds, the spell is negated and the wearer can use its magical energy to recall a previously cast spell of the same level or lower as an immediate action. Whether or not the attempt succeeds, this action exhausts the power of all of the necklace's jewels for that day.Once per day, the wearer may use the necklace to catch a spell targeted at him, as if readying an action to counterspell using ''dispel magic'', with a bonus on the check equal to 12 + the number of jewels not yet used to recall spells that day. If all jewels have been used, this ability cannot be used that day. The level of the spell to be countered must be less than or equal to the number of unused jewels. If the counterspell succeeds, the spell is negated and the wearer can use its magical energy to recall a previously cast spell of the same level or lower as an immediate action. Whether or not the attempt succeeds, this action exhausts the power of all of the necklace's jewels for that day.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''dancing lights'', ''dispe magic'', ''wandering star motes'', creator must be able to cast 7th-level spells	'''Cost'''	21,000 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Periapt of health	&amp;quot;&amp;gt;	Periapt of health	&amp;lt;/span&amp;gt;''''' 	(	7,500 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	faint conjuration	;	'''CL'''	5th	;	'''Weight'''	-	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This simple periapt usually appears as a blue gemstone fastened to a silver chain designed to be worn about the neck. The wearer is immune to all disease, including supernatural diseases.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''remove disease''	'''Cost'''	3,750 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Periapt of proof against poison	&amp;quot;&amp;gt;	Periapt of proof against poison	&amp;lt;/span&amp;gt;'''''	(	27,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	faint conjuration	;	'''CL'''	5th	;	'''Weight'''	-	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This item is a brilliant-cut black gem on a delicate silver chain meant to be worn about the neck. The wearer is immune to poison, although poisons active when the periapt is first donned still run their course.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''neutralize poison''	'''Cost'''	13,500 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Periapt of protection from curses	&amp;quot;&amp;gt;	Periapt of protection from curses	&amp;lt;/span&amp;gt;'''''	(	12,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	faint abjuration	;	'''CL'''	5th	;	'''Weight'''	-	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This amethyst stone strung on a coarse iron chain protects the wearer from curses. Three times per day, whenever the wearer rolls a saving throw against a curse (such as a witch's hex, or a ''bestow curse'' spell), he may reroll the saving throw as an immediate action. The wearer must decide to use this ability before the results of the saving throw are revealed. He must take the second roll, even if it is worse.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''remove curse''	'''Cost'''	6,000 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Periapt of wound closure	&amp;quot;&amp;gt;	Periapt of wound closure	&amp;lt;/span&amp;gt;'''''	(	15,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate conjuration	;	'''CL'''	10th	;	'''Weight'''	-	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This stone is bright blue and dangles on a silver chain meant to be worn on the neck. The wearer of this periapt automatically becomes stable if his hit points drop below 0 (but not if the damage is enough to kill the wearer). The periapt doubles the wearer's normal rate of healing or allows normal healing of wounds that would not do so normally. Hit point damage caused by bleeding is negated for the wearer of the periapt, but he is still susceptible to damage from bleeding that causes ability damage or drain.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''heal''	'''Cost'''	7,500 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Righteous fist amulet	&amp;quot;&amp;gt;	Righteous fist amulet	&amp;lt;/span&amp;gt;'''''	(	4,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	faint transmutation	;	'''CL'''	4th	;	'''Weight'''	1/2 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This golden amulet is used by religious sects as a way to help the faithful capture fugitives or defend themselves without doing undue harm to potential converts. While the wearer is using her divine powers of retribution (such as a cleric's smite, an inquisitor's smiting judgment, or a paladin's smite), the amulet grants her the ability to make unarmed strikes in melee combat as if she had the Improved Unarmed Strike feat.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, Improved Unarmed Strike, ''stone fist''	'''Cost'''	2,000 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Scarab of protection	&amp;quot;&amp;gt;	Scarab of protection	&amp;lt;/span&amp;gt;'''''	(	38,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	strong abjuration and necromancy	;	'''CL'''	18th	;	'''Weight'''	-	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This device appears to be a jade medallion in the shape of a beetle. If it is held for 1 round, an inscription appears on its surface letting the holder know that it is a protective device. The scarab's possessor gains spell resistance 20. The scarab can also absorb energy-draining attacks, death effects, and negative energy effects. Upon absorbing 12 such attacks, the scarab turns to powder and is destroyed.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''deathward'', ''spell resistance''	'''Cost'''	19,000 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Swarmblade clasp	&amp;quot;&amp;gt;	Swarmblade clasp	&amp;lt;/span&amp;gt;'''''	(	3,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate abjuration	;	'''CL'''	8th	;	'''Weight'''	1/2 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	An ancient fossilized insect lies trapped within this ornate amber clasp, impaled by the long golden pin that fastens the wearer's cloak. The wearer's weapons, unarmed attacks, and natural attacks deal full damage to swarms, regardless of the swarm's immunity to weapon damage (if any, although damage reduction applies as normal). If the wearer is damaged by a swarm, she automatically succeeds on her saving throw against the swarm's distraction ability.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''repel vermin''	'''Cost'''	1,500 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Symbol of sanguine protection	&amp;quot;&amp;gt;	Symbol of sanguine protection	&amp;lt;/span&amp;gt;'''''	(	17,500 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	faint transmutation	;	'''CL'''	6th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This silver holy symbol rests just over the wearer's heart, imbuing his blood with divine power. After wearing the amulet for 24 hours, the wearer can shed his own blood as a standard action, dealing 1d6 points of damage to himself, to collect an amount of divinely empowered blood that functions as a flask of holy water. The wearer can collect his blood this way once per day, but the individual vials lose their potency after just 1 week. Undead creatures and evil outsiders that successfully use a blood drain attack on the wearer take 4d6 points of positive energy damage and are sickened for 1d4 rounds unless they make a DC 16 Will save. Any benefit the creature might gain from drinking the wearer's blood is negated due to the power of this symbol.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''bless water''	'''Cost'''	8,750 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Torc of lionheart fury	&amp;quot;&amp;gt;	Torc of lionheart fury	&amp;lt;/span&amp;gt;'''''	(	8,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	faint abjuration	;	'''CL'''	3rd	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	Each end of this heavy copper neckwear bears the image of a snarling lion. The wearer gains a +2 morale bonus on saving throws against fear. If the wearer is a barbarian of at least 12th level, she gains fearless rage as a bonus rage power. If she already has this power, she also becomes immune to the panicked condition while raging, and any panic-causing attack against her while she rages instead causes her to regain 1 round of rage.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''remove fear''	'''Cost'''	4,000 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
[[Category:Admin]][[Category:Magic_Items]]&lt;/div&gt;</summary>
		<author><name>Typhoon</name></author>
	</entry>
	<entry>
		<id>http://www.tenebraemush.net/index.php?title=Headband&amp;diff=18020</id>
		<title>Headband</title>
		<link rel="alternate" type="text/html" href="http://www.tenebraemush.net/index.php?title=Headband&amp;diff=18020"/>
		<updated>2015-03-22T00:42:25Z</updated>

		<summary type="html">&lt;p&gt;Typhoon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WondrousTableMain}}&lt;br /&gt;
{{T01}}&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; |&amp;lt;span id=&amp;quot;headband_table&amp;quot;&amp;gt;&amp;lt;/span&amp;gt; '''Headband'''&lt;br /&gt;
{{T02}}&lt;br /&gt;
| '''Headband'''&lt;br /&gt;
| '''Market Price'''&lt;br /&gt;
|-&lt;br /&gt;
| [[Headband#Phylactery of faithfulness|Phylactery of faithfulness]]||1,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Headband#Headband of alluring charisma|Headband of alluring charisma +2]]||4,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Headband#Headband of inspired wisdom|Headband of inspired wisdom +2]]||4,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Headband#Headband of vast intelligence|Headband of vast intelligence +2]]||4,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Headband#Headband of aerial agility|Headband of aerial agility +2]]||4,500 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Headband#Shifter's headband|Shifter's headband +2]]||4,500 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Headband#Headband of ponderous recollection|Headband of ponderous recollection]]||5,100 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Headband#Headband of ki focus|Headband of ki focus]]||5,400 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Headband#Headband of unshakable resolve|Headband of unshakable resolve]]||5,600 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Headband#Hollywreath band|Hollywreath band]]||5,700 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Headband#Headband of deathless devotion|Headband of deathless devotion]]||6,400 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Headband#Phylactery of the shepherd|Phylactery of the shepherd]]||7,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Headband#Headband of havoc|Headband of havoc]]||8,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Headband#Serpent's band|Serpent's band]]||9,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Headband#Headband of mental prowess|Headband of mental prowess +2]]||10,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Headband#Hunter's band|Hunter's band]]||11,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Headband#Phylactery of negative channeling|Phylactery of negative channeling]]||11,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Headband#Phylactery of positive channeling|Phylactery of positive channeling]]||11,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Headband#Veiled eye|Veiled eye]]||12,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Headband#Band of the stalward warrior|Band of the stalward warrior]]||14,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Headband#Headband of alluring charisma|Headband of alluring charisma +4]]||16,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Headband#Headband of inspired wisdom|Headband of inspired wisdom +4]]||16,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Headband#Headband of mental superiority|Headband of mental superiority +2]]||16,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Headband#Headband of vast intelligence|Headband of vast intelligence +4]]||16,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Headband#Shifter's headband|Shifter's headband +4]]||17,500 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Headband#Headband of arcane energy|Headband of arcane energy]]||20,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Headband#Headband of counterspelling|Headband of counterspelling]]||20,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Headband#Winter wolf headband|Winter wolf headband]]||32,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Headband#Headband of alluring charisma|Headband of alluring charisma +6]]||36,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Headband#Headband of inspired wisdom|Headband of inspired wisdom +6]]||36,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Headband#Headband of vast intelligence|Headband of vast intelligence +6]]||36,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Headband#Shifter's headband|Shifter's headband +6]]||39,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Headband#Headband of mental prowess|Headband of mental prowess +4]]||40,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Headband#Headband of aerial agility|Headband of aerial agility +4]]||42,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Headband#Headband of mental resilience|Headband of mental resilience]]||64,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Headband#Headband of mental superiority|Headband of mental superiority +4]]||64,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Headband#Headband of aerial agility|Headband of aerial agility +6]]||81,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Headband#Headband of mental prowess|Headband of mental prowess +6]]||90,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Headband#Headband of mental superiority|Headband of mental superiority +6]]||144,000 gp&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;span id=&amp;quot;headband_desc&amp;quot;&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Band of the stalward warrior	&amp;quot;&amp;gt;	Band of the stalward warrior	&amp;lt;/span&amp;gt;''''' 	(	14,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	strong abjuration	;	'''CL'''	16th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This plain iron band protects its wearer from fear effects. Whenever the wearer suffers a fear effect, she is merely shaken (even if the effect would normally make the target frightened or panicked). Furthermore, the subject gains a +2 competence bonus on all Will saves against fear. If the wearer has the bravery class feature, she is considered four levels higher when determining that class feature's effect.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''remove fear''	'''Cost'''	7,000 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Headband of aerial agility	&amp;quot;&amp;gt;	Headband of aerial agility	&amp;lt;/span&amp;gt;'''''	(	'''+2 Intelligence, Wisdom, Charisma''' 4,500 gp; '''+4 Intelligence, Wisdom, Charisma''' 42,000 gp; '''+6 Intelligence, Wisdom, Charisma''' 81,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate transmutation	;	'''CL'''	8th	;	'''Weight'''	-	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This headband is decorated with feathers from a number of colorful birds. It grants boons to flying magic, and more powerful versions grant the power of flight. The wearer of a ''headband of aerial agility +2'' treats his caster level as if it were one level higher when casting spells or creating extracts that grant flight. A ''headband of aerial agility +4'' gains the same benefits and, on command, grants the wearer the ability to fly (as the ''fly'' spell) three times per day. A ''headband of aerial agility +6'' functions like a +4 version, but the headband grants the ability to use ''fly'' at will. All versions also grant the wearer an enhancement bonus to one mental ability score (Intelligence, Wisdom, or Charisma) of +2, +4, or +6. Treat this as a temporary ability bonus for the first 24 hours the headband is worn. This bonus is chosen when the headband is created and cannot be changed. If the headband grants a bonus to Intelligence, it also grants skill ranks as a ''headband of vast intelligence'', usually granting ranks in Fly, Acrobatics, or Knowledge (planes).	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, Extend Spell, ''fly''	'''Cost'''	'''+2 Intelligence, Wisdom, Charisma''' 2,500 gp; '''+4 Intelligence, Wisdom, Charisma''' 21,000 gp; '''+6 Intelligence, Wisdom, Charsima''' 40,500 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Headband of alluring charisma	&amp;quot;&amp;gt;	Headband of alluring charisma	&amp;lt;/span&amp;gt;'''''	(	'''+2 Charisma''' 4,000 gp; '''+4 Charisma''' 16,000 gp; '''+6 Charisma''' 36,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate transmutation	;	'''CL'''	8th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This attractive silver headband is decorated with a number of small red and orange gemstones. The headband grants the wearer an enhancement bonus to Charisma of +2, +4, or +6. Treat this as a temporary ability bonus for the first 24 hours the headband is worn.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''eagle's splendor''	'''Cost'''	'''+2 Charisma''' 2,000 gp; '''+4 Charisma''' 8,000 gp; '''+6 Charisma''' 18,000 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=''{{PadBottom|10}}''&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Headband of arcane energy	&amp;quot;&amp;gt;	Headband of arcane energy	&amp;lt;/span&amp;gt;'''''	(	20,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	strong evocation	;	'''CL'''	13th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This headband has three swirling patterns of red, green, and blue crystals arching across its length. Three times per day, its wearer can sacrifice an arcane spell to create an offensive blast or defensive shield. The blast is a ranged touch attack with a range of 30 feet, which deals 1d6 points of energy damage (cold, electricity, or fire) per spell level sacrificed. The shield creates a swirling band of energy that lasts 1 round and gives the wearer a deflection bonus to AC equal to 2 + the level of the spell sacrificed.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Arcane Blast, Arcane Shield, Craft Wondrous Item, ''prismatic spray''	'''Cost'''	10,000 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Headband of counterspelling	&amp;quot;&amp;gt;	Headband of counterspelling	&amp;lt;/span&amp;gt;'''''	(	20,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	strong abjuration	;	'''CL'''	13th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This metal headband grants a +5 insight bonus on Spellcraft checks made to identify a spell as it is being cast. Furthermore, once per day the wearer can attempt to counter a spell by casting the appropriate spell as an immediate action instead of doing so with a readied action. The wearer must first identify the spell being cast before countering a spell with this headband.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''spell turning''	'''Cost'''	10,000 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Headband of deathless devotion	&amp;quot;&amp;gt;	Headband of deathless devotion	&amp;lt;/span&amp;gt;'''''	(	6,400 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	faint enchantment	;	'''CL'''	1st	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This white headband, often painted or embroidered with calligraphy or a stylized pictogram such as a sunburst, helps focus the wearer's resolve and absolute determination to survive and succeed. The wearer gains a +2 morale bonus on stabilization checks and on saving throws against ongoing effects with recurring saves, such as diseases, poisons, or compulsions such as ''dominate person'' or ''hold person''. &amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''heroism'', ''stabilize''	'''Cost'''	3,200 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Headband of havoc	&amp;quot;&amp;gt;	Headband of havoc	&amp;lt;/span&amp;gt;'''''	(	8,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	faint enchantment	;	'''CL'''	5th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This band of raggedly stitched animal skins and teeth focuses a barbarian wearer's bloodlust. When the wearer enters a rage, she selects one of her rage powers. For the duration of the rage, that power functions as if the wearer's barbarian level were four levels higher. Once per day when the wearer is attacked or has to make a saving throw against a hostile effect, she may spend 2 rounds of rage to begin a rage as an immediate action. This rage becomes active prior to resolving the attack that triggered it and lasts until the start of her next turn (at which time she may continue to rage as if she had begun the rage in the normal manner).	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''rage''	'''Cost'''	4,000 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Headband of inspired wisdom	&amp;quot;&amp;gt;	Headband of inspired wisdom	&amp;lt;/span&amp;gt;'''''	(	'''+2 Wisdom''' 4,000 gp; '''+4 Wisdom''' 16,000 gp; '''+6 Wisdom''' 36,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate transmutation	;	'''CL'''	8th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This simple bronze headband is decorated with an intricate pattern of fine green etchings. The headband grants the wearer an enhancement bonus to Wisdom of +2, +4, or +6. Treat this as a temporary ability bonus for the first 24 hours the headband is worn.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''owl's wisdom''	'''Cost'''	'''+2 Wisdom''' 2,000 gp; '''+4 Wisdom''' 8,000 gp; '''+6 Wisdom''' 18,000 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Headband of ki focus	&amp;quot;&amp;gt;	Headband of ki focus	&amp;lt;/span&amp;gt;'''''	(	5,400 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	faint abjuration	;	'''CL'''	1st	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This tied headband helps the wearer focus his ''ki'' more effectively. Whenever the wearer spends ''ki points'' to make an additional attack, that attack roll gains a +1 insight bonus (+2 if the wearer is using a ''ki focus'' weapon with that attack). Furthermore, the wearer of a ''headband of ki focus'' is immune to the ninja's ''ki'' block trick or similar effects that block the wearer from using ''ki'' points.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, creator must have a ''ki'' pool	'''Cost'''	2,700 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Headband of mental prowess	&amp;quot;&amp;gt;	Headband of mental prowess	&amp;lt;/span&amp;gt;'''''	(	'''+2 to two mental ability scores''' 10,000 gp; '''+4 to two mental ability scores''' 40,000 gp; '''+6 to two mental ability scores''' 90,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	strong transmutation	;	'''CL'''	12th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This simple copper headband has a small yellow gem set so that when it rests upon the forehead of the wearer, the yellow gem sits perched on the wearer's brow as if it were a third eye in the middle of her forehead. Often, the headband contains additional designs to further accentuate the appearance of a third, crystal eye. The headband grants the wearer an enhancement bonus to two mental ability scores (Intelligence, Wisdom, or Charisma) of +2, +4, or +6. Treat this as a temporary ability bonus for the first 24 hours the headband is worn. These bonuses are chosen when the headband is created and cannot be changed. If the headband grants a bonus to Intelligence, it also grants skill ranks as a ''headband of vast intelligence''.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''eagle's splendor'', ''fox's cunning'', ''owl's wisdom'' (any two)	'''Cost'''	'''+2 to two mental ability scores''' 5,000 gp; '''+4 to two mental ability scores''' 20,000 gp; '''+6 to two mental ability scores''' 45,000 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Headband of mental resilience	&amp;quot;&amp;gt;	Headband of mental resilience	&amp;lt;/span&amp;gt;'''''	(	64,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	strong abjuration and transmutation	;	'''CL'''	16th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	Five faceted sapphires decorate this ornate headband. The headband protects the wearer from effects that would damage his mental capacity. After wearing the headband for 24 hours, the wearer gains five temporary ability points. These points do not add to the wearer's ability scores and do not grant a bonus to any roll. Any damage or drain to a mental ability score (Intelligence, Wisdom, or Charisma) taken by the wearer is subtracted from these points first. Damage or drain in excess of the wearer's temporary ability points is applied to his current ability scores as normal. The wearer immediately loses all temporary ability points upon removing the headband. In addition, the headband grants the wearer a +2 enhancement bonus to Intelligence, Wisdom, and Charisma. Treat this as a temporary ability bonus for the first 24 hours the headband is worn. It also grants skill ranks as a ''headband of vast intelligence +2''. Temporary ability points that are lost to ability damage return after 24 hours. Ability points lost to ability drain are lost permanently.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''eagle's spendor'', ''fox's cunning'', ''lesser restoration'', ''owl's wisdom''	'''Cost'''	32,000 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Headband of mental superiority	&amp;quot;&amp;gt;	Headband of mental superiority	&amp;lt;/span&amp;gt;'''''	(	'''+2 to Intelligence, Wisdom, and Charisma''' 16,000 gp; '''+4 to Intelligence, Wisdom, and Charisma''' 64,000 gp; '''+6 to Intelligence, Wisdom, and Charisma''' 144,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	strong transmutation	;	'''CL'''	16th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This ornate headband is decorated with numerous clusters of small gemstones. The headband grants the wearer an enhancement bonus to all mental ability scores (Intelligence, Wisdom, and Charisma) of +2, +4, or +6. Treat this as a temporary ability bonus for the first 24 hours the headband is worn. The headband also grants skill ranks as a ''headband of vast intelligence''.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''eagle's splendor'', ''fox's cunning'', ''owl's wisdom''	'''Cost'''	'''+2 to Intelligence, Wisdom and Charisma''' 8,000 gp; '''+4 to Intelligence, Wisdom and Charisma''' 32,000 gp; '''+6 to Intelligence, Wisdom and Charisma''' 77,000 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Headband of ponderous recollection	&amp;quot;&amp;gt;	Headband of ponderous recollection	&amp;lt;/span&amp;gt;'''''	(	5,100 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate divination and transmutation	;	'''CL'''	8th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This black leather headband has two small amber gemstones set so they rest on the wearer's forehead. The headband grants the wearer a +2 enhancement bonus to Intelligence. Treat this as a temporary ability bonus for the first 24 hours the headband is worn. It also grants skill ranks as a headband of vast intelligence, but always grants ranks in a Knowledge skill. As a swift action three times per day, the wearer can call upon the headband to reveal the abilities and weaknesses of a creature within line of sight. The headband fills the wearer's mind with information as though the wearer had made a Knowledge check with a natural roll of a 5, adding her bonuses to the check as normal. At the start of her next turn, the wearer receives additional information as though she had made the check with a natural roll of 10. At the start of her turn after that, the wearer receives a final piece of information, treating her natural roll as 15.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''know the enemy''	'''Cost'''	2,550 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Headband of unshakable resolve	&amp;quot;&amp;gt;	Headband of unshakable resolve	&amp;lt;/span&amp;gt;'''''	(	5,600 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate abjuration and transmutation	;	'''CL'''	8th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This simple white cotton headband is decorated with a stylized imperial dragon coiled above the wearer's forehead. The headband grants the wearer a +2 enhancement bonus to her Wisdom score. Treat this as a temporary ability bonus for the first 24 hours the headband is worn. Whenever the wearer suffers a fear effect, she may spend an immediate action to reduce the severity of the fear effect by one step. If the wearer would become panicked, she is instead frightened. If she would become frightened, she is instead shaken. If the wearer would become shaken, the effect is negated entirely. The wearer can use this ability up to three times per day.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''owl's wisdom'', ''remove fear''	'''Cost'''	2,800 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Headband of vast intelligence	&amp;quot;&amp;gt;	Headband of vast intelligence	&amp;lt;/span&amp;gt;'''''	(	'''+2 Intelligence''' 4,000 gp; '''+4 Intelligence''' 16,000 gp; '''+6 Intelligence''' 36,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate transmutation	;	'''CL'''	8th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This intricate gold headband is decorated with several small blue and deep purple gemstones. The headband grants the wearer an enhancement bonus to Intelligence of +2, +4, or +6. Treat this as a temporary ability bonus for the first 24 hours the headband is worn. A ''headband of vast intelligence'' has one skill associated with it per +2 bonus it grants. After being worn for 24 hours, the headband grants a number of skill ranks in those skills equal to the wearer's total Hit Dice. These ranks do not stack with the ranks a creature already possesses. These skills are chosen when the headband is created. If no skill is listed, the headband is assumed to grant skill ranks in randomly determined Knowledge skills.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''fox's cunning''	'''Cost'''	'''+2 Intelligence''' 2,000 gp; '''+4 Intelligence''' 8,000 gp; '''+6 Intelligence''' 18,000 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Hollywreath band	&amp;quot;&amp;gt;	Hollywreath band	&amp;lt;/span&amp;gt;'''''	(	5,700 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	faint transmutation	;	'''CL'''	3rd	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This headband is woven of magically preserved holly, its deep green leaves and bright red berries perpetually lustrous. The wearer may create ''goodberries'' once per day as the spell, and any effect she creates that affects plants, including the domain powers of the Plant domain, take effect at +1 caster level and gain a +1 bonus to the save DC.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''goodberry'', ''plant growth''	'''Cost'''	2,580 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Hunter's band	&amp;quot;&amp;gt;	Hunter's band	&amp;lt;/span&amp;gt;'''''	(	11,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	faint transmutation	;	'''CL'''	4th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This simple headband of braided hide grants a +5 competence bonus on Survival checks and inures the wearer to the strain of long travel, as the ''tireless pursuit'' spell . If the wearer is a ranger, the ''hunter's band'' increases his favored enemy bonus on attack rolls by +1 for all his favored enemies. If the ranger has the hunter's bond (companions) class feature, this increase also applies to the attack roll bonus his allies gain from that ability.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''instant enemy'', ''tireless pursuit'', creator must have 5 ranks in Survival	'''Cost'''	5,500 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Phylactery of faithfulness	&amp;quot;&amp;gt;	Phylactery of faithfulness	&amp;lt;/span&amp;gt;'''''	(	1,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	faint divination	;	'''CL'''	1st	;	'''Weight'''	-	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This item is a tiny box containing religious scripture. The box is affixed to a leather cord and tied around the forehead, worn so that the box sits upon the wearer's brow. There is no mundane way to determine what function this religious item performs until it is worn. The wearer of a ''phylactery of faithfulness'' is aware of any action or item that could adversely affect her alignment and her standing with her deity, including magical effects. She acquires this information prior to performing such an action or becoming associated with such an item if she takes a moment to contemplate the act.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''detect chaos'', ''detect evil'', ''detect good'', ''detect law''	'''Cost'''	500 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Phylactery of negative channeling	&amp;quot;&amp;gt;	Phylactery of negative channeling	&amp;lt;/span&amp;gt;'''''	(	11,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate necromancy	;	'''CL'''	10th	;	'''Weight'''	-	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This item is a boon to any character able to channel negative energy, increasing the amount of damage dealt to living creatures by +2d6. This also increases the amount of damage healed by undead creatures.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, creator must be a 10th-level cleric	'''Cost'''	5,500 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Phylactery of positive channeling	&amp;quot;&amp;gt;	Phylactery of positive channeling	&amp;lt;/span&amp;gt;'''''	(	11,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate necromancy	;	'''CL'''	10th 	;	'''Weight'''	-	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This item allows channelers of positive energy to increase the amount of damage dealt to undead creatures by +2d6. This also increases the amount of damage healed by living creatures.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, creator must be a 10th-level cleric	'''Cost'''	5,500 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Phylactery of the shepherd	&amp;quot;&amp;gt;	Phylactery of the shepherd	&amp;lt;/span&amp;gt;'''''	(	7,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	faint divination	;	'''CL'''	3rd	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	Three times per day on command, the phylactery's wearer can determine the current health and overall well-being of any one ally within 30 feet. This effect acts as the ''status'' spell. If the wearer has the ability to channel energy or lay on hands, he can as a swift action choose to apply the effects of that class feature to an ally he is currently evaluating so long as that ally is within 30 feet of him, but doing so ends the effect of the phylactery's ''status''.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''status''	'''Cost'''	3,500 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Serpent's band	&amp;quot;&amp;gt;	Serpent's band	&amp;lt;/span&amp;gt;'''''	(	9,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate conjuration and enchantment	;	'''CL'''	10th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	The wearer of this circlet gains a +2 insight bonus on saving throws against effects with the emotion descriptor, including fear effects. The wearer gains fluency in Draconic and may converse with non-sentient (Int 1 or 2) reptilian animals and magical beasts as if using the ''speak with animals'' spell, and gains a +4 competence bonus on Handle Animal and wild empathy checks made when interacting with such creatures.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''animal trance'', ''hypnotism'', ''speak with animals'', ''summon nature's ally V''	'''Cost'''	4,500 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Shifter's headband	&amp;quot;&amp;gt;	Shifter's headband	&amp;lt;/span&amp;gt;'''''	(	'''+2 Intelligence, Wisdom or Charisma''' 4,500 gp; '''+4 Intelligence, Wisdom or Charisma''' 17,500 gp; '''+6 Intelligence, Wisdom or Charisma''' 39,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate transmutation	;	'''CL'''	8th	;	'''Weight'''	-	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This band of reddish fox fur is marked on the front with a distinctive symbol that constantly shifts into a different character. The headband grants the wearer an enhancement bonus to one mental ability score (Intelligence, Wisdom, or Charisma) of +2, +4, or +6. Treat this as a temporary ability bonus for the first 24 hours the headband is worn. This bonus is chosen when the headband is created and cannot be changed. If the headband grants a bonus to Intelligence, it also grants skill ranks as a ''headband of vast intelligence''. If the wearer is a creature who uses magic to change form, she gains the following additional benefits.&lt;br /&gt;
*''Shifter's headband +2'': The wearer treats her caster level as if it were one level higher when casting spells or creating extracts of the polymorph subschool.&lt;br /&gt;
*''Shifter's headband +4'': Once per day while under the effect of a polymorph spell or extract, the wearer can assume another form allowed by that effect. This is a standard action.&lt;br /&gt;
*''Shifter's headband +6'': Whenever the wearer changes her shape with a polymorph effect, she gains DR 5/silver for 1 minute (this ends if she returns to her natural form).&lt;br /&gt;
These additional shapeshifter abilities are cumulative. For example, a creature wearing a ''shifter's headband +4'' gains the extra transformation ability and treats her caster level as 1 higher than normal for polymorph spells and extracts.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''polymorph self''	'''Cost'''	'''+2 Intelligence, Wisdom or Charisma''' 2,250 gp; '''+4 Intelligence, Wisdom or Charisma''' 8,750 gp; '''+6 Intelligence, Wisdom or Charisma''' 19,500 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Veiled eye	&amp;quot;&amp;gt;	Veiled eye	&amp;lt;/span&amp;gt;'''''	(	12,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	faint conjuration	;	'''CL'''	5th	;	'''Weight'''	-	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This banded agate attaches itself to its wearer's forehead and then, blinking and focusing, begins to act as an additional eye. When worn, the ''veiled eye'' has the same vision as the wearer (such as low-light vision, darkvision 60 ft., or the oracle's clouded vision curse). It grants the wearer no particular advantages so long as his original eyes continue to function normally. However, should his original eyes stop working, whether because of the wearer becoming blinded or even his own decision to close them, he can see through the ''veiled eye'' instead. When the wearer is using the veiled eye as his only vision source, he takes a –2 penalty on ranged attack rolls but gains a +2 insight bonus on saves against gaze attacks.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''blindness/deafness''	'''Cost'''	6,000 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Winter wolf headband	&amp;quot;&amp;gt;	Winter wolf headband	&amp;lt;/span&amp;gt;'''''	(	32,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate transmutation	;	'''CL'''	7th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	Crafted of pale bone or silver, this headband features a snarling wolf's head centered on the wearer's forehead. The wearer gains cold resistance 10. Once per day, the wearer may transform into a Large white-furred normal wolf for 11 minutes, like ''beast shape II''. In addition, once per day the wearer may breathe a 30-foot cone of cold that deals 7d6 points of cold damage (Reflex DC 16 for half). The wearer may use this breath weapon even when transformed.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''beast shape II'', ''dragon's breath'', ''resist energy''	'''Cost'''	16,000 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Admin]][[Category:Magic_Items]]&lt;/div&gt;</summary>
		<author><name>Typhoon</name></author>
	</entry>
	<entry>
		<id>http://www.tenebraemush.net/index.php?title=Headband&amp;diff=18019</id>
		<title>Headband</title>
		<link rel="alternate" type="text/html" href="http://www.tenebraemush.net/index.php?title=Headband&amp;diff=18019"/>
		<updated>2015-03-22T00:41:53Z</updated>

		<summary type="html">&lt;p&gt;Typhoon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WondrousTableMain}}&lt;br /&gt;
{{T01}}&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; |&amp;lt;span id=&amp;quot;headband_table&amp;quot;&amp;gt;&amp;lt;/span&amp;gt; '''Headband'''&lt;br /&gt;
{{T02}}&lt;br /&gt;
| '''Headband'''&lt;br /&gt;
| '''Market Price'''&lt;br /&gt;
|-&lt;br /&gt;
| [[Headband#Phylactery of faithfulness|Phylactery of faithfulness]]||1,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Headband#Headband of alluring charisma|Headband of alluring charisma +2]]||4,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Headband#Headband of inspired wisdom|Headband of inspired wisdom +2]]||4,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Headband#Headband of vast intelligence|Headband of vast intelligence +2]]||4,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Headband#Headband of aerial agility|Headband of aerial agility +2]]||4,500 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Headband#Shifter's headband|Shifter's headband +2]]||4,500 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Headband#Headband of ponderous recollection|Headband of ponderous recollection]]||5,100 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Headband#Headband of ki focus|Headband of ki focus]]||5,400 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Headband#Headband of unshakable resolve|Headband of unshakable resolve]]||5,600 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Headband#Hollywreath band|Hollywreath band]]||5,700 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Headband#Headband of deathless devotion|Headband of deathless devotion]]||6,400 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Headband#Phylactery of the shepherd|Phylactery of the shepherd]]||7,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Headband#Headband of havoc|Headband of havoc]]||8,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Headband#Serpent's band|Serpent's band]]||9,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Headband#Headband of mental prowess|Headband of mental prowess +2]]||10,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Headband#Hunter's band|Hunter's band]]||11,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Headband#Phylactery of negative channeling|Phylactery of negative channeling]]||11,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Headband#Phylactery of positive channeling|Phylactery of positive channeling]]||11,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Headband#Veiled eye|Veiled eye]]||12,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Headband#Band of the stalward warrior|Band of the stalward warrior]]||14,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Headband#Headband of alluring charisma|Headband of alluring charisma +4]]||16,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Headband#Headband of inspired wisdom|Headband of inspired wisdom +4]]||16,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Headband#Headband of mental superiority|Headband of mental superiority +2]]||16,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Headband#Headband of vast intelligence|Headband of vast intelligence +4]]||16,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Headband#Shifter's headband|Shifter's headband +4]]||17,500 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Headband#Headband of arcane energy|Headband of arcane energy]]||20,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Headband#Headband of counterspelling|Headband of counterspelling]]||20,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Headband#Winter wolf headband|Winter wolf headband]]||32,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Headband#Headband of alluring charisma|Headband of alluring charisma +6]]||36,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Headband#Headband of inspired wisdom|Headband of inspired wisdom +6]]||36,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Headband#Headband of vast intelligence|Headband of vast intelligence +6]]||36,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Headband#Shifter's headband|Shifter's headband +6]]||39,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Headband#Headband of mental prowess|Headband of mental prowess +4]]||40,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Headband#Headband of aerial agility|Headband of aerial agility +4]]||42,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Headband#Headband of mental resilience|Headband of mental resilience]]||64,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Headband#Headband of mental superiority|Headband of mental superiority +4]]||64,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Headband#Headband of aerial agility|Headband of aerial agility +6]]||81,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Headband#Headband of mental prowess|Headband of mental prowess +6]]||90,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Headband#Headband of mental superiority|Headband of mental superiority +6]]||144,000 gp&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;span id=&amp;quot;headband_desc&amp;quot;&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Band of the stalward warrior	&amp;quot;&amp;gt;	Band of the stalward warrior	&amp;lt;/span&amp;gt;''''' 	(	14,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	strong abjuration	;	'''CL'''	16th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This plain iron band protects its wearer from fear effects. Whenever the wearer suffers a fear effect, she is merely shaken (even if the effect would normally make the target frightened or panicked). Furthermore, the subject gains a +2 competence bonus on all Will saves against fear. If the wearer has the bravery class feature, she is considered four levels higher when determining that class feature's effect.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''remove fear''	'''Cost'''	7,000 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Headband of aerial agility	&amp;quot;&amp;gt;	Headband of aerial agility	&amp;lt;/span&amp;gt;'''''	(	'''+2 Intelligence, Wisdom, Charisma''' 4,500 gp; '''+4 Intelligence, Wisdom, Charisma''' 42,000 gp; '''+6 Intelligence, Wisdom, Charisma''' 81,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate transmutation	;	'''CL'''	8th	;	'''Weight'''	-	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This headband is decorated with feathers from a number of colorful birds. It grants boons to flying magic, and more powerful versions grant the power of flight. The wearer of a ''headband of aerial agility +2'' treats his caster level as if it were one level higher when casting spells or creating extracts that grant flight. A ''headband of aerial agility +4'' gains the same benefits and, on command, grants the wearer the ability to fly (as the ''fly'' spell) three times per day. A ''headband of aerial agility +6'' functions like a +4 version, but the headband grants the ability to use ''fly'' at will. All versions also grant the wearer an enhancement bonus to one mental ability score (Intelligence, Wisdom, or Charisma) of +2, +4, or +6. Treat this as a temporary ability bonus for the first 24 hours the headband is worn. This bonus is chosen when the headband is created and cannot be changed. If the headband grants a bonus to Intelligence, it also grants skill ranks as a ''headband of vast intelligence'', usually granting ranks in Fly, Acrobatics, or Knowledge (planes).	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, Extend Spell, ''fly''	'''Cost'''	'''+2 Intelligence, Wisdom, Charisma''' 2,500 gp; '''+4 Intelligence, Wisdom, Charisma''' 21,000 gp; '''+6 Intelligence, Wisdom, Charsima''' 40,500 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Headband of alluring charisma	&amp;quot;&amp;gt;	Headband of alluring charisma	&amp;lt;/span&amp;gt;'''''	(	'''+2 Charisma''' 4,000 gp; '''+4 Charisma''' 16,000 gp; '''+6 Charisma''' 36,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate transmutation	;	'''CL'''	8th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This attractive silver headband is decorated with a number of small red and orange gemstones. The headband grants the wearer an enhancement bonus to Charisma of +2, +4, or +6. Treat this as a temporary ability bonus for the first 24 hours the headband is worn.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''eagle's splendor''	'''Cost'''	'''+2 Charisma''' 2,000 gp; '''+4 Charisma''' 8,000 gp; '''+6 Charisma''' 18,000 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=''{{PadBottom|10}}''&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Headband of arcane energy	&amp;quot;&amp;gt;	Headband of arcane energy	&amp;lt;/span&amp;gt;'''''	(	20,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	strong evocation	;	'''CL'''	13th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This headband has three swirling patterns of red, green, and blue crystals arching across its length. Three times per day, its wearer can sacrifice an arcane spell to create an offensive blast or defensive shield. The blast is a ranged touch attack with a range of 30 feet, which deals 1d6 points of energy damage (cold, electricity, or fire) per spell level sacrificed. The shield creates a swirling band of energy that lasts 1 round and gives the wearer a deflection bonus to AC equal to 2 + the level of the spell sacrificed.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Arcane Blast, Arcane Shield, Craft Wondrous Item, ''prismatic spray''	'''Cost'''	10,000 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Headband of counterspelling	&amp;quot;&amp;gt;	Headband of counterspelling	&amp;lt;/span&amp;gt;'''''	(	20,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	strong abjuration	;	'''CL'''	13th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This metal headband grants a +5 insight bonus on Spellcraft checks made to identify a spell as it is being cast. Furthermore, once per day the wearer can attempt to counter a spell by casting the appropriate spell as an immediate action instead of doing so with a readied action. The wearer must first identify the spell being cast before countering a spell with this headband.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''spell turning''	'''Cost'''	10,000 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Headband of deathless devotion	&amp;quot;&amp;gt;	Headband of deathless devotion	&amp;lt;/span&amp;gt;'''''	(	6,400 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	faint enchantment	;	'''CL'''	1st	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This white headband, often painted or embroidered with calligraphy or a stylized pictogram such as a sunburst, helps focus the wearer's resolve and absolute determination to survive and succeed. The wearer gains a +2 morale bonus on stabilization checks and on saving throws against ongoing effects with recurring saves, such as diseases, poisons, or compulsions such as ''dominate person'' or ''hold person''. If the wearer is a samurai, he treats his resolve ability as if he were two class levels higher.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''heroism'', ''stabilize''	'''Cost'''	3,200 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Headband of havoc	&amp;quot;&amp;gt;	Headband of havoc	&amp;lt;/span&amp;gt;'''''	(	8,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	faint enchantment	;	'''CL'''	5th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This band of raggedly stitched animal skins and teeth focuses a barbarian wearer's bloodlust. When the wearer enters a rage, she selects one of her rage powers. For the duration of the rage, that power functions as if the wearer's barbarian level were four levels higher. Once per day when the wearer is attacked or has to make a saving throw against a hostile effect, she may spend 2 rounds of rage to begin a rage as an immediate action. This rage becomes active prior to resolving the attack that triggered it and lasts until the start of her next turn (at which time she may continue to rage as if she had begun the rage in the normal manner).	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''rage''	'''Cost'''	4,000 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Headband of inspired wisdom	&amp;quot;&amp;gt;	Headband of inspired wisdom	&amp;lt;/span&amp;gt;'''''	(	'''+2 Wisdom''' 4,000 gp; '''+4 Wisdom''' 16,000 gp; '''+6 Wisdom''' 36,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate transmutation	;	'''CL'''	8th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This simple bronze headband is decorated with an intricate pattern of fine green etchings. The headband grants the wearer an enhancement bonus to Wisdom of +2, +4, or +6. Treat this as a temporary ability bonus for the first 24 hours the headband is worn.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''owl's wisdom''	'''Cost'''	'''+2 Wisdom''' 2,000 gp; '''+4 Wisdom''' 8,000 gp; '''+6 Wisdom''' 18,000 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Headband of ki focus	&amp;quot;&amp;gt;	Headband of ki focus	&amp;lt;/span&amp;gt;'''''	(	5,400 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	faint abjuration	;	'''CL'''	1st	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This tied headband helps the wearer focus his ''ki'' more effectively. Whenever the wearer spends ''ki points'' to make an additional attack, that attack roll gains a +1 insight bonus (+2 if the wearer is using a ''ki focus'' weapon with that attack). Furthermore, the wearer of a ''headband of ki focus'' is immune to the ninja's ''ki'' block trick or similar effects that block the wearer from using ''ki'' points.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, creator must have a ''ki'' pool	'''Cost'''	2,700 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Headband of mental prowess	&amp;quot;&amp;gt;	Headband of mental prowess	&amp;lt;/span&amp;gt;'''''	(	'''+2 to two mental ability scores''' 10,000 gp; '''+4 to two mental ability scores''' 40,000 gp; '''+6 to two mental ability scores''' 90,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	strong transmutation	;	'''CL'''	12th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This simple copper headband has a small yellow gem set so that when it rests upon the forehead of the wearer, the yellow gem sits perched on the wearer's brow as if it were a third eye in the middle of her forehead. Often, the headband contains additional designs to further accentuate the appearance of a third, crystal eye. The headband grants the wearer an enhancement bonus to two mental ability scores (Intelligence, Wisdom, or Charisma) of +2, +4, or +6. Treat this as a temporary ability bonus for the first 24 hours the headband is worn. These bonuses are chosen when the headband is created and cannot be changed. If the headband grants a bonus to Intelligence, it also grants skill ranks as a ''headband of vast intelligence''.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''eagle's splendor'', ''fox's cunning'', ''owl's wisdom'' (any two)	'''Cost'''	'''+2 to two mental ability scores''' 5,000 gp; '''+4 to two mental ability scores''' 20,000 gp; '''+6 to two mental ability scores''' 45,000 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Headband of mental resilience	&amp;quot;&amp;gt;	Headband of mental resilience	&amp;lt;/span&amp;gt;'''''	(	64,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	strong abjuration and transmutation	;	'''CL'''	16th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	Five faceted sapphires decorate this ornate headband. The headband protects the wearer from effects that would damage his mental capacity. After wearing the headband for 24 hours, the wearer gains five temporary ability points. These points do not add to the wearer's ability scores and do not grant a bonus to any roll. Any damage or drain to a mental ability score (Intelligence, Wisdom, or Charisma) taken by the wearer is subtracted from these points first. Damage or drain in excess of the wearer's temporary ability points is applied to his current ability scores as normal. The wearer immediately loses all temporary ability points upon removing the headband. In addition, the headband grants the wearer a +2 enhancement bonus to Intelligence, Wisdom, and Charisma. Treat this as a temporary ability bonus for the first 24 hours the headband is worn. It also grants skill ranks as a ''headband of vast intelligence +2''. Temporary ability points that are lost to ability damage return after 24 hours. Ability points lost to ability drain are lost permanently.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''eagle's spendor'', ''fox's cunning'', ''lesser restoration'', ''owl's wisdom''	'''Cost'''	32,000 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Headband of mental superiority	&amp;quot;&amp;gt;	Headband of mental superiority	&amp;lt;/span&amp;gt;'''''	(	'''+2 to Intelligence, Wisdom, and Charisma''' 16,000 gp; '''+4 to Intelligence, Wisdom, and Charisma''' 64,000 gp; '''+6 to Intelligence, Wisdom, and Charisma''' 144,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	strong transmutation	;	'''CL'''	16th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This ornate headband is decorated with numerous clusters of small gemstones. The headband grants the wearer an enhancement bonus to all mental ability scores (Intelligence, Wisdom, and Charisma) of +2, +4, or +6. Treat this as a temporary ability bonus for the first 24 hours the headband is worn. The headband also grants skill ranks as a ''headband of vast intelligence''.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''eagle's splendor'', ''fox's cunning'', ''owl's wisdom''	'''Cost'''	'''+2 to Intelligence, Wisdom and Charisma''' 8,000 gp; '''+4 to Intelligence, Wisdom and Charisma''' 32,000 gp; '''+6 to Intelligence, Wisdom and Charisma''' 77,000 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Headband of ponderous recollection	&amp;quot;&amp;gt;	Headband of ponderous recollection	&amp;lt;/span&amp;gt;'''''	(	5,100 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate divination and transmutation	;	'''CL'''	8th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This black leather headband has two small amber gemstones set so they rest on the wearer's forehead. The headband grants the wearer a +2 enhancement bonus to Intelligence. Treat this as a temporary ability bonus for the first 24 hours the headband is worn. It also grants skill ranks as a headband of vast intelligence, but always grants ranks in a Knowledge skill. As a swift action three times per day, the wearer can call upon the headband to reveal the abilities and weaknesses of a creature within line of sight. The headband fills the wearer's mind with information as though the wearer had made a Knowledge check with a natural roll of a 5, adding her bonuses to the check as normal. At the start of her next turn, the wearer receives additional information as though she had made the check with a natural roll of 10. At the start of her turn after that, the wearer receives a final piece of information, treating her natural roll as 15.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''know the enemy''	'''Cost'''	2,550 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Headband of unshakable resolve	&amp;quot;&amp;gt;	Headband of unshakable resolve	&amp;lt;/span&amp;gt;'''''	(	5,600 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate abjuration and transmutation	;	'''CL'''	8th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This simple white cotton headband is decorated with a stylized imperial dragon coiled above the wearer's forehead. The headband grants the wearer a +2 enhancement bonus to her Wisdom score. Treat this as a temporary ability bonus for the first 24 hours the headband is worn. Whenever the wearer suffers a fear effect, she may spend an immediate action to reduce the severity of the fear effect by one step. If the wearer would become panicked, she is instead frightened. If she would become frightened, she is instead shaken. If the wearer would become shaken, the effect is negated entirely. The wearer can use this ability up to three times per day.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''owl's wisdom'', ''remove fear''	'''Cost'''	2,800 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Headband of vast intelligence	&amp;quot;&amp;gt;	Headband of vast intelligence	&amp;lt;/span&amp;gt;'''''	(	'''+2 Intelligence''' 4,000 gp; '''+4 Intelligence''' 16,000 gp; '''+6 Intelligence''' 36,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate transmutation	;	'''CL'''	8th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This intricate gold headband is decorated with several small blue and deep purple gemstones. The headband grants the wearer an enhancement bonus to Intelligence of +2, +4, or +6. Treat this as a temporary ability bonus for the first 24 hours the headband is worn. A ''headband of vast intelligence'' has one skill associated with it per +2 bonus it grants. After being worn for 24 hours, the headband grants a number of skill ranks in those skills equal to the wearer's total Hit Dice. These ranks do not stack with the ranks a creature already possesses. These skills are chosen when the headband is created. If no skill is listed, the headband is assumed to grant skill ranks in randomly determined Knowledge skills.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''fox's cunning''	'''Cost'''	'''+2 Intelligence''' 2,000 gp; '''+4 Intelligence''' 8,000 gp; '''+6 Intelligence''' 18,000 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Hollywreath band	&amp;quot;&amp;gt;	Hollywreath band	&amp;lt;/span&amp;gt;'''''	(	5,700 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	faint transmutation	;	'''CL'''	3rd	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This headband is woven of magically preserved holly, its deep green leaves and bright red berries perpetually lustrous. The wearer may create ''goodberries'' once per day as the spell, and any effect she creates that affects plants, including the domain powers of the Plant domain, take effect at +1 caster level and gain a +1 bonus to the save DC.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''goodberry'', ''plant growth''	'''Cost'''	2,580 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Hunter's band	&amp;quot;&amp;gt;	Hunter's band	&amp;lt;/span&amp;gt;'''''	(	11,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	faint transmutation	;	'''CL'''	4th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This simple headband of braided hide grants a +5 competence bonus on Survival checks and inures the wearer to the strain of long travel, as the ''tireless pursuit'' spell . If the wearer is a ranger, the ''hunter's band'' increases his favored enemy bonus on attack rolls by +1 for all his favored enemies. If the ranger has the hunter's bond (companions) class feature, this increase also applies to the attack roll bonus his allies gain from that ability.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''instant enemy'', ''tireless pursuit'', creator must have 5 ranks in Survival	'''Cost'''	5,500 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Phylactery of faithfulness	&amp;quot;&amp;gt;	Phylactery of faithfulness	&amp;lt;/span&amp;gt;'''''	(	1,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	faint divination	;	'''CL'''	1st	;	'''Weight'''	-	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This item is a tiny box containing religious scripture. The box is affixed to a leather cord and tied around the forehead, worn so that the box sits upon the wearer's brow. There is no mundane way to determine what function this religious item performs until it is worn. The wearer of a ''phylactery of faithfulness'' is aware of any action or item that could adversely affect her alignment and her standing with her deity, including magical effects. She acquires this information prior to performing such an action or becoming associated with such an item if she takes a moment to contemplate the act.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''detect chaos'', ''detect evil'', ''detect good'', ''detect law''	'''Cost'''	500 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Phylactery of negative channeling	&amp;quot;&amp;gt;	Phylactery of negative channeling	&amp;lt;/span&amp;gt;'''''	(	11,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate necromancy	;	'''CL'''	10th	;	'''Weight'''	-	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This item is a boon to any character able to channel negative energy, increasing the amount of damage dealt to living creatures by +2d6. This also increases the amount of damage healed by undead creatures.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, creator must be a 10th-level cleric	'''Cost'''	5,500 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Phylactery of positive channeling	&amp;quot;&amp;gt;	Phylactery of positive channeling	&amp;lt;/span&amp;gt;'''''	(	11,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate necromancy	;	'''CL'''	10th 	;	'''Weight'''	-	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This item allows channelers of positive energy to increase the amount of damage dealt to undead creatures by +2d6. This also increases the amount of damage healed by living creatures.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, creator must be a 10th-level cleric	'''Cost'''	5,500 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Phylactery of the shepherd	&amp;quot;&amp;gt;	Phylactery of the shepherd	&amp;lt;/span&amp;gt;'''''	(	7,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	faint divination	;	'''CL'''	3rd	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	Three times per day on command, the phylactery's wearer can determine the current health and overall well-being of any one ally within 30 feet. This effect acts as the ''status'' spell. If the wearer has the ability to channel energy or lay on hands, he can as a swift action choose to apply the effects of that class feature to an ally he is currently evaluating so long as that ally is within 30 feet of him, but doing so ends the effect of the phylactery's ''status''.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''status''	'''Cost'''	3,500 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Serpent's band	&amp;quot;&amp;gt;	Serpent's band	&amp;lt;/span&amp;gt;'''''	(	9,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate conjuration and enchantment	;	'''CL'''	10th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	The wearer of this circlet gains a +2 insight bonus on saving throws against effects with the emotion descriptor, including fear effects. The wearer gains fluency in Draconic and may converse with non-sentient (Int 1 or 2) reptilian animals and magical beasts as if using the ''speak with animals'' spell, and gains a +4 competence bonus on Handle Animal and wild empathy checks made when interacting with such creatures.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''animal trance'', ''hypnotism'', ''speak with animals'', ''summon nature's ally V''	'''Cost'''	4,500 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Shifter's headband	&amp;quot;&amp;gt;	Shifter's headband	&amp;lt;/span&amp;gt;'''''	(	'''+2 Intelligence, Wisdom or Charisma''' 4,500 gp; '''+4 Intelligence, Wisdom or Charisma''' 17,500 gp; '''+6 Intelligence, Wisdom or Charisma''' 39,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate transmutation	;	'''CL'''	8th	;	'''Weight'''	-	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This band of reddish fox fur is marked on the front with a distinctive symbol that constantly shifts into a different character. The headband grants the wearer an enhancement bonus to one mental ability score (Intelligence, Wisdom, or Charisma) of +2, +4, or +6. Treat this as a temporary ability bonus for the first 24 hours the headband is worn. This bonus is chosen when the headband is created and cannot be changed. If the headband grants a bonus to Intelligence, it also grants skill ranks as a ''headband of vast intelligence''. If the wearer is a creature who uses magic to change form, she gains the following additional benefits.&lt;br /&gt;
*''Shifter's headband +2'': The wearer treats her caster level as if it were one level higher when casting spells or creating extracts of the polymorph subschool.&lt;br /&gt;
*''Shifter's headband +4'': Once per day while under the effect of a polymorph spell or extract, the wearer can assume another form allowed by that effect. This is a standard action.&lt;br /&gt;
*''Shifter's headband +6'': Whenever the wearer changes her shape with a polymorph effect, she gains DR 5/silver for 1 minute (this ends if she returns to her natural form).&lt;br /&gt;
These additional shapeshifter abilities are cumulative. For example, a creature wearing a ''shifter's headband +4'' gains the extra transformation ability and treats her caster level as 1 higher than normal for polymorph spells and extracts.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''polymorph self''	'''Cost'''	'''+2 Intelligence, Wisdom or Charisma''' 2,250 gp; '''+4 Intelligence, Wisdom or Charisma''' 8,750 gp; '''+6 Intelligence, Wisdom or Charisma''' 19,500 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Veiled eye	&amp;quot;&amp;gt;	Veiled eye	&amp;lt;/span&amp;gt;'''''	(	12,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	faint conjuration	;	'''CL'''	5th	;	'''Weight'''	-	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This banded agate attaches itself to its wearer's forehead and then, blinking and focusing, begins to act as an additional eye. When worn, the ''veiled eye'' has the same vision as the wearer (such as low-light vision, darkvision 60 ft., or the oracle's clouded vision curse). It grants the wearer no particular advantages so long as his original eyes continue to function normally. However, should his original eyes stop working, whether because of the wearer becoming blinded or even his own decision to close them, he can see through the ''veiled eye'' instead. When the wearer is using the veiled eye as his only vision source, he takes a –2 penalty on ranged attack rolls but gains a +2 insight bonus on saves against gaze attacks.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''blindness/deafness''	'''Cost'''	6,000 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Winter wolf headband	&amp;quot;&amp;gt;	Winter wolf headband	&amp;lt;/span&amp;gt;'''''	(	32,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate transmutation	;	'''CL'''	7th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	Crafted of pale bone or silver, this headband features a snarling wolf's head centered on the wearer's forehead. The wearer gains cold resistance 10. Once per day, the wearer may transform into a Large white-furred normal wolf for 11 minutes, like ''beast shape II''. In addition, once per day the wearer may breathe a 30-foot cone of cold that deals 7d6 points of cold damage (Reflex DC 16 for half). The wearer may use this breath weapon even when transformed.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''beast shape II'', ''dragon's breath'', ''resist energy''	'''Cost'''	16,000 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Admin]][[Category:Magic_Items]]&lt;/div&gt;</summary>
		<author><name>Typhoon</name></author>
	</entry>
	<entry>
		<id>http://www.tenebraemush.net/index.php?title=Wrists&amp;diff=18018</id>
		<title>Wrists</title>
		<link rel="alternate" type="text/html" href="http://www.tenebraemush.net/index.php?title=Wrists&amp;diff=18018"/>
		<updated>2015-03-22T00:30:50Z</updated>

		<summary type="html">&lt;p&gt;Typhoon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WondrousTableMain}}&lt;br /&gt;
{{T01}}&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; | &amp;lt;span id=wrists_table&amp;gt;'''Wrists'''&lt;br /&gt;
{{T02}}&lt;br /&gt;
| '''Wrists'''&lt;br /&gt;
| '''Market Price'''&lt;br /&gt;
|-&lt;br /&gt;
| [[Wrists#Sleeves of many garments|Sleeves of many garments]]||200 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Wrists#Armbands of the brawler|Armbands of the brawler]]||500 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Wrists#Bracers of armor|Bracers of armor +1]]||1,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Wrists#Burglar's bracers|Burglar's bracers]]||1,050 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Wrists#Bracers of steadiness|Bracers of steadiness]]||2,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Wrists#Manacles of cooperation|Manacles of cooperation]]||2,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Wrists#Shackles of compliance|Shackles of compliance]]||3,280 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Wrists#Bracers of armor|Bracers of armor +2]]||4,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Wrists#Bracers of falcon's aim|Bracers of falcon's aim]]||4,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Wrists#Inquisitor's bastion vambraces|Inquisitor's bastion vambracers]]||4,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Wrists#Bracers of archery, lesser|Bracers of archery, lesser]]||5,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Wrists#Spellguard bracers|Spellguard bracers]]||5,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Wrists#Bonebreaker gauntlets|Bonebreaker gauntlets]]||6,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Wrists#Vambraces of defense|Vambraces of defense]]||6,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Wrists#Verdant vine|Verdant vine]]||6,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Wrists#Longarm bracers|Longarm bracers]]||7,200 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Wrists#Bracers of the glib entertainer|Bracers of the glib entertainer]]||7,900 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Wrists#Charm bracelet|Charm bracelet]]||8,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Wrists#Duelist's vambraces|Duelist vambraces]]||8,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Wrists#Merciful vambraces|Merciful vambraces]]||8,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Wrists#Vambraces of the tactician|Vambraces of the tactician]]||8,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Wrists#Bracers of armor|Bracers of armor +3]]||9,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Wrists#Seducer's bane|Seducer's bane]]||9,900 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Wrists#Bracers of the avenging knight|Bracers of the avenging knight]]||11,500 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Wrists#Arrowmaster's bracers|Arrowmaster's bracers]]||13,900 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Wrists#Vambraces of the genie|Vambraces of the genie (efreeti)]]||14,400 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Wrists#Bracelet of bargaining|Bracelet of bargaining]]||14,500 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Wrists#Bracelet of mercy|Bracelet of mercy]]||15,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Wrists#Bracers of the merciful knight|Bracers of the merciful knight]]||15,600 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Wrists#Bracelet of second chances|Bracelet of second chances]]||15,750 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Wrists#Bracers of armor|Bracers of armor +4]]||16,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Wrists#Shackles of durance vile|Shackles of durance vile]]||16,200 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Wrists#Vambraces of the genie|Vambraces of the genie (djinni)]]||18,900 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Wrists#Vambraces of the genie|Vambraces of the genie (marid)]]||18,900 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Wrists#Vambraces of the genie|Vambraces of the genie (shaitan)]]||18,900 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Wrists#Bracelet of friends|Bracelet of friends]]||19,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Wrists#Bracers of archery, greater|Bracers of archery, greater]]||25,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Wrists#Bracers of armor|Bracers of armor +5]]||25,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Wrists#Bracers of sworn vengeance|Bracers of sworm vengeance]]||25,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Wrists#Dimensional shackles|Dimensional shackles]]||28,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Wrists#Gauntlets of skill at arms|Gauntlets of skill at arms]]||30,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Wrists#Bracers of armor|Bracers of armor +6]]||36,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Wrists#Bracers of armor|Bracers of armor +7]]||49,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Wrists#Bracers of armor|Bracers of armor +8]]||64,000 gp&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;span id=wrists_desc&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Armbands of the brawler	&amp;quot;&amp;gt;	Armbands of the brawler	&amp;lt;/span&amp;gt;''''' 	(	500 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	faint transmutation	;	'''CL'''	3rd	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	These scarred and worn armbands have clearly seen rough use, and are constructed out of coarse leather and fastened with thick leather straps. They grant their wearer a +1 competence bonus on grapple checks and checks to break a grapple.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''bull's strength''	'''Cost'''	250 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Arrowmaster's bracers	&amp;quot;&amp;gt;	Arrowmaster's bracers	&amp;lt;/span&amp;gt;''''' 	(	13,900 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	faint abjuration	;	'''CL'''	5th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This simple pair of leather shooting bracers are designed to protect the wearer's wrist from being snapped by bowstrings. They appear similar to a set of ''bracers of archery'', but a wearer notices the difference as soon as she dons them. The wearer of these bracers gains damage reduction 5/magic against ranged weapons, as well as a +1 deflection bonus against ranged attacks. In addition, once per day, as a swift action, the wearer can grant herself a +20 insight bonus on her next ranged attack roll before the end of her next turn.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, Craft Magic Arms and Armor, ''protection from arrows'', ''true strike''	'''Cost'''	6,950 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Bonebreaker gauntlets	&amp;quot;&amp;gt;	Bonebreaker gauntlets	&amp;lt;/span&amp;gt;'''''	(	6,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	faint necromancy	;	'''CL'''	5th	;	'''Weight'''	2 lbs.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	These thick brass and leather gauntlets allow the wearer to tear through bone and muscle like paper. Once per day, as part of a melee attack, the wearer can activate the gauntlets to inflict a horrific injury on an opponent. If the attack hits, the target must make a DC 14 Will save. If the save fails, the gauntlets reduces the target's Strength, Dexterity, or Constitution (wearer's choice) by –6. This penalty cannot reduce the target's ability score below 1. The injury heals over time, reducing the penalty by 1 for each day that passes since the time of the injury, and is immediately removed by ''heal'', ''regenerate'', ''restoration'', or any magic that can break a curse.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''bestow curse''	'''Cost'''	3,000 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Bracelet of bargaining	&amp;quot;&amp;gt;	Bracelet of bargaining	&amp;lt;/span&amp;gt;'''''	(	14,500 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate diviniation	;	'''CL'''	7th	;	'''Weight'''	-	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This heavy gold band can be worn openly as a display of wealth or concealed beneath a sleeve. It grants its wearer a +5 competence bonus on Bluff, Diplomacy, and Sense Motive checks. Whenever the wearer shakes hands with another creature In order to seal a deal or a promise, she can immediately sense whether deceit is involved (Will save DC 16 negates), though the wearer cannot determine the exact nature of the deception.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''detect lie'', ''detect thoughts''	'''Cost'''	7,250 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=''{{PadBottom|10}}''&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Bracelet of friends	&amp;quot;&amp;gt;	Bracelet of friends	&amp;lt;/span&amp;gt;'''''	(	19,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	strong conjuration	;	'''CL'''	15th	;	'''Weight'''	-	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This silver charm bracelet has four charms upon it when created. The owner may designate one person known to him to be keyed to each charm. (This designation takes a standard action, but once done it lasts forever or until changed.) When a charm is grasped and the name of the keyed individual is spoken, that person is called to the spot (a standard action) appearing at the user's location along with his gear, as long as the bracelets's owner and the called person are on the same plane. The keyed individual knows who is attempting to teleport him, and the ''bracelet of friends'' only functions on willing travelers. Once a charm is activated, it disappears. Charms separated from the bracelet are worthless. A bracelet found with fewer than four charms is worth 25% less for each missing charm.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''refuge''	'''Cost'''	9,500 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Bracelet of mercy	&amp;quot;&amp;gt;	Bracelet of mercy	&amp;lt;/span&amp;gt;'''''	(	15,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	faint conjuration	;	'''CL'''	5th	;	'''Weight'''	-	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This metal bracelet is set with multiple gems blessed by a priest. If the wearer has the lay on hands class feature, she can use it one additional time per day and is always treated as if she has the diseased mercy. If the wearer already has that mercy, her effective caster level for removing diseases increases by +4.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''remove disease''	'''Cost'''	7,500 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Bracelet of second chances	&amp;quot;&amp;gt;	Bracelet of second chances	&amp;lt;/span&amp;gt;'''''	(	15,750 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate conjuration	;	'''CL'''	9th	;	'''Weight'''	-	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This bracelet is adorned with seven coral beads carved in intricate designs. When a critical hit or sneak attack is confirmed on the wearer, as an immediate action before damage is rolled, he can choose to convert the critical hit into a normal hit. Each time the wearer negates a critical hit or sneak attack in this manner, one bead shatters. When all seven are used up, the bracelet itself crumbles into powder.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''breath of life''	'''Cost'''	7,875 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Bracers of archery, greater	&amp;quot;&amp;gt;	Bracers of archery, greater	&amp;lt;/span&amp;gt;'''''	(	25,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate transmutation	;	'''CL'''	8th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	These bracers look like normal protective wear. They empower the wearer to use any bow (not including crossbows) as if she were proficient in its use. If she already has proficiency with any type of bow, she gains a +2 competence bonus on attack rolls and a +1 competence bonus on damage rolls whenever using that type of bow. Both bracers must be worn for the magic to be effective.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Magic Arms and Armor, Craft Wondrous Item, crafter must be proficient with a longbow or shortbow	'''Cost'''	12,500 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Bracers of archery, lesser	&amp;quot;&amp;gt;	Bracers of archery, lesser	&amp;lt;/span&amp;gt;'''''	(	5,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	faint transmutation	;	'''CL'''	4th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	These wristbands appear similar to ''greater bracers of archery'', though they are typically constructed of lighter material. They function as ''greater bracers of archery'', except they grant a +1 competence bonus on attack rolls and no bonus on damage rolls.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Magic Arms and Armor, Craft Wondrous Item, crafter must be proficient with a longbow or shortbow	'''Cost'''	2,500 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Bracers of armor	&amp;quot;&amp;gt;	Bracers of armor	&amp;lt;/span&amp;gt;'''''	(	'''+1 armor''' 1,000 gp; '''+2 armor''' 4,000 gp; '''+3 armor''' 9,000 gp; '''+4 armor''' 16,000 gp; '''+5 armor''' 25,000 gp; '''+6 armor''' 36,000 gp; '''+7 armor''' 49,000 gp; '''+8 armor''' 64,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate conjuration	;	'''CL'''	7th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	These items appear to be wrist or arm guards, sometimes etched with symbols of protection or depictions of vigilant-looking animals. ''Bracers of armor'' surround the wearer with an invisible but tangible field of force, granting him an armor bonus of +1 to +8, just as though he were wearing armor. Both ''bracers of armor'' must be worn for the magic to be effective. Alternatively, ''bracers of armor'' can be enchanted with armor special abilities. Special abilities usually count as additional bonuses for determining the market value of an item, but do not improve AC. ''Bracers of armor'' cannot have a modified bonus (armor bonus plus armor special ability bonus equivalents) higher than +8. ''Bracers of armor'' must have at least a +1 armor bonus to grant an armor special ability. ''Bracers of armor'' cannot have any armor special abilities that add a flat gp amount to their cost. Bracers of armor and ordinary armor do not stack. If the wearer receives a larger armor bonus from another source, the ''bracers of armor'' cease functioning and do not grant their armor bonus or their armor special abilities. If the ''bracers of armor'' grant a larger armor bonus, the other source of armor ceases functioning.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''mage armor'', creator's caster level must be at least two times that of the bonus placed on the bracers, plus any requirements of the armor special abilities	'''Cost'''	'''+1 armor''' 500 gp; '''+2 armor''' 2,000 gp; '''+3 armor''' 4,500 gp; '''+4 armor''' 8,000 gp; '''+5 armor''' 12,500 gp; '''+6 armor''' 18,000 gp; '''+7 armor''' 24,500 gp; '''+8 armor''' 32,000 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Bracers of falcon's aim	&amp;quot;&amp;gt;	Bracers of falcon's aim	&amp;lt;/span&amp;gt;'''''	(	4,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	faint transmutation	;	'''CL'''	3rd	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	Each of these crimson leather bracers is emblazoned with the image of a soaring golden falcon scanning the ground for easy prey. They continually grant the wearer the benefits of the ''aspect of the falcon'' spell, though without the spell's physical transformation.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''aspect of the falcon''	'''Cost'''	2,000 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Bracers of steadiness	&amp;quot;&amp;gt;	Bracers of steadiness	&amp;lt;/span&amp;gt;'''''	(	2,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	faint abjuration	;	'''CL'''	1st	;	'''Weight'''	2 lbs.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	These tortoiseshell bracers fit so snuggly against their wearer's skin that they almost seem part of him. The wearer of these bracers becomes exceptionally calm and composed if she takes her time to accomplish particular tasks. Whenever she takes 20 on a skill check for a skill that primarily depends on her arms and hands, she gains a +5 competence bonus on the check.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''aid''	'''Cost'''	1,000 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Bracers of sworn vengeance	&amp;quot;&amp;gt;	Bracers of sworn vengeance	&amp;lt;/span&amp;gt;'''''	(	25,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	strong evocation	;	'''CL'''	15th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	These white leather bracers have delicate elven runes etched upon them, one reading &amp;quot;swift defeat&amp;quot; and the other &amp;quot;vengeance.&amp;quot; Once per day, as an immediate action when the wearer takes hit point damage from a target, he may cry out, &amp;quot;Death to those who wrong me!&amp;quot;, swearing vengeance against the attacker. The wearer gains a +1 competence bonus on weapon attack rolls made against the target of his sworn vengeance, and deals an additional 2d6 points of damage on successful weapon attack rolls. For the duration of the effect, the wearer takes a –2 penalty on attack rolls against any target other than his sworn enemy. These bonuses and penalties last for 24 hours or until the sworn enemy is slain or destroyed by the wearer, whichever comes first. If the wearer fails to slay the target of his oath, these bracers cannot be used again until 7 days have passed.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''shout'', creator must be an elf	'''Cost'''	12,500 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Bracers of the avenging knight	&amp;quot;&amp;gt;	Bracers of the avenging knight	&amp;lt;/span&amp;gt;'''''	(	11,500 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate transmutation	;	'''CL'''	8th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	These silver bracers are polished to a mirrored sheen, but otherwise shift their appearance to match whatever suit of armor they are worn with. If the wearer has levels in a class that grants a smite ability (such as a paladin, or a cleric with the destruction domain), her smite damage is treated as though she were a member of that class four levels higher. If the wearer is not a member of such a class, once per day she may make one smite attack, gaining a bonus on the attack roll equal to her Charisma bonus, and a +5 bonus to the damage roll on a hit.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''bless weapon''	'''Cost'''	5,750 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Bracers of the glib entertainer	&amp;quot;&amp;gt;	Bracers of the glib entertainer	&amp;lt;/span&amp;gt;'''''	(	7,900 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate transmutation	;	'''CL'''	7th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	These decorative bracers are stippled with vibrant colors and have various tiny bells sewn onto their surface. While wearing them, the wearer gains a +5 competence bonus on Perform checks. Once per day on command, the user can gain the benefit of the ''glibness'' spell.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''glibness''	'''Cost'''	3,950 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Bracers of the merciful knight	&amp;quot;&amp;gt;	Bracers of the merciful knight	&amp;lt;/span&amp;gt;'''''	(	15,600 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate conjuration	;	'''CL'''	9th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	These golden bracers are engraved with images of celestial creatures. When worn by a paladin, he is considered four levels higher for the purposes of determining the uses per day and healing provided by his lay on hands class feature. Additionally, once per day, the wearer can infuse a use of lay on hands with additional power, providing relief as a ''lesser restoration'' spell.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''cure serious wounds'', ''lesser restoration''	'''Cost'''	7,800 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Burglar's bracers	&amp;quot;&amp;gt;	Burglar's bracers	&amp;lt;/span&amp;gt;'''''	(	1,050 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	faint transmutation	;	'''CL'''	3rd	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	On command, these plain leather bracers can transform into a set of masterwork thieves' tools. They can transform back to their bracer form with another such command. Once per day, while using these thieves' tools or wearing these bracers, the user can take 10 on a single Disable Device check, even when in immediate danger or distracted.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''shrink item''	'''Cost'''	550 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Charm bracelet	&amp;quot;&amp;gt;	Charm bracelet	&amp;lt;/span&amp;gt;'''''	(	8,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	faint varied	;	'''CL'''	5th	;	'''Weight'''	-	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	Tiny ornaments of gold hang from the links of a ''charm bracelet''. In addition to 1d4+4 nonmagical charms, each bracelet carries one of each of the following magic charms. These magic charms can be activated with a command, producing the listed effect, but each charm can be only used once. After a charm is used, it dissolves into a thick vapor and dissipates.&lt;br /&gt;
*''Arming Sword'': When detached, this charm transforms into a masterwork heavy wooden shield and a masterwork longsword. They can either appear on the ground or within the hands of the creature that activated the charm, ready to use. These items last for 1 hour before turning into vapor.&lt;br /&gt;
*''Healthy Apple'': When detached, this charm becomes an apple that when eaten (a standard action that provokes attacks of opportunity) heals 2d8 hit points. In addition, if the creature eating the apple is afflicted with any poison or diseases, it can attempt a new saving throw against each such affliction. Each successful saving throw immediately ends the corresponding affliction.&lt;br /&gt;
*''Loving Heart'': Upon detaching this charm, the wearer can use ''charm person'' as a spell-like ability (as the spell, Will DC 11) any time before the end of her next turn.&lt;br /&gt;
*''Lucky Star'': When this charm is activated, it releases good luck in a 20-foot-radius burst centered on the wearer. The wearer and her allies within the burst gain a +2 luck bonus on ability checks, attack rolls, saving throws, and skill checks for 1 round.&lt;br /&gt;
*''Peaceful Dove'': Detaching this dove calms tempers within a 20-foot-radius burst centered on the wearer as though ''calm emotions'' (Will DC 13) had been cast. A creature affected by rage takes a –2 penalty on this saving throw.&lt;br /&gt;
&lt;br /&gt;
Reduce the price of a charm bracelet that has one or more expended charms by 1,580 gp per absent charm. The charm bracelet itself becomes a nonmagical bracelet worth 100 gp when the last charm is used, no matter the number of nonmagical charms left on the bracelet.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''calm emotions'', ''charm person'', ''cure moderate wounds'', ''prayer'', ''shadow weapon''	'''Cost'''	4,000 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Dimensional shackles	&amp;quot;&amp;gt;	Dimensional shackles	&amp;lt;/span&amp;gt;'''''	(	28,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate abjuration	;	'''CL'''	11th	;	'''Weight'''	5 lbs.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	These shackles have magical runes traced across their cold iron links. Any creature bound within them is affected as if a ''dimensional anchor'' spell were cast upon it (no save). They fit any Small to Large creature. The DC to break or slip out of the shackles is 30.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''dimensional anchor''	'''Cost'''	14,000 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Duelist's vambraces	&amp;quot;&amp;gt;	Duelist's vambraces	&amp;lt;/span&amp;gt;'''''	(	8,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate abjuration	;	'''CL'''	8th	;	'''Weight'''	2 lbs.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	Made from a mix of sturdy steel and boiled leather, these vambraces grant a +1 deflection bonus to AC while the wearer is wielding a double weapon or two weapons (not including natural weapons or unarmed attacks). In addition, once per round, when attacking with an off-handed weapon, the wearer can reduce any penalties on attack rolls made with that weapon by 2.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''cat's grace'', ''shield'', creator must have the Two-Weapon Fighting feat	'''Cost'''	4,000 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Gauntlets of skill at arms	&amp;quot;&amp;gt;	Gauntlets of skill at arms	&amp;lt;/span&amp;gt;'''''	(	30,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate transmutation	;	'''CL'''	8th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	These finely crafted leather gauntlets have plates of silvered steel covering the back, and silver buckles at the wrist and forearm. The gloves enable the wearer to use any traditional elven weapon (longbows, composite longbows, longswords, rapiers, shortbows, composite shortbows, and any weapon with the word &amp;quot;elven&amp;quot; in its name) as if he were proficient in its use. If he uses such a weapon and is already proficient with it, he gains a +1 competence bonus on attack and damage rolls. Both gloves must be worn for the magic to be effective	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, Craft Magic Arms and Armor, creator must be an elf	'''Cost'''	15,000 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Inquisitor's bastion vambraces	&amp;quot;&amp;gt;	Inquisitor's bastion vambraces	&amp;lt;/span&amp;gt;'''''	(	4,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	faint abjuration	;	'''CL'''	5th	;	'''Weight'''	3 lbs.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	Constructed of blackened steel, these vambraces augment the protection granted to the inquisitor by the protection judgment. While under that judgment's effects, the inquisitor gains a sacred bonus both to CMD and on checks made to cast spells defensively. This bonus is equal to the sacred bonus the judgement grants to AC.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''shield of faith'', creator must be an inquisitor with access to the protection judgement	'''Cost'''	2,000 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Longarm bracers	&amp;quot;&amp;gt;	Longarm bracers	&amp;lt;/span&amp;gt;'''''	(	7,200 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	faint transmutation	;	'''CL'''	3rd	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	These bracers are constructed from woven strands of bamboo. Three times per day, as a swift action, the wearer can stretch her arms beyond their limits, increasing her reach by 5 feet until the start of her next turn. Her weapon attack rolls take a –4 penalty, while unarmed strikes and natural weapons using the arms take no penalty.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''alter self''	'''Cost'''	3,600 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Manacles of cooperation	&amp;quot;&amp;gt;	Manacles of cooperation	&amp;lt;/span&amp;gt;'''''	(	2,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	faint enchantment	;	'''CL'''	1st	;	'''Weight'''	2 lbs.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	These tight iron cuffs can fit over the wrists of any Large or smaller humanoid. When placed on a helpless humanoid, they make the captive more docile and compliant. The prisoner never attempts to escape of its own volition and agrees to any reasonable request unless it succeeds at a DC 11 Will saving throw.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''charm person''	'''Cost'''	1,000 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Merciful vambraces	&amp;quot;&amp;gt;	Merciful vambraces	&amp;lt;/span&amp;gt;'''''	(	8,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate conjuration	;	'''CL'''	7th	;	'''Weight'''	3 lbs.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	These vambraces are constructed of polished steel. When a paladin wears these vambraces, engravings of the holy symbol of a paladin's deity and other religious iconography mystically appear upon the metal's surface. Once per day, when the paladin uses her lay on hands ability, she can choose to apply an additional mercy to that use of lay on hands that she did not already select. She must be of sufficient level to use that mercy.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''cleanse''	'''Cost'''	4,000 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Seducer's bane	&amp;quot;&amp;gt;	Seducer's bane	&amp;lt;/span&amp;gt;'''''	(	9,900 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate abjuration	;	'''CL'''	6th	;	'''Weight'''	-	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This slender silver bracelet is worked in an intertwined design of three flowers. A DC 20 Knowledge (nature) check identifies the flowers as acacia, apocynum, and bilberry, symbolizing concealment, treachery, and falsehood. The bracelet grants the wearer a +5 competence bonus on Sense Motive checks, and a +5 resistance bonus on Will saves against enchantment effects. If the wearer makes a successful Will save against an enchantment, the caster of that spell incorrectly senses the effect has succeeded. Additionally, the bracelet's wearer knows an enchantment targeted him and the enchantment's source. ''Seducer's bane'' creates an aura on its wearer, visible to ''detect magic'', matching the failed enchantment spell or effect, and lasting as long as the intended enchantment's duration. However, if the bracelet's wearer attacks the caster or its allies, or otherwise acts in a way that's contradictory to the failed spell's effect, the caster of that spell immediately realizes the enchantment was ineffective	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''detect magic'', ''magic aura'', ''resistance'', creator must have 3 ranks in Sense Motive.	'''Cost'''	4,950 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Shackles of compliance	&amp;quot;&amp;gt;	Shackles of compliance	&amp;lt;/span&amp;gt;'''''	(	3,280 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	faint enchantment	;	'''CL'''	3rd	;	'''Weight'''	2 lbs.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	These battered iron manacles are typically found with a small spiked iron key in one of the locks. The shackles magically adjust themselves to fit around the wrists of any creature from Small to Large size and automatically lock. A creature wearing shackles of compliance becomes more susceptible to intimidation. Any creature attempting to intimidate or demoralize a target wearing shackles of compliance gains a +4 bonus on Intimidate checks. In addition, the holder of the manacles' key can cast command (DC 25 Will) on the wearer of the shackles three times per day. ''Shackles of compliance'' have hardness 10 and 10 hit points, and a DC 30 Disable Device check is required to pick the shackles' lock. A manacled creature can break free with a DC 28 Strength check or DC 35 Escape Artist check. The manacles lock can be opened with a DC 30 Disable Device check.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''command''	'''Cost'''	1,930 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Shackles of durance vile	&amp;quot;&amp;gt;	Shackles of durance vile	&amp;lt;/span&amp;gt;'''''	(	16,200 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate enchantment	;	'''CL'''	9th	;	'''Weight'''	2 lbs.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	These masterwork iron manacles sap the will of their wearer. When they are attached to a humanoid creature as their command word is spoken, they affect their prisoner with a ''dominate person'' spell, except that if the prisoner fails its saving throw, the effect lasts for as long as the shackles are attached. Removing or destroying the shackles immediately breaks the enchantment. The shackles can be so used once per day. ''Shackles of durance vile'' can only be activated against a helpless, restrained, or willing creature; if attached to a creature still able to resist they function only as manacles, albeit superior ones. ''Shackles of durance vile'' have hardness 15, 20 hit points, and a superior lock. They have a break DC of 30 and an Escape Artist DC of 35.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''dominate person''	'''Cost'''	8,200 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Sleeves of many garments	&amp;quot;&amp;gt;	Sleeves of many garments	&amp;lt;/span&amp;gt;'''''	(	200 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	faint illusion	;	'''CL'''	1st	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	These translucent cloth tubes easily fit over their wearer's arms. The wearer of these sleeves can, when she slips them on, choose to transform her current garments into any other nonmagical set of clothing. These new clothes fit her perfectly and are always clean and mended unless she specifically designates otherwise. When she removes the sleeves, her clothes revert to their original form.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''disguise self''	'''Cost'''	100 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Spellguard bracers	&amp;quot;&amp;gt;	Spellguard bracers	&amp;lt;/span&amp;gt;'''''	(	5,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	faint abjuration	;	'''CL'''	4th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	Typically made of leather dyed blue and decorated with star-shaped studs, these bracers are used by spellcasters who practice their art in the heat of combat. The bracers grant the wearer a +2 bonus on concentration checks made to cast defensively. Three times per day, the wearer can choose to roll a concentration check to cast defensively twice and take the better result.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Combat Casting, Craft Wondrous Item, ''warding weapon''	'''Cost'''	2,500 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Vambraces of defense	&amp;quot;&amp;gt;	Vambraces of defense	&amp;lt;/span&amp;gt;'''''	(	6,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	faint abjuration	;	'''CL'''	5th	;	'''Weight'''	3 lbs.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	These polished steel vambraces grant a +1 deflection bonus to AC. Once per day, as an immediate action, if the wearer has at least one hand free, when he would normally be hit with an attack from a ranged weapon, he may deflect it with the bracers, taking no damage from it, as if he had the Deflect Arrows feat.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''shield''	'''Cost'''	3,000 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Vambraces of the genie	&amp;quot;&amp;gt;	Vambraces of the genie	&amp;lt;/span&amp;gt;'''''	(	'''Djinni''' 18,900 gp; '''Efreeti''' 14,400 gp; '''Marid''' 18,900 gp; '''Shaitan''' 18,900 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	faint evocation	;	'''CL'''	5th	;	'''Weight'''	3 lbs.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	These bracers are decorated with icons representing air, earth, fire, or water, and depictions of genies appropriate to that element. The item protects the wearer against hot and cold environments as if she were using ''endure elements'' The vambraces' materials and other powers depend on their associated genie type.&lt;br /&gt;
*''Djinni'': These mithral bracers allow the wearer to use ''gaseous form'', ''invisibility'', and ''wind wall'' each once per day.&lt;br /&gt;
*''Efreeti'': These scorched bronze bracers allow the wearer to use ''invisibility'' (self only), ''produce flame'', and ''pyrotechnics'' each once per day.&lt;br /&gt;
*''Marid'': These coral bracers allow the wearer to use ''hydraulic torrent'', ''invisibility'', and ''water breathing'' each once per day.&lt;br /&gt;
*''Shaitan'': These adamantine bracers allow the wearer to use ''glitterdust'', ''meld into stone'', and ''stone shape'' each once per day. &lt;br /&gt;
	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''protection from elements'' and the three spells the wearer can use	'''Cost'''	'''Djinni''' 9,450 gp; '''Efreeti''' 7,200 gp; '''Marid''' 9,450 gp; '''Shaitan''' 9,450 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Vambraces of the tactician	&amp;quot;&amp;gt;	Vambraces of the tactician	&amp;lt;/span&amp;gt;'''''	(	8,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate enchantment	;	'''CL'''	7th	;	'''Weight'''	3 lbs.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	These vambraces change their appearance depending on who wears them. If the wearer is a cavalier, these vambraces display the symbol of his order. When unworn or in the hands of a non-cavalier, they appear to be an ordinary pair of steel vambraces. A cavalier wearing these vambraces is considered two class levels higher for purposes of determining the effects of his challenge class feature. Furthermore, once per day as a swift action, a cavalier with the tactician class feature can increase the area in which he grants teamwork feats. Before the end of his next turn, when the cavalier grants his allies a teamwork feat, he can grant it to all allies within 60 feet, though they must still be able to see and hear him.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''heroism''	'''Cost'''	4,000 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Verdant vine	&amp;quot;&amp;gt;	Verdant vine	&amp;lt;/span&amp;gt;'''''	(	6,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	faint conjuration	;	'''CL'''	5th	;	'''Weight'''	-	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	Consisting of a vine with five green berries, a ''verdant vine'' is worn tied around the wrist. Once per day on command, the wearer can pinch a berry off the vine, and throw it up to 30 feet away, like a splash weapon. Viciously thorny vines erupt in a 20-foot radius from the point of impact, even if the berry misses its target. Creatures within the area must succeed at a DC 16 Reflex saving throw or become entangled, as the spell ''entangle'', as the vines coil around the creature's legs. The vines persist, but at the start of the affected creature's turn, it gains a new saving throw against the effect. If the affected creature fails the saving throw, it also takes 1d4 points of damage. A DC 20 Strength check, made as a standard action, allows an affected creature to break free and end the effect. Failing the check causes the vines to constrict, dealing 1d4 points of damage.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''entangle'', ''plant growth''	'''Cost'''	3,000 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Admin]][[Category:Magic_Items]]&lt;/div&gt;</summary>
		<author><name>Typhoon</name></author>
	</entry>
	<entry>
		<id>http://www.tenebraemush.net/index.php?title=Shoulders&amp;diff=18017</id>
		<title>Shoulders</title>
		<link rel="alternate" type="text/html" href="http://www.tenebraemush.net/index.php?title=Shoulders&amp;diff=18017"/>
		<updated>2015-03-22T00:29:26Z</updated>

		<summary type="html">&lt;p&gt;Typhoon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WondrousTableMain}}&lt;br /&gt;
{{T01}}&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; |&amp;lt;span id=&amp;quot;shoulders_table&amp;quot;&amp;gt;&amp;lt;/span&amp;gt; '''Shoulders'''&lt;br /&gt;
{{T02}}&lt;br /&gt;
| '''Shoulders'''&lt;br /&gt;
| '''Market Price'''&lt;br /&gt;
|-&lt;br /&gt;
| [[Shoulders#Catching cape|Catching cape]]||200 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Shoulders#Cloak of human guise|Cloak of human guise]]||900 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Shoulders#Cloak of resistance|Cloak of resistance +1]]||1,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Shoulders#Shawl of life-keeping|Shawl of life-keeping]]||1,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Shoulders#Shield cloak|Shield cloak]]||1,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Shoulders#Quickchange cloak|Quickchange cloak]]||1,500 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Shoulders#Cowardly crouching cloak|Cowardly crouching cloak]]||1,800 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Shoulders#Cloak of elvenkind|Cloak of elvenkind]]||2,500 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Shoulders#Cloak of the hedge wizard|Cloak of the hedge wizard]]||2,500 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Shoulders#Cloak of fiery vanishing|Cloak of fiery vanishing]]||2,600 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Shoulders#Cloak of fangs|Cloak of fangs]]||2,800 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Shoulders#Pauldrons of the serpent|Pauldrons of the serpent]]||3,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Shoulders#Stonemist cloak|Stonemist cloak]]||3,500 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Shoulders#Cloak of resistance|Cloak of resistance +2]]||4,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Shoulders#Cloak of the scuttling rat|Cloak of the scuttling rat]]||6,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Shoulders#Treeform cloak|Treeform cloak]]||6,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Shoulders#Eagle cape|Eagle cape]]||7,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Shoulders#Cloak of the manta ray|Cloak of the manta ray]]||7,200 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Shoulders#Hunter's cloak|Hunter's cloak]]||7,500 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Shoulders#Cloak of resistance|Cloak of resistance +3]]||9,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Shoulders#Cloak of the duskwalker|Cloak of the duskwalker]]||10,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Shoulders#Cocoon cloak|Cocoon cloak]]||10,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Shoulders#Pauldrons of the bull|Pauldrons of the bull]]||10,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Shoulders#Stone cloak, minor|Stone cloak, minor]]||10,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Shoulders#Cape of the mountebank|Cape of the mountebank]]||10,800 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Shoulders#Pauldrons of the watchful lion|Pauldrons of the watchful lion]]||10,800 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Shoulders#Lion cloak|Lion cloak]]||12,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Shoulders#Mantle of spores|Mantle of spores]]||13,400 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Shoulders#Cape of effulgent escape|Cape of effulgent escape]]||14,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Shoulders#Cloak of arachnida|Cloak of arachnia]]||14,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Shoulders#Gunfighter's poncho|Gunfighter's poncho]]||14,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Shoulders#Demonspike pauldrons|Demonspike pauldrons]]||14,350 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Shoulders#Comfort's cloak|Comfort's cloak]]||15,600 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Shoulders#Cloak of resistance|Cloak of resistance +4]]||16,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Shoulders#Shawl of the crone|Shawl of the crone]]||16,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Shoulders#Prestidigitator's cloak|Pretidigitator's cloak]]||17,200 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Shoulders#Stole of justice|Stole of justice]]||18,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Shoulders#Jellyfish cape|Jellyfish cape]]||19,200 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Shoulders#Cloak of the diplomat|Cloak of the diplomat]]||20,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Shoulders#Stone cloak, major|Stone cloak, major]]||20,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Shoulders#Cloak of displacement, minor|Cloak of displacement, minor]]||24,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Shoulders#Cloak of resistance|Cloak of resistance +5]]||25,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Shoulders#Cloak of the bat|Cloak of the bat]]||26,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Shoulders#Highwayman's cape|Highwayman's cape]]||32,500 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Shoulders#Juggernaut's pauldrons|Juggernaut's pauldrons]]||40,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Shoulders#Charlatan's cape|Charlatan's cape]]||45,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Shoulders#Cloak of displacement, major|Cloak of displacement, major]]||50,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Shoulders#Wings of flying|Wings of flying]]||54,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Shoulders#Cloak of etherealness|Cloak of etherealness]]||55,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Shoulders#Wings of the gargoyle|Wings of the gargoyle]]||72,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Shoulders#Wyvern cloak|Wyvern cloak]]||78,600 gp&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;span id=&amp;quot;shoulders_desc&amp;quot;&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Cape of effulgent escape	&amp;quot;&amp;gt;	Cape of effulgent escape	&amp;lt;/span&amp;gt;''''' 	(	14,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	faint evocation and illusion	;	'''CL'''	3rd	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This shining white cloak is trimmed with golden sunbursts and continuously radiates light (as per the light spell, but only in a 10-foot radius). Twice per day, the wearer can command the cape to erupt in a burst of light, blinding all creatures other than the wearer within 20 feet for 1d4 rounds (Reflex DC 14 negates). After triggering this burst, the wearer becomes invisible (as the ''invisibility'' spell, with a duration of 1 minute) and the cape's light is extinguished as long as the wearer is invisible.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''daylight'', ''invisibility''	'''Cost'''	7,000 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Cape of the mountebank	&amp;quot;&amp;gt;	Cape of the mountebank	&amp;lt;/span&amp;gt;''''' 	(	10,800 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate conjuration	;	'''CL'''	9th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	Once per day on command, this bright red and gold cape allows the wearer to use the magic of the ''dimension door'' spell. When he disappears, he leaves behind a cloud of harmless gray smoke, appearing in a similar dramatic fashion at his destination.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''dimension door''	'''Cost'''	5,400 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Catching cape	&amp;quot;&amp;gt;	Catching cape	&amp;lt;/span&amp;gt;'''''	(	200 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	faint abjuration	;	'''CL'''	1st	;	'''Weight'''	3 lbs.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This silvery cape furls and ripples like a flag with every step its owner takes. As a swift action, the wearer can order the cape to transform into a faint sphere of force that surrounds him on all sides. The field grants the wearer concealment (20% miss chance) against ranged attacks and lasts for 1 minute or until the wearer is missed by a ranged attack due to the power of the cloak, whichever comes first. When the field is used, all magic is lost from the cloak, leaving only a mundane silvery garment.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''shield''	'''Cost'''	100 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Charlatan's cape	&amp;quot;&amp;gt;	Charlatan's cape	&amp;lt;/span&amp;gt;'''''	(	45,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	faint evocation and illusion	;	'''CL'''	3rd	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This garish cloak of red velvet is embroidered with gold-threaded patterns, typically in shapes of sinisterly masked harlequins or other imagery of sinister revelry. The cloak acts like a ''cloak of the mountebank'', but its ''dimension door'' power can be used three times per day. Furthermore, once per day the wearer of the cloak can use ''ethereal jaunt'', as per the spell.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''dimension door'', ''ethereal jaunt''	'''Cost'''	22,500 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=''{{PadBottom|10}}''&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Cloak of arachnida	&amp;quot;&amp;gt;	Cloak of arachnida	&amp;lt;/span&amp;gt;'''''	(	14,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate conjuration and transmutation	;	'''CL'''	6th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This red and violet silk garment, delicately embroidered with a barely perceptible web-like pattern, gives the wearer the ability to climb as if a ''spider climb'' spell had been placed upon her. In addition, the cloak grants her immunity to entrapment by web spells or webs of any sort; she can move in webs at half her normal speed. Once per day, the wearer of this cloak can cast web. She also gains a +2 luck bonus on all Fortitude saves against poison from spiders.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''spider climb'', ''web''	'''Cost'''	7,000 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Cloak of displacement, major	&amp;quot;&amp;gt;	Cloak of displacement, major	&amp;lt;/span&amp;gt;'''''	(	50,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate illusion	;	'''CL'''	7th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	Embroidered with images of falling stars and pale moons, this item appears to be a normal cloak, but on command its magical properties distort and warp light waves. This displacement works just like the ''displacement'' spell and lasts for a total of 15 rounds per day, which the wearer can divide up as she sees fit.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, Extend Spell, ''displacement''	'''Cost'''	25,000 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Cloak of displacement, minor	&amp;quot;&amp;gt;	Cloak of displacement, minor	&amp;lt;/span&amp;gt;'''''	(	24,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	faint illusion	;	'''CL'''	3rd	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This item appears to be a normal cloak, with a pattern very similar to a ''major cloak of displacement'' nocturnal designs, but when worn its magical properties distort and warp light waves. This displacement works similar to the ''blur'' spell, granting a 20% miss chance on attacks against the wearer. It functions continually.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''blur''	'''Cost'''	12,000 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Cloak of elvenkind	&amp;quot;&amp;gt;	Cloak of elvenkind	&amp;lt;/span&amp;gt;'''''	(	2,500 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	faint illusion	;	'''CL'''	3rd	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	These cloaks of famed elven design are enhanced to reflect the wearer's surroundings, aiding him in blending in with any terrain. When this plain gray cloak is worn with the hood drawn up around the head, the wearer gains a +5 competence bonus on Stealth checks.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''invisibility'', creator must be an elf	'''Cost'''	1,250 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Cloak of etherealness	&amp;quot;&amp;gt;	Cloak of etherealness	&amp;lt;/span&amp;gt;'''''	(	55,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	strong transmutation	;	'''CL'''	15th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This silvery gray cloak seems to absorb light rather than be illuminated by it. On command, the cloak makes its wearer ethereal (as the ''ethereal jaunt'' spell). The effect is dismissible. The cloak works for a total of up to 10 minutes per day. This duration need not be continuous, but it must be used in 1 minute increments.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''ethereal jaunt''	'''Cost'''	27,500 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Cloak of fangs	&amp;quot;&amp;gt;	Cloak of fangs	&amp;lt;/span&amp;gt;'''''	(	2,800 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate transmutation	;	'''CL'''	9th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	Wearing this animal-hair cloak grants a +1 resistance bonus on saving throws. Furthermore, the wearer can force its teeth to grow rapidly up to five times per day as a swift action. The oversized teeth last for 1 round, during which time the wearer can make a bite attack. Treat this attack as a primary natural attack that deals 1d6 points of damage (or 1d4 if the wearer is Small). If the wearer already has a bite attack, the damage of that bite attack increases by one step.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''alter self'', ''resistance''	'''Cost'''	1,250 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Cloak of fiery vanishing	&amp;quot;&amp;gt;	Cloak of fiery vanishing	&amp;lt;/span&amp;gt;'''''	(	2,600 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	faint abjuration and illusion	;	'''CL'''	5th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This thick leather cloak is charred and blackened around the edges and smells faintly of soot. Once per day, when subject to an effect that deals fire damage, the wearer can spend an immediate action while obscured by the flames to become invisible, leaving behind an illusory pile of ashes and bones, as if he had been slain by the fire effect. The wearer's invisibility and his illusory remains last for 5 rounds or until the wearer attacks any creature. Creatures that study or interact with the ashes can make a DC 11 Will save to disbelieve the illusion, though this does not end the invisibility effect.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''invisibility'', ''silent image''	'''Cost'''	1,300 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Cloak of human guise	&amp;quot;&amp;gt;	Cloak of human guise	&amp;lt;/span&amp;gt;'''''	(	900 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	faint illusion	;	'''CL'''	1st	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This plain cloak only has any effect when worn by a member of a half-human race, such as a half-orc or half-elf. It alters the wearer's appearance similarly to a ''hat of disguise'', but only to the extent that it conceals or alters the wearer's non-human physical traits so the creature appears fully human. Any feature that is plausibly human remains. For example, a half-orc wearing the cloak loses his green or gray skin color and pointed ears, has no visible tusks, and is otherwise completely able to pass as a human version of his normal self. Likewise, a half-elf wearing the cloak has round ears, humanlike eyes, and no other traits indicating elven ancestry. The wearer has no control over the specific guise, and those familiar with his normal appearance can recognize him in his human guise.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''disguise self''	'''Cost'''	450 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Cloak of resistance	&amp;quot;&amp;gt;	Cloak of resistance	&amp;lt;/span&amp;gt;'''''	(	'''+1 bonus''' 1,000 gp; '''+2 bonus''' 4,000 gp; '''+3 bonus''' 9,000 gp; '''+4 bonus''' 16,000 gp; '''+5 bonus''' 25,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	faint abjuration	;	'''CL'''	5th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	Flecks of silver or steel are often sown amid the fabric of these magical cloaks. This garment offers magical protection in the form of a +1 to +5 resistance bonus on all saving throws (Fortitude, Reflex, and Will).	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''resistance'', creator's caster level must be at least three times the cloak's bonus	'''Cost'''	'''+1 bonus''' 500 gp; '''+2 bonus''' 2,000 gp; '''+3 bonus''' 4,500 gp; '''+4 bonus''' 8,000 gp; '''+5 bonus''' 12,500 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Cloak of the bat	&amp;quot;&amp;gt;	Cloak of the bat	&amp;lt;/span&amp;gt;'''''	(	26,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate transmutation	;	'''CL'''	7th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	Fashioned of dark brown or black cloth, this cloak bestows a +5 competence bonus on Stealth checks. The wearer is also able to hang upside down from the ceiling like a bat. By holding the edges of the garment, the wearer is able to fly as per the spell (including a +7 bonus on Fly skill checks). If he desires, the wearer can actually polymorph himself into an ordinary bat and fly accordingly (as ''beast shape III''). All possessions worn or carried are part of the transformation. Flying, either with the cloak or in bat form, can be accomplished only in darkness (either under the night sky or in a lightless or near-lightless environment underground). Either of the flying powers is usable for up to 7 minutes at a time, but after a flight of any duration the cloak cannot bestow any flying power for a like period of time.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''beast shape III'', ''fly''	'''Cost'''	13,000 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Cloak of the diplomat	&amp;quot;&amp;gt;	Cloak of the diplomat	&amp;lt;/span&amp;gt;'''''	(	20,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate enchantment	;	'''CL'''	7th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	The forest-green cloak grants a +5 competence bonus on Diplomacy and Sense Motive checks. In addition, once per day, before making a Diplomacy or Sense Motive check, the wearer can decide to call upon the powers of the cloak to roll twice and take the better result. Finally, the wearer of this cloak can adjust a creature's attitude up to three steps when using Diplomacy, instead of the normal limit of two steps. However, the cloak's power does have one drawback. Should the wearer ever fail a Diplomacy checks made to adjust a creature's attitude by 5 or more, the creature's attitude is reduced by two steps instead of one.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''charm person'', creator must have 5 ranks in Diplomacy and Sense Motive	'''Cost'''	10,000 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Cloak of the duskwalker	&amp;quot;&amp;gt;	Cloak of the duskwalker	&amp;lt;/span&amp;gt;'''''	(	10,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	faint illusion	;	'''CL'''	3rd	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This dark, velvety cloak billows with a dramatic flourish in its wearer's wake. The cloak grants its wearer low-light vision. Once per day, on command, the wearer can surround herself with darkness, as the ''darkness'' spell. While this darkness is active, the cloak also grants the wearer darkvision 60 feet as well as low-light vision.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''darkness'', ''darkvision''	'''Cost'''	5,000 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Cloak of the hedge wizard	&amp;quot;&amp;gt;	Cloak of the hedge wizard	&amp;lt;/span&amp;gt;'''''	(	2,500 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	faint, school based on cloak type	;	'''CL'''	1st	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This cloak comes in eight varieties—one for each school of magic. The cloak grants its wearer the ability to use a certain number of spells on command (caster level 1st) based on its school of magic. It also grants the wearer the ability to use prestidigitation on command and at will.&lt;br /&gt;
*''Abjuration'': at will—''resistance''; 1/day—''endure elements'', ''shield''&lt;br /&gt;
*''Conjuration: at will—''acid splash''; 1/day—''mage armor'', ''unseen servant''&lt;br /&gt;
*''Divination: at will—''detect magic''; 1/day—''detect secret doors'', ''true strike''&lt;br /&gt;
*''Enchantment: at will—''daze''; 1/day—''charm person'', ''sleep''&lt;br /&gt;
*''Evocation: at will—''light''; 1/day—''floating disk'', ''magic missile''&lt;br /&gt;
*''Illusion: at will—''ghost sound''; 1/day—''color spray'', ''silent image''&lt;br /&gt;
*''Necromancy: at will—''touch of fatigue''; 1/day—''cause fear'', ''ray of enfeeblement''&lt;br /&gt;
*''Transmutation: at will—''mage hand''; 1/day—''enlarge person'', ''expeditious retreat''	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''prestidigitation'' and any spell the cloak allows the caster to use; the creator must have Spell Focus in the cloak's school of magic	'''Cost'''	1,125 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Cloak of the manta ray	&amp;quot;&amp;gt;	Cloak of the manta ray	&amp;lt;/span&amp;gt;'''''	(	7,200 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate transmutation	;	'''CL'''	9th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This cloak appears to be made of leather until the wearer enters salt water. At that time, the cloak of the manta ray adheres to the individual, and he appears nearly identical to a manta ray (as the ''beast shape II'' spell, except that it allows only manta ray form). He gains a +3 natural armor bonus, the ability to breathe underwater, and a swim speed of 60 feet, like a real manta ray. The cloak also allows the wearer to attack with a sting ray's tail spine, dealing 1d6 points of damage. This attack can be used in addition to any other attack the character has, using his highest melee attack bonus. The wearer can release his arms from the cloak without sacrificing underwater movement if so desired.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''beast shape II'', ''water breathing''	'''Cost'''	3,600 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Cloak of the scuttling rat	&amp;quot;&amp;gt;	Cloak of the scuttling rat	&amp;lt;/span&amp;gt;'''''	(	6,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	faint transmutation	;	'''CL'''	5th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This unassuming cloak initially appears to be made of plain leather. When the wearer speaks the command word, however, the ''cloak of the scuttling rat'' wraps itself around her, transforming her into a dire rat as if using ''beast shape I''. The wearer can remain in dire rat form for up to 5 minutes per day. This duration need not be consecutive, but it must be used in 1-minute increments.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''beast shape I''	'''Cost'''	3,000 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Cocoon cloak	&amp;quot;&amp;gt;	Cocoon cloak	&amp;lt;/span&amp;gt;'''''	(	10,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate transmutation	;	'''CL'''	7th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This ruffled silk cloak is incredibly durable despite its soft, delicate construction. Anytime the wearer falls asleep (whether the sleep is natural or brought on by a magical effect), the cloak immediately transforms into sticky strands that envelop the wearer's body, hardening into a solid silk cocoon. While wrapped in the cocoon the wearer gains a +4 enhancement bonus to natural armor and is protected from critical hits and sneak attacks as if subject to the ''light fortification'' armor ability (25% chance for normal damage on a critical hit). The cocoon opens and transforms back into a cloak once the wearer awakens.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''vermin shape I''	'''Cost'''	5,000 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Comfort's cloak	&amp;quot;&amp;gt;	Comfort's cloak	&amp;lt;/span&amp;gt;'''''	(	15,600 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	faint abjuration and necromancy	;	'''CL'''	5th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	A favored cloak of rangers, this cloak is a patchwork of hides and fur. ''Comfort's cloak'' grants a constant ''endure elements'' effect to the wearer, and grants a +4 competence bonus to saves against disease, energy drain, effects that cause fatigue or exhaustion, and poisons. Furthermore, while the wearer is resting he regains twice his Hit Dice in hit points for 8 hours of rest instead of the typical 1 hit point per Hit Die. When taking a full 24 hours of rest, the character regains 5 times his Hit Dice in hit points instead of twice his Hit Dice in hit points.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''endure elements''	'''Cost'''	7,800 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Cowardly crouching cloak	&amp;quot;&amp;gt;	Cowardly crouching cloak	&amp;lt;/span&amp;gt;'''''	(	1,800 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	faint abjuration	;	'''CL'''	1st	;	'''Weight'''	4 lbs.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This nondescript gray cloak has a hood that can fit over the wearer's entire face. The wearer can, as a move action, cover his face and drop to a huddling crouch. Any creature seeking to directly attack him while he does this must make a DC 11 Will save to do so (as the ''sanctuary'' spell). The wearer cannot see or take any actions while crouching. This makes him effectively blind, with all the normal penalties, but not helpless. The wearer can end his crouch simply by standing up or moving.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''sanctuary''	'''Cost'''	900 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Demonspike pauldrons	&amp;quot;&amp;gt;	Demonspike pauldrons	&amp;lt;/span&amp;gt;'''''	(	14,350 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate necromancy	;	'''CL'''	7th	;	'''Weight'''	8 lbs.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	These black iron pauldrons are studded with jagged spikes of various lengths. ''Demonspike pauldrons'' act as ''+2 armor spikes'' and also deal 1d2 bleed damage on a successful grapple attack or melee attack made with the pauldrons. If these pauldrons are worn with normal armor spikes, increase the damage done by the armor spikes to 1d6 (Small) or 1d8 (Medium), and use the greater of the two enhancement bonuses to attack and damage—either from the armor spikes (if any) or the ''demonspike pauldrons''.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, Craft Magic Arms and Armor, ''bleed''	'''Cost'''	7,175 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Eagle cape	&amp;quot;&amp;gt;	Eagle cape	&amp;lt;/span&amp;gt;'''''	(	7,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate transmutation	;	'''CL'''	7th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	Large eagle feathers decorate the back and arms of this magnificent cape. Should the cape's wearer fall more than 5 feet, the cape spreads out behind the wearer and she gently drifts to the ground. This acts exactly like a ''feather fall'' spell for the wearer only. Once per day, if the wearer grasps the edges of the cape and spreads her arms, she transforms into an eagle (as per the ''beast shape I'' spell, except that it allows only eagle form and the wearer gains the eagle's full fly speed of 80 feet). This effect lasts for 10 minutes but can be ended prematurely as a standard action. In addition, while in eagle form, the wearer gains a +5 competence bonus on Perception checks.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''beast shape I'', ''feather fall'', ''perceive clues''	'''Cost'''	3,500 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Gunfighter's poncho	&amp;quot;&amp;gt;	Gunfighter's poncho	&amp;lt;/span&amp;gt;'''''	(	14,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate abjuration	;	'''CL'''	6th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	The abjurations woven into this woolen poncho not only defend against gunfire, but also insulate the wearer from dangerous magic. The wearer gains a +2 luck bonus to touch AC. Once per day as an immediate action, the wearer can negate a single ranged touched attack targeted at him, but cannot use this ability if the attack is a confirmed critical hit. When the wearer uses this ability, he must fall prone.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''bullet shield''	'''Cost'''	7,000 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Highwayman's cape	&amp;quot;&amp;gt;	Highwayman's cape	&amp;lt;/span&amp;gt;'''''	(	32,500 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	faint transmutation	;	'''CL'''	5th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This reversible multicolored cape marks the wearer's flamboyant audacity when turned with its bright colors outward, granting a +5 competence bonus on Bluff checks. Reversible as a move action, the dappled camouflage of its other side grants a +5 competence bonus on Stealth checks. Furthermore, the wearer is subject to a constant effect like that of the spell ''liberating command'' regardless of the cape's current facing.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''liberating command''	'''Cost'''	16,250 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Hunter's cloak	&amp;quot;&amp;gt;	Hunter's cloak	&amp;lt;/span&amp;gt;'''''	(	7,500 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	faint transmutation	;	'''CL'''	5th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	Usually made from the skins of giant serpents, these cloaks are designed to help rangers, hunters, and trackers blend in with and travel quickly through the areas they are most familiar with. If the wearer has the favored terrain class ability and is traveling through one of his favored terrains, once per day he can transform himself into an animal native to that environment. This works identically to the ''beast shape I'' spell, save that it is limited to creatures native to the environment (as defined in the appropriate Bestiary entry or per the GMs discretion). This effect lasts for 10 minutes per day. The duration need not be continuous, but it must be used in 1-minute increments.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''beast shape I''	'''Cost'''	3,750 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Jellyfish cape	&amp;quot;&amp;gt;	Jellyfish cape	&amp;lt;/span&amp;gt;'''''	(	19,200 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate transmutation	;	'''CL'''	7th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This billowing white cape renders the wearer almost invisible the moment she is submerged in salt water, granting her concealment (20% miss chance) so long as she remains entirely submerged. The wearer can breathe underwater and gains a swim speed of 20 ft. While the wearer is submerged, the cape surrounds her with tiny stinging tentacles. Any creature that ends its turn adjacent to the wearer takes 1 point of electricity damage and must succeed at a DC 16 Fortitude saving throw or be sickened for 1 round. The sickened effect is a poison effect.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''beast shape II'', ''water breathing''	'''Cost'''	9,600 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Juggernaut's pauldrons	&amp;quot;&amp;gt;	Juggernaut's pauldrons	&amp;lt;/span&amp;gt;'''''	(	40,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	faint necromancy	;	'''CL'''	5th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	These massive pauldrons take the shape of a pair of clenched fists made of beaten bronze. They bestow a +4 bonus on CMD, and grant the wearer the ferocity ability. On command, the wearer can increase its size, as though subject to an ''enlarge person'' spell, and can revert to regular size with another command. Three times per day, as an immediate action after the pauldrons' wearer kills an opponent, the wearer gains the benefit of the ''deadly juggernaut'' spell for 1 minute.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''deadly juggernaut'', ''enlarge person'', ''rage''	'''Cost'''	20,000 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Lion cloak	&amp;quot;&amp;gt;	Lion cloak	&amp;lt;/span&amp;gt;'''''	(	12,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate transmutation	;	'''CL'''	10th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	Made from a single male lion's coat with the mane surrounding its hood, the ''lion cloak'' is an impressive sight. A creature wearing the cloak gains a +2 resistance bonus on saving throws made against mind-affecting and fear effects and a +2 circumstance bonus on Intimidate checks. Once per day, the wearer can pull the hood over her head, assuming the form of a lion (as the ''beast shape II'' spell, except that it allows only lion form) for up to 10 minutes. If the wearer has the smite class feature, she can use this power more than once per day by expending uses of her smite; at most she can take the lion form as many times as she has smites plus one additional time. While in this lion form the wearer cannot use its normal smite ability.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''beast shape II''	'''Cost'''	6,000 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Mantle of spores	&amp;quot;&amp;gt;	Mantle of spores	&amp;lt;/span&amp;gt;'''''	(	13,400 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	faint necromancy	;	'''CL'''	5th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This mantle grants the wearer a +4 resistance bonus on saving throws against disease. Once per day, the wearer can flourish the cape as a swift action to surround himself with a cloud of deadly spores. Creatures adjacent to the wearer take 1d6 points of damage from the spores, plus 1d3 points of damage per round for 3 rounds as the spores grow into fuzzy green mold. After these rounds the mold becomes harmless, and can be washed away with a minute of scrubbing. The spores can be destroyed by making a DC 15 Heal check on an affected creature, or by effects that remove diseases. The spores are a disease effect.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''contagion''	'''Cost'''	6,700 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Pauldrons of the bull	&amp;quot;&amp;gt;	Pauldrons of the bull	&amp;lt;/span&amp;gt;'''''	(	10,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	faint abjuration	;	'''CL'''	5th	;	'''Weight'''	3 lbs.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	These steel pauldrons are engraved with images of charging bulls. When their wearer makes a bull rush combat maneuver, she can make the check twice and take the better result. Furthermore, they grant a +2 enhancement bonus to CMD against bull rushes.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''bull's strength''	'''Cost'''	5,000 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Pauldrons of the serpent	&amp;quot;&amp;gt;	Pauldrons of the serpent	&amp;lt;/span&amp;gt;'''''	(	3,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	faint abjuration	;	'''CL'''	3rd	;	'''Weight'''	3 lbs.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	Constructed of mithral, each of these pauldrons bears an embossed device of a viper coiled defensively. These pauldrons grant their wearer a +2 dodge bonus to AC against attacks of opportunity, and increase the wearer's CMD by 2 against bull rush, grapple, reposition, and trip combat maneuvers.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''cat's grace''	'''Cost'''	1,500 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Pauldrons of the watchful lion	&amp;quot;&amp;gt;	Pauldrons of the watchful lion	&amp;lt;/span&amp;gt;''''' 	(	10,800 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	faint necromancy	;	'''CL'''	5th	;	'''Weight'''	3 lbs.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	These steel and brass pauldrons feature two brass lion heads, one on each shoulder. Twice a day as an immediate action when a creature successfully makes an Acrobatics check to move through the wearer's threatened area or its space without provoking an attack of opportunity, a shadowy lion can animate from one of the pauldrons and attack that creature. The attack uses the wearer's base attack bonus + Dexterity modifier and attacks the target's touch AC. On a hit, the lion deals 2d6 points of piercing damage (×2 critical).	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, Craft Magic Arms and Armor, ''spectral hand''	'''Cost'''	5,400 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Prestidigitator's cloak	&amp;quot;&amp;gt;	Prestidigitator's cloak	&amp;lt;/span&amp;gt;''''' 	(	17,200 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	faint illusion and transmutation	;	'''CL'''	5th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This short black cloak grants its wearer a +8 competence bonus on Slight of Hand checks. Furthermore, as a full-round action, the cloak can be removed and placed on an single object that takes up a 5-foot square or less and weighs 100 lbs. or less, at which point the object disappears and is stored within an extradimensional space within the cloak. The object can remain in the cloak for no more than 1 hour, at which point it falls out of the cloak in a square adjacent to the cloak or its wearer. The wearer can also command the cloak to dispel the object into an adjacent square.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''guidance'', ''rope trick''	'''Cost'''	8,600 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Quickchange cloak	&amp;quot;&amp;gt;	Quickchange cloak	&amp;lt;/span&amp;gt;''''' 	(	1,500 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	faint transmutation	;	'''CL'''	1st	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	One side of this reversible gray hooded cape is exquisitely embroidered and richly decorated, while the other appears shabby and worn. On command, by passing the edge of the cloak over her face, the wearer may remove a mundane disguise (one applied with the Disguise skill) and store it in the cloak. This does not change the cloak's appearance in any way. Once a disguise is stored in the cloak, it can be reapplied to the wearer who placed it within the cloak on command, using the original result of the Disguise check. The cloak can store up to three disguises at once, and any wearer of the cloak can discard any number of disguises within the cloak as a free action.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''prestidigitation'' creator must have 5 ranks in Disguise	'''Cost'''	750 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Shawl of life-keeping	&amp;quot;&amp;gt;	Shawl of life-keeping	&amp;lt;/span&amp;gt;'''''	(	1,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	faint conjuration	;	'''CL'''	3rd	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This magical shawl is woven from silken, diaphanous material. Once per day, the wearer can speak a command word to transfer some of her life energy into the shawl (up to 10 hit points). If she is wearing the shawl and is reduced to –1 hit points or below, the shawl immediately heals her an amount equal to the number of hit points stored in the shawl. This healing cannot prevent the wearer from being killed. The life energy stored in the shawl lasts for 24 hours or until it heals the wearer, whichever comes first. If the shawl is destroyed, the stored life energy is lost. While the shawl is storing a creature's life energy, it retains a connection to that creature. If another creature holds the shawl in its hand, the creature whose life energy is stored in the shawl takes a –2 penalty on Fortitude and Reflex saving throws against all effects from the current bearer of the shawl.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''cure light wounds'', ''stabilize''	'''Cost'''	500 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Shawl of the crone	&amp;quot;&amp;gt;	Shawl of the crone	&amp;lt;/span&amp;gt;'''''	(	16,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	faint transmutation	;	'''CL'''	3rd	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	The yarn making up this knitted gray wrap is frayed and tattered. As soon as a creature puts on the shawl, she immediately takes the form of a venerable female of her race (regardless of the wearer's actual gender) and remains so until the shawl is removed. Though this is an actual physical transformation, the wearer does not experience any infirmities due to advanced age, including penalties to her physical attributes, nor does she gain any bonuses to her mental attributes. The wearer also gains a +4 circumstance bonus on any Charisma-based check intended to make her appear friendly, harmless, helpless, or otherwise in need of assistance or deserving of proper respect for someone of her apparent age. This bonus increases to +8 when directed against children. The wearer also counts as a hag for the purposes of forming a covey, but this covey must always include at least one actual hag.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''alter self''	'''Cost'''	8,000 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Shield cloak	&amp;quot;&amp;gt;	Shield cloak	&amp;lt;/span&amp;gt;'''''	(	1,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	faint abjuration	;	'''CL'''	4th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	The wearer of this rough, gray cloak can, as a move action, grasp the garment's edge and cause it to harden. The wearer can use the hardened edge it as if it were a masterwork light wooden shield. Using the cloak in this fashion imposes no armor check penalty, but does impose a 5% arcane spell failure chance. The edge of the cloak can be dropped and made pliant again as a free action. Shield enhancement bonuses and special abilities can be added to the cloak as if it were a masterwork shield.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, Craft Magic Arms and Armor, ''shield''	'''Cost'''	500 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Stole of justice	&amp;quot;&amp;gt;	Stole of justice	&amp;lt;/span&amp;gt;'''''	(	18,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	faint divination	;	'''CL'''	5th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This long stole of unrelenting black is marked on one end with golden scales and the other with the embroidered image of hooded justice. The wearer gains a +5 competence bonus on Sense Motive checks and can create a ''zone of truth'' for up to 5 minutes per day; these rounds need not be consecutive. When the wearer uses ''detect chaos'', ''detect evil'', ''detect good'', or ''detect law'', at the beginning of her next turn after casting she gains information as if she had concentrated for 3 full rounds. Finally, if the wearer is an inquisitor, when using her judgment she receives a bonus on Perception checks and her combat maneuver defense as if she were wielding a ''jurist'' weapon.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''zone of truth'', creator must have 5 ranks in Sense Motive	'''Cost'''	9,000 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Stone cloak, major	&amp;quot;&amp;gt;	Stone cloak, major	&amp;lt;/span&amp;gt;'''''	(	20,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate abjuration	;	'''CL'''	8th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This cloak is identical to the stone cloak, save that it provides DR 10/adamantine when activated.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''stoneskin''	'''Cost'''	10,000 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Stone cloak, minor	&amp;quot;&amp;gt;	Stone cloak, minor	&amp;lt;/span&amp;gt;'''''	(	10,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	faint abjuration	;	'''CL'''	5th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This mottled gray cloak looks like granite or some other light gray stone. The wearer can pull a minor stone cloak tight around herself and freeze in place as a move action, which causes the cloak to harden like the stone it resembles. When she does this, the wearer can take no actions other than free actions and is denied her Dexterity bonus to AC but gains DR 5/adamantine. She also gains a +5 circumstance bonus to Stealth checks while protected in this manner. This effect can be dismissed as a free action.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''stone shape''	'''Cost'''	5,000 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Stonemist cloak	&amp;quot;&amp;gt;	Stonemist cloak	&amp;lt;/span&amp;gt;'''''	(	3,500 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	faint conjuration and illusion	;	'''CL'''	3rd	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	In rocky or mountainous areas, when this stone-gray cloak is worn with the hood drawn up around the head, the wearer gains a +5 competence bonus on Stealth checks. Once per day, the wearer can create an area of fog equivalent to ''obscuring mist''.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''invisibility'', ''obscuring mist''	'''Cost'''	1,750 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Treeform cloak	&amp;quot;&amp;gt;	Treeform cloak	&amp;lt;/span&amp;gt;'''''	(	6,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate transmutation	;	'''CL'''	7th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This long green cloak's back features an embroidered image of an ancient oak. Once per day on command, the wearer can assume the shape of a tree, as the ''tree shape'' spell, but can only take the form of a living tree. Furthermore, each hour the wear spends in tree form while in direct sunlight, he heals 1d6 hit points.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''goodberry'', ''tree form''	'''Cost'''	3,000 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Wings of flying	&amp;quot;&amp;gt;	Wings of flying	&amp;lt;/span&amp;gt;'''''	(	54,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate transmutation	;	'''CL'''	10th	;	'''Weight'''	2 lbs.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	A pair of these wings might appear to be nothing more than a plain cloak of old, black cloth, or they could be as elegant as a long cape of blue feathers. When the wearer speaks the command word, the cloak turns into a pair of bat or bird wings that empower her to fly with a speed of 60 feet (average maneuverability), also granting a +5 competence bonus on Fly skill checks.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''fly''	'''Cost'''	27,000 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Wings of the gargoyle	&amp;quot;&amp;gt;	Wings of the gargoyle	&amp;lt;/span&amp;gt;'''''	(	72,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate transmutation	;	'''CL'''	7th	;	'''Weight'''	3 lbs.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	These cloth shoulder straps have many pebbles stitched into them. The wearer of the straps can command them to unfurl a pair of wings made from a hard gray stone. These wings grant her a fly speed of 60 feet and average maneuverability. When these wings are present her skin also takes on a noticeable stone-like appearance and she gains DR 10/adamantine. The wearer can furl and unfurl these wings as a swift action. The wings can be used for up to 5 minutes each day. The duration need not be continuous, but it must be used in 1-minute increments.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''fly'', ''stoneskin''	'''Cost'''	36,000 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Wyvern cloak	&amp;quot;&amp;gt;	Wyvern cloak	&amp;lt;/span&amp;gt;'''''	(	78,600 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate transmutation	;	'''CL'''	7th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This heavy cloak is made of blue scaled leather and has a pointed hem that hangs near the ground. The cloak provides the wearer a +4 resistance bonus on Will saves, a continuous ''feather fall'' effect (as the spell), and the ability to use ''fly'' once per day. At will as a swift action, the wearer can form the hem into a stinger, granting her a sting natural weapon. This sting deals 1d6 points of damage plus ''poison'' (as the spell; DC 16). Reverting the stinger to its normal, inconspicuous shape is a free action.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''feather fall'', ''fly'', ''poison'', ''resistance'', creator must be at least caster level 12	'''Cost'''	39,300 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
[[Category:Admin]][[Category:Magic_Items]]&lt;/div&gt;</summary>
		<author><name>Typhoon</name></author>
	</entry>
	<entry>
		<id>http://www.tenebraemush.net/index.php?title=Neck&amp;diff=18016</id>
		<title>Neck</title>
		<link rel="alternate" type="text/html" href="http://www.tenebraemush.net/index.php?title=Neck&amp;diff=18016"/>
		<updated>2015-03-22T00:28:53Z</updated>

		<summary type="html">&lt;p&gt;Typhoon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WondrousTableMain}}&lt;br /&gt;
{{T01}}&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; | &amp;lt;span id=&amp;quot;neck_table&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;'''Neck'''&lt;br /&gt;
{{T02}}&lt;br /&gt;
| '''Neck'''&lt;br /&gt;
| '''Market Price'''&lt;br /&gt;
|-&lt;br /&gt;
| [[Neck#Hand of the mage|Hand of the mage]]||900 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Neck#Aegis of recovery|Aegis of recovery]]||1,500 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Neck#Amulet of bullet protection|Amulet of bullet protection +1]]||1,500 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Neck#Brooch of shielding|Brooch of shielding]]||1,500 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Neck#Necklace of fireballs|Necklace of fireballs (type I)]]||1,650 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Neck#Amulet of natural armor|Amulet of natural armor +1]]||2,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Neck#Golembane scarab|Golembane scarab]]||2,500 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Neck#Necklace of fireballs|Necklace of fireballs (type II)]]||2,700 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Neck#Mind sentinel medallion|Mind sentinel medallion]]||3,500 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Neck#Mummer's ruff|Mummer's ruff]]||3,500 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Neck#Amulet of eternal strife|Amulet of elemental strife]]||4,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Neck#Righteous fist amulet|Righteous fist amulet]]||4,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Neck#Necklace of fireballs|Necklace of fireballs (type III)]]||4,350 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Neck#Amulet of mighty fists|Amulet of mighty fists +1]]||5,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Neck#Necklace of fireballs|Necklace of fireballs (type IV)]]||5,400 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Neck#Necklace of fireballs|Necklace of fireballs (type V)]]||5,850 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Neck#Amulet of bullet protection|Amulet of bullet protection +2]]||6,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Neck#Dragonfoe amulet|Feychild necklace]]||20,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Neck#Carcanet of detention|Carcanet of detention]]||7,200 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Neck#Periapt of health|Periapt of health]]||7,500 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Neck#Amulet of natural armor|Amulet of natural armor +2]]||8,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Neck#Amulet of proof against petrification|Amulet of proof against petrification]]||8,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Neck#Everwake amulet|Everwake amulet]]||8,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Neck#Gravewatch pendant|Gravewatch pendant]]||8,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Neck#Hand of glory|Hand of glory]]||8,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Neck#Torc of lionheart fury|Torc of the lionheart fury]]||8,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Neck#Necklace of fireballs|Necklace of fireballs (type VI)]]||8,100 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Neck#Necklace of fireballs|Necklace of fireballs (type VII)]]||8,700 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Neck#Amulet of hidden strength|Amulet of hidden strength]]||9,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Neck#Necklace of adaptation|Necklace of adaptation]]||9,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Neck#Amulet of spell cunning|Amulet of spell cunning]]||10,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Neck#Frost fist amulet|Frost fist amulet]]||10,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Neck#Crystal of healing hands|Crystal of healing hands]]||12,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Neck#Guardian gorget|Guardian gorget]]||12,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Neck#Medallion of thoughts|Medallion of thoughts]]||12,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Neck#Periapt of protection from curses|Periapt of protection from curses]]||12,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Neck#Forge fist amulet|Forge fist amulet]]||13,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Neck#Amulet of bullet protection|Amulet of bullet protection +3]]||13,500 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Neck#Periapt of wound closure|Periapt of wound closure]]||15,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Neck#Necklace of ki serenity|Necklace of ki serenity]]||16,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Neck#Brooch of amber sparks|Brooch of amber sparks]]||16,800 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Neck#Symbol of sanguine protection|Symbol of sanguine protection]]||17,500 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Neck#Amulet of natural armor|Amulet of natural armor +3]]||18,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Neck#Amulet of mighty fists|Amulet of mighty fists +2]]||20,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Neck#Dragonfoe amulet|Dragonfoe amulet]]||20,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Neck#Amulet of spell mastery|Amulet of spell mastery]]||22,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Neck#Amulet of bullet protection|Amulet of bullet protection +4]]||24,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Neck#Periapt of proof against poison|Periapt of proof against poison]]||27,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Neck#Amulet of natural armor|Amulet of natural armor +4]]||32,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Neck#Amulet of proof against detection and location|Amulet of proof against detection and location]]||35,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Neck#Amulet of bullet protection|Amulet of bullet protection +5]]||37,500 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Neck#Scarab of protection|Scarab of protection]]||38,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Neck#Necklace of netted stars|Necklace of netted stars]]||42,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Neck#Amulet of mighty fists|Amulet of mighty fists +3]]||45,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Neck#Amulet of natural armor|Amulet of natural armor +5]]||50,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Neck#Amulet of mighty fists|Amulet of mighty fists +4]]||80,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Neck#Amulet of the planes|Amulet of the planes]]||120,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Neck#Amulet of mighty fists|Amulet of mighty fists +5]]||125,000 gp&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;span id=&amp;quot;neck_desc&amp;quot;&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Aegis of recovery	&amp;quot;&amp;gt;	Aegis of recovery	&amp;lt;/span&amp;gt;''''' 	(	1,500 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	faint abjuration and conjuration	;	'''CL'''	3rd	;	'''Weight'''	-	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	An ''aegis of recovery'' grants its wearer a +2 resistance bonus on all saving throws made to recover from a continuing effect, such as ongoing poison damage, daily saving throws against a disease, a ''hold person'' spell, or lingering damage from an attack. This bonus does not help against initial saving throws against such effects. Should the wearer ever drop below 0 hit points, the aegis heals the wearer for 2d8+3 points of damage and then crumbles to dust.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''barkskin'', ''cure moderate wounds''	'''Cost'''	750 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Amulet of bullet protection	&amp;quot;&amp;gt;	Amulet of bullet protection	&amp;lt;/span&amp;gt;'''''	(	'''+1 luck bonus''' 1,500 gp; '''+2 luck bonus''' 6,000 gp; '''+3 luck bonus''' 13,500 gp; '''+4 luck bonus''' 24,000 gp; '''+5 luck bonus''' 37,500 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	faint abjuration	;	'''CL'''	5th	;	'''Weight'''	;-	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This amulet, usually crafted from the splintered remains of spent firearm bullets shaped into a rough holy symbol or clover, grants the wearer a luck bonus to AC against firearm attacks that target touch AC.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''divine favor'', creator's caster level must be at least three times the amulet's bonus	'''Cost'''	'''+1 luck bonus''' 750 gp; '''+2 luck bonus''' 3,000 gp; '''+3 luck bonus''' 6,750 gp; '''+4 luck bonus''' 12,000 gp; '''+5 luck bonus''' 18,750 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Amulet of eternal strife	&amp;quot;&amp;gt;	Amulet of eternal strife	&amp;lt;/span&amp;gt;'''''	(	4,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate abjuration	;	'''CL'''	8th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This amulet shines brightly when brought within 60 feet of an outsider with the elemental subtype, shedding light as a torch. The amulet glows a different color depending on the subtype of the elemental or elementals present (white for air, yellow for earth, red for fire, and blue for water). If more than one subtype is present, the gem flickers back and forth between the appropriate colors. The wearer gains resistance 5 against a single energy type determined by the subtype of the closest elemental present (air grants electricity resistance, earth grants acid resistance, fire grants fire resistance, and water grants cold resistance). If the closest elemental possesses multiple subtypes, the wearer may choose which type of resistance she gains. This energy resistance only applies against attacks from elementals. The amulet also allows any attacks made by the wearer to bypass the damage reduction of such creatures.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''resist energy'', creator must be 8th level	'''Cost'''	2,000 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=''{{PadBottom|10}}''&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Amulet of hidden strength	&amp;quot;&amp;gt;	Amulet of hidden strength	&amp;lt;/span&amp;gt;'''''	(	9,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	faint transmutation	;	'''CL'''	5th	;	'''Weight'''	-	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This glass teardrop hangs on a platinum chain and can be used once per day to grant a surge of power. This surge can be used in one of two ways. As a swift action, the wearer of the amulet can make one melee or ranged attack at his highest attack bonus. Alternatively, if the wearer of the amulet has a ''ki'' pool, he can instead focus on the power of the amulet as a full-round action and regain two ''ki'' points. This item does not stack with '''haste'''.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, creator must have a ''ki'' pool	'''Cost'''	4,500 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Amulet of mighty fists	&amp;quot;&amp;gt;	Amulet of mighty fists	&amp;lt;/span&amp;gt;'''''	(	'''+1 bonus''' 5,000 gp; '''+2 bonus''' 20,000 gp; '''+3 bonus''' 45,000 gp; '''+4 bonus''' 80,000 gp; '''+5 bonus''' 125,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	faint evocation	;	'''CL'''	5th	;	'''Weight'''	-	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This amulet grants an enhancement bonus of +1 to +5 on attack and damage rolls with unarmed attacks and natural weapons. Alternatively, this amulet can grant melee weapon special abilities, so long as they can be applied to unarmed attacks. See Table: Melee Weapon Special Abilities for a list of abilities. Special abilities count as additional bonuses for determining the market value of the item, but do not modify attack or damage bonuses. An amulet of mighty fists cannot have a modified bonus (enhancement bonus plus special ability bonus equivalents) higher than +5. An amulet of mighty fists does not need to have a +1 enhancement bonus to grant a melee weapon special ability.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''greater magic fang'', creator's caster level must be at least three times the amulet's bonus, plus any requirements of the melee weapon special abilities	'''Cost'''	'''+1 bonus''' 2,500 gp; '''+2 bonus''' 10,000 gp; '''+3 bonus''' 22,500 gp; '''+4 bonus''' 40,000 gp; '''+5 bonus''' 62,500 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Amulet of natural armor	&amp;quot;&amp;gt;	Amulet of natural armor	&amp;lt;/span&amp;gt;'''''	(	'''+1 bonus''' 2,000 gp; '''+2 bonus''' 8,000 gp; '''+3 bonus''' 18,000 gp; '''+4 bonus''' 32,000 gp; '''+5 bonus''' 50,000 gp 	)&amp;lt;br /&amp;gt;	'''Aura'''	faint transmutation	;	'''CL'''	5th	;	'''Weight'''	-	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This amulet, usually containing some type of magically preserved monster hide or other natural armor—such as bone, horn, carapace, or beast scales—toughens the wearer's body and flesh, giving him an enhancement bonus to his natural armor from +1 to +5, depending on the kind of amulet.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''barkskin'', creator's caster leve must be at least three times the amulet's bonus	'''Cost'''	'''+1  bonus''' 1,000 gp; '''+2 bonus''' 4,000 gp; '''+3 bonus''' 9,000 gp; '''+4 bonus''' 16,000 gp; '''+5 bonus''' 25,000 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Amulet of proof against detection and location	&amp;quot;&amp;gt;	Amulet of proof against detection and location	&amp;lt;/span&amp;gt;'''''	(	35,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate abjuration	;	'''CL'''	8th	;	'''Weight'''	-	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This silver amulet protects the wearer from scrying and magical location just as a ''nondetection'' spell does. If a divination spell is attempted against the wearer, the caster of the divination must succeed on a caster level check (1d20 + caster level) against a DC of 19 (as if the wearer had cast nondetection on herself).	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''nondetection''	'''Cost'''	17,500 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Amulet of proof against petrification	&amp;quot;&amp;gt;	Amulet of proof against petrification	&amp;lt;/span&amp;gt;'''''	(	8,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate abjuration	;	'''CL'''	8th	;	'''Weight'''	-	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This finely polished wooden amulet has the image of a blindfolded medusa carved upon its surface. Whenever the wearer fails a saving throw that would result in him being turned to stone, he is instead staggered for 1d6 rounds. If a spell or effect turns him to stone without allowing a saving throw, he is instead staggered for 1 minute. These abilities do not function while the wearer is staggered.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''stone to flesh''	'''Cost'''	4,000 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Amulet of spell cunning	&amp;quot;&amp;gt;	Amulet of spell cunning	&amp;lt;/span&amp;gt;'''''	(	10,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate transmutation	;	'''CL'''	7th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This silver locket only has power when used as a wizard's bonded object. It allows a wizard to prepare an additional 3 levels of spells per day.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''mnemonic enhancer''	'''Cost'''	5,000 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Amulet of spell mastery	&amp;quot;&amp;gt;	Amulet of spell mastery	&amp;lt;/span&amp;gt;'''''	(	22,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	strong transmutation	;	'''CL'''	11th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This platinum locket only has power when used as a wizard's bonded object. It allows the wizard to prepare an additional 6 levels of spells per day.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''mnemonic enhancer''	'''Cost'''	11,000 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Amulet of the planes	&amp;quot;&amp;gt;	Amulet of the planes	&amp;lt;/span&amp;gt;'''''	(	120,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	strong conjuration	;	'''CL'''	15th	;	'''Weight'''	-	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This device usually appears to be a black circular amulet, although any character looking closely at it sees a dark, moving swirl of color. The amulet allows its wearer to utilize the spell plane shift. However, this is a difficult item to master. The user must make a DC 15 Intelligence check in order to get the amulet to take her to the plane (and the specific location on that plane) that she desires. If she fails, the amulet transports her and all those traveling with her to a random location on that plane (01–60 on d%) or to a random plane (61–100).	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''plane shift''	'''Cost'''	60,000 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Brooch of amber sparks	&amp;quot;&amp;gt;	Brooch of amber sparks	&amp;lt;/span&amp;gt;'''''	(	16,800 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	faint abjuration and evocation	;	'''CL'''	5th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This copper clasp adorned with a piece of amber is used to fasten a cloak or cape. When its wearer takes electricity damage, this brooch absorbs up to 20 points of electrical damage and holds that electrical charged until it is released by its wielder or harmlessly at the end of 10 minutes, whichever occurs first. The brooch can absorb up to 50 points of electricity damage per day. The wielder can release the charge on command, unleashing any electricity in the brooch as if casting a ''shocking grasp'' spell (dealing 1d6 points of electricity damage per 5 points of damage held).	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''resist energy'', ''shocking grasp''	'''Cost'''	8,400 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Brooch of shielding	&amp;quot;&amp;gt;	Brooch of shielding	&amp;lt;/span&amp;gt;'''''	(	1,500 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	faint abjuration	;	'''CL'''	1st	;	'''Weight'''	-	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This appears to be a piece of silver or gold jewelry used to fasten a cloak or cape. In addition to this mundane task, it can absorb ''magic missiles'' of the sort generated by the spell or spell-like ability. A brooch can absorb up to 101 points of damage from magic missiles before it melts and becomes useless.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''shield''	'''Cost'''	750 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Carcanet of detention	&amp;quot;&amp;gt;	Carcanet of detention	&amp;lt;/span&amp;gt;'''''	(	7,200 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	faint conjuration	;	'''CL'''	4th	;	'''Weight'''	-	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	Comprised of thick iron links, the ''carcanet of detention'' is commonly worn by prison guards and elite members of the city watch. Once per day, the wearer of the carcanet may command it to animate and attempt to wrap around one Medium or smaller creature within 15 feet. The target receives a DC 15 Reflex saving throw to avoid the chain. If the saving throw fails, the target is entangled and cannot move from its current location. As a full-round action, the target can attempt a new saving throw to end the effect; otherwise it persists for 10 minutes or until ended by the wearer as a swift action, at which point it returns to its carcanet form. The chain has a hardness of 10 and 15 hit points.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''animate rope''	'''Cost'''	3,600 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Crystal of healing hands	&amp;quot;&amp;gt;	Crystal of healing hands	&amp;lt;/span&amp;gt;'''''	(	12,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate conjuration	;	'''CL'''	10th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	A cloth cord marked with esoteric religious symbols typically holds this roughly cut, glittering prism in place. A person with the lay on hands class feature can direct one use of this energy into the crystal, which stores it until the wearer speaks a command word to release it. Releasing the energy targets the wearer with the stored lay on hands effect, as if touched by the person who infused the crystal with its power. The crystal can contain a single use of the lay on hands class feature. When filled with this magic, it begins to glow with a pearly white light. The wearer of the crystal can order it to release its energy as a standard action. This acts identically to receiving the effect of lay on hands directly from the person who channeled it into the crystal, including any mercies they had at the time.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''cure light wounds'', creator must be a paladin	'''Cost'''	6,000 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Dragonfoe amulet	&amp;quot;&amp;gt;	Dragonfoe amulet	&amp;lt;/span&amp;gt;'''''	(	20,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate transmutation	;	'''CL'''	9th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This amulet consists of a cracked dragon scale set in a disk of gold. Most are slightly damaged, bearing the scars of draconic breath weapons. The ''dragonfoe amulet'' is a powerful, specialized tool for those who oppose dragons, improving the protection and attacks of the wearer in a number of ways. The wearer of a ''dragonfoe amulet'' ignores the damage reduction of dragons. This only affects actual dragons, not all creatures of the dragon type. In addition, if the wearer casts a spell against a dragon, she can roll twice to overcome any spell resistance the dragon might possess, taking the higher result. Lastly, the wearer takes no damage instead of half damage on a successful Reflex save against a dragon's breath weapon (as the evasion ability).	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, Spell Penetration, ''magic weapon'', ''jump''	'''Cost'''	10,000 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Everwake amulet	&amp;quot;&amp;gt;	Everwake amulet	&amp;lt;/span&amp;gt;'''''	(	8,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	faint conjuration	;	'''CL'''	2nd	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	Cast in the image of the sun and often ornamented with an open eye, this amulet defends the wearer against the need for sleep. The wearer of this amulet does not need to sleep, but must remain at ease for the normal amount of time to regain spells and other abilities that require rest (although the wearer could perform light activity, such as reading or keeping watch). Once the wearer has used the power of this amulet for a total of seven nights, the amulet loses its power for one day and the wearer is exhausted for this duration. If the wearer removes the amulet for any reason after having used its ability, she becomes exhausted for four hours for every night of sleep skipped.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''lesser restoration''	'''Cost'''	4,000 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Feychild necklace	&amp;quot;&amp;gt;	Feychild necklace	&amp;lt;/span&amp;gt;'''''	(	6,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate divination	;	'''CL'''	8th	;	'''Weight'''	1/2 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This necklace is set with a bloodstone sculpted to look like a scintillating green eye. It gives the wearer a +4 competence bonus on Charisma checks and Charisma-based checks made to interact with gnomes, a +2 competence bonus on similar checks when dealing with beings of the fey creature type, and a –2 penalty on similar checks when interacting with anyone else. The wearer can read, speak, and understand the Gnome language. If the wearer is not a gnome, she gains low-light vision, and may cast ''dancing lights'', ''ghost sound'', ''prestidigitation'', and ''speak with animals'' each once per day as a spell-like ability. This acts similar to Circlet of Persuasion.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, creator must be a gnome	'''Cost'''	3,000 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Forge fist amulet	&amp;quot;&amp;gt;	Forge fist amulet	&amp;lt;/span&amp;gt;'''''	(	13,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	faint evocation	;	'''CL'''	6th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This fist-shaped stone amulet glows with a fiery light. On command, this amulet causes the wearer's fists to transform into red-hot flaming adamantine. The wearer is protected from the searing heat and can make savage blows with his hands. Unarmed strikes and natural attacks the wearer make with his hands gain the ''flaming'' weapon special ability and are treated as adamantine for the purpose of bypassing damage reduction (but not hardness). The wearer's hands become rigid while using this amulet and cannot be use to hold or manipulate objects (unless that manipulation could be accomplished with a club and is not damaged by fire). The transformation can be ended as a swift action.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''greater magic fang''; and ''flame blade'', or ''fireball'	'''Cost'''	6,500 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Frost fist amulet	&amp;quot;&amp;gt;	Frost fist amulet	&amp;lt;/span&amp;gt;'''''	(	10,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	faint evocation	;	'''CL'''	5th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	Shaped like a fist, this iron amulet is surrounded by a frigid fog. On command, this amulet causes the wearer's hands to become encased in a layer of freezing iron. The wearer is protected from the frigid cold and can make savage blows with his hands. Unarmed strikes and natural attacks the wearer makes with hands gain the ''frost'' weapon special ability and are treated as cold iron for the purpose of bypassing damage reduction. The wearer's hands become rigid while using this amulet and cannot be use to hold or manipulate objects (unless that manipulation could be accomplished with a club and is not damaged by cold). The transformation can be ended as a swift action.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''greater magic fang''; and ''cone of cold'' or ''ice storm''	'''Cost'''	5,000 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Golembane scarab	&amp;quot;&amp;gt;	Golembane scarab	&amp;lt;/span&amp;gt;'''''	(	2,500 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate divination	;	'''CL'''	8th	;	'''Weight'''	-	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This beetle-shaped pin enables its wearer to detect any golem within 60 feet, although he must concentrate (a standard action) in order for the detection to take place. A scarab enables its bearer to combat golems with weapons, unarmed attacks, or natural weapons as if those golems had no damage reduction.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''detect magic'', creator must be at least 10th level	'''Cost'''	1,250 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Gravewatch pendant	&amp;quot;&amp;gt;	Gravewatch pendant	&amp;lt;/span&amp;gt;'''''	(	8,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	faint abjuration	;	'''CL'''	3rd	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	Favored by the grave-wardens of sites known to be infested with the spirits of the dead, this pendant is an iron ring strung on a necklace made from polished and discolored bones, nails, and teeth. A faint blue light limns the wearer, protecting him from attack. Undead creatures are repulsed by this light and take a –2 penalty on all attack rolls against the wearer of a ''gravewatch pendant''. Incorporeal undead creatures are further repulsed and instead take a –4 penalty on all attack rolls against the wearer. Undead creatures can sense this light easily, however, and receive a +4 circumstance bonus on Perception checks to detect a creature wearing this pendant.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''protection from evil''	'''Cost'''	4,000 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Guardian gorget	&amp;quot;&amp;gt;	Guardian gorget	&amp;lt;/span&amp;gt;'''''	(	12,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	strong abjuration	;	'''CL'''	13th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This flanged collar of mithral and steel protects the wearer's neck and shoulders. It provides a +2 armor bonus to AC (this does not stack with other armor bonuses) and grants the ''light fortification'' property to the wearer. In addition, the wearer may engrave a ''glyph of warding'' directly onto the guardian gorget. When the wearer is struck in melee, she can trigger the glyph as an immediate action, causing the glyph to discharge against the creature making the attack (and other creatures within 5 feet, if a blast glyph was placed, though the wearer is not harmed by the glyph‘s effects). The glyph can be triggered even if the attack would normally leave the wearer incapable of taking actions (such as killed, stunned, dazed, or knocked unconscious).	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''glyph of warding'', ''limited wish'' or ''miracle'', ''mage armor'' or ''magic vestment''	'''Cost'''	6,000 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Hand of glory	&amp;quot;&amp;gt;	Hand of glory	&amp;lt;/span&amp;gt;'''''	(	8,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	faint varied	;	'''CL'''	5th	;	'''Weight'''	2 lbs.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This mummified human hand hangs around a character's neck by a leather cord (taking up space as a magic necklace would). If a magic ring is placed on one of the fingers of the hand, the wearer benefits from the ring as if wearing it herself, and it does not count against her two-ring limit. The hand can wear only one ring at a time. Even without a ring, the hand itself allows its wearer to use ''daylight'' and ''see invisibility'' each once per day.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''animate dead'', ''daylight'', ''see invisibility''	'''Cost'''	4,000 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Hand of the mage	&amp;quot;&amp;gt;	Hand of the mage	&amp;lt;/span&amp;gt;'''''	(	900 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	faint transmutation	;	'''CL'''	2nd	;	'''Weight'''	2 lbs.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This mummified elf hand hangs by a golden chain around a character's neck (taking up space as a magic necklace would). It allows the wearer to utilize the spell ''mage hand'' at will.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''mage hand''	'''Cost'''	450 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Medallion of thoughts	&amp;quot;&amp;gt;	Medallion of thoughts	&amp;lt;/span&amp;gt;'''''	(	12,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	faint divination	;	'''CL'''	5th	;	'''Weight'''	-	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This appears to be a normal pendant disk hung from a neck chain. Usually fashioned from bronze, copper, or silver, the medallion allows the wearer to read the thoughts of others, as with the spell ''detect thoughts''.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''detect thoughts''	'''Cost'''	6,000 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Mind sentinel medallion	&amp;quot;&amp;gt;	Mind sentinel medallion	&amp;lt;/span&amp;gt;'''''	(	3,500 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	faint abjuration	;	'''CL'''	1st	;	'''Weight'''	-	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	The surface of this silver medallion is covered in angular geometric shapes that refract light randomly. The medallion grants a continuous +2 resistance bonus on saves versus mind-affecting spells, spell-like abilities, and supernatural abilities. If the wearer fails a save to avoid becoming dominated or confused, the amulet immediately grants the wearer a second saving throw to resist the effect. If this second save is successful, the medallion's power fades away entirely and it becomes a simple piece of silver jewelry.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''protection from evil''	'''Cost'''	1,750 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Mummer's ruff	&amp;quot;&amp;gt;	Mummer's ruff	&amp;lt;/span&amp;gt;'''''	(	3,500 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	faint illusion	;	'''CL'''	5th	;	'''Weight'''	-	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	Usually fashioned from brightly colored silk, a ''mummer's ruff'' is a favored accoutrement of performers and con artists alike. The wearer of a ''mummer's ruff'' gains a +10 bonus on Bluff skill checks when attempting to imitate another's voice. In addition, once per day, the wearer of the ''mummer's ruff'' can throw his voice as if using ''ventriloquism'' for up to 5 minutes.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''sculpt sound'', ''ventriloquism''	'''Cost'''	1,750 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Necklace of adaptation	&amp;quot;&amp;gt;	Necklace of adaptation	&amp;lt;/span&amp;gt;'''''	(	9,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate transmutation	;	'''CL'''	7th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This necklace is a heavy chain with a platinum medallion. The magic of the necklace wraps the wearer in a shell of fresh air, making him immune to all harmful vapors and gases (such as cloudkill and stinking cloud effects, as well as inhaled poisons) and allowing him to breathe, even underwater or in a vacuum.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''alter self''	'''Cost'''	4,500 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Necklace of fireballs	&amp;quot;&amp;gt;	Necklace of fireballs	&amp;lt;/span&amp;gt;'''''	(	See Table	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate evocation	;	'''CL'''	10th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This item appears to be a string of beads, sometimes with the ends tied together to form a necklace. (It does not count as an item worn around the neck for the purpose of determining which of a character's worn magic items is effective.) If a character holds it, however, all can see the strand as it really is—a golden chain from which hang a number of golden spheres. The spheres are detachable by the wearer (and only by the wearer), who can easily hurl one of them up to 70 feet. When a sphere arrives at the end of its trajectory, it detonates as a ''fireball'' spell (Reflex DC 14 half).&lt;br /&gt;
&lt;br /&gt;
Spheres come in different strengths, ranging from those that deal 2d6 points of fire damage to those that deal 10d6. The market price of a sphere is 150 gp for each die of damage it deals.&lt;br /&gt;
&lt;br /&gt;
{{WondrousTableMain}}&lt;br /&gt;
{{T01}}&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; | '''Necklace of Fireballs'''&lt;br /&gt;
{{T02}}&lt;br /&gt;
| Necklace||10d6||9d6||8d6||7d6||6d6||5d6||4d6||3d6||2d6||Market Price&lt;br /&gt;
|-&lt;br /&gt;
| Type I||—||—||—||—||—||1||—||2||—||1,650 gp&lt;br /&gt;
|-&lt;br /&gt;
| Type II||—||—||—||—||1||—||2||—||2||2,700 gp&lt;br /&gt;
|-&lt;br /&gt;
| Type III||—||—||—||1||—||2||—||4||—||4,350 gp&lt;br /&gt;
|-&lt;br /&gt;
| Type IV||—||—||1||—||2||—||2||—||4||5,400 gp&lt;br /&gt;
|-&lt;br /&gt;
| Type V||—||1||—||2||—||2||—||2||—||5,850 gp&lt;br /&gt;
|-&lt;br /&gt;
| Type VI||1||—||2||—||2||—||4||—||—||8,100 gp&lt;br /&gt;
|-&lt;br /&gt;
| Type VII||1||2||—||2||—||2||—||2||—||8,700 gp&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Each ''necklace of fireballs'' contains a combination of spheres of various strengths. Some traditional combinations, designated types I through VII, are detailed above.&lt;br /&gt;
&lt;br /&gt;
If the necklace is being worn or carried by a character who fails her saving throw against a magical fire attack, the item must make a saving throw as well (with a save bonus of +7). If the necklace fails to save, all its remaining spheres detonate simultaneously, often with regrettable consequences for the wearer.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''fireball''	'''Cost'''	'''Type I''' 825 gp; '''Type II''' 1,350 gp; '''Type III''' 2, 175 gp; '''Type IV''' 2,700 gp; '''Type V''' 2,925 gp; '''Type VI''' 4,050 gp; '''Type VII'''4,350 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Necklace of ki serenity	&amp;quot;&amp;gt;	Necklace of ki serenity	&amp;lt;/span&amp;gt;''''' 	(	16,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate enchantment	;	'''CL'''	9th	;	'''Weight'''	-	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This simple leather cord is tightly knotted at even intervals and gives its wearer a sense of inner calmness and connection with the larger world. The wearer gains a +4 bonus to his effective level when determining the size of his ki pool and the level-based effects of his ki pool ability (such as bypassing damage reduction).	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''calm emotions'', ''owl's wisdom''	'''Cost'''	8,000 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Necklace of netted stars	&amp;quot;&amp;gt;	Necklace of netted stars	&amp;lt;/span&amp;gt;''''' 	(	42,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	strong illusion and transmutation	;	'''CL'''	12th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This marvelous mithral necklace forms a broad, draping lacework of threadlike chains set with a multitude of tiny jewels. Seven of these jewels are larger than the rest. While wearing a ''necklace of netted stars'', the wearer can create ''dancing lights'' at will and ''wandering star motes'' once per day. In addition, each of the seven jewels of the necklace can recall a previously cast 1st-level or 0-level spell, as a ''pearl of power''. Once per day, the wearer may use the necklace to catch a spell targeted at him, as if readying an action to counterspell using dispel magic, with a bonus on the check equal to 12 + the number of jewels not yet used to recall spells that day. If all jewels have been used, this ability cannot be used that day. The level of the spell to be countered must be less than or equal to the number of unused jewels. If the counterspell succeeds, the spell is negated and the wearer can use its magical energy to recall a previously cast spell of the same level or lower as an immediate action. Whether or not the attempt succeeds, this action exhausts the power of all of the necklace's jewels for that day.Once per day, the wearer may use the necklace to catch a spell targeted at him, as if readying an action to counterspell using ''dispel magic'', with a bonus on the check equal to 12 + the number of jewels not yet used to recall spells that day. If all jewels have been used, this ability cannot be used that day. The level of the spell to be countered must be less than or equal to the number of unused jewels. If the counterspell succeeds, the spell is negated and the wearer can use its magical energy to recall a previously cast spell of the same level or lower as an immediate action. Whether or not the attempt succeeds, this action exhausts the power of all of the necklace's jewels for that day.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''dancing lights'', ''dispe magic'', ''wandering star motes'', creator must be able to cast 7th-level spells	'''Cost'''	21,000 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Periapt of health	&amp;quot;&amp;gt;	Periapt of health	&amp;lt;/span&amp;gt;''''' 	(	7,500 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	faint conjuration	;	'''CL'''	5th	;	'''Weight'''	-	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This simple periapt usually appears as a blue gemstone fastened to a silver chain designed to be worn about the neck. The wearer is immune to all disease, including supernatural diseases.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''remove disease''	'''Cost'''	3,750 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Periapt of proof against poison	&amp;quot;&amp;gt;	Periapt of proof against poison	&amp;lt;/span&amp;gt;'''''	(	27,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	faint conjuration	;	'''CL'''	5th	;	'''Weight'''	-	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This item is a brilliant-cut black gem on a delicate silver chain meant to be worn about the neck. The wearer is immune to poison, although poisons active when the periapt is first donned still run their course.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''neutralize poison''	'''Cost'''	13,500 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Periapt of protection from curses	&amp;quot;&amp;gt;	Periapt of protection from curses	&amp;lt;/span&amp;gt;'''''	(	12,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	faint abjuration	;	'''CL'''	5th	;	'''Weight'''	-	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This amethyst stone strung on a coarse iron chain protects the wearer from curses. Three times per day, whenever the wearer rolls a saving throw against a curse (such as a witch's hex, or a ''bestow curse'' spell), he may reroll the saving throw as an immediate action. The wearer must decide to use this ability before the results of the saving throw are revealed. He must take the second roll, even if it is worse.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''remove curse''	'''Cost'''	6,000 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Periapt of wound closure	&amp;quot;&amp;gt;	Periapt of wound closure	&amp;lt;/span&amp;gt;'''''	(	15,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate conjuration	;	'''CL'''	10th	;	'''Weight'''	-	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This stone is bright blue and dangles on a silver chain meant to be worn on the neck. The wearer of this periapt automatically becomes stable if his hit points drop below 0 (but not if the damage is enough to kill the wearer). The periapt doubles the wearer's normal rate of healing or allows normal healing of wounds that would not do so normally. Hit point damage caused by bleeding is negated for the wearer of the periapt, but he is still susceptible to damage from bleeding that causes ability damage or drain.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''heal''	'''Cost'''	7,500 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Righteous fist amulet	&amp;quot;&amp;gt;	Righteous fist amulet	&amp;lt;/span&amp;gt;'''''	(	4,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	faint transmutation	;	'''CL'''	4th	;	'''Weight'''	1/2 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This golden amulet is used by religious sects as a way to help the faithful capture fugitives or defend themselves without doing undue harm to potential converts. While the wearer is using her divine powers of retribution (such as a cleric's smite, an inquisitor's smiting judgment, or a paladin's smite), the amulet grants her the ability to make unarmed strikes in melee combat as if she had the Improved Unarmed Strike feat.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, Improved Unarmed Strike, ''stone fist''	'''Cost'''	2,000 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Scarab of protection	&amp;quot;&amp;gt;	Scarab of protection	&amp;lt;/span&amp;gt;'''''	(	38,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	strong abjuration and necromancy	;	'''CL'''	18th	;	'''Weight'''	-	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This device appears to be a jade medallion in the shape of a beetle. If it is held for 1 round, an inscription appears on its surface letting the holder know that it is a protective device. The scarab's possessor gains spell resistance 20. The scarab can also absorb energy-draining attacks, death effects, and negative energy effects. Upon absorbing 12 such attacks, the scarab turns to powder and is destroyed.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''deathward'', ''spell resistance''	'''Cost'''	19,000 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Swarmblade clasp	&amp;quot;&amp;gt;	Swarmblade clasp	&amp;lt;/span&amp;gt;'''''	(	3,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate abjuration	;	'''CL'''	8th	;	'''Weight'''	1/2 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	An ancient fossilized insect lies trapped within this ornate amber clasp, impaled by the long golden pin that fastens the wearer's cloak. The wearer's weapons, unarmed attacks, and natural attacks deal full damage to swarms, regardless of the swarm's immunity to weapon damage (if any, although damage reduction applies as normal). If the wearer is damaged by a swarm, she automatically succeeds on her saving throw against the swarm's distraction ability.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''repel vermin''	'''Cost'''	1,500 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Symbol of sanguine protection	&amp;quot;&amp;gt;	Symbol of sanguine protection	&amp;lt;/span&amp;gt;'''''	(	17,500 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	faint transmutation	;	'''CL'''	6th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This silver holy symbol rests just over the wearer's heart, imbuing his blood with divine power. After wearing the amulet for 24 hours, the wearer can shed his own blood as a standard action, dealing 1d6 points of damage to himself, to collect an amount of divinely empowered blood that functions as a flask of holy water. The wearer can collect his blood this way once per day, but the individual vials lose their potency after just 1 week. Undead creatures and evil outsiders that successfully use a blood drain attack on the wearer take 4d6 points of positive energy damage and are sickened for 1d4 rounds unless they make a DC 16 Will save. Any benefit the creature might gain from drinking the wearer's blood is negated due to the power of this symbol.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''bless water''	'''Cost'''	8,750 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Torc of lionheart fury	&amp;quot;&amp;gt;	Torc of lionheart fury	&amp;lt;/span&amp;gt;'''''	(	8,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	faint abjuration	;	'''CL'''	3rd	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	Each end of this heavy copper neckwear bears the image of a snarling lion. The wearer gains a +2 morale bonus on saving throws against fear. If the wearer is a barbarian of at least 12th level, she gains fearless rage as a bonus rage power. If she already has this power, she also becomes immune to the panicked condition while raging, and any panic-causing attack against her while she rages instead causes her to regain 1 round of rage.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''remove fear''	'''Cost'''	4,000 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
[[Category:Admin]][[Category:Magic_Items]]&lt;/div&gt;</summary>
		<author><name>Typhoon</name></author>
	</entry>
	<entry>
		<id>http://www.tenebraemush.net/index.php?title=Head&amp;diff=18015</id>
		<title>Head</title>
		<link rel="alternate" type="text/html" href="http://www.tenebraemush.net/index.php?title=Head&amp;diff=18015"/>
		<updated>2015-03-22T00:27:41Z</updated>

		<summary type="html">&lt;p&gt;Typhoon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WondrousTableMain}}&lt;br /&gt;
{{T01}}&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; | &amp;lt;span id=&amp;quot;head_table&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;'''Head'''&lt;br /&gt;
{{T02}}&lt;br /&gt;
| '''Head'''&lt;br /&gt;
| '''Market Price'''&lt;br /&gt;
|-&lt;br /&gt;
| [[Head#Mask of stony demeanor|Mask of stony demeanor]]||500 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Head#Cap of human guise|Cap of human guise]]||800 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Head#Cap of light|Cap of light]]||900 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Head#Hat of disguise|Hat of disguise]]||1,800 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Head#Buffering cap|Buffering cap]]||2,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Head#Circlet of persuasion|Circlet of persuasion]]||4,500 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Head#Grappler's mask|Grappler's mask]]||5,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Head#Helm of fearsome mien|Helm of fearsome mien]]||5,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Head#Jingasa of the fortunate soldier|Jingasa of the fortunate soldier]]||5,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Head#Helm of comprehend languages and read magic|Helm of comprehend languages and read magic]]||5,200 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Head#Crown of swords|Crown of swords]]||6,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Head#Crown of blasting, minor|Crown of blasting, minor]]||6,480 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Head#Mask of the krenshar|Mask of the krenshar]]||7,200 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Head#Helm of the mammoth lord|Helm of the mammoth lord]]||8,500 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Head#Veil of fleeting glances|Veil of fleeting glances]]||9,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Head#Mask of a thousand tomes|Mask of a thousand tomes]]||10,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Head#Medusa mask|Medusa mask]]||10,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Head#Cat's eye crown|Cat's eye crown]]||18,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Head#Maw of the wyrm|Maw of the wyrm]]||18,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Head#Mitre of the heirophant|Mitre of the heirophant]]||18,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Head#Magician's hat|Magician's hat]]||20,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Head#Circlet of mindsight|Circlet of mindsight]]||22,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Head#Howling helm|Howling helm]]||22,600 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Head#Crown of blasting, major|Crown of blasting, major]]||23,760 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Head#Helm of underwater action|Helm of underwater action]]||24,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Head#Batrachian helm|Batrachian helm]]||26,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Head#Helm of telepathy|Helm of telepathy]]||27,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Head#Plague mask|Plague mask]]||27,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Head#Iron circlet of guarded souls|Iron circlet of guarded souls]]||30,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Head#Laurel of command|Laural of command]]||30,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Head#Mask of giants, lesser|Mask of giants, lesser]]||30,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Head#Steel-mind cap|Steel-mind cap]]||33,600 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Head#Stormlord's helm|Stormlord's helm]]||35,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Head#Helm of brilliance, lesser|Helm of brilliance, lesser]]||36,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Head#Judge's wig|Judge's wig]]||59,200 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Head#Helm of teleportation|Helm of teleportation]]||73,500 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Head#Halo of menace|Halo of menace]]||84,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Head#Mask of giants, greater|Mask of giants, greater]]||90,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Head#Helm of brilliance|Helm of brilliance]]||125,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Head#Helm of electric radiance|Helm of electric radiance]]||125,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Head#Crown of heaven|Crown of heaven]]||150,000 gp&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;span id=&amp;quot;head_desc&amp;quot;&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Batrachian helm	&amp;quot;&amp;gt;	Batrachian helm	&amp;lt;/span&amp;gt;''''' 	(	26,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate transmutation	;	'''CL'''	10th	;	'''Weight'''	3 lbs.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This oily bronze helm is fashioned in the shape of a frog's head. Three times per day as a swift action, the helm fires an unerring tongue of force at a visible target within 20 feet. If the target is an unattended object weighing 250 pounds or less, it is pulled 20 feet toward the wearer. If the target is a creature of the wearer's size or smaller, the wearer may make a combat maneuver check as a free action to pull the target 20 feet toward him. If the target is a creature larger than the wearer, an unattended object weighing more than 250 pounds, or an immobile structure such as a wall, the wearer is pulled 20 feet toward the target. This movement does not provoke attacks of opportunity, and the object or creature stops if the movement would move it into a solid object or creature.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''telekinesis''	'''Cost'''	13,000 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Buffering cap	&amp;quot;&amp;gt;	Buffering cap	&amp;lt;/span&amp;gt;''''' 	(	2,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	faint conjuration	;	'''CL'''	1st	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This cloth hat is floppy and shapeless. It offers its wearer an unusual amount of protection against particularly devastating blows. Once per day when struck by a critical hit, the wearer can spend an immediate action to convert the bonus damage of the critical hit into nonlethal damage. The cap has no effect if the wearer is immune to nonlethal damage.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''shield''	'''Cost'''	1,000 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Cap of human guise	&amp;quot;&amp;gt;	Cap of human guise	&amp;lt;/span&amp;gt;'''''	(	800 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	faint illusion	;	'''CL'''	3rd	;	'''Weight'''	-	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This threadbare hat allows its wearer to alter her appearance at will as with a ''disguise'' self spell, except she can only appear as a plainly dressed Small human child, adult halfling, or adult gnome, such as a peasant, blacksmith, or shopkeeper. The wearer can slightly alter the cap's appearance as part of the disguise, but otherwise must match the overall unremarkable look of the illusory form. This threadbare hat allows its wearer to alter her appearance at will as with a disguise self spell, except she can only appear as a plainly dressed Small human child, adult halfling, or adult gnome, such as a peasant, blacksmith, or shopkeeper. The wearer can slightly alter the cap's appearance as part of the disguise, but otherwise must match the overall unremarkable look of the illusory form.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''disguise self''	'''Cost'''	400 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Cap of light	&amp;quot;&amp;gt;	Cap of light	&amp;lt;/span&amp;gt;'''''	(	900 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	faint evocation	;	'''CL'''	1st	;	'''Weight'''	-	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This small cloth skullcap resembles those some priests wear, but is topped with a small silver statue in the shape of a lit candle. The wearer can command the statue to radiate ''light'' (as the spell). The ''light'' can also be turned off on command.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''light''	'''Cost'''	450 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Cat's eye crown	&amp;quot;&amp;gt;	Cat's eye crown	&amp;lt;/span&amp;gt;'''''	(	18,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate divination	;	'''CL'''	10th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This slender silver crown is decorated with a single cat's eye gemstone as a centerpiece. When the gem is attached to the crown, its wearer gains darkvision 60 feet, or increases her darkvision by 60 feet if she already possesses that sense. The gemstone is detachable, and can be rolled into rooms, dropped into holes, thrown through windows, or planted on a creature. Once per day, on command, the crown's wearer gains the benefit of the ''clairaudience/clairvoyance'' spell, but uses the cat's eye gemstone as that spell's sensor and gains darkvision when viewing through that sensor. If the stone is held or carried by a creature, even within a sack or some other container, the creature wearing the crown uses the senses of the creature carrying the gemstone as the sensor instead, whether or not the creature carrying the gemstone is aware of the stone's true purpose or even its existence. Destroying the gem (hardness 8, hp 5) severs the link, but a new cat's eye gemstone worth at least 100 gp can be fashioned and attuned to the crown. The attunement process takes 24 hours.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''clairaudience/clairvoyance'', ''darkvision'', creator must be catfolk	'''Cost'''	9,000 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Circlet of mindsight	&amp;quot;&amp;gt;	Circlet of mindsight	&amp;lt;/span&amp;gt;'''''	(	22,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate divination	;	'''CL'''	9th	;	'''Weight'''	-	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This elaborate circlet of gold-and-platinum filigree bears tiny gems in settings that look disturbingly like human eyes. When worn, the circlet lets the wearer sense the presence of other thinking creatures in her immediate area. The wearer gains the benefits of blindsense 30 feet, but only against creatures with an Intelligence score that are susceptible to mind-affecting effects. Undead, constructs, and mindless creatures like most oozes and vermin cannot be perceived when using the circlet, nor can creatures under the effects of ''mind blank'' or a ''ring of mind shielding''. The circlet does not interfere with the wearer's ability to see normally. If the wearer has blindsense or blindsight, he is able to differentiate creatures detected with those senses from creatures detected with the circlet of mindsight.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''clairaudience/clairvoyance'', ''detect thoughts''	'''Cost'''	11,000 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Circlet of persuasion	&amp;quot;&amp;gt;	Circlet of persuasion	&amp;lt;/span&amp;gt;'''''	(	4,500 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	faint transmutation	;	'''CL'''	5th	;	'''Weight'''	-	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This delicately engraved silver headband grants its wearer a +3 competence bonus on Charisma-based checks.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''eagle's spendor''	'''Cost'''	2,250 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Crown of blasting, major	&amp;quot;&amp;gt;	Crown of blasting, major	&amp;lt;/span&amp;gt;'''''	(	23,760 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	strong evocation	;	'''CL'''	17th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	On command, this elaborate golden crown projects a blast of ''searing light'' (5d8 maximized for 40 points of damage) once per day.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, Maximize Spell, ''searing light''	'''Cost'''	11,880 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Crown of blasting, minor	&amp;quot;&amp;gt;	Crown of blasting, minor	&amp;lt;/span&amp;gt;'''''	(	6,480 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate evocation	;	'''CL'''	6th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	On command, this simple golden crown projects a blast of ''searing light'' (3d8 points of damage) once per day.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''searing light''	'''Cost'''	3,240 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Crown of heaven	&amp;quot;&amp;gt;	Crown of heaven	&amp;lt;/span&amp;gt;'''''	(	150,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate abjuration	;	'''CL'''	10th	;	'''Weight'''	5 lbs.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This slim golden diadem, bejeweled with diamonds and sapphires, grants its wearer fluency in Celestial and allows her to detect evil at will and use ''tongues'' once per day, both on command. She also gains a +5 sacred bonus on Knowledge (planes) checks regarding outsiders with the good or evil subtypes, and any effect she creates with the good descriptor takes effect at +1 caster level. A ''crown'', an ''orb'', and a ''scepter of heaven''—collectively known as a ''regalia of heaven''—increase in power when used together. If the wearer of a ''crown of heaven'' wields an ''orb'' or ''scepter of heaven'', effects she creates with the good descriptor gain an additional +1 caster level, and she gains a +1 sacred bonus to AC and on saves against attacks or effects created by evil creatures. She also radiates an aura of menace in a 20-foot radius. Any evil creature within this aura takes a –2 penalty on attack rolls, on saving throws, and to AC until it successfully hits the wearer of the regalia (DC 20 Will negates). A creature that saves is immune to this effect for 24 hours. If the aura is dispelled, the wearer can restore it as a standard action. If the crown is worn while the wearer is wielding both an orb and scepter of heaven, the crown's caster level increases to 15th, effects the wearer creates with the good descriptor gain an additional +1 caster level increase, and her sacred bonus to AC and saves increases to +2. In addition, as a full-round action, the wearer can create an ''aura of sanctity'' for as long as she concentrates. This aura provides a +4 deflection bonus to AC and a +4 resistance bonus on saving throws against attacks made or effects created by evil creatures, as well as the benefits of a ''magic circle against evil'' and a ''lesser globe of invulnerability''. A ''crown of heaven'' bestows one negative level on any evil creature bearing it, which cannot be removed or overcome while carrying the crown. If the same creature carries an ''orb'' or ''scepter of heaven'', it gains one additional negative level per object. An evil creature intentionally donning a ''crown of heaven'' gains an additional negative level and is affected as bestow curse (DC 17) immediately and every 24 hours that the crown is worn. A neutral character can attempt a DC 17 Fortitude save to avoid gaining these negative levels.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''aura of doom'', ''detect evil'', ''dispel evil'', ''magic circle against evil'', ''tongues''	'''Cost'''	75,000 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Crown of swords	&amp;quot;&amp;gt;	Crown of swords	&amp;lt;/span&amp;gt;'''''	(	6,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	faint evocation	;	'''CL'''	3rd	;	'''Weight'''	3 lbs.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This radiant crown of steel is bedecked with miniature mithral swords. A ''crown of swords'' can be used up to 10 times per day. When struck in combat, the wearer may spend one use as an immediate action to create a longsword-shaped ''spiritual weapon'' that then attacks her attacker. On the wearer's next turn, she may spend one additional use each round to continue attacking that target with the ''spiritual weapon''; the ''spiritual weapon'' cannot be redirected and disappears if the target is killed or moves out of range. Multiple ''spiritual weapons'' may be created (even attacking the same target) if the wearer is attacked in subsequent rounds.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''spiritual weapon''	'''Cost'''	3,000 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Grappler's mask	&amp;quot;&amp;gt;	Grappler's mask	&amp;lt;/span&amp;gt;'''''	(	5,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	faint transmutation	;	'''CL'''	1st	;	'''Weight'''	2 lbs.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This mask is fashioned from dark leather decorated with geometrical patterns that emphasize the wearer's fearsomeness. It covers the wearer's face, but leaves his mouth and eyes uncovered. The wearer may attempt to bull rush and grapple without provoking attacks of opportunity.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''bull's strength'', ''cat's grace'', ''expeditious retreat''	'''Cost'''	2,500 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Halo of menace	&amp;quot;&amp;gt;	Halo of menace	&amp;lt;/span&amp;gt;'''''	(	84,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	strong enchantment	;	'''CL'''	9th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	When placed over the head, this halo of shimmering polished steel floats above it, though it still takes up the head slot. The halo constantly radiates a 20-foot-radius aura from its wearer. Any hostile creature within the aura must succeed at a DC 20 Will save or take a –2 penalty on attack rolls, on saving throws, and to AC for the next 24 hours or until it hits the wearer with an attack or damages it with a spell, spell-like ability, or supernatural ability. Chaotic creatures take a –2 penalty on this saving throw. A creature that has resisted or broken the effect of the ''halo of menace'' cannot be affected by the same wearer's aura for 24 hours. The aura is a mind-affecting effect.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''order's wrath'', creator must be an assimar or an archon	'''Cost'''	42,000 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Hat of disguise	&amp;quot;&amp;gt;	Hat of disguise	&amp;lt;/span&amp;gt;'''''	(	1,800 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	faint illusion	;	'''CL'''	1st	;	'''Weight'''	-	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This apparently normal hat allows its wearer to alter her appearance as with a ''disguise self'' spell. As part of the disguise, the hat can be changed to appear as a comb, ribbon, headband, cap, coif, hood, helmet, or other headwear.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''disguise self''	'''Cost'''	900 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Helm of brilliance	&amp;quot;&amp;gt;	Helm of brilliance	&amp;lt;/span&amp;gt;'''''	(	125,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	strong varied	;	'''CL'''	13th	;	'''Weight'''	3 lbs.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This normal-looking helm takes its true form and manifests its powers when the user dons it and speaks the command word. Made of brilliant silver and polished steel, a newly created helm is set with large magic gems: 10 diamonds, 20 rubies, 30 fire opals, and 40 opals. When struck by bright light, the helm scintillates and sends forth reflective rays in all directions from its crown-like, gem-tipped spikes. The jewels' functions are as follows:&lt;br /&gt;
*Diamond: ''Prismatic spray'' (save DC 20)&lt;br /&gt;
*Ruby: ''Wall of fire''&lt;br /&gt;
*Fire opal: ''Fireball'' (10d6, Reflex DC 20 half)&lt;br /&gt;
*Opal: ''Daylight''&lt;br /&gt;
The helm may be used once per round, but each gem can perform its spell-like power just once. Until all its jewels are depleted, a ''helm of brilliance'' also has the following magical properties when activated.&lt;br /&gt;
It emanates a bluish light when undead are within 30 feet. This light causes 1d6 points of damage per round to all such creatures within that range.&lt;br /&gt;
The wearer may command any weapon he wields to become a ''flaming'' weapon. This is in addition to whatever abilities the weapon may already have (unless the weapon already is a ''flaming'' weapon). The command takes 1 round to take effect.&lt;br /&gt;
The helm provides fire resistance 30. This protection does not stack with similar protection from other sources.&lt;br /&gt;
Once all its jewels have lost their magic, the helm loses its powers and the gems turn to worthless powder. Removing a jewel destroys it.&lt;br /&gt;
If a creature wearing the helm is damaged by magical fire (after the fire protection is taken into account) and fails an additional DC 15 Will save, the remaining gems on the helm overload and detonate. Remaining diamonds become prismatic sprays that each randomly target a creature within range (possibly the wearer), rubies become straight-line ''walls of fire'' extending outward in a random direction from the helm wearer, and fire opals become fireballs centered on the helm wearer. The opals and the helm itself are destroyed.&lt;br /&gt;
&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''detect undead'', ''fireball'', ''flame blade'', ''daylight'', ''prismatic spray'', ''protection from energy'', ''wall of fire''	'''Cost'''	62,500 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Helm of brilliance, lesser	&amp;quot;&amp;gt;	Helm of brilliance, lesser	&amp;lt;/span&amp;gt;'''''	(	36,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate varied	;	'''CL'''	5th	;	'''Weight'''	3 lbs.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This helm functions like a helm of brilliance but is lower-powered. Instead of the standard helm's allotment of gems, the lesser helm has 10 diamonds (''fireball'', 10d6 damage, Reflex DC 20 half), 20 corals (''flaming sphere''), 30 garnets (''scorching ray''), and 40 agates (''light''). It still glows near and harms undead, has the flaming weapon special ability, and provides fire resistance (though only 20 instead of 30). Just like the standard helm, the wearer risks detonation if damaged by magical fire; diamonds become ''fireballs'' centered on the wearer, corals become ''flaming spheres'' in and adjacent to the wearer's space, garnets become ''scorching rays'' that fire randomly at creatures in range, and the agates and the helm itself are destroyed.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''detect undead'', ''fireball'', ''flame blade'', ''flaming sphere'', ''light'', ''protection from energy'', ''scorching ray''	'''Cost'''	18,000 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Helm of comprehend languages and read magic	&amp;quot;&amp;gt;	Helm of comprehend languages and read magic	&amp;lt;/span&amp;gt;'''''	(	5,200 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	faint divination	;	'''CL'''	4th	;	'''Weight'''	3 lbs.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	Appearing as a normal helmet, a ''helm of comprehend languages and read magic'' grants its wearer the ability to understand the spoken words of any creature and to read text in any language and any magical writing. The wearer gains a +5 competence bonus on Linguistics checks to understand messages written in incomplete, archaic, or exotic forms. Note that understanding a magical text does not necessarily imply ability to use its spells.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''comprehend languages'', ''read magic''	'''Cost'''	2,600 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Helm of electric radiance	&amp;quot;&amp;gt;	Helm of electric radiance	&amp;lt;/span&amp;gt;'''''	(	125,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	strong varied	;	'''CL'''	13th	;	'''Weight'''	3 lbs.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	The ''helm of electric radiance'' is similar to a ''helm of brilliance'', except its spells focus on electricity rather than fire. Other aspects of the helm, such as detecting and damaging undead, remain unchanged. The helm has 10 sapphires that can be used for ''chain lightning'', 20 pieces of amber that can be used for ''lightning bolt'', 30 pieces of petrified wood that can be used for ''shocking sphere'' (as ''flaming sphere'' but dealing electricity damage), and 40 opals that can be used for ''daylight''. In addition, the wearer gains resistance to electricity 30 and his weapons become shocking weapons instead of flaming weapons.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''chain lightning'', ''daylight'', ''detect undead'', ''flaming sphere'', ''lightning bolt'', ''protection from energy'', ''shocking grasp''	'''Cost'''	62,500 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Helm of fearsome mien	&amp;quot;&amp;gt;	Helm of fearsome mien	&amp;lt;/span&amp;gt;'''''	(	5,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	faint necromancy	;	'''CL'''	1st	;	'''Weight'''	4 lbs.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This metal helm is made to look like the wearer has large fangs and other features resembling those of a fearsome predator. If the wearer is a barbarian, she can use the intimidating glare rage power whenever she rages. The helm has no effect if the wearer is not a barbarian (or another class with the rage class feature).	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''cause fear''	'''Cost'''	2,500 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Helm of telepathy	&amp;quot;&amp;gt;	Helm of telepathy	&amp;lt;/span&amp;gt;'''''	(	27,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	faint divination and enchantment	;	'''CL'''	5th	;	'''Weight'''	3 lbs.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This pale metal or ivory helm covers much of the head when worn. The wearer can use ''detect thoughts'' at will. Furthermore, he can send a telepathic message to anyone whose surface thoughts he is reading (allowing two-way communication). Once per day, the wearer of the helm can implant a ''suggestion'' (as the spell, Will DC 14 negates) along with his telepathic message.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''detect thoughts'', ''suggestion''	'''Cost'''	13,500 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Helm of teleportation	&amp;quot;&amp;gt;	Helm of teleportation	&amp;lt;/span&amp;gt;'''''	(	73,500 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate conjuration	;	'''CL'''	9th	;	'''Weight'''	3 lbs.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	A character wearing this helm may ''teleport'' three times per day, instantly transporting himself and objects he might be carrying on his person to a designated destination, exactly as if he had cast the spell of the same name.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''teleport''	'''Cost'''	36,750 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Helm of the mammoth lord	&amp;quot;&amp;gt;	Helm of the mammoth lord	&amp;lt;/span&amp;gt;'''''	(	8,500 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	faint transmutation	;	'''CL'''	5th	;	'''Weight'''	3 lbs.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This hide helm is set with plates of ivory carved with primitive runes, with a pair of tusks curving down on either side of the wearer's face for cheek guards. The tusks of the helm provide a gore attack dealing 1d6 points of damage for a Medium wearers (or 1d4 points of damage for Small wearers) and counts as a magic weapon for the purposes of overcoming damage reduction. The ''helm of the mammoth lord'' also protects the wearer from cold environments as the endure elements spell. Furthermore, it provides a +5 competence bonus to Handle Animal, Ride, and wild empathy checks with elephants, mammoths, mastodons, and other similar elephant-like creatures. On command, the wearer may use ''detect animals or plants'', but can only detect elephant-like creatures. On command, the wearer may use ''speak with animals'', but only to communicate with elephant-like creatures.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''beast shape I'', ''charm animal'', ''detect animals or plants'', ''speak with animals'', creator must have 5 ranks in Handle Animal and Ride	'''Cost'''	4,250 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Helm of underwater action	&amp;quot;&amp;gt;	Helm of underwater action	&amp;lt;/span&amp;gt;'''''	(	24,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	faint transmutation	;	'''CL'''	5th	;	'''Weight'''	3 lbs.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	The wearer of this helmet can see underwater. Drawing the small lenses in compartments on either side into position before the wearer's eyes activates the visual properties of the helm, allowing her to see five times farther than water and light conditions would allow for normal human vision. (Weeds, obstructions, and the like block vision in the usual manner.) If the command word is spoken, the helm of underwater action gives the wearer a 30-foot swim speed and creates a globe of air around the wearer's head and maintains it until the command word is spoken again, enabling her to breathe freely.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''water breathing''	'''Cost'''	12,000 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Howling helm	&amp;quot;&amp;gt;	Howling helm	&amp;lt;/span&amp;gt;'''''	(	22,600 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	faint conjuration	;	'''CL'''	5th	;	'''Weight'''	2 lbs.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	The wearer of this helm, crafted from a beast's skull, gains the ability to communicate with dogs, wolves, dire wolves, foxes, jackals, coyotes, and similar canine animals as the ''speak with animals'' spell. The wearer gains a +2 competence bonus on Diplomacy checks and Charisma checks to influence wolf-like magical beasts such as blink dogs, winter wolves, and worgs. On command three times per day, the wearer can unleash a terrifying howl. When he does so, he makes a single Intimidate check to demoralize all opponents within 30 feet that can hear the howl. At the start of the wearer's following turn, 1d3 wolves appear as if summoned by the spell ''summon nature's ally III''. They act on the wearer's initiative and follow her instructions (or attacking her opponents, if she cannot communicate with them) for 5 rounds before vanishing in a swirl of pine needles and snow.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''speak with animals'', ''summon nature's ally III''	'''Cost'''	11,300 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Iron circlet of guarded souls	&amp;quot;&amp;gt;	Iron circlet of guarded souls	&amp;lt;/span&amp;gt;'''''	(	30,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate abjuration	;	'''CL'''	11th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This simple cold iron circle has no markings or ornamentation upon it, and is always slightly cool to the touch. The circle shields both the wearer's soul and his identity from mystic intrusion. The wearer is immune to effects that target souls (such as ''trap the soul'') or that would be foiled by a ''nondetection'' spell (unlike ''nondetection'', the diviner's caster cannot attempt a spell resistance check to overcome this effect). If the wearer is slain, he cannot be restored to life by magic (save by a miracle, wish, or divine intervention) until the circlet is removed.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''nondetection'', ''trap the soul''	'''Cost'''	15,000 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Jingasa of the fortunate soldier	&amp;quot;&amp;gt;	Jingasa of the fortunate soldier	&amp;lt;/span&amp;gt;'''''	(	5,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	strong divination	;	'''CL'''	15th	;	'''Weight'''	3 lbs.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This conical iron jingasa, or war hat, grants the wearer a +1 luck bonus to AC. Once per day when struck by a critical hit or sneak attack, the wearer can spend an immediate action to negate the critical hit or sneak attack (similar to the ''fortification'' armor special ability, but without requiring a roll). The damage is instead rolled normally.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''divine favor'', ''moment of prescience''	'''Cost'''	2,500 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Judge's wig	&amp;quot;&amp;gt;	Judge's wig	&amp;lt;/span&amp;gt;'''''	(	59,200 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate divination	;	'''CL'''	7th	;	'''Weight'''	-	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This flowing wig of white ringlets grants its wearer an unmistakable impression of dignity and gravitas. This grants a +4 competence bonus on Diplomacy and Intimidate checks. At will, the wearer can concentrate on a creature within 30 feet to scrutinize it with ''discern lies''.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''discern lies''	'''Cost'''	29,600 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Laurel of command	&amp;quot;&amp;gt;	Laurel of command	&amp;lt;/span&amp;gt;'''''	(	30,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	faint enchantment	;	'''CL'''	3rd	;	'''Weight'''	-	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	Laurel leaves crafted from fine gold decorate this circlet that imparts powers of persuasion and leadership. The wearer's voice carries great authority and can inspire others to victory. As a swift action, the wearer can speak words of encouragement or advice to an ally within 30 feet. That ally gains a +2 morale bonus on attack rolls, saving throws, skill checks, and ability checks until the start of the wearer's next turn. The wearer can use the laurel to grant this bonus to himself. A creature cannot gain this bonus more than once per day.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''heroism''	'''Cost'''	15,000 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Magician's hat	&amp;quot;&amp;gt;	Magician's hat	&amp;lt;/span&amp;gt;'''''	(	20,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate transmutation	;	'''CL'''	10th	;	'''Weight'''	-	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	Mystic symbols embroidered in gold thread decorate this conical hat. Three times per day as a free action when casting a spell, the wearer can shift metamagic feats on prepared spells. The wearer can either move a metamagic feat from another prepared spell to a spell being cast or from the spell being cast to another prepared spell. In either case, the spell that gains the metamagic feat can't exceed the spell slot of the spell that originally had the metamagic feat. For example, a wizard with ''detect thoughts'', ''silent dispel magic'', and ''dimension door'' prepared could cast a ''silent detect thoughts'' (and would now have ''dispel magic'' prepared), but could not cast ''silent dimension door''. Moving metamagic feats does not increase spell casting time, even for quickened spells. The hat provides no benefit to spontaneous casting or spell-like abilities.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''mnemonic enhancer''	'''Cost'''	10,000 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Mask of a thousand tomes	&amp;quot;&amp;gt;	Mask of a thousand tomes	&amp;lt;/span&amp;gt;'''''	(	10,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	faint divination	;	'''CL'''	5th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	The random snippets of script that write across the surface of this parchment-colored eyeless mask hint at the knowledge of the many tomes stored within. The mask grants its wearer a +10 competence bonus on all Knowledge skill checks, but the wearer is blinded while wearing the mask. The mask must be worn for 10 minutes before the wearer gains its bonus.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''clairaudience/clairvoyance''	'''Cost'''	5,000 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Mask of giants, greater	&amp;quot;&amp;gt;	Mask of giants, greater	&amp;lt;/span&amp;gt;'''''	(	90,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	strong transmutation	;	'''CL'''	13th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	A ''greater mask of giants'' has all the powers of a ''lesser mask of giants'', plus it grants additional abilities in giant form. If the form has any of the following abilities, the wearer gains the listed ability: rend (2d6 damage), regeneration 5 (acid or fire), rock catching, rock throwing (range 60 feet, 2d6 damage). If the chosen giant form has immunity or resistance to any energy type, the wearer gains resistance 20 to that energy type when in giant form. If the giant form has vulnerability to an energy type, the wearer gains that vulnerability when in giant form. In giant form, the wearer gains a +6 size bonus to Strength, a –2 penalty to Dexterity, a +4 size bonus to Constitution, and a +4 natural armor bonus.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''giant form I''	'''Cost'''	45,000 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Mask of giants, lesser	&amp;quot;&amp;gt;	Mask of giants, lesser	&amp;lt;/span&amp;gt;''''' 	(	30,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate transmutation	;	'''CL'''	6th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This wooden mask depicts a leering humanoid with an oversized nose and ears. If the wearer has the wild shape class feature, the mask allows her to use wild shape to take the form of a humanoid with the giant subtype. The forms allowed by a ''lesser mask of giants'' are ogre, troll, fire giant, frost giant, and stone giant. If the form has any of the following abilities, the wearer gains the listed ability: darkvision 60 feet, low-light vision, scent. In giant form, the wearer gains a +4 size bonus to Strength, a –2 penalty to Dexterity, and a +1 natural armor bonus.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''giant form I''	'''Cost'''	15,000 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Mask of stony demeanor	&amp;quot;&amp;gt;	Mask of stony demeanor	&amp;lt;/span&amp;gt;''''' 	(	500 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate transmutation	;	'''CL'''	6th	;	'''Weight'''	4 lbs.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	When worn, this mask transforms the wearer's face into a stone statue and its voice into an emotionless monotone. Though it allows the wearer to speak, its facial expressions and voice betray little emotion, granting a +10 competence bonus on Bluff checks made to lie and a +5 competence bonus on Bluff checks made to feint, but also imposing a –5 penalty on Bluff checks made to pass a hidden message.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''innocence'', ''stone shape''	'''Cost'''	250 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Mask of the krenshar	&amp;quot;&amp;gt;	Mask of the krenshar	&amp;lt;/span&amp;gt;''''' 	(	7,200 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	faint illusion	;	'''CL'''	3rd	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This simple leather mask depicts an earless catlike creature. When worn, it melds into its wearer's face and vanishes, leaving the wearer's face just as it looked before. Three times per day the wearer can command the mask to appear to retract the wearer's skin, revealing an illusion of the wearer's glistening skull and musculature. Creatures within 100 feet who see this display must succeed at a DC 13 Will save or become frightened (if the target has 6 or fewer Hit Dice) or shaken (if the target has more than 6 HD) for 1d4 rounds. This is a mind-affecting fear effect and a glamer. Anyone who can see through illusions (such as by ''true seeing'') is unaffected.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''disguise self'', ''scare''	'''Cost'''	3,600 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Maw of the wyrm	&amp;quot;&amp;gt;	Maw of the wyrm	&amp;lt;/span&amp;gt;'''''	(	18,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate evocation	;	'''CL'''	7th	;	'''Weight'''	3 lbs.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This fearsome helm, wrought into the shape of a roaring dragon's maw, has dozens of glittering dragon scales across its surface. The helm's wearer gains a +4 competence bonus on Intimidate checks and a +4 insight bonus on saves to resist a dragon's frightful presence aura. Each helm is modeled after a particular type of chromatic or metallic dragon. Once per day on command, the wearer can breathe out a blast of energy, as the ''dragon's breath'' spell to mimic the breath weapon of the dragon the helm is modeled after (7d6 points of damage, Reflex DC 16 half).	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''dragon's breath''	'''Cost'''	9,000 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Medusa mask	&amp;quot;&amp;gt;	Medusa mask	&amp;lt;/span&amp;gt;'''''	(	10,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate transmutation	;	'''CL'''	11th	;	'''Weight'''	1 lb	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This intricate mask is made of gold-plated iron. Writhing snake tails radiate from a gemstone upon the brow, almost as if they were medusa-like hair. The mask grants a +4 bonus on all saving throws against visual effects, including gaze attacks and sight-based illusions. Once per day as a standard action, the wearer can cause the central gemstone to glow with pale green light, at which point she may target any one creature within 30 feet. The targeted creature must succeed at a DC 15 Fortitude save or be petrified for 1 minute, as if by ''flesh to stone''.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''flesh to stone'', ''resistance''	'''Cost'''	5,000 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Mitre of the heirophant	&amp;quot;&amp;gt;	Mitre of the heirophant	&amp;lt;/span&amp;gt;'''''	(	18,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate divination	;	'''CL'''	9th	;	'''Weight'''	2 lbs.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This ostentatious hat functions only for a wearer who can cast divine spells. The wearer gains a +5 competence bonus on Diplomacy and Knowledge(religion) checks. Once per day on command, the wearer can ask a single question of her patron deity, as if by using ''commune''. Once per week on command, the wearer can touch a creature, atoning it for past misdeeds as if using an ''atonement'' spell.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''attonement'', ''commune'', ''guidance''	'''Cost'''	9,000 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Plague mask	&amp;quot;&amp;gt;	Plague mask	&amp;lt;/span&amp;gt;'''''	(	27,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	faint necromancy	;	'''CL'''	5th	;	'''Weight'''	2 lbs.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This stylized bird mask consists of a pair of goggles attached to a ceramic beak that covers the nose and mouth. The goggles are not magic and can be replaced with other goggles or eye slot items. It grants the wearer a +4 resistance bonus on saving throws against disease. Once per day on command, the user can ''remove disease'' (as the spell) on a single creature touched.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''remove disease''	'''Cost'''	13,500 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Steel-mind cap	&amp;quot;&amp;gt;	Steel-mind cap	&amp;lt;/span&amp;gt;'''''	(	33,600 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate abjuration	;	'''CL'''	9th	;	'''Weight'''	3 lbs.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	Ruined scraps of various constructs were repurposed and combined to form this ornate iron helmet. Though the helmet is not intelligent, it has a brute mechanical cunning that allows it to assert control whenever the wearer's mind is overwhelmed. The helmet takes control of the wearer's body anytime he is dazed or stunned. Whenever the wearer would be dazed, he is instead confused. Whenever the wearer would be stunned, he is instead confused and staggered. Time spent under the cap's influence counts against the duration of the daze or stun effect. The cap functions for up to 5 rounds per day. These rounds do not need to be consecutive. The cap stops asserting control over its wearer when the duration of the daze or stun effect ends, or when the cap's 5 rounds of duration are expended.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''surmount affliction''	'''Cost'''	16,800 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Stormlord's helm	&amp;quot;&amp;gt;	Stormlord's helm	&amp;lt;/span&amp;gt;'''''	(	35,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	strong transmutation	;	'''CL'''	10th	;	'''Weight'''	3 lbs.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	Two large horns jut from the sides of this iron helm, each of them carved with runes representing storms, thunder, and lightning. The runes give the wearer the ability to control the elements and bring forth a great storm. Once per day, the wearer can call upon the magic of the helm to call a thunderstorm, as if casting the ''control weather'' spell. Like that spell, it takes 10 minutes to call the weather and an additional 10 minutes for the thunderstorm to manifest. Once it does, the wearer can ''call lighting'' (as the spell) for 10 minutes or until the wearer dismisses the thunderstorm with a standard action.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''call lightning'', ''control weather''	'''Cost'''	17,500 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Veil of fleeting glances	&amp;quot;&amp;gt;	Veil of fleeting glances	&amp;lt;/span&amp;gt;'''''	(	9,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	faint divination	;	'''CL'''	3rd	;	'''Weight'''	-	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	In addition to hiding the face, this fine lace veil protects the wearer against gaze attacks. The wearer has a 50% chance to avoid making a saving throw against a gaze attack even when not averting her eyes. If the wearer averts her eyes, she rolls twice (once for the veil, once for averting her eyes) and uses the more favorable result. Against patterns, visual figments, and other vision-based effects and attacks that cannot affect blind creatures, the veil grants the wearer a +4 circumstance bonus on saving throws. The veil does not otherwise impede the wearer's vision in any way.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''blindness/deafness'', ''true strike''	'''Cost'''	4,500 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Admin]][[Category:Magic_Items]]&lt;/div&gt;</summary>
		<author><name>Typhoon</name></author>
	</entry>
	<entry>
		<id>http://www.tenebraemush.net/index.php?title=Head&amp;diff=18014</id>
		<title>Head</title>
		<link rel="alternate" type="text/html" href="http://www.tenebraemush.net/index.php?title=Head&amp;diff=18014"/>
		<updated>2015-03-22T00:27:08Z</updated>

		<summary type="html">&lt;p&gt;Typhoon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WondrousTableMain}}&lt;br /&gt;
{{T01}}&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; | &amp;lt;span id=&amp;quot;head_table&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;'''Head'''&lt;br /&gt;
{{T02}}&lt;br /&gt;
| '''Head'''&lt;br /&gt;
| '''Market Price'''&lt;br /&gt;
|-&lt;br /&gt;
| [[Head#Mask of stony demeanor|Mask of stony demeanor]]||500 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Head#Cap of human guise|Cap of human guise]]||800 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Head#Cap of light|Cap of light]]||900 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Head#Hat of disguise|Hat of disguise]]||1,800 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Head#Buffering cap|Buffering cap]]||2,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Head#Circlet of persuasion|Circlet of persuasion]]||4,500 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Head#Grappler's mask|Grappler's mask]]||5,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Head#Helm of fearsome mien|Helm of fearsome mien]]||5,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Head#Jingasa of the fortunate soldier|Jingasa of the fortunate soldier]]||5,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Head#Helm of comprehend languages and read magic|Helm of comprehend languages and read magic]]||5,200 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Head#Crown of swords|Crown of swords]]||6,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Head#Crown of blasting, minor|Crown of blasting, minor]]||6,480 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Head#Mask of the krenshar|Mask of the krenshar]]||7,200 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Head#Helm of the mammoth lord|Helm of the mammoth lord]]||8,500 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Head#Veil of fleeting glances|Veil of fleeting glances]]||9,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Head#Mask of a thousand tomes|Mask of a thousand tomes]]||10,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Head#Medusa mask|Medusa mask]]||10,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Head#Cat's eye crown|Cat's eye crown]]||18,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Head#Maw of the wyrm|Maw of the wyrm]]||18,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Head#Mitre of the heirophant|Mitre of the heirophant]]||18,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Head#Magician's hat|Magician's hat]]||20,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Head#Circlet of mindsight|Circlet of mindsight]]||22,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Head#Howling helm|Howling helm]]||22,600 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Head#Crown of blasting, major|Crown of blasting, major]]||23,760 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Head#Helm of underwater action|Helm of underwater action]]||24,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Head#Crown of conquest|Crown of conquest]]||24,600 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Head#Batrachian helm|Batrachian helm]]||26,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Head#Helm of telepathy|Helm of telepathy]]||27,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Head#Plague mask|Plague mask]]||27,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Head#Iron circlet of guarded souls|Iron circlet of guarded souls]]||30,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Head#Laurel of command|Laural of command]]||30,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Head#Mask of giants, lesser|Mask of giants, lesser]]||30,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Head#Steel-mind cap|Steel-mind cap]]||33,600 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Head#Stormlord's helm|Stormlord's helm]]||35,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Head#Helm of brilliance, lesser|Helm of brilliance, lesser]]||36,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Head#Judge's wig|Judge's wig]]||59,200 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Head#Helm of teleportation|Helm of teleportation]]||73,500 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Head#Halo of menace|Halo of menace]]||84,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Head#Mask of giants, greater|Mask of giants, greater]]||90,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Head#Helm of brilliance|Helm of brilliance]]||125,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Head#Helm of electric radiance|Helm of electric radiance]]||125,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Head#Crown of heaven|Crown of heaven]]||150,000 gp&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;span id=&amp;quot;head_desc&amp;quot;&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Batrachian helm	&amp;quot;&amp;gt;	Batrachian helm	&amp;lt;/span&amp;gt;''''' 	(	26,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate transmutation	;	'''CL'''	10th	;	'''Weight'''	3 lbs.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This oily bronze helm is fashioned in the shape of a frog's head. Three times per day as a swift action, the helm fires an unerring tongue of force at a visible target within 20 feet. If the target is an unattended object weighing 250 pounds or less, it is pulled 20 feet toward the wearer. If the target is a creature of the wearer's size or smaller, the wearer may make a combat maneuver check as a free action to pull the target 20 feet toward him. If the target is a creature larger than the wearer, an unattended object weighing more than 250 pounds, or an immobile structure such as a wall, the wearer is pulled 20 feet toward the target. This movement does not provoke attacks of opportunity, and the object or creature stops if the movement would move it into a solid object or creature.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''telekinesis''	'''Cost'''	13,000 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Buffering cap	&amp;quot;&amp;gt;	Buffering cap	&amp;lt;/span&amp;gt;''''' 	(	2,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	faint conjuration	;	'''CL'''	1st	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This cloth hat is floppy and shapeless. It offers its wearer an unusual amount of protection against particularly devastating blows. Once per day when struck by a critical hit, the wearer can spend an immediate action to convert the bonus damage of the critical hit into nonlethal damage. The cap has no effect if the wearer is immune to nonlethal damage.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''shield''	'''Cost'''	1,000 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Cap of human guise	&amp;quot;&amp;gt;	Cap of human guise	&amp;lt;/span&amp;gt;'''''	(	800 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	faint illusion	;	'''CL'''	3rd	;	'''Weight'''	-	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This threadbare hat allows its wearer to alter her appearance at will as with a ''disguise'' self spell, except she can only appear as a plainly dressed Small human child, adult halfling, or adult gnome, such as a peasant, blacksmith, or shopkeeper. The wearer can slightly alter the cap's appearance as part of the disguise, but otherwise must match the overall unremarkable look of the illusory form. This threadbare hat allows its wearer to alter her appearance at will as with a disguise self spell, except she can only appear as a plainly dressed Small human child, adult halfling, or adult gnome, such as a peasant, blacksmith, or shopkeeper. The wearer can slightly alter the cap's appearance as part of the disguise, but otherwise must match the overall unremarkable look of the illusory form.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''disguise self''	'''Cost'''	400 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Cap of light	&amp;quot;&amp;gt;	Cap of light	&amp;lt;/span&amp;gt;'''''	(	900 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	faint evocation	;	'''CL'''	1st	;	'''Weight'''	-	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This small cloth skullcap resembles those some priests wear, but is topped with a small silver statue in the shape of a lit candle. The wearer can command the statue to radiate ''light'' (as the spell). The ''light'' can also be turned off on command.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''light''	'''Cost'''	450 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Cat's eye crown	&amp;quot;&amp;gt;	Cat's eye crown	&amp;lt;/span&amp;gt;'''''	(	18,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate divination	;	'''CL'''	10th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This slender silver crown is decorated with a single cat's eye gemstone as a centerpiece. When the gem is attached to the crown, its wearer gains darkvision 60 feet, or increases her darkvision by 60 feet if she already possesses that sense. The gemstone is detachable, and can be rolled into rooms, dropped into holes, thrown through windows, or planted on a creature. Once per day, on command, the crown's wearer gains the benefit of the ''clairaudience/clairvoyance'' spell, but uses the cat's eye gemstone as that spell's sensor and gains darkvision when viewing through that sensor. If the stone is held or carried by a creature, even within a sack or some other container, the creature wearing the crown uses the senses of the creature carrying the gemstone as the sensor instead, whether or not the creature carrying the gemstone is aware of the stone's true purpose or even its existence. Destroying the gem (hardness 8, hp 5) severs the link, but a new cat's eye gemstone worth at least 100 gp can be fashioned and attuned to the crown. The attunement process takes 24 hours.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''clairaudience/clairvoyance'', ''darkvision'', creator must be catfolk	'''Cost'''	9,000 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Circlet of mindsight	&amp;quot;&amp;gt;	Circlet of mindsight	&amp;lt;/span&amp;gt;'''''	(	22,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate divination	;	'''CL'''	9th	;	'''Weight'''	-	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This elaborate circlet of gold-and-platinum filigree bears tiny gems in settings that look disturbingly like human eyes. When worn, the circlet lets the wearer sense the presence of other thinking creatures in her immediate area. The wearer gains the benefits of blindsense 30 feet, but only against creatures with an Intelligence score that are susceptible to mind-affecting effects. Undead, constructs, and mindless creatures like most oozes and vermin cannot be perceived when using the circlet, nor can creatures under the effects of ''mind blank'' or a ''ring of mind shielding''. The circlet does not interfere with the wearer's ability to see normally. If the wearer has blindsense or blindsight, he is able to differentiate creatures detected with those senses from creatures detected with the circlet of mindsight.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''clairaudience/clairvoyance'', ''detect thoughts''	'''Cost'''	11,000 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Circlet of persuasion	&amp;quot;&amp;gt;	Circlet of persuasion	&amp;lt;/span&amp;gt;'''''	(	4,500 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	faint transmutation	;	'''CL'''	5th	;	'''Weight'''	-	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This delicately engraved silver headband grants its wearer a +3 competence bonus on Charisma-based checks.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''eagle's spendor''	'''Cost'''	2,250 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Crown of blasting, major	&amp;quot;&amp;gt;	Crown of blasting, major	&amp;lt;/span&amp;gt;'''''	(	23,760 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	strong evocation	;	'''CL'''	17th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	On command, this elaborate golden crown projects a blast of ''searing light'' (5d8 maximized for 40 points of damage) once per day.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, Maximize Spell, ''searing light''	'''Cost'''	11,880 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Crown of blasting, minor	&amp;quot;&amp;gt;	Crown of blasting, minor	&amp;lt;/span&amp;gt;'''''	(	6,480 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate evocation	;	'''CL'''	6th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	On command, this simple golden crown projects a blast of ''searing light'' (3d8 points of damage) once per day.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''searing light''	'''Cost'''	3,240 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Crown of conquest	&amp;quot;&amp;gt;	Crown of conquest	&amp;lt;/span&amp;gt;'''''	(	24,600 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate enchantment	;	'''CL'''	7th	;	'''Weight'''	3 lbs.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This crown of steel and gold projects an aura of menacing power. The wearer gains a +4 competence bonus on Intimidate checks, and whenever he confirms a critical hit, the crown creates a ''prayer'' effect centered on the crown's wearer (caster level 5th). If the wearer of the crown has the Leadership feat, he gains a +1 bonus to his Leadership score and any follower or cohort of the wearer gains a +1 bonus on attack rolls and saving throws against fear effects while within line of sight of the wearer.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''bless'', ''eagle's spendor'', ''prayer''	'''Cost'''	12,300 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Crown of heaven	&amp;quot;&amp;gt;	Crown of heaven	&amp;lt;/span&amp;gt;'''''	(	150,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate abjuration	;	'''CL'''	10th	;	'''Weight'''	5 lbs.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This slim golden diadem, bejeweled with diamonds and sapphires, grants its wearer fluency in Celestial and allows her to detect evil at will and use ''tongues'' once per day, both on command. She also gains a +5 sacred bonus on Knowledge (planes) checks regarding outsiders with the good or evil subtypes, and any effect she creates with the good descriptor takes effect at +1 caster level. A ''crown'', an ''orb'', and a ''scepter of heaven''—collectively known as a ''regalia of heaven''—increase in power when used together. If the wearer of a ''crown of heaven'' wields an ''orb'' or ''scepter of heaven'', effects she creates with the good descriptor gain an additional +1 caster level, and she gains a +1 sacred bonus to AC and on saves against attacks or effects created by evil creatures. She also radiates an aura of menace in a 20-foot radius. Any evil creature within this aura takes a –2 penalty on attack rolls, on saving throws, and to AC until it successfully hits the wearer of the regalia (DC 20 Will negates). A creature that saves is immune to this effect for 24 hours. If the aura is dispelled, the wearer can restore it as a standard action. If the crown is worn while the wearer is wielding both an orb and scepter of heaven, the crown's caster level increases to 15th, effects the wearer creates with the good descriptor gain an additional +1 caster level increase, and her sacred bonus to AC and saves increases to +2. In addition, as a full-round action, the wearer can create an ''aura of sanctity'' for as long as she concentrates. This aura provides a +4 deflection bonus to AC and a +4 resistance bonus on saving throws against attacks made or effects created by evil creatures, as well as the benefits of a ''magic circle against evil'' and a ''lesser globe of invulnerability''. A ''crown of heaven'' bestows one negative level on any evil creature bearing it, which cannot be removed or overcome while carrying the crown. If the same creature carries an ''orb'' or ''scepter of heaven'', it gains one additional negative level per object. An evil creature intentionally donning a ''crown of heaven'' gains an additional negative level and is affected as bestow curse (DC 17) immediately and every 24 hours that the crown is worn. A neutral character can attempt a DC 17 Fortitude save to avoid gaining these negative levels.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''aura of doom'', ''detect evil'', ''dispel evil'', ''magic circle against evil'', ''tongues''	'''Cost'''	75,000 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Crown of swords	&amp;quot;&amp;gt;	Crown of swords	&amp;lt;/span&amp;gt;'''''	(	6,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	faint evocation	;	'''CL'''	3rd	;	'''Weight'''	3 lbs.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This radiant crown of steel is bedecked with miniature mithral swords. A ''crown of swords'' can be used up to 10 times per day. When struck in combat, the wearer may spend one use as an immediate action to create a longsword-shaped ''spiritual weapon'' that then attacks her attacker. On the wearer's next turn, she may spend one additional use each round to continue attacking that target with the ''spiritual weapon''; the ''spiritual weapon'' cannot be redirected and disappears if the target is killed or moves out of range. Multiple ''spiritual weapons'' may be created (even attacking the same target) if the wearer is attacked in subsequent rounds.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''spiritual weapon''	'''Cost'''	3,000 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Grappler's mask	&amp;quot;&amp;gt;	Grappler's mask	&amp;lt;/span&amp;gt;'''''	(	5,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	faint transmutation	;	'''CL'''	1st	;	'''Weight'''	2 lbs.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This mask is fashioned from dark leather decorated with geometrical patterns that emphasize the wearer's fearsomeness. It covers the wearer's face, but leaves his mouth and eyes uncovered. The wearer may attempt to bull rush and grapple without provoking attacks of opportunity.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''bull's strength'', ''cat's grace'', ''expeditious retreat''	'''Cost'''	2,500 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Halo of menace	&amp;quot;&amp;gt;	Halo of menace	&amp;lt;/span&amp;gt;'''''	(	84,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	strong enchantment	;	'''CL'''	9th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	When placed over the head, this halo of shimmering polished steel floats above it, though it still takes up the head slot. The halo constantly radiates a 20-foot-radius aura from its wearer. Any hostile creature within the aura must succeed at a DC 20 Will save or take a –2 penalty on attack rolls, on saving throws, and to AC for the next 24 hours or until it hits the wearer with an attack or damages it with a spell, spell-like ability, or supernatural ability. Chaotic creatures take a –2 penalty on this saving throw. A creature that has resisted or broken the effect of the ''halo of menace'' cannot be affected by the same wearer's aura for 24 hours. The aura is a mind-affecting effect.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''order's wrath'', creator must be an assimar or an archon	'''Cost'''	42,000 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Hat of disguise	&amp;quot;&amp;gt;	Hat of disguise	&amp;lt;/span&amp;gt;'''''	(	1,800 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	faint illusion	;	'''CL'''	1st	;	'''Weight'''	-	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This apparently normal hat allows its wearer to alter her appearance as with a ''disguise self'' spell. As part of the disguise, the hat can be changed to appear as a comb, ribbon, headband, cap, coif, hood, helmet, or other headwear.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''disguise self''	'''Cost'''	900 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Helm of brilliance	&amp;quot;&amp;gt;	Helm of brilliance	&amp;lt;/span&amp;gt;'''''	(	125,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	strong varied	;	'''CL'''	13th	;	'''Weight'''	3 lbs.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This normal-looking helm takes its true form and manifests its powers when the user dons it and speaks the command word. Made of brilliant silver and polished steel, a newly created helm is set with large magic gems: 10 diamonds, 20 rubies, 30 fire opals, and 40 opals. When struck by bright light, the helm scintillates and sends forth reflective rays in all directions from its crown-like, gem-tipped spikes. The jewels' functions are as follows:&lt;br /&gt;
*Diamond: ''Prismatic spray'' (save DC 20)&lt;br /&gt;
*Ruby: ''Wall of fire''&lt;br /&gt;
*Fire opal: ''Fireball'' (10d6, Reflex DC 20 half)&lt;br /&gt;
*Opal: ''Daylight''&lt;br /&gt;
The helm may be used once per round, but each gem can perform its spell-like power just once. Until all its jewels are depleted, a ''helm of brilliance'' also has the following magical properties when activated.&lt;br /&gt;
It emanates a bluish light when undead are within 30 feet. This light causes 1d6 points of damage per round to all such creatures within that range.&lt;br /&gt;
The wearer may command any weapon he wields to become a ''flaming'' weapon. This is in addition to whatever abilities the weapon may already have (unless the weapon already is a ''flaming'' weapon). The command takes 1 round to take effect.&lt;br /&gt;
The helm provides fire resistance 30. This protection does not stack with similar protection from other sources.&lt;br /&gt;
Once all its jewels have lost their magic, the helm loses its powers and the gems turn to worthless powder. Removing a jewel destroys it.&lt;br /&gt;
If a creature wearing the helm is damaged by magical fire (after the fire protection is taken into account) and fails an additional DC 15 Will save, the remaining gems on the helm overload and detonate. Remaining diamonds become prismatic sprays that each randomly target a creature within range (possibly the wearer), rubies become straight-line ''walls of fire'' extending outward in a random direction from the helm wearer, and fire opals become fireballs centered on the helm wearer. The opals and the helm itself are destroyed.&lt;br /&gt;
&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''detect undead'', ''fireball'', ''flame blade'', ''daylight'', ''prismatic spray'', ''protection from energy'', ''wall of fire''	'''Cost'''	62,500 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Helm of brilliance, lesser	&amp;quot;&amp;gt;	Helm of brilliance, lesser	&amp;lt;/span&amp;gt;'''''	(	36,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate varied	;	'''CL'''	5th	;	'''Weight'''	3 lbs.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This helm functions like a helm of brilliance but is lower-powered. Instead of the standard helm's allotment of gems, the lesser helm has 10 diamonds (''fireball'', 10d6 damage, Reflex DC 20 half), 20 corals (''flaming sphere''), 30 garnets (''scorching ray''), and 40 agates (''light''). It still glows near and harms undead, has the flaming weapon special ability, and provides fire resistance (though only 20 instead of 30). Just like the standard helm, the wearer risks detonation if damaged by magical fire; diamonds become ''fireballs'' centered on the wearer, corals become ''flaming spheres'' in and adjacent to the wearer's space, garnets become ''scorching rays'' that fire randomly at creatures in range, and the agates and the helm itself are destroyed.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''detect undead'', ''fireball'', ''flame blade'', ''flaming sphere'', ''light'', ''protection from energy'', ''scorching ray''	'''Cost'''	18,000 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Helm of comprehend languages and read magic	&amp;quot;&amp;gt;	Helm of comprehend languages and read magic	&amp;lt;/span&amp;gt;'''''	(	5,200 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	faint divination	;	'''CL'''	4th	;	'''Weight'''	3 lbs.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	Appearing as a normal helmet, a ''helm of comprehend languages and read magic'' grants its wearer the ability to understand the spoken words of any creature and to read text in any language and any magical writing. The wearer gains a +5 competence bonus on Linguistics checks to understand messages written in incomplete, archaic, or exotic forms. Note that understanding a magical text does not necessarily imply ability to use its spells.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''comprehend languages'', ''read magic''	'''Cost'''	2,600 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Helm of electric radiance	&amp;quot;&amp;gt;	Helm of electric radiance	&amp;lt;/span&amp;gt;'''''	(	125,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	strong varied	;	'''CL'''	13th	;	'''Weight'''	3 lbs.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	The ''helm of electric radiance'' is similar to a ''helm of brilliance'', except its spells focus on electricity rather than fire. Other aspects of the helm, such as detecting and damaging undead, remain unchanged. The helm has 10 sapphires that can be used for ''chain lightning'', 20 pieces of amber that can be used for ''lightning bolt'', 30 pieces of petrified wood that can be used for ''shocking sphere'' (as ''flaming sphere'' but dealing electricity damage), and 40 opals that can be used for ''daylight''. In addition, the wearer gains resistance to electricity 30 and his weapons become shocking weapons instead of flaming weapons.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''chain lightning'', ''daylight'', ''detect undead'', ''flaming sphere'', ''lightning bolt'', ''protection from energy'', ''shocking grasp''	'''Cost'''	62,500 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Helm of fearsome mien	&amp;quot;&amp;gt;	Helm of fearsome mien	&amp;lt;/span&amp;gt;'''''	(	5,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	faint necromancy	;	'''CL'''	1st	;	'''Weight'''	4 lbs.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This metal helm is made to look like the wearer has large fangs and other features resembling those of a fearsome predator. If the wearer is a barbarian, she can use the intimidating glare rage power whenever she rages. The helm has no effect if the wearer is not a barbarian (or another class with the rage class feature).	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''cause fear''	'''Cost'''	2,500 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Helm of telepathy	&amp;quot;&amp;gt;	Helm of telepathy	&amp;lt;/span&amp;gt;'''''	(	27,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	faint divination and enchantment	;	'''CL'''	5th	;	'''Weight'''	3 lbs.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This pale metal or ivory helm covers much of the head when worn. The wearer can use ''detect thoughts'' at will. Furthermore, he can send a telepathic message to anyone whose surface thoughts he is reading (allowing two-way communication). Once per day, the wearer of the helm can implant a ''suggestion'' (as the spell, Will DC 14 negates) along with his telepathic message.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''detect thoughts'', ''suggestion''	'''Cost'''	13,500 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Helm of teleportation	&amp;quot;&amp;gt;	Helm of teleportation	&amp;lt;/span&amp;gt;'''''	(	73,500 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate conjuration	;	'''CL'''	9th	;	'''Weight'''	3 lbs.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	A character wearing this helm may ''teleport'' three times per day, instantly transporting himself and objects he might be carrying on his person to a designated destination, exactly as if he had cast the spell of the same name.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''teleport''	'''Cost'''	36,750 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Helm of the mammoth lord	&amp;quot;&amp;gt;	Helm of the mammoth lord	&amp;lt;/span&amp;gt;'''''	(	8,500 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	faint transmutation	;	'''CL'''	5th	;	'''Weight'''	3 lbs.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This hide helm is set with plates of ivory carved with primitive runes, with a pair of tusks curving down on either side of the wearer's face for cheek guards. The tusks of the helm provide a gore attack dealing 1d6 points of damage for a Medium wearers (or 1d4 points of damage for Small wearers) and counts as a magic weapon for the purposes of overcoming damage reduction. The ''helm of the mammoth lord'' also protects the wearer from cold environments as the endure elements spell. Furthermore, it provides a +5 competence bonus to Handle Animal, Ride, and wild empathy checks with elephants, mammoths, mastodons, and other similar elephant-like creatures. On command, the wearer may use ''detect animals or plants'', but can only detect elephant-like creatures. On command, the wearer may use ''speak with animals'', but only to communicate with elephant-like creatures.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''beast shape I'', ''charm animal'', ''detect animals or plants'', ''speak with animals'', creator must have 5 ranks in Handle Animal and Ride	'''Cost'''	4,250 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Helm of underwater action	&amp;quot;&amp;gt;	Helm of underwater action	&amp;lt;/span&amp;gt;'''''	(	24,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	faint transmutation	;	'''CL'''	5th	;	'''Weight'''	3 lbs.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	The wearer of this helmet can see underwater. Drawing the small lenses in compartments on either side into position before the wearer's eyes activates the visual properties of the helm, allowing her to see five times farther than water and light conditions would allow for normal human vision. (Weeds, obstructions, and the like block vision in the usual manner.) If the command word is spoken, the helm of underwater action gives the wearer a 30-foot swim speed and creates a globe of air around the wearer's head and maintains it until the command word is spoken again, enabling her to breathe freely.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''water breathing''	'''Cost'''	12,000 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Howling helm	&amp;quot;&amp;gt;	Howling helm	&amp;lt;/span&amp;gt;'''''	(	22,600 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	faint conjuration	;	'''CL'''	5th	;	'''Weight'''	2 lbs.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	The wearer of this helm, crafted from a beast's skull, gains the ability to communicate with dogs, wolves, dire wolves, foxes, jackals, coyotes, and similar canine animals as the ''speak with animals'' spell. The wearer gains a +2 competence bonus on Diplomacy checks and Charisma checks to influence wolf-like magical beasts such as blink dogs, winter wolves, and worgs. On command three times per day, the wearer can unleash a terrifying howl. When he does so, he makes a single Intimidate check to demoralize all opponents within 30 feet that can hear the howl. At the start of the wearer's following turn, 1d3 wolves appear as if summoned by the spell ''summon nature's ally III''. They act on the wearer's initiative and follow her instructions (or attacking her opponents, if she cannot communicate with them) for 5 rounds before vanishing in a swirl of pine needles and snow.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''speak with animals'', ''summon nature's ally III''	'''Cost'''	11,300 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Iron circlet of guarded souls	&amp;quot;&amp;gt;	Iron circlet of guarded souls	&amp;lt;/span&amp;gt;'''''	(	30,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate abjuration	;	'''CL'''	11th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This simple cold iron circle has no markings or ornamentation upon it, and is always slightly cool to the touch. The circle shields both the wearer's soul and his identity from mystic intrusion. The wearer is immune to effects that target souls (such as ''trap the soul'') or that would be foiled by a ''nondetection'' spell (unlike ''nondetection'', the diviner's caster cannot attempt a spell resistance check to overcome this effect). If the wearer is slain, he cannot be restored to life by magic (save by a miracle, wish, or divine intervention) until the circlet is removed.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''nondetection'', ''trap the soul''	'''Cost'''	15,000 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Jingasa of the fortunate soldier	&amp;quot;&amp;gt;	Jingasa of the fortunate soldier	&amp;lt;/span&amp;gt;'''''	(	5,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	strong divination	;	'''CL'''	15th	;	'''Weight'''	3 lbs.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This conical iron jingasa, or war hat, grants the wearer a +1 luck bonus to AC. Once per day when struck by a critical hit or sneak attack, the wearer can spend an immediate action to negate the critical hit or sneak attack (similar to the ''fortification'' armor special ability, but without requiring a roll). The damage is instead rolled normally.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''divine favor'', ''moment of prescience''	'''Cost'''	2,500 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Judge's wig	&amp;quot;&amp;gt;	Judge's wig	&amp;lt;/span&amp;gt;'''''	(	59,200 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate divination	;	'''CL'''	7th	;	'''Weight'''	-	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This flowing wig of white ringlets grants its wearer an unmistakable impression of dignity and gravitas. This grants a +4 competence bonus on Diplomacy and Intimidate checks. At will, the wearer can concentrate on a creature within 30 feet to scrutinize it with ''discern lies''.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''discern lies''	'''Cost'''	29,600 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Laurel of command	&amp;quot;&amp;gt;	Laurel of command	&amp;lt;/span&amp;gt;'''''	(	30,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	faint enchantment	;	'''CL'''	3rd	;	'''Weight'''	-	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	Laurel leaves crafted from fine gold decorate this circlet that imparts powers of persuasion and leadership. The wearer's voice carries great authority and can inspire others to victory. As a swift action, the wearer can speak words of encouragement or advice to an ally within 30 feet. That ally gains a +2 morale bonus on attack rolls, saving throws, skill checks, and ability checks until the start of the wearer's next turn. The wearer can use the laurel to grant this bonus to himself. A creature cannot gain this bonus more than once per day.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''heroism''	'''Cost'''	15,000 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Magician's hat	&amp;quot;&amp;gt;	Magician's hat	&amp;lt;/span&amp;gt;'''''	(	20,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate transmutation	;	'''CL'''	10th	;	'''Weight'''	-	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	Mystic symbols embroidered in gold thread decorate this conical hat. Three times per day as a free action when casting a spell, the wearer can shift metamagic feats on prepared spells. The wearer can either move a metamagic feat from another prepared spell to a spell being cast or from the spell being cast to another prepared spell. In either case, the spell that gains the metamagic feat can't exceed the spell slot of the spell that originally had the metamagic feat. For example, a wizard with ''detect thoughts'', ''silent dispel magic'', and ''dimension door'' prepared could cast a ''silent detect thoughts'' (and would now have ''dispel magic'' prepared), but could not cast ''silent dimension door''. Moving metamagic feats does not increase spell casting time, even for quickened spells. The hat provides no benefit to spontaneous casting or spell-like abilities.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''mnemonic enhancer''	'''Cost'''	10,000 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Mask of a thousand tomes	&amp;quot;&amp;gt;	Mask of a thousand tomes	&amp;lt;/span&amp;gt;'''''	(	10,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	faint divination	;	'''CL'''	5th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	The random snippets of script that write across the surface of this parchment-colored eyeless mask hint at the knowledge of the many tomes stored within. The mask grants its wearer a +10 competence bonus on all Knowledge skill checks, but the wearer is blinded while wearing the mask. The mask must be worn for 10 minutes before the wearer gains its bonus.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''clairaudience/clairvoyance''	'''Cost'''	5,000 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Mask of giants, greater	&amp;quot;&amp;gt;	Mask of giants, greater	&amp;lt;/span&amp;gt;'''''	(	90,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	strong transmutation	;	'''CL'''	13th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	A ''greater mask of giants'' has all the powers of a ''lesser mask of giants'', plus it grants additional abilities in giant form. If the form has any of the following abilities, the wearer gains the listed ability: rend (2d6 damage), regeneration 5 (acid or fire), rock catching, rock throwing (range 60 feet, 2d6 damage). If the chosen giant form has immunity or resistance to any energy type, the wearer gains resistance 20 to that energy type when in giant form. If the giant form has vulnerability to an energy type, the wearer gains that vulnerability when in giant form. In giant form, the wearer gains a +6 size bonus to Strength, a –2 penalty to Dexterity, a +4 size bonus to Constitution, and a +4 natural armor bonus.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''giant form I''	'''Cost'''	45,000 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Mask of giants, lesser	&amp;quot;&amp;gt;	Mask of giants, lesser	&amp;lt;/span&amp;gt;''''' 	(	30,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate transmutation	;	'''CL'''	6th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This wooden mask depicts a leering humanoid with an oversized nose and ears. If the wearer has the wild shape class feature, the mask allows her to use wild shape to take the form of a humanoid with the giant subtype. The forms allowed by a ''lesser mask of giants'' are ogre, troll, fire giant, frost giant, and stone giant. If the form has any of the following abilities, the wearer gains the listed ability: darkvision 60 feet, low-light vision, scent. In giant form, the wearer gains a +4 size bonus to Strength, a –2 penalty to Dexterity, and a +1 natural armor bonus.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''giant form I''	'''Cost'''	15,000 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Mask of stony demeanor	&amp;quot;&amp;gt;	Mask of stony demeanor	&amp;lt;/span&amp;gt;''''' 	(	500 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate transmutation	;	'''CL'''	6th	;	'''Weight'''	4 lbs.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	When worn, this mask transforms the wearer's face into a stone statue and its voice into an emotionless monotone. Though it allows the wearer to speak, its facial expressions and voice betray little emotion, granting a +10 competence bonus on Bluff checks made to lie and a +5 competence bonus on Bluff checks made to feint, but also imposing a –5 penalty on Bluff checks made to pass a hidden message.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''innocence'', ''stone shape''	'''Cost'''	250 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Mask of the krenshar	&amp;quot;&amp;gt;	Mask of the krenshar	&amp;lt;/span&amp;gt;''''' 	(	7,200 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	faint illusion	;	'''CL'''	3rd	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This simple leather mask depicts an earless catlike creature. When worn, it melds into its wearer's face and vanishes, leaving the wearer's face just as it looked before. Three times per day the wearer can command the mask to appear to retract the wearer's skin, revealing an illusion of the wearer's glistening skull and musculature. Creatures within 100 feet who see this display must succeed at a DC 13 Will save or become frightened (if the target has 6 or fewer Hit Dice) or shaken (if the target has more than 6 HD) for 1d4 rounds. This is a mind-affecting fear effect and a glamer. Anyone who can see through illusions (such as by ''true seeing'') is unaffected.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''disguise self'', ''scare''	'''Cost'''	3,600 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Maw of the wyrm	&amp;quot;&amp;gt;	Maw of the wyrm	&amp;lt;/span&amp;gt;'''''	(	18,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate evocation	;	'''CL'''	7th	;	'''Weight'''	3 lbs.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This fearsome helm, wrought into the shape of a roaring dragon's maw, has dozens of glittering dragon scales across its surface. The helm's wearer gains a +4 competence bonus on Intimidate checks and a +4 insight bonus on saves to resist a dragon's frightful presence aura. Each helm is modeled after a particular type of chromatic or metallic dragon. Once per day on command, the wearer can breathe out a blast of energy, as the ''dragon's breath'' spell to mimic the breath weapon of the dragon the helm is modeled after (7d6 points of damage, Reflex DC 16 half).	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''dragon's breath''	'''Cost'''	9,000 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Medusa mask	&amp;quot;&amp;gt;	Medusa mask	&amp;lt;/span&amp;gt;'''''	(	10,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate transmutation	;	'''CL'''	11th	;	'''Weight'''	1 lb	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This intricate mask is made of gold-plated iron. Writhing snake tails radiate from a gemstone upon the brow, almost as if they were medusa-like hair. The mask grants a +4 bonus on all saving throws against visual effects, including gaze attacks and sight-based illusions. Once per day as a standard action, the wearer can cause the central gemstone to glow with pale green light, at which point she may target any one creature within 30 feet. The targeted creature must succeed at a DC 15 Fortitude save or be petrified for 1 minute, as if by ''flesh to stone''.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''flesh to stone'', ''resistance''	'''Cost'''	5,000 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Mitre of the heirophant	&amp;quot;&amp;gt;	Mitre of the heirophant	&amp;lt;/span&amp;gt;'''''	(	18,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate divination	;	'''CL'''	9th	;	'''Weight'''	2 lbs.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This ostentatious hat functions only for a wearer who can cast divine spells. The wearer gains a +5 competence bonus on Diplomacy and Knowledge(religion) checks. Once per day on command, the wearer can ask a single question of her patron deity, as if by using ''commune''. Once per week on command, the wearer can touch a creature, atoning it for past misdeeds as if using an ''atonement'' spell.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''attonement'', ''commune'', ''guidance''	'''Cost'''	9,000 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Plague mask	&amp;quot;&amp;gt;	Plague mask	&amp;lt;/span&amp;gt;'''''	(	27,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	faint necromancy	;	'''CL'''	5th	;	'''Weight'''	2 lbs.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This stylized bird mask consists of a pair of goggles attached to a ceramic beak that covers the nose and mouth. The goggles are not magic and can be replaced with other goggles or eye slot items. It grants the wearer a +4 resistance bonus on saving throws against disease. Once per day on command, the user can ''remove disease'' (as the spell) on a single creature touched.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''remove disease''	'''Cost'''	13,500 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Steel-mind cap	&amp;quot;&amp;gt;	Steel-mind cap	&amp;lt;/span&amp;gt;'''''	(	33,600 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate abjuration	;	'''CL'''	9th	;	'''Weight'''	3 lbs.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	Ruined scraps of various constructs were repurposed and combined to form this ornate iron helmet. Though the helmet is not intelligent, it has a brute mechanical cunning that allows it to assert control whenever the wearer's mind is overwhelmed. The helmet takes control of the wearer's body anytime he is dazed or stunned. Whenever the wearer would be dazed, he is instead confused. Whenever the wearer would be stunned, he is instead confused and staggered. Time spent under the cap's influence counts against the duration of the daze or stun effect. The cap functions for up to 5 rounds per day. These rounds do not need to be consecutive. The cap stops asserting control over its wearer when the duration of the daze or stun effect ends, or when the cap's 5 rounds of duration are expended.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''surmount affliction''	'''Cost'''	16,800 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Stormlord's helm	&amp;quot;&amp;gt;	Stormlord's helm	&amp;lt;/span&amp;gt;'''''	(	35,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	strong transmutation	;	'''CL'''	10th	;	'''Weight'''	3 lbs.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	Two large horns jut from the sides of this iron helm, each of them carved with runes representing storms, thunder, and lightning. The runes give the wearer the ability to control the elements and bring forth a great storm. Once per day, the wearer can call upon the magic of the helm to call a thunderstorm, as if casting the ''control weather'' spell. Like that spell, it takes 10 minutes to call the weather and an additional 10 minutes for the thunderstorm to manifest. Once it does, the wearer can ''call lighting'' (as the spell) for 10 minutes or until the wearer dismisses the thunderstorm with a standard action.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''call lightning'', ''control weather''	'''Cost'''	17,500 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Veil of fleeting glances	&amp;quot;&amp;gt;	Veil of fleeting glances	&amp;lt;/span&amp;gt;'''''	(	9,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	faint divination	;	'''CL'''	3rd	;	'''Weight'''	-	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	In addition to hiding the face, this fine lace veil protects the wearer against gaze attacks. The wearer has a 50% chance to avoid making a saving throw against a gaze attack even when not averting her eyes. If the wearer averts her eyes, she rolls twice (once for the veil, once for averting her eyes) and uses the more favorable result. Against patterns, visual figments, and other vision-based effects and attacks that cannot affect blind creatures, the veil grants the wearer a +4 circumstance bonus on saving throws. The veil does not otherwise impede the wearer's vision in any way.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''blindness/deafness'', ''true strike''	'''Cost'''	4,500 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Admin]][[Category:Magic_Items]]&lt;/div&gt;</summary>
		<author><name>Typhoon</name></author>
	</entry>
	<entry>
		<id>http://www.tenebraemush.net/index.php?title=Neck&amp;diff=18013</id>
		<title>Neck</title>
		<link rel="alternate" type="text/html" href="http://www.tenebraemush.net/index.php?title=Neck&amp;diff=18013"/>
		<updated>2015-03-22T00:26:24Z</updated>

		<summary type="html">&lt;p&gt;Typhoon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WondrousTableMain}}&lt;br /&gt;
{{T01}}&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; | &amp;lt;span id=&amp;quot;neck_table&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;'''Neck'''&lt;br /&gt;
{{T02}}&lt;br /&gt;
| '''Neck'''&lt;br /&gt;
| '''Market Price'''&lt;br /&gt;
|-&lt;br /&gt;
| [[Neck#Hand of the mage|Hand of the mage]]||900 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Neck#Aegis of recovery|Aegis of recovery]]||1,500 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Neck#Amulet of bullet protection|Amulet of bullet protection +1]]||1,500 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Neck#Brooch of shielding|Brooch of shielding]]||1,500 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Neck#Necklace of fireballs|Necklace of fireballs (type I)]]||1,650 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Neck#Amulet of natural armor|Amulet of natural armor +1]]||2,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Neck#Golembane scarab|Golembane scarab]]||2,500 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Neck#Necklace of fireballs|Necklace of fireballs (type II)]]||2,700 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Neck#Mind sentinel medallion|Mind sentinel medallion]]||3,500 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Neck#Mummer's ruff|Mummer's ruff]]||3,500 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Neck#Amulet of eternal strife|Amulet of elemental strife]]||4,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Neck#Righteous fist amulet|Righteous fist amulet]]||4,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Neck#Necklace of fireballs|Necklace of fireballs (type III)]]||4,350 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Neck#Amulet of mighty fists|Amulet of mighty fists +1]]||5,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Neck#Necklace of fireballs|Necklace of fireballs (type IV)]]||5,400 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Neck#Necklace of fireballs|Necklace of fireballs (type V)]]||5,850 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Neck#Amulet of bullet protection|Amulet of bullet protection +2]]||6,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Neck#Dragonfoe amulet|Feychild necklace]]||20,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Neck#Carcanet of detention|Carcanet of detention]]||7,200 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Neck#Periapt of health|Periapt of health]]||7,500 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Neck#Amulet of natural armor|Amulet of natural armor +2]]||8,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Neck#Amulet of proof against petrification|Amulet of proof against petrification]]||8,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Neck#Everwake amulet|Everwake amulet]]||8,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Neck#Gravewatch pendant|Gravewatch pendant]]||8,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Neck#Hand of glory|Hand of glory]]||8,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Neck#Torc of lionheart fury|Torc of the lionheart fury]]||8,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Neck#Necklace of fireballs|Necklace of fireballs (type VI)]]||8,100 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Neck#Necklace of fireballs|Necklace of fireballs (type VII)]]||8,700 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Neck#Amulet of hidden strength|Amulet of hidden strength]]||9,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Neck#Necklace of adaptation|Necklace of adaptation]]||9,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Neck#Amulet of spell cunning|Amulet of spell cunning]]||10,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Neck#Frost fist amulet|Frost fist amulet]]||10,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Neck#Crystal of healing hands|Crystal of healing hands]]||12,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Neck#Guardian gorget|Guardian gorget]]||12,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Neck#Medallion of thoughts|Medallion of thoughts]]||12,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Neck#Periapt of protection from curses|Periapt of protection from curses]]||12,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Neck#Forge fist amulet|Forge fist amulet]]||13,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Neck#Amulet of bullet protection|Amulet of bullet protection +3]]||13,500 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Neck#Periapt of wound closure|Periapt of wound closure]]||15,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Neck#Necklace of ki serenity|Necklace of ki serenity]]||16,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Neck#Brooch of amber sparks|Brooch of amber sparks]]||16,800 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Neck#Symbol of sanguine protection|Symbol of sanguine protection]]||17,500 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Neck#Amulet of natural armor|Amulet of natural armor +3]]||18,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Neck#Ampoule of false blood|Ampoule of false blood]]||20,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Neck#Amulet of mighty fists|Amulet of mighty fists +2]]||20,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Neck#Dragonfoe amulet|Dragonfoe amulet]]||20,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Neck#Amulet of spell mastery|Amulet of spell mastery]]||22,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Neck#Amulet of bullet protection|Amulet of bullet protection +4]]||24,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Neck#Periapt of proof against poison|Periapt of proof against poison]]||27,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Neck#Amulet of natural armor|Amulet of natural armor +4]]||32,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Neck#Amulet of proof against detection and location|Amulet of proof against detection and location]]||35,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Neck#Amulet of bullet protection|Amulet of bullet protection +5]]||37,500 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Neck#Scarab of protection|Scarab of protection]]||38,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Neck#Necklace of netted stars|Necklace of netted stars]]||42,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Neck#Amulet of mighty fists|Amulet of mighty fists +3]]||45,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Neck#Amulet of natural armor|Amulet of natural armor +5]]||50,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Neck#Amulet of mighty fists|Amulet of mighty fists +4]]||80,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Neck#Amulet of the planes|Amulet of the planes]]||120,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Neck#Amulet of mighty fists|Amulet of mighty fists +5]]||125,000 gp&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;span id=&amp;quot;neck_desc&amp;quot;&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Aegis of recovery	&amp;quot;&amp;gt;	Aegis of recovery	&amp;lt;/span&amp;gt;''''' 	(	1,500 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	faint abjuration and conjuration	;	'''CL'''	3rd	;	'''Weight'''	-	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	An ''aegis of recovery'' grants its wearer a +2 resistance bonus on all saving throws made to recover from a continuing effect, such as ongoing poison damage, daily saving throws against a disease, a ''hold person'' spell, or lingering damage from an attack. This bonus does not help against initial saving throws against such effects. Should the wearer ever drop below 0 hit points, the aegis heals the wearer for 2d8+3 points of damage and then crumbles to dust.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''barkskin'', ''cure moderate wounds''	'''Cost'''	750 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Ampoule of false blood	&amp;quot;&amp;gt;	Ampoule of false blood	&amp;lt;/span&amp;gt;''''' 	(	20,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	strong transmutation	;	'''CL'''	15th	;	'''Weight'''	-	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This necklace consists of a fine gold chain from which hangs a small sealed crystal vial containing preserved liquid blood. Each ampoule is attuned to a specific sorcerer bloodline. If a sorcerer (or other creature with sorcerer bloodline powers, such as from the Eldritch Heritage feat) wears the ampoule for at least one day, she loses her existing bloodline powers and gains the bloodline powers of the ampoule's bloodline, using her sorcerer level to determine the powers gained. The ampoule has no effect on the sorcerer's bonus spells, bloodline arcana, or bonus feats from her original bloodline (which remain unchanged). The sorcerer can only use these bloodline powers as long as she wears the necklace. Removing the necklace leaves the sorcerer unable to access any bloodline power, either her own or those of the ampoule, until one hour has passed. As a full round action that provokes an attack of opportunity, the wearer can break open the ampoule and drink the blood within. This destroys the item, and gives her the sickened condition for 1d4 hours. If the drinker is a sorcerer, her bloodline permanently changes to match that of the ampoule. In this case, the sorcerer's bonus spells, bloodline arcana, and bloodline powers all permanently change to match those of the ampoule's bloodline. Bonus feats previously selected due to the sorcerer's bloodline are unaffected, but new feats must be selected from the new bloodline's bonus feat list.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''limited wish'', ''polymorph'', creator must be a sorcerer of the appropriate bloodline	'''Cost'''	10,000 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Amulet of bullet protection	&amp;quot;&amp;gt;	Amulet of bullet protection	&amp;lt;/span&amp;gt;'''''	(	'''+1 luck bonus''' 1,500 gp; '''+2 luck bonus''' 6,000 gp; '''+3 luck bonus''' 13,500 gp; '''+4 luck bonus''' 24,000 gp; '''+5 luck bonus''' 37,500 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	faint abjuration	;	'''CL'''	5th	;	'''Weight'''	;-	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This amulet, usually crafted from the splintered remains of spent firearm bullets shaped into a rough holy symbol or clover, grants the wearer a luck bonus to AC against firearm attacks that target touch AC.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''divine favor'', creator's caster level must be at least three times the amulet's bonus	'''Cost'''	'''+1 luck bonus''' 750 gp; '''+2 luck bonus''' 3,000 gp; '''+3 luck bonus''' 6,750 gp; '''+4 luck bonus''' 12,000 gp; '''+5 luck bonus''' 18,750 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Amulet of eternal strife	&amp;quot;&amp;gt;	Amulet of eternal strife	&amp;lt;/span&amp;gt;'''''	(	4,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate abjuration	;	'''CL'''	8th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This amulet shines brightly when brought within 60 feet of an outsider with the elemental subtype, shedding light as a torch. The amulet glows a different color depending on the subtype of the elemental or elementals present (white for air, yellow for earth, red for fire, and blue for water). If more than one subtype is present, the gem flickers back and forth between the appropriate colors. The wearer gains resistance 5 against a single energy type determined by the subtype of the closest elemental present (air grants electricity resistance, earth grants acid resistance, fire grants fire resistance, and water grants cold resistance). If the closest elemental possesses multiple subtypes, the wearer may choose which type of resistance she gains. This energy resistance only applies against attacks from elementals. The amulet also allows any attacks made by the wearer to bypass the damage reduction of such creatures.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''resist energy'', creator must be 8th level	'''Cost'''	2,000 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=''{{PadBottom|10}}''&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Amulet of hidden strength	&amp;quot;&amp;gt;	Amulet of hidden strength	&amp;lt;/span&amp;gt;'''''	(	9,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	faint transmutation	;	'''CL'''	5th	;	'''Weight'''	-	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This glass teardrop hangs on a platinum chain and can be used once per day to grant a surge of power. This surge can be used in one of two ways. As a swift action, the wearer of the amulet can make one melee or ranged attack at his highest attack bonus. Alternatively, if the wearer of the amulet has a ''ki'' pool, he can instead focus on the power of the amulet as a full-round action and regain two ''ki'' points. This item does not stack with '''haste'''.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, creator must have a ''ki'' pool	'''Cost'''	4,500 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Amulet of mighty fists	&amp;quot;&amp;gt;	Amulet of mighty fists	&amp;lt;/span&amp;gt;'''''	(	'''+1 bonus''' 5,000 gp; '''+2 bonus''' 20,000 gp; '''+3 bonus''' 45,000 gp; '''+4 bonus''' 80,000 gp; '''+5 bonus''' 125,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	faint evocation	;	'''CL'''	5th	;	'''Weight'''	-	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This amulet grants an enhancement bonus of +1 to +5 on attack and damage rolls with unarmed attacks and natural weapons. Alternatively, this amulet can grant melee weapon special abilities, so long as they can be applied to unarmed attacks. See Table: Melee Weapon Special Abilities for a list of abilities. Special abilities count as additional bonuses for determining the market value of the item, but do not modify attack or damage bonuses. An amulet of mighty fists cannot have a modified bonus (enhancement bonus plus special ability bonus equivalents) higher than +5. An amulet of mighty fists does not need to have a +1 enhancement bonus to grant a melee weapon special ability.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''greater magic fang'', creator's caster level must be at least three times the amulet's bonus, plus any requirements of the melee weapon special abilities	'''Cost'''	'''+1 bonus''' 2,500 gp; '''+2 bonus''' 10,000 gp; '''+3 bonus''' 22,500 gp; '''+4 bonus''' 40,000 gp; '''+5 bonus''' 62,500 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Amulet of natural armor	&amp;quot;&amp;gt;	Amulet of natural armor	&amp;lt;/span&amp;gt;'''''	(	'''+1 bonus''' 2,000 gp; '''+2 bonus''' 8,000 gp; '''+3 bonus''' 18,000 gp; '''+4 bonus''' 32,000 gp; '''+5 bonus''' 50,000 gp 	)&amp;lt;br /&amp;gt;	'''Aura'''	faint transmutation	;	'''CL'''	5th	;	'''Weight'''	-	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This amulet, usually containing some type of magically preserved monster hide or other natural armor—such as bone, horn, carapace, or beast scales—toughens the wearer's body and flesh, giving him an enhancement bonus to his natural armor from +1 to +5, depending on the kind of amulet.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''barkskin'', creator's caster leve must be at least three times the amulet's bonus	'''Cost'''	'''+1  bonus''' 1,000 gp; '''+2 bonus''' 4,000 gp; '''+3 bonus''' 9,000 gp; '''+4 bonus''' 16,000 gp; '''+5 bonus''' 25,000 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Amulet of proof against detection and location	&amp;quot;&amp;gt;	Amulet of proof against detection and location	&amp;lt;/span&amp;gt;'''''	(	35,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate abjuration	;	'''CL'''	8th	;	'''Weight'''	-	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This silver amulet protects the wearer from scrying and magical location just as a ''nondetection'' spell does. If a divination spell is attempted against the wearer, the caster of the divination must succeed on a caster level check (1d20 + caster level) against a DC of 19 (as if the wearer had cast nondetection on herself).	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''nondetection''	'''Cost'''	17,500 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Amulet of proof against petrification	&amp;quot;&amp;gt;	Amulet of proof against petrification	&amp;lt;/span&amp;gt;'''''	(	8,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate abjuration	;	'''CL'''	8th	;	'''Weight'''	-	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This finely polished wooden amulet has the image of a blindfolded medusa carved upon its surface. Whenever the wearer fails a saving throw that would result in him being turned to stone, he is instead staggered for 1d6 rounds. If a spell or effect turns him to stone without allowing a saving throw, he is instead staggered for 1 minute. These abilities do not function while the wearer is staggered.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''stone to flesh''	'''Cost'''	4,000 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Amulet of spell cunning	&amp;quot;&amp;gt;	Amulet of spell cunning	&amp;lt;/span&amp;gt;'''''	(	10,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate transmutation	;	'''CL'''	7th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This silver locket only has power when used as a wizard's bonded object. It allows a wizard to prepare an additional 3 levels of spells per day.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''mnemonic enhancer''	'''Cost'''	5,000 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Amulet of spell mastery	&amp;quot;&amp;gt;	Amulet of spell mastery	&amp;lt;/span&amp;gt;'''''	(	22,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	strong transmutation	;	'''CL'''	11th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This platinum locket only has power when used as a wizard's bonded object. It allows the wizard to prepare an additional 6 levels of spells per day.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''mnemonic enhancer''	'''Cost'''	11,000 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Amulet of the planes	&amp;quot;&amp;gt;	Amulet of the planes	&amp;lt;/span&amp;gt;'''''	(	120,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	strong conjuration	;	'''CL'''	15th	;	'''Weight'''	-	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This device usually appears to be a black circular amulet, although any character looking closely at it sees a dark, moving swirl of color. The amulet allows its wearer to utilize the spell plane shift. However, this is a difficult item to master. The user must make a DC 15 Intelligence check in order to get the amulet to take her to the plane (and the specific location on that plane) that she desires. If she fails, the amulet transports her and all those traveling with her to a random location on that plane (01–60 on d%) or to a random plane (61–100).	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''plane shift''	'''Cost'''	60,000 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Brooch of amber sparks	&amp;quot;&amp;gt;	Brooch of amber sparks	&amp;lt;/span&amp;gt;'''''	(	16,800 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	faint abjuration and evocation	;	'''CL'''	5th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This copper clasp adorned with a piece of amber is used to fasten a cloak or cape. When its wearer takes electricity damage, this brooch absorbs up to 20 points of electrical damage and holds that electrical charged until it is released by its wielder or harmlessly at the end of 10 minutes, whichever occurs first. The brooch can absorb up to 50 points of electricity damage per day. The wielder can release the charge on command, unleashing any electricity in the brooch as if casting a ''shocking grasp'' spell (dealing 1d6 points of electricity damage per 5 points of damage held).	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''resist energy'', ''shocking grasp''	'''Cost'''	8,400 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Brooch of shielding	&amp;quot;&amp;gt;	Brooch of shielding	&amp;lt;/span&amp;gt;'''''	(	1,500 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	faint abjuration	;	'''CL'''	1st	;	'''Weight'''	-	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This appears to be a piece of silver or gold jewelry used to fasten a cloak or cape. In addition to this mundane task, it can absorb ''magic missiles'' of the sort generated by the spell or spell-like ability. A brooch can absorb up to 101 points of damage from magic missiles before it melts and becomes useless.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''shield''	'''Cost'''	750 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Carcanet of detention	&amp;quot;&amp;gt;	Carcanet of detention	&amp;lt;/span&amp;gt;'''''	(	7,200 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	faint conjuration	;	'''CL'''	4th	;	'''Weight'''	-	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	Comprised of thick iron links, the ''carcanet of detention'' is commonly worn by prison guards and elite members of the city watch. Once per day, the wearer of the carcanet may command it to animate and attempt to wrap around one Medium or smaller creature within 15 feet. The target receives a DC 15 Reflex saving throw to avoid the chain. If the saving throw fails, the target is entangled and cannot move from its current location. As a full-round action, the target can attempt a new saving throw to end the effect; otherwise it persists for 10 minutes or until ended by the wearer as a swift action, at which point it returns to its carcanet form. The chain has a hardness of 10 and 15 hit points.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''animate rope''	'''Cost'''	3,600 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Crystal of healing hands	&amp;quot;&amp;gt;	Crystal of healing hands	&amp;lt;/span&amp;gt;'''''	(	12,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate conjuration	;	'''CL'''	10th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	A cloth cord marked with esoteric religious symbols typically holds this roughly cut, glittering prism in place. A person with the lay on hands class feature can direct one use of this energy into the crystal, which stores it until the wearer speaks a command word to release it. Releasing the energy targets the wearer with the stored lay on hands effect, as if touched by the person who infused the crystal with its power. The crystal can contain a single use of the lay on hands class feature. When filled with this magic, it begins to glow with a pearly white light. The wearer of the crystal can order it to release its energy as a standard action. This acts identically to receiving the effect of lay on hands directly from the person who channeled it into the crystal, including any mercies they had at the time.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''cure light wounds'', creator must be a paladin	'''Cost'''	6,000 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Dragonfoe amulet	&amp;quot;&amp;gt;	Dragonfoe amulet	&amp;lt;/span&amp;gt;'''''	(	20,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate transmutation	;	'''CL'''	9th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This amulet consists of a cracked dragon scale set in a disk of gold. Most are slightly damaged, bearing the scars of draconic breath weapons. The ''dragonfoe amulet'' is a powerful, specialized tool for those who oppose dragons, improving the protection and attacks of the wearer in a number of ways. The wearer of a ''dragonfoe amulet'' ignores the damage reduction of dragons. This only affects actual dragons, not all creatures of the dragon type. In addition, if the wearer casts a spell against a dragon, she can roll twice to overcome any spell resistance the dragon might possess, taking the higher result. Lastly, the wearer takes no damage instead of half damage on a successful Reflex save against a dragon's breath weapon (as the evasion ability).	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, Spell Penetration, ''magic weapon'', ''jump''	'''Cost'''	10,000 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Everwake amulet	&amp;quot;&amp;gt;	Everwake amulet	&amp;lt;/span&amp;gt;'''''	(	8,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	faint conjuration	;	'''CL'''	2nd	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	Cast in the image of the sun and often ornamented with an open eye, this amulet defends the wearer against the need for sleep. The wearer of this amulet does not need to sleep, but must remain at ease for the normal amount of time to regain spells and other abilities that require rest (although the wearer could perform light activity, such as reading or keeping watch). Once the wearer has used the power of this amulet for a total of seven nights, the amulet loses its power for one day and the wearer is exhausted for this duration. If the wearer removes the amulet for any reason after having used its ability, she becomes exhausted for four hours for every night of sleep skipped.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''lesser restoration''	'''Cost'''	4,000 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Feychild necklace	&amp;quot;&amp;gt;	Feychild necklace	&amp;lt;/span&amp;gt;'''''	(	6,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate divination	;	'''CL'''	8th	;	'''Weight'''	1/2 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This necklace is set with a bloodstone sculpted to look like a scintillating green eye. It gives the wearer a +4 competence bonus on Charisma checks and Charisma-based checks made to interact with gnomes, a +2 competence bonus on similar checks when dealing with beings of the fey creature type, and a –2 penalty on similar checks when interacting with anyone else. The wearer can read, speak, and understand the Gnome language. If the wearer is not a gnome, she gains low-light vision, and may cast ''dancing lights'', ''ghost sound'', ''prestidigitation'', and ''speak with animals'' each once per day as a spell-like ability. This acts similar to Circlet of Persuasion.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, creator must be a gnome	'''Cost'''	3,000 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Forge fist amulet	&amp;quot;&amp;gt;	Forge fist amulet	&amp;lt;/span&amp;gt;'''''	(	13,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	faint evocation	;	'''CL'''	6th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This fist-shaped stone amulet glows with a fiery light. On command, this amulet causes the wearer's fists to transform into red-hot flaming adamantine. The wearer is protected from the searing heat and can make savage blows with his hands. Unarmed strikes and natural attacks the wearer make with his hands gain the ''flaming'' weapon special ability and are treated as adamantine for the purpose of bypassing damage reduction (but not hardness). The wearer's hands become rigid while using this amulet and cannot be use to hold or manipulate objects (unless that manipulation could be accomplished with a club and is not damaged by fire). The transformation can be ended as a swift action.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''greater magic fang''; and ''flame blade'', or ''fireball'	'''Cost'''	6,500 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Frost fist amulet	&amp;quot;&amp;gt;	Frost fist amulet	&amp;lt;/span&amp;gt;'''''	(	10,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	faint evocation	;	'''CL'''	5th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	Shaped like a fist, this iron amulet is surrounded by a frigid fog. On command, this amulet causes the wearer's hands to become encased in a layer of freezing iron. The wearer is protected from the frigid cold and can make savage blows with his hands. Unarmed strikes and natural attacks the wearer makes with hands gain the ''frost'' weapon special ability and are treated as cold iron for the purpose of bypassing damage reduction. The wearer's hands become rigid while using this amulet and cannot be use to hold or manipulate objects (unless that manipulation could be accomplished with a club and is not damaged by cold). The transformation can be ended as a swift action.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''greater magic fang''; and ''cone of cold'' or ''ice storm''	'''Cost'''	5,000 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Golembane scarab	&amp;quot;&amp;gt;	Golembane scarab	&amp;lt;/span&amp;gt;'''''	(	2,500 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate divination	;	'''CL'''	8th	;	'''Weight'''	-	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This beetle-shaped pin enables its wearer to detect any golem within 60 feet, although he must concentrate (a standard action) in order for the detection to take place. A scarab enables its bearer to combat golems with weapons, unarmed attacks, or natural weapons as if those golems had no damage reduction.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''detect magic'', creator must be at least 10th level	'''Cost'''	1,250 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Gravewatch pendant	&amp;quot;&amp;gt;	Gravewatch pendant	&amp;lt;/span&amp;gt;'''''	(	8,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	faint abjuration	;	'''CL'''	3rd	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	Favored by the grave-wardens of sites known to be infested with the spirits of the dead, this pendant is an iron ring strung on a necklace made from polished and discolored bones, nails, and teeth. A faint blue light limns the wearer, protecting him from attack. Undead creatures are repulsed by this light and take a –2 penalty on all attack rolls against the wearer of a ''gravewatch pendant''. Incorporeal undead creatures are further repulsed and instead take a –4 penalty on all attack rolls against the wearer. Undead creatures can sense this light easily, however, and receive a +4 circumstance bonus on Perception checks to detect a creature wearing this pendant.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''protection from evil''	'''Cost'''	4,000 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Guardian gorget	&amp;quot;&amp;gt;	Guardian gorget	&amp;lt;/span&amp;gt;'''''	(	12,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	strong abjuration	;	'''CL'''	13th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This flanged collar of mithral and steel protects the wearer's neck and shoulders. It provides a +2 armor bonus to AC (this does not stack with other armor bonuses) and grants the ''light fortification'' property to the wearer. In addition, the wearer may engrave a ''glyph of warding'' directly onto the guardian gorget. When the wearer is struck in melee, she can trigger the glyph as an immediate action, causing the glyph to discharge against the creature making the attack (and other creatures within 5 feet, if a blast glyph was placed, though the wearer is not harmed by the glyph‘s effects). The glyph can be triggered even if the attack would normally leave the wearer incapable of taking actions (such as killed, stunned, dazed, or knocked unconscious).	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''glyph of warding'', ''limited wish'' or ''miracle'', ''mage armor'' or ''magic vestment''	'''Cost'''	6,000 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Hand of glory	&amp;quot;&amp;gt;	Hand of glory	&amp;lt;/span&amp;gt;'''''	(	8,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	faint varied	;	'''CL'''	5th	;	'''Weight'''	2 lbs.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This mummified human hand hangs around a character's neck by a leather cord (taking up space as a magic necklace would). If a magic ring is placed on one of the fingers of the hand, the wearer benefits from the ring as if wearing it herself, and it does not count against her two-ring limit. The hand can wear only one ring at a time. Even without a ring, the hand itself allows its wearer to use ''daylight'' and ''see invisibility'' each once per day.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''animate dead'', ''daylight'', ''see invisibility''	'''Cost'''	4,000 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Hand of the mage	&amp;quot;&amp;gt;	Hand of the mage	&amp;lt;/span&amp;gt;'''''	(	900 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	faint transmutation	;	'''CL'''	2nd	;	'''Weight'''	2 lbs.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This mummified elf hand hangs by a golden chain around a character's neck (taking up space as a magic necklace would). It allows the wearer to utilize the spell ''mage hand'' at will.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''mage hand''	'''Cost'''	450 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Medallion of thoughts	&amp;quot;&amp;gt;	Medallion of thoughts	&amp;lt;/span&amp;gt;'''''	(	12,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	faint divination	;	'''CL'''	5th	;	'''Weight'''	-	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This appears to be a normal pendant disk hung from a neck chain. Usually fashioned from bronze, copper, or silver, the medallion allows the wearer to read the thoughts of others, as with the spell ''detect thoughts''.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''detect thoughts''	'''Cost'''	6,000 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Mind sentinel medallion	&amp;quot;&amp;gt;	Mind sentinel medallion	&amp;lt;/span&amp;gt;'''''	(	3,500 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	faint abjuration	;	'''CL'''	1st	;	'''Weight'''	-	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	The surface of this silver medallion is covered in angular geometric shapes that refract light randomly. The medallion grants a continuous +2 resistance bonus on saves versus mind-affecting spells, spell-like abilities, and supernatural abilities. If the wearer fails a save to avoid becoming dominated or confused, the amulet immediately grants the wearer a second saving throw to resist the effect. If this second save is successful, the medallion's power fades away entirely and it becomes a simple piece of silver jewelry.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''protection from evil''	'''Cost'''	1,750 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Mummer's ruff	&amp;quot;&amp;gt;	Mummer's ruff	&amp;lt;/span&amp;gt;'''''	(	3,500 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	faint illusion	;	'''CL'''	5th	;	'''Weight'''	-	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	Usually fashioned from brightly colored silk, a ''mummer's ruff'' is a favored accoutrement of performers and con artists alike. The wearer of a ''mummer's ruff'' gains a +10 bonus on Bluff skill checks when attempting to imitate another's voice. In addition, once per day, the wearer of the ''mummer's ruff'' can throw his voice as if using ''ventriloquism'' for up to 5 minutes.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''sculpt sound'', ''ventriloquism''	'''Cost'''	1,750 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Necklace of adaptation	&amp;quot;&amp;gt;	Necklace of adaptation	&amp;lt;/span&amp;gt;'''''	(	9,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate transmutation	;	'''CL'''	7th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This necklace is a heavy chain with a platinum medallion. The magic of the necklace wraps the wearer in a shell of fresh air, making him immune to all harmful vapors and gases (such as cloudkill and stinking cloud effects, as well as inhaled poisons) and allowing him to breathe, even underwater or in a vacuum.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''alter self''	'''Cost'''	4,500 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Necklace of fireballs	&amp;quot;&amp;gt;	Necklace of fireballs	&amp;lt;/span&amp;gt;'''''	(	See Table	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate evocation	;	'''CL'''	10th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This item appears to be a string of beads, sometimes with the ends tied together to form a necklace. (It does not count as an item worn around the neck for the purpose of determining which of a character's worn magic items is effective.) If a character holds it, however, all can see the strand as it really is—a golden chain from which hang a number of golden spheres. The spheres are detachable by the wearer (and only by the wearer), who can easily hurl one of them up to 70 feet. When a sphere arrives at the end of its trajectory, it detonates as a ''fireball'' spell (Reflex DC 14 half).&lt;br /&gt;
&lt;br /&gt;
Spheres come in different strengths, ranging from those that deal 2d6 points of fire damage to those that deal 10d6. The market price of a sphere is 150 gp for each die of damage it deals.&lt;br /&gt;
&lt;br /&gt;
{{WondrousTableMain}}&lt;br /&gt;
{{T01}}&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; | '''Necklace of Fireballs'''&lt;br /&gt;
{{T02}}&lt;br /&gt;
| Necklace||10d6||9d6||8d6||7d6||6d6||5d6||4d6||3d6||2d6||Market Price&lt;br /&gt;
|-&lt;br /&gt;
| Type I||—||—||—||—||—||1||—||2||—||1,650 gp&lt;br /&gt;
|-&lt;br /&gt;
| Type II||—||—||—||—||1||—||2||—||2||2,700 gp&lt;br /&gt;
|-&lt;br /&gt;
| Type III||—||—||—||1||—||2||—||4||—||4,350 gp&lt;br /&gt;
|-&lt;br /&gt;
| Type IV||—||—||1||—||2||—||2||—||4||5,400 gp&lt;br /&gt;
|-&lt;br /&gt;
| Type V||—||1||—||2||—||2||—||2||—||5,850 gp&lt;br /&gt;
|-&lt;br /&gt;
| Type VI||1||—||2||—||2||—||4||—||—||8,100 gp&lt;br /&gt;
|-&lt;br /&gt;
| Type VII||1||2||—||2||—||2||—||2||—||8,700 gp&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Each ''necklace of fireballs'' contains a combination of spheres of various strengths. Some traditional combinations, designated types I through VII, are detailed above.&lt;br /&gt;
&lt;br /&gt;
If the necklace is being worn or carried by a character who fails her saving throw against a magical fire attack, the item must make a saving throw as well (with a save bonus of +7). If the necklace fails to save, all its remaining spheres detonate simultaneously, often with regrettable consequences for the wearer.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''fireball''	'''Cost'''	'''Type I''' 825 gp; '''Type II''' 1,350 gp; '''Type III''' 2, 175 gp; '''Type IV''' 2,700 gp; '''Type V''' 2,925 gp; '''Type VI''' 4,050 gp; '''Type VII'''4,350 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Necklace of ki serenity	&amp;quot;&amp;gt;	Necklace of ki serenity	&amp;lt;/span&amp;gt;''''' 	(	16,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate enchantment	;	'''CL'''	9th	;	'''Weight'''	-	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This simple leather cord is tightly knotted at even intervals and gives its wearer a sense of inner calmness and connection with the larger world. The wearer gains a +4 bonus to his effective level when determining the size of his ki pool and the level-based effects of his ki pool ability (such as bypassing damage reduction).	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''calm emotions'', ''owl's wisdom''	'''Cost'''	8,000 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Necklace of netted stars	&amp;quot;&amp;gt;	Necklace of netted stars	&amp;lt;/span&amp;gt;''''' 	(	42,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	strong illusion and transmutation	;	'''CL'''	12th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This marvelous mithral necklace forms a broad, draping lacework of threadlike chains set with a multitude of tiny jewels. Seven of these jewels are larger than the rest. While wearing a ''necklace of netted stars'', the wearer can create ''dancing lights'' at will and ''wandering star motes'' once per day. In addition, each of the seven jewels of the necklace can recall a previously cast 1st-level or 0-level spell, as a ''pearl of power''. Once per day, the wearer may use the necklace to catch a spell targeted at him, as if readying an action to counterspell using dispel magic, with a bonus on the check equal to 12 + the number of jewels not yet used to recall spells that day. If all jewels have been used, this ability cannot be used that day. The level of the spell to be countered must be less than or equal to the number of unused jewels. If the counterspell succeeds, the spell is negated and the wearer can use its magical energy to recall a previously cast spell of the same level or lower as an immediate action. Whether or not the attempt succeeds, this action exhausts the power of all of the necklace's jewels for that day.Once per day, the wearer may use the necklace to catch a spell targeted at him, as if readying an action to counterspell using ''dispel magic'', with a bonus on the check equal to 12 + the number of jewels not yet used to recall spells that day. If all jewels have been used, this ability cannot be used that day. The level of the spell to be countered must be less than or equal to the number of unused jewels. If the counterspell succeeds, the spell is negated and the wearer can use its magical energy to recall a previously cast spell of the same level or lower as an immediate action. Whether or not the attempt succeeds, this action exhausts the power of all of the necklace's jewels for that day.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''dancing lights'', ''dispe magic'', ''wandering star motes'', creator must be able to cast 7th-level spells	'''Cost'''	21,000 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Periapt of health	&amp;quot;&amp;gt;	Periapt of health	&amp;lt;/span&amp;gt;''''' 	(	7,500 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	faint conjuration	;	'''CL'''	5th	;	'''Weight'''	-	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This simple periapt usually appears as a blue gemstone fastened to a silver chain designed to be worn about the neck. The wearer is immune to all disease, including supernatural diseases.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''remove disease''	'''Cost'''	3,750 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Periapt of proof against poison	&amp;quot;&amp;gt;	Periapt of proof against poison	&amp;lt;/span&amp;gt;'''''	(	27,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	faint conjuration	;	'''CL'''	5th	;	'''Weight'''	-	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This item is a brilliant-cut black gem on a delicate silver chain meant to be worn about the neck. The wearer is immune to poison, although poisons active when the periapt is first donned still run their course.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''neutralize poison''	'''Cost'''	13,500 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Periapt of protection from curses	&amp;quot;&amp;gt;	Periapt of protection from curses	&amp;lt;/span&amp;gt;'''''	(	12,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	faint abjuration	;	'''CL'''	5th	;	'''Weight'''	-	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This amethyst stone strung on a coarse iron chain protects the wearer from curses. Three times per day, whenever the wearer rolls a saving throw against a curse (such as a witch's hex, or a ''bestow curse'' spell), he may reroll the saving throw as an immediate action. The wearer must decide to use this ability before the results of the saving throw are revealed. He must take the second roll, even if it is worse.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''remove curse''	'''Cost'''	6,000 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Periapt of wound closure	&amp;quot;&amp;gt;	Periapt of wound closure	&amp;lt;/span&amp;gt;'''''	(	15,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate conjuration	;	'''CL'''	10th	;	'''Weight'''	-	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This stone is bright blue and dangles on a silver chain meant to be worn on the neck. The wearer of this periapt automatically becomes stable if his hit points drop below 0 (but not if the damage is enough to kill the wearer). The periapt doubles the wearer's normal rate of healing or allows normal healing of wounds that would not do so normally. Hit point damage caused by bleeding is negated for the wearer of the periapt, but he is still susceptible to damage from bleeding that causes ability damage or drain.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''heal''	'''Cost'''	7,500 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Righteous fist amulet	&amp;quot;&amp;gt;	Righteous fist amulet	&amp;lt;/span&amp;gt;'''''	(	4,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	faint transmutation	;	'''CL'''	4th	;	'''Weight'''	1/2 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This golden amulet is used by religious sects as a way to help the faithful capture fugitives or defend themselves without doing undue harm to potential converts. While the wearer is using her divine powers of retribution (such as a cleric's smite, an inquisitor's smiting judgment, or a paladin's smite), the amulet grants her the ability to make unarmed strikes in melee combat as if she had the Improved Unarmed Strike feat.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, Improved Unarmed Strike, ''stone fist''	'''Cost'''	2,000 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Scarab of protection	&amp;quot;&amp;gt;	Scarab of protection	&amp;lt;/span&amp;gt;'''''	(	38,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	strong abjuration and necromancy	;	'''CL'''	18th	;	'''Weight'''	-	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This device appears to be a jade medallion in the shape of a beetle. If it is held for 1 round, an inscription appears on its surface letting the holder know that it is a protective device. The scarab's possessor gains spell resistance 20. The scarab can also absorb energy-draining attacks, death effects, and negative energy effects. Upon absorbing 12 such attacks, the scarab turns to powder and is destroyed.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''deathward'', ''spell resistance''	'''Cost'''	19,000 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Swarmblade clasp	&amp;quot;&amp;gt;	Swarmblade clasp	&amp;lt;/span&amp;gt;'''''	(	3,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate abjuration	;	'''CL'''	8th	;	'''Weight'''	1/2 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	An ancient fossilized insect lies trapped within this ornate amber clasp, impaled by the long golden pin that fastens the wearer's cloak. The wearer's weapons, unarmed attacks, and natural attacks deal full damage to swarms, regardless of the swarm's immunity to weapon damage (if any, although damage reduction applies as normal). If the wearer is damaged by a swarm, she automatically succeeds on her saving throw against the swarm's distraction ability.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''repel vermin''	'''Cost'''	1,500 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Symbol of sanguine protection	&amp;quot;&amp;gt;	Symbol of sanguine protection	&amp;lt;/span&amp;gt;'''''	(	17,500 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	faint transmutation	;	'''CL'''	6th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This silver holy symbol rests just over the wearer's heart, imbuing his blood with divine power. After wearing the amulet for 24 hours, the wearer can shed his own blood as a standard action, dealing 1d6 points of damage to himself, to collect an amount of divinely empowered blood that functions as a flask of holy water. The wearer can collect his blood this way once per day, but the individual vials lose their potency after just 1 week. Undead creatures and evil outsiders that successfully use a blood drain attack on the wearer take 4d6 points of positive energy damage and are sickened for 1d4 rounds unless they make a DC 16 Will save. Any benefit the creature might gain from drinking the wearer's blood is negated due to the power of this symbol.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''bless water''	'''Cost'''	8,750 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Torc of lionheart fury	&amp;quot;&amp;gt;	Torc of lionheart fury	&amp;lt;/span&amp;gt;'''''	(	8,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	faint abjuration	;	'''CL'''	3rd	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	Each end of this heavy copper neckwear bears the image of a snarling lion. The wearer gains a +2 morale bonus on saving throws against fear. If the wearer is a barbarian of at least 12th level, she gains fearless rage as a bonus rage power. If she already has this power, she also becomes immune to the panicked condition while raging, and any panic-causing attack against her while she rages instead causes her to regain 1 round of rage.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''remove fear''	'''Cost'''	4,000 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
[[Category:Admin]][[Category:Magic_Items]]&lt;/div&gt;</summary>
		<author><name>Typhoon</name></author>
	</entry>
	<entry>
		<id>http://www.tenebraemush.net/index.php?title=Shoulders&amp;diff=18012</id>
		<title>Shoulders</title>
		<link rel="alternate" type="text/html" href="http://www.tenebraemush.net/index.php?title=Shoulders&amp;diff=18012"/>
		<updated>2015-03-22T00:22:32Z</updated>

		<summary type="html">&lt;p&gt;Typhoon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WondrousTableMain}}&lt;br /&gt;
{{T01}}&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; |&amp;lt;span id=&amp;quot;shoulders_table&amp;quot;&amp;gt;&amp;lt;/span&amp;gt; '''Shoulders'''&lt;br /&gt;
{{T02}}&lt;br /&gt;
| '''Shoulders'''&lt;br /&gt;
| '''Market Price'''&lt;br /&gt;
|-&lt;br /&gt;
| [[Shoulders#Catching cape|Catching cape]]||200 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Shoulders#Cloak of human guise|Cloak of human guise]]||900 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Shoulders#Cloak of resistance|Cloak of resistance +1]]||1,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Shoulders#Muleback cords|Muleback cords]]||1,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Shoulders#Shawl of life-keeping|Shawl of life-keeping]]||1,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Shoulders#Shield cloak|Shield cloak]]||1,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Shoulders#Quickchange cloak|Quickchange cloak]]||1,500 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Shoulders#Cowardly crouching cloak|Cowardly crouching cloak]]||1,800 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Shoulders#Cloak of elvenkind|Cloak of elvenkind]]||2,500 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Shoulders#Cloak of the hedge wizard|Cloak of the hedge wizard]]||2,500 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Shoulders#Cloak of fiery vanishing|Cloak of fiery vanishing]]||2,600 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Shoulders#Cloak of fangs|Cloak of fangs]]||2,800 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Shoulders#Pauldrons of the serpent|Pauldrons of the serpent]]||3,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Shoulders#Stonemist cloak|Stonemist cloak]]||3,500 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Shoulders#Cloak of resistance|Cloak of resistance +2]]||4,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Shoulders#Cloak of the scuttling rat|Cloak of the scuttling rat]]||6,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Shoulders#Treeform cloak|Treeform cloak]]||6,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Shoulders#Eagle cape|Eagle cape]]||7,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Shoulders#Cloak of the manta ray|Cloak of the manta ray]]||7,200 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Shoulders#Hunter's cloak|Hunter's cloak]]||7,500 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Shoulders#Cloak of resistance|Cloak of resistance +3]]||9,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Shoulders#Cloak of the duskwalker|Cloak of the duskwalker]]||10,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Shoulders#Cocoon cloak|Cocoon cloak]]||10,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Shoulders#Pauldrons of the bull|Pauldrons of the bull]]||10,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Shoulders#Stone cloak, minor|Stone cloak, minor]]||10,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Shoulders#Cape of the mountebank|Cape of the mountebank]]||10,800 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Shoulders#Pauldrons of the watchful lion|Pauldrons of the watchful lion]]||10,800 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Shoulders#Lion cloak|Lion cloak]]||12,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Shoulders#Mantle of spores|Mantle of spores]]||13,400 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Shoulders#Cape of effulgent escape|Cape of effulgent escape]]||14,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Shoulders#Cloak of arachnida|Cloak of arachnia]]||14,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Shoulders#Gunfighter's poncho|Gunfighter's poncho]]||14,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Shoulders#Demonspike pauldrons|Demonspike pauldrons]]||14,350 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Shoulders#Comfort's cloak|Comfort's cloak]]||15,600 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Shoulders#Cloak of resistance|Cloak of resistance +4]]||16,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Shoulders#Shawl of the crone|Shawl of the crone]]||16,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Shoulders#Prestidigitator's cloak|Pretidigitator's cloak]]||17,200 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Shoulders#Stole of justice|Stole of justice]]||18,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Shoulders#Jellyfish cape|Jellyfish cape]]||19,200 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Shoulders#Cloak of the diplomat|Cloak of the diplomat]]||20,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Shoulders#Stone cloak, major|Stone cloak, major]]||20,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Shoulders#Cloak of displacement, minor|Cloak of displacement, minor]]||24,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Shoulders#Cloak of resistance|Cloak of resistance +5]]||25,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Shoulders#Cloak of the bat|Cloak of the bat]]||26,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Shoulders#Highwayman's cape|Highwayman's cape]]||32,500 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Shoulders#Juggernaut's pauldrons|Juggernaut's pauldrons]]||40,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Shoulders#Charlatan's cape|Charlatan's cape]]||45,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Shoulders#Cloak of displacement, major|Cloak of displacement, major]]||50,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Shoulders#Wings of flying|Wings of flying]]||54,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Shoulders#Cloak of etherealness|Cloak of etherealness]]||55,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Shoulders#Wings of the gargoyle|Wings of the gargoyle]]||72,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Shoulders#Wyvern cloak|Wyvern cloak]]||78,600 gp&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;span id=&amp;quot;shoulders_desc&amp;quot;&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Cape of effulgent escape	&amp;quot;&amp;gt;	Cape of effulgent escape	&amp;lt;/span&amp;gt;''''' 	(	14,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	faint evocation and illusion	;	'''CL'''	3rd	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This shining white cloak is trimmed with golden sunbursts and continuously radiates light (as per the light spell, but only in a 10-foot radius). Twice per day, the wearer can command the cape to erupt in a burst of light, blinding all creatures other than the wearer within 20 feet for 1d4 rounds (Reflex DC 14 negates). After triggering this burst, the wearer becomes invisible (as the ''invisibility'' spell, with a duration of 1 minute) and the cape's light is extinguished as long as the wearer is invisible.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''daylight'', ''invisibility''	'''Cost'''	7,000 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Cape of the mountebank	&amp;quot;&amp;gt;	Cape of the mountebank	&amp;lt;/span&amp;gt;''''' 	(	10,800 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate conjuration	;	'''CL'''	9th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	Once per day on command, this bright red and gold cape allows the wearer to use the magic of the ''dimension door'' spell. When he disappears, he leaves behind a cloud of harmless gray smoke, appearing in a similar dramatic fashion at his destination.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''dimension door''	'''Cost'''	5,400 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Catching cape	&amp;quot;&amp;gt;	Catching cape	&amp;lt;/span&amp;gt;'''''	(	200 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	faint abjuration	;	'''CL'''	1st	;	'''Weight'''	3 lbs.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This silvery cape furls and ripples like a flag with every step its owner takes. As a swift action, the wearer can order the cape to transform into a faint sphere of force that surrounds him on all sides. The field grants the wearer concealment (20% miss chance) against ranged attacks and lasts for 1 minute or until the wearer is missed by a ranged attack due to the power of the cloak, whichever comes first. When the field is used, all magic is lost from the cloak, leaving only a mundane silvery garment.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''shield''	'''Cost'''	100 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Charlatan's cape	&amp;quot;&amp;gt;	Charlatan's cape	&amp;lt;/span&amp;gt;'''''	(	45,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	faint evocation and illusion	;	'''CL'''	3rd	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This garish cloak of red velvet is embroidered with gold-threaded patterns, typically in shapes of sinisterly masked harlequins or other imagery of sinister revelry. The cloak acts like a ''cloak of the mountebank'', but its ''dimension door'' power can be used three times per day. Furthermore, once per day the wearer of the cloak can use ''ethereal jaunt'', as per the spell.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''dimension door'', ''ethereal jaunt''	'''Cost'''	22,500 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=''{{PadBottom|10}}''&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Cloak of arachnida	&amp;quot;&amp;gt;	Cloak of arachnida	&amp;lt;/span&amp;gt;'''''	(	14,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate conjuration and transmutation	;	'''CL'''	6th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This red and violet silk garment, delicately embroidered with a barely perceptible web-like pattern, gives the wearer the ability to climb as if a ''spider climb'' spell had been placed upon her. In addition, the cloak grants her immunity to entrapment by web spells or webs of any sort; she can move in webs at half her normal speed. Once per day, the wearer of this cloak can cast web. She also gains a +2 luck bonus on all Fortitude saves against poison from spiders.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''spider climb'', ''web''	'''Cost'''	7,000 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Cloak of displacement, major	&amp;quot;&amp;gt;	Cloak of displacement, major	&amp;lt;/span&amp;gt;'''''	(	50,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate illusion	;	'''CL'''	7th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	Embroidered with images of falling stars and pale moons, this item appears to be a normal cloak, but on command its magical properties distort and warp light waves. This displacement works just like the ''displacement'' spell and lasts for a total of 15 rounds per day, which the wearer can divide up as she sees fit.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, Extend Spell, ''displacement''	'''Cost'''	25,000 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Cloak of displacement, minor	&amp;quot;&amp;gt;	Cloak of displacement, minor	&amp;lt;/span&amp;gt;'''''	(	24,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	faint illusion	;	'''CL'''	3rd	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This item appears to be a normal cloak, with a pattern very similar to a ''major cloak of displacement'' nocturnal designs, but when worn its magical properties distort and warp light waves. This displacement works similar to the ''blur'' spell, granting a 20% miss chance on attacks against the wearer. It functions continually.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''blur''	'''Cost'''	12,000 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Cloak of elvenkind	&amp;quot;&amp;gt;	Cloak of elvenkind	&amp;lt;/span&amp;gt;'''''	(	2,500 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	faint illusion	;	'''CL'''	3rd	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	These cloaks of famed elven design are enhanced to reflect the wearer's surroundings, aiding him in blending in with any terrain. When this plain gray cloak is worn with the hood drawn up around the head, the wearer gains a +5 competence bonus on Stealth checks.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''invisibility'', creator must be an elf	'''Cost'''	1,250 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Cloak of etherealness	&amp;quot;&amp;gt;	Cloak of etherealness	&amp;lt;/span&amp;gt;'''''	(	55,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	strong transmutation	;	'''CL'''	15th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This silvery gray cloak seems to absorb light rather than be illuminated by it. On command, the cloak makes its wearer ethereal (as the ''ethereal jaunt'' spell). The effect is dismissible. The cloak works for a total of up to 10 minutes per day. This duration need not be continuous, but it must be used in 1 minute increments.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''ethereal jaunt''	'''Cost'''	27,500 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Cloak of fangs	&amp;quot;&amp;gt;	Cloak of fangs	&amp;lt;/span&amp;gt;'''''	(	2,800 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate transmutation	;	'''CL'''	9th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	Wearing this animal-hair cloak grants a +1 resistance bonus on saving throws. Furthermore, the wearer can force its teeth to grow rapidly up to five times per day as a swift action. The oversized teeth last for 1 round, during which time the wearer can make a bite attack. Treat this attack as a primary natural attack that deals 1d6 points of damage (or 1d4 if the wearer is Small). If the wearer already has a bite attack, the damage of that bite attack increases by one step.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''alter self'', ''resistance''	'''Cost'''	1,250 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Cloak of fiery vanishing	&amp;quot;&amp;gt;	Cloak of fiery vanishing	&amp;lt;/span&amp;gt;'''''	(	2,600 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	faint abjuration and illusion	;	'''CL'''	5th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This thick leather cloak is charred and blackened around the edges and smells faintly of soot. Once per day, when subject to an effect that deals fire damage, the wearer can spend an immediate action while obscured by the flames to become invisible, leaving behind an illusory pile of ashes and bones, as if he had been slain by the fire effect. The wearer's invisibility and his illusory remains last for 5 rounds or until the wearer attacks any creature. Creatures that study or interact with the ashes can make a DC 11 Will save to disbelieve the illusion, though this does not end the invisibility effect.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''invisibility'', ''silent image''	'''Cost'''	1,300 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Cloak of human guise	&amp;quot;&amp;gt;	Cloak of human guise	&amp;lt;/span&amp;gt;'''''	(	900 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	faint illusion	;	'''CL'''	1st	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This plain cloak only has any effect when worn by a member of a half-human race, such as a half-orc or half-elf. It alters the wearer's appearance similarly to a ''hat of disguise'', but only to the extent that it conceals or alters the wearer's non-human physical traits so the creature appears fully human. Any feature that is plausibly human remains. For example, a half-orc wearing the cloak loses his green or gray skin color and pointed ears, has no visible tusks, and is otherwise completely able to pass as a human version of his normal self. Likewise, a half-elf wearing the cloak has round ears, humanlike eyes, and no other traits indicating elven ancestry. The wearer has no control over the specific guise, and those familiar with his normal appearance can recognize him in his human guise.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''disguise self''	'''Cost'''	450 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Cloak of resistance	&amp;quot;&amp;gt;	Cloak of resistance	&amp;lt;/span&amp;gt;'''''	(	'''+1 bonus''' 1,000 gp; '''+2 bonus''' 4,000 gp; '''+3 bonus''' 9,000 gp; '''+4 bonus''' 16,000 gp; '''+5 bonus''' 25,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	faint abjuration	;	'''CL'''	5th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	Flecks of silver or steel are often sown amid the fabric of these magical cloaks. This garment offers magical protection in the form of a +1 to +5 resistance bonus on all saving throws (Fortitude, Reflex, and Will).	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''resistance'', creator's caster level must be at least three times the cloak's bonus	'''Cost'''	'''+1 bonus''' 500 gp; '''+2 bonus''' 2,000 gp; '''+3 bonus''' 4,500 gp; '''+4 bonus''' 8,000 gp; '''+5 bonus''' 12,500 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Cloak of the bat	&amp;quot;&amp;gt;	Cloak of the bat	&amp;lt;/span&amp;gt;'''''	(	26,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate transmutation	;	'''CL'''	7th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	Fashioned of dark brown or black cloth, this cloak bestows a +5 competence bonus on Stealth checks. The wearer is also able to hang upside down from the ceiling like a bat. By holding the edges of the garment, the wearer is able to fly as per the spell (including a +7 bonus on Fly skill checks). If he desires, the wearer can actually polymorph himself into an ordinary bat and fly accordingly (as ''beast shape III''). All possessions worn or carried are part of the transformation. Flying, either with the cloak or in bat form, can be accomplished only in darkness (either under the night sky or in a lightless or near-lightless environment underground). Either of the flying powers is usable for up to 7 minutes at a time, but after a flight of any duration the cloak cannot bestow any flying power for a like period of time.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''beast shape III'', ''fly''	'''Cost'''	13,000 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Cloak of the diplomat	&amp;quot;&amp;gt;	Cloak of the diplomat	&amp;lt;/span&amp;gt;'''''	(	20,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate enchantment	;	'''CL'''	7th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	The forest-green cloak grants a +5 competence bonus on Diplomacy and Sense Motive checks. In addition, once per day, before making a Diplomacy or Sense Motive check, the wearer can decide to call upon the powers of the cloak to roll twice and take the better result. Finally, the wearer of this cloak can adjust a creature's attitude up to three steps when using Diplomacy, instead of the normal limit of two steps. However, the cloak's power does have one drawback. Should the wearer ever fail a Diplomacy checks made to adjust a creature's attitude by 5 or more, the creature's attitude is reduced by two steps instead of one.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''charm person'', creator must have 5 ranks in Diplomacy and Sense Motive	'''Cost'''	10,000 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Cloak of the duskwalker	&amp;quot;&amp;gt;	Cloak of the duskwalker	&amp;lt;/span&amp;gt;'''''	(	10,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	faint illusion	;	'''CL'''	3rd	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This dark, velvety cloak billows with a dramatic flourish in its wearer's wake. The cloak grants its wearer low-light vision. Once per day, on command, the wearer can surround herself with darkness, as the ''darkness'' spell. While this darkness is active, the cloak also grants the wearer darkvision 60 feet as well as low-light vision.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''darkness'', ''darkvision''	'''Cost'''	5,000 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Cloak of the hedge wizard	&amp;quot;&amp;gt;	Cloak of the hedge wizard	&amp;lt;/span&amp;gt;'''''	(	2,500 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	faint, school based on cloak type	;	'''CL'''	1st	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This cloak comes in eight varieties—one for each school of magic. The cloak grants its wearer the ability to use a certain number of spells on command (caster level 1st) based on its school of magic. It also grants the wearer the ability to use prestidigitation on command and at will.&lt;br /&gt;
*''Abjuration'': at will—''resistance''; 1/day—''endure elements'', ''shield''&lt;br /&gt;
*''Conjuration: at will—''acid splash''; 1/day—''mage armor'', ''unseen servant''&lt;br /&gt;
*''Divination: at will—''detect magic''; 1/day—''detect secret doors'', ''true strike''&lt;br /&gt;
*''Enchantment: at will—''daze''; 1/day—''charm person'', ''sleep''&lt;br /&gt;
*''Evocation: at will—''light''; 1/day—''floating disk'', ''magic missile''&lt;br /&gt;
*''Illusion: at will—''ghost sound''; 1/day—''color spray'', ''silent image''&lt;br /&gt;
*''Necromancy: at will—''touch of fatigue''; 1/day—''cause fear'', ''ray of enfeeblement''&lt;br /&gt;
*''Transmutation: at will—''mage hand''; 1/day—''enlarge person'', ''expeditious retreat''	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''prestidigitation'' and any spell the cloak allows the caster to use; the creator must have Spell Focus in the cloak's school of magic	'''Cost'''	1,125 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Cloak of the manta ray	&amp;quot;&amp;gt;	Cloak of the manta ray	&amp;lt;/span&amp;gt;'''''	(	7,200 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate transmutation	;	'''CL'''	9th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This cloak appears to be made of leather until the wearer enters salt water. At that time, the cloak of the manta ray adheres to the individual, and he appears nearly identical to a manta ray (as the ''beast shape II'' spell, except that it allows only manta ray form). He gains a +3 natural armor bonus, the ability to breathe underwater, and a swim speed of 60 feet, like a real manta ray. The cloak also allows the wearer to attack with a sting ray's tail spine, dealing 1d6 points of damage. This attack can be used in addition to any other attack the character has, using his highest melee attack bonus. The wearer can release his arms from the cloak without sacrificing underwater movement if so desired.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''beast shape II'', ''water breathing''	'''Cost'''	3,600 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Cloak of the scuttling rat	&amp;quot;&amp;gt;	Cloak of the scuttling rat	&amp;lt;/span&amp;gt;'''''	(	6,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	faint transmutation	;	'''CL'''	5th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This unassuming cloak initially appears to be made of plain leather. When the wearer speaks the command word, however, the ''cloak of the scuttling rat'' wraps itself around her, transforming her into a dire rat as if using ''beast shape I''. The wearer can remain in dire rat form for up to 5 minutes per day. This duration need not be consecutive, but it must be used in 1-minute increments.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''beast shape I''	'''Cost'''	3,000 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Cocoon cloak	&amp;quot;&amp;gt;	Cocoon cloak	&amp;lt;/span&amp;gt;'''''	(	10,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate transmutation	;	'''CL'''	7th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This ruffled silk cloak is incredibly durable despite its soft, delicate construction. Anytime the wearer falls asleep (whether the sleep is natural or brought on by a magical effect), the cloak immediately transforms into sticky strands that envelop the wearer's body, hardening into a solid silk cocoon. While wrapped in the cocoon the wearer gains a +4 enhancement bonus to natural armor and is protected from critical hits and sneak attacks as if subject to the ''light fortification'' armor ability (25% chance for normal damage on a critical hit). The cocoon opens and transforms back into a cloak once the wearer awakens.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''vermin shape I''	'''Cost'''	5,000 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Comfort's cloak	&amp;quot;&amp;gt;	Comfort's cloak	&amp;lt;/span&amp;gt;'''''	(	15,600 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	faint abjuration and necromancy	;	'''CL'''	5th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	A favored cloak of rangers, this cloak is a patchwork of hides and fur. ''Comfort's cloak'' grants a constant ''endure elements'' effect to the wearer, and grants a +4 competence bonus to saves against disease, energy drain, effects that cause fatigue or exhaustion, and poisons. Furthermore, while the wearer is resting he regains twice his Hit Dice in hit points for 8 hours of rest instead of the typical 1 hit point per Hit Die. When taking a full 24 hours of rest, the character regains 5 times his Hit Dice in hit points instead of twice his Hit Dice in hit points.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''endure elements''	'''Cost'''	7,800 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Cowardly crouching cloak	&amp;quot;&amp;gt;	Cowardly crouching cloak	&amp;lt;/span&amp;gt;'''''	(	1,800 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	faint abjuration	;	'''CL'''	1st	;	'''Weight'''	4 lbs.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This nondescript gray cloak has a hood that can fit over the wearer's entire face. The wearer can, as a move action, cover his face and drop to a huddling crouch. Any creature seeking to directly attack him while he does this must make a DC 11 Will save to do so (as the ''sanctuary'' spell). The wearer cannot see or take any actions while crouching. This makes him effectively blind, with all the normal penalties, but not helpless. The wearer can end his crouch simply by standing up or moving.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''sanctuary''	'''Cost'''	900 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Demonspike pauldrons	&amp;quot;&amp;gt;	Demonspike pauldrons	&amp;lt;/span&amp;gt;'''''	(	14,350 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate necromancy	;	'''CL'''	7th	;	'''Weight'''	8 lbs.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	These black iron pauldrons are studded with jagged spikes of various lengths. ''Demonspike pauldrons'' act as ''+2 armor spikes'' and also deal 1d2 bleed damage on a successful grapple attack or melee attack made with the pauldrons. If these pauldrons are worn with normal armor spikes, increase the damage done by the armor spikes to 1d6 (Small) or 1d8 (Medium), and use the greater of the two enhancement bonuses to attack and damage—either from the armor spikes (if any) or the ''demonspike pauldrons''.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, Craft Magic Arms and Armor, ''bleed''	'''Cost'''	7,175 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Eagle cape	&amp;quot;&amp;gt;	Eagle cape	&amp;lt;/span&amp;gt;'''''	(	7,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate transmutation	;	'''CL'''	7th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	Large eagle feathers decorate the back and arms of this magnificent cape. Should the cape's wearer fall more than 5 feet, the cape spreads out behind the wearer and she gently drifts to the ground. This acts exactly like a ''feather fall'' spell for the wearer only. Once per day, if the wearer grasps the edges of the cape and spreads her arms, she transforms into an eagle (as per the ''beast shape I'' spell, except that it allows only eagle form and the wearer gains the eagle's full fly speed of 80 feet). This effect lasts for 10 minutes but can be ended prematurely as a standard action. In addition, while in eagle form, the wearer gains a +5 competence bonus on Perception checks.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''beast shape I'', ''feather fall'', ''perceive clues''	'''Cost'''	3,500 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Gunfighter's poncho	&amp;quot;&amp;gt;	Gunfighter's poncho	&amp;lt;/span&amp;gt;'''''	(	14,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate abjuration	;	'''CL'''	6th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	The abjurations woven into this woolen poncho not only defend against gunfire, but also insulate the wearer from dangerous magic. The wearer gains a +2 luck bonus to touch AC. Once per day as an immediate action, the wearer can negate a single ranged touched attack targeted at him, but cannot use this ability if the attack is a confirmed critical hit. When the wearer uses this ability, he must fall prone.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''bullet shield''	'''Cost'''	7,000 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Highwayman's cape	&amp;quot;&amp;gt;	Highwayman's cape	&amp;lt;/span&amp;gt;'''''	(	32,500 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	faint transmutation	;	'''CL'''	5th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This reversible multicolored cape marks the wearer's flamboyant audacity when turned with its bright colors outward, granting a +5 competence bonus on Bluff checks. Reversible as a move action, the dappled camouflage of its other side grants a +5 competence bonus on Stealth checks. Furthermore, the wearer is subject to a constant effect like that of the spell ''liberating command'' regardless of the cape's current facing.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''liberating command''	'''Cost'''	16,250 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Hunter's cloak	&amp;quot;&amp;gt;	Hunter's cloak	&amp;lt;/span&amp;gt;'''''	(	7,500 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	faint transmutation	;	'''CL'''	5th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	Usually made from the skins of giant serpents, these cloaks are designed to help rangers, hunters, and trackers blend in with and travel quickly through the areas they are most familiar with. If the wearer has the favored terrain class ability and is traveling through one of his favored terrains, once per day he can transform himself into an animal native to that environment. This works identically to the ''beast shape I'' spell, save that it is limited to creatures native to the environment (as defined in the appropriate Bestiary entry or per the GMs discretion). This effect lasts for 10 minutes per day. The duration need not be continuous, but it must be used in 1-minute increments.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''beast shape I''	'''Cost'''	3,750 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Jellyfish cape	&amp;quot;&amp;gt;	Jellyfish cape	&amp;lt;/span&amp;gt;'''''	(	19,200 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate transmutation	;	'''CL'''	7th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This billowing white cape renders the wearer almost invisible the moment she is submerged in salt water, granting her concealment (20% miss chance) so long as she remains entirely submerged. The wearer can breathe underwater and gains a swim speed of 20 ft. While the wearer is submerged, the cape surrounds her with tiny stinging tentacles. Any creature that ends its turn adjacent to the wearer takes 1 point of electricity damage and must succeed at a DC 16 Fortitude saving throw or be sickened for 1 round. The sickened effect is a poison effect.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''beast shape II'', ''water breathing''	'''Cost'''	9,600 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Juggernaut's pauldrons	&amp;quot;&amp;gt;	Juggernaut's pauldrons	&amp;lt;/span&amp;gt;'''''	(	40,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	faint necromancy	;	'''CL'''	5th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	These massive pauldrons take the shape of a pair of clenched fists made of beaten bronze. They bestow a +4 bonus on CMD, and grant the wearer the ferocity ability. On command, the wearer can increase its size, as though subject to an ''enlarge person'' spell, and can revert to regular size with another command. Three times per day, as an immediate action after the pauldrons' wearer kills an opponent, the wearer gains the benefit of the ''deadly juggernaut'' spell for 1 minute.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''deadly juggernaut'', ''enlarge person'', ''rage''	'''Cost'''	20,000 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Lion cloak	&amp;quot;&amp;gt;	Lion cloak	&amp;lt;/span&amp;gt;'''''	(	12,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate transmutation	;	'''CL'''	10th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	Made from a single male lion's coat with the mane surrounding its hood, the ''lion cloak'' is an impressive sight. A creature wearing the cloak gains a +2 resistance bonus on saving throws made against mind-affecting and fear effects and a +2 circumstance bonus on Intimidate checks. Once per day, the wearer can pull the hood over her head, assuming the form of a lion (as the ''beast shape II'' spell, except that it allows only lion form) for up to 10 minutes. If the wearer has the smite class feature, she can use this power more than once per day by expending uses of her smite; at most she can take the lion form as many times as she has smites plus one additional time. While in this lion form the wearer cannot use its normal smite ability.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''beast shape II''	'''Cost'''	6,000 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Mantle of spores	&amp;quot;&amp;gt;	Mantle of spores	&amp;lt;/span&amp;gt;'''''	(	13,400 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	faint necromancy	;	'''CL'''	5th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This mantle grants the wearer a +4 resistance bonus on saving throws against disease. Once per day, the wearer can flourish the cape as a swift action to surround himself with a cloud of deadly spores. Creatures adjacent to the wearer take 1d6 points of damage from the spores, plus 1d3 points of damage per round for 3 rounds as the spores grow into fuzzy green mold. After these rounds the mold becomes harmless, and can be washed away with a minute of scrubbing. The spores can be destroyed by making a DC 15 Heal check on an affected creature, or by effects that remove diseases. The spores are a disease effect.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''contagion''	'''Cost'''	6,700 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Muleback cords	&amp;quot;&amp;gt;	Muleback cords	&amp;lt;/span&amp;gt;'''''	(	1,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	faint transmutation	;	'''CL'''	3rd	;	'''Weight'''	1/4 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	These thick leather cords wrap around the wearer's biceps and shoulders. When worn, they make the wearer's muscles appear larger than normal. The wearer treats his Strength score as 8 higher than normal when determining his carrying capacity. This bonus does not apply to combat, breaking items, or any other Strength-related rolls, it only contributes to the amount of equipment or material the wearer can carry.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''bull's strength''	'''Cost'''	500 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Pauldrons of the bull	&amp;quot;&amp;gt;	Pauldrons of the bull	&amp;lt;/span&amp;gt;'''''	(	10,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	faint abjuration	;	'''CL'''	5th	;	'''Weight'''	3 lbs.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	These steel pauldrons are engraved with images of charging bulls. When their wearer makes a bull rush combat maneuver, she can make the check twice and take the better result. Furthermore, they grant a +2 enhancement bonus to CMD against bull rushes.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''bull's strength''	'''Cost'''	5,000 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Pauldrons of the serpent	&amp;quot;&amp;gt;	Pauldrons of the serpent	&amp;lt;/span&amp;gt;'''''	(	3,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	faint abjuration	;	'''CL'''	3rd	;	'''Weight'''	3 lbs.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	Constructed of mithral, each of these pauldrons bears an embossed device of a viper coiled defensively. These pauldrons grant their wearer a +2 dodge bonus to AC against attacks of opportunity, and increase the wearer's CMD by 2 against bull rush, grapple, reposition, and trip combat maneuvers.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''cat's grace''	'''Cost'''	1,500 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Pauldrons of the watchful lion	&amp;quot;&amp;gt;	Pauldrons of the watchful lion	&amp;lt;/span&amp;gt;''''' 	(	10,800 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	faint necromancy	;	'''CL'''	5th	;	'''Weight'''	3 lbs.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	These steel and brass pauldrons feature two brass lion heads, one on each shoulder. Twice a day as an immediate action when a creature successfully makes an Acrobatics check to move through the wearer's threatened area or its space without provoking an attack of opportunity, a shadowy lion can animate from one of the pauldrons and attack that creature. The attack uses the wearer's base attack bonus + Dexterity modifier and attacks the target's touch AC. On a hit, the lion deals 2d6 points of piercing damage (×2 critical).	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, Craft Magic Arms and Armor, ''spectral hand''	'''Cost'''	5,400 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Prestidigitator's cloak	&amp;quot;&amp;gt;	Prestidigitator's cloak	&amp;lt;/span&amp;gt;''''' 	(	17,200 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	faint illusion and transmutation	;	'''CL'''	5th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This short black cloak grants its wearer a +8 competence bonus on Slight of Hand checks. Furthermore, as a full-round action, the cloak can be removed and placed on an single object that takes up a 5-foot square or less and weighs 100 lbs. or less, at which point the object disappears and is stored within an extradimensional space within the cloak. The object can remain in the cloak for no more than 1 hour, at which point it falls out of the cloak in a square adjacent to the cloak or its wearer. The wearer can also command the cloak to dispel the object into an adjacent square.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''guidance'', ''rope trick''	'''Cost'''	8,600 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Quickchange cloak	&amp;quot;&amp;gt;	Quickchange cloak	&amp;lt;/span&amp;gt;''''' 	(	1,500 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	faint transmutation	;	'''CL'''	1st	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	One side of this reversible gray hooded cape is exquisitely embroidered and richly decorated, while the other appears shabby and worn. On command, by passing the edge of the cloak over her face, the wearer may remove a mundane disguise (one applied with the Disguise skill) and store it in the cloak. This does not change the cloak's appearance in any way. Once a disguise is stored in the cloak, it can be reapplied to the wearer who placed it within the cloak on command, using the original result of the Disguise check. The cloak can store up to three disguises at once, and any wearer of the cloak can discard any number of disguises within the cloak as a free action.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''prestidigitation'' creator must have 5 ranks in Disguise	'''Cost'''	750 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Shawl of life-keeping	&amp;quot;&amp;gt;	Shawl of life-keeping	&amp;lt;/span&amp;gt;'''''	(	1,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	faint conjuration	;	'''CL'''	3rd	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This magical shawl is woven from silken, diaphanous material. Once per day, the wearer can speak a command word to transfer some of her life energy into the shawl (up to 10 hit points). If she is wearing the shawl and is reduced to –1 hit points or below, the shawl immediately heals her an amount equal to the number of hit points stored in the shawl. This healing cannot prevent the wearer from being killed. The life energy stored in the shawl lasts for 24 hours or until it heals the wearer, whichever comes first. If the shawl is destroyed, the stored life energy is lost. While the shawl is storing a creature's life energy, it retains a connection to that creature. If another creature holds the shawl in its hand, the creature whose life energy is stored in the shawl takes a –2 penalty on Fortitude and Reflex saving throws against all effects from the current bearer of the shawl.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''cure light wounds'', ''stabilize''	'''Cost'''	500 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Shawl of the crone	&amp;quot;&amp;gt;	Shawl of the crone	&amp;lt;/span&amp;gt;'''''	(	16,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	faint transmutation	;	'''CL'''	3rd	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	The yarn making up this knitted gray wrap is frayed and tattered. As soon as a creature puts on the shawl, she immediately takes the form of a venerable female of her race (regardless of the wearer's actual gender) and remains so until the shawl is removed. Though this is an actual physical transformation, the wearer does not experience any infirmities due to advanced age, including penalties to her physical attributes, nor does she gain any bonuses to her mental attributes. The wearer also gains a +4 circumstance bonus on any Charisma-based check intended to make her appear friendly, harmless, helpless, or otherwise in need of assistance or deserving of proper respect for someone of her apparent age. This bonus increases to +8 when directed against children. The wearer also counts as a hag for the purposes of forming a covey, but this covey must always include at least one actual hag.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''alter self''	'''Cost'''	8,000 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Shield cloak	&amp;quot;&amp;gt;	Shield cloak	&amp;lt;/span&amp;gt;'''''	(	1,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	faint abjuration	;	'''CL'''	4th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	The wearer of this rough, gray cloak can, as a move action, grasp the garment's edge and cause it to harden. The wearer can use the hardened edge it as if it were a masterwork light wooden shield. Using the cloak in this fashion imposes no armor check penalty, but does impose a 5% arcane spell failure chance. The edge of the cloak can be dropped and made pliant again as a free action. Shield enhancement bonuses and special abilities can be added to the cloak as if it were a masterwork shield.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, Craft Magic Arms and Armor, ''shield''	'''Cost'''	500 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Stole of justice	&amp;quot;&amp;gt;	Stole of justice	&amp;lt;/span&amp;gt;'''''	(	18,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	faint divination	;	'''CL'''	5th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This long stole of unrelenting black is marked on one end with golden scales and the other with the embroidered image of hooded justice. The wearer gains a +5 competence bonus on Sense Motive checks and can create a ''zone of truth'' for up to 5 minutes per day; these rounds need not be consecutive. When the wearer uses ''detect chaos'', ''detect evil'', ''detect good'', or ''detect law'', at the beginning of her next turn after casting she gains information as if she had concentrated for 3 full rounds. Finally, if the wearer is an inquisitor, when using her judgment she receives a bonus on Perception checks and her combat maneuver defense as if she were wielding a ''jurist'' weapon.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''zone of truth'', creator must have 5 ranks in Sense Motive	'''Cost'''	9,000 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Stone cloak, major	&amp;quot;&amp;gt;	Stone cloak, major	&amp;lt;/span&amp;gt;'''''	(	20,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate abjuration	;	'''CL'''	8th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This cloak is identical to the stone cloak, save that it provides DR 10/adamantine when activated.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''stoneskin''	'''Cost'''	10,000 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Stone cloak, minor	&amp;quot;&amp;gt;	Stone cloak, minor	&amp;lt;/span&amp;gt;'''''	(	10,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	faint abjuration	;	'''CL'''	5th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This mottled gray cloak looks like granite or some other light gray stone. The wearer can pull a minor stone cloak tight around herself and freeze in place as a move action, which causes the cloak to harden like the stone it resembles. When she does this, the wearer can take no actions other than free actions and is denied her Dexterity bonus to AC but gains DR 5/adamantine. She also gains a +5 circumstance bonus to Stealth checks while protected in this manner. This effect can be dismissed as a free action.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''stone shape''	'''Cost'''	5,000 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Stonemist cloak	&amp;quot;&amp;gt;	Stonemist cloak	&amp;lt;/span&amp;gt;'''''	(	3,500 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	faint conjuration and illusion	;	'''CL'''	3rd	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	In rocky or mountainous areas, when this stone-gray cloak is worn with the hood drawn up around the head, the wearer gains a +5 competence bonus on Stealth checks. Once per day, the wearer can create an area of fog equivalent to ''obscuring mist''.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''invisibility'', ''obscuring mist''	'''Cost'''	1,750 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Treeform cloak	&amp;quot;&amp;gt;	Treeform cloak	&amp;lt;/span&amp;gt;'''''	(	6,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate transmutation	;	'''CL'''	7th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This long green cloak's back features an embroidered image of an ancient oak. Once per day on command, the wearer can assume the shape of a tree, as the ''tree shape'' spell, but can only take the form of a living tree. Furthermore, each hour the wear spends in tree form while in direct sunlight, he heals 1d6 hit points.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''goodberry'', ''tree form''	'''Cost'''	3,000 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Wings of flying	&amp;quot;&amp;gt;	Wings of flying	&amp;lt;/span&amp;gt;'''''	(	54,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate transmutation	;	'''CL'''	10th	;	'''Weight'''	2 lbs.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	A pair of these wings might appear to be nothing more than a plain cloak of old, black cloth, or they could be as elegant as a long cape of blue feathers. When the wearer speaks the command word, the cloak turns into a pair of bat or bird wings that empower her to fly with a speed of 60 feet (average maneuverability), also granting a +5 competence bonus on Fly skill checks.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''fly''	'''Cost'''	27,000 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Wings of the gargoyle	&amp;quot;&amp;gt;	Wings of the gargoyle	&amp;lt;/span&amp;gt;'''''	(	72,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate transmutation	;	'''CL'''	7th	;	'''Weight'''	3 lbs.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	These cloth shoulder straps have many pebbles stitched into them. The wearer of the straps can command them to unfurl a pair of wings made from a hard gray stone. These wings grant her a fly speed of 60 feet and average maneuverability. When these wings are present her skin also takes on a noticeable stone-like appearance and she gains DR 10/adamantine. The wearer can furl and unfurl these wings as a swift action. The wings can be used for up to 5 minutes each day. The duration need not be continuous, but it must be used in 1-minute increments.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''fly'', ''stoneskin''	'''Cost'''	36,000 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Wyvern cloak	&amp;quot;&amp;gt;	Wyvern cloak	&amp;lt;/span&amp;gt;'''''	(	78,600 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate transmutation	;	'''CL'''	7th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This heavy cloak is made of blue scaled leather and has a pointed hem that hangs near the ground. The cloak provides the wearer a +4 resistance bonus on Will saves, a continuous ''feather fall'' effect (as the spell), and the ability to use ''fly'' once per day. At will as a swift action, the wearer can form the hem into a stinger, granting her a sting natural weapon. This sting deals 1d6 points of damage plus ''poison'' (as the spell; DC 16). Reverting the stinger to its normal, inconspicuous shape is a free action.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''feather fall'', ''fly'', ''poison'', ''resistance'', creator must be at least caster level 12	'''Cost'''	39,300 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
[[Category:Admin]][[Category:Magic_Items]]&lt;/div&gt;</summary>
		<author><name>Typhoon</name></author>
	</entry>
	<entry>
		<id>http://www.tenebraemush.net/index.php?title=Shoulders&amp;diff=18011</id>
		<title>Shoulders</title>
		<link rel="alternate" type="text/html" href="http://www.tenebraemush.net/index.php?title=Shoulders&amp;diff=18011"/>
		<updated>2015-03-22T00:21:57Z</updated>

		<summary type="html">&lt;p&gt;Typhoon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WondrousTableMain}}&lt;br /&gt;
{{T01}}&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; |&amp;lt;span id=&amp;quot;shoulders_table&amp;quot;&amp;gt;&amp;lt;/span&amp;gt; '''Shoulders'''&lt;br /&gt;
{{T02}}&lt;br /&gt;
| '''Shoulders'''&lt;br /&gt;
| '''Market Price'''&lt;br /&gt;
|-&lt;br /&gt;
| [[Shoulders#Catching cape|Catching cape]]||200 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Shoulders#Cloak of human guise|Cloak of human guise]]||900 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Shoulders#Cloak of resistance|Cloak of resistance +1]]||1,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Shoulders#Muleback cords|Muleback cords]]||1,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Shoulders#Shawl of life-keeping|Shawl of life-keeping]]||1,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Shoulders#Shield cloak|Shield cloak]]||1,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Shoulders#Quickchange cloak|Quickchange cloak]]||1,500 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Shoulders#Cowardly crouching cloak|Cowardly crouching cloak]]||1,800 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Shoulders#Cloak of elvenkind|Cloak of elvenkind]]||2,500 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Shoulders#Cloak of the hedge wizard|Cloak of the hedge wizard]]||2,500 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Shoulders#Cloak of fiery vanishing|Cloak of fiery vanishing]]||2,600 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Shoulders#Cloak of fangs|Cloak of fangs]]||2,800 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Shoulders#Pauldrons of the serpent|Pauldrons of the serpent]]||3,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Shoulders#Stonemist cloak|Stonemist cloak]]||3,500 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Shoulders#Cloak of resistance|Cloak of resistance +2]]||4,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Shoulders#Cloak of the scuttling rat|Cloak of the scuttling rat]]||6,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Shoulders#Seafoam shawl|Seafoam shawl]]||6,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Shoulders#Treeform cloak|Treeform cloak]]||6,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Shoulders#Eagle cape|Eagle cape]]||7,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Shoulders#Cloak of the manta ray|Cloak of the manta ray]]||7,200 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Shoulders#Hunter's cloak|Hunter's cloak]]||7,500 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Shoulders#Cloak of resistance|Cloak of resistance +3]]||9,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Shoulders#Cloak of the duskwalker|Cloak of the duskwalker]]||10,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Shoulders#Cocoon cloak|Cocoon cloak]]||10,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Shoulders#Pauldrons of the bull|Pauldrons of the bull]]||10,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Shoulders#Stone cloak, minor|Stone cloak, minor]]||10,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Shoulders#Cape of the mountebank|Cape of the mountebank]]||10,800 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Shoulders#Pauldrons of the watchful lion|Pauldrons of the watchful lion]]||10,800 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Shoulders#Lion cloak|Lion cloak]]||12,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Shoulders#Mantle of spores|Mantle of spores]]||13,400 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Shoulders#Cape of effulgent escape|Cape of effulgent escape]]||14,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Shoulders#Cloak of arachnida|Cloak of arachnia]]||14,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Shoulders#Gunfighter's poncho|Gunfighter's poncho]]||14,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Shoulders#Demonspike pauldrons|Demonspike pauldrons]]||14,350 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Shoulders#Comfort's cloak|Comfort's cloak]]||15,600 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Shoulders#Cloak of resistance|Cloak of resistance +4]]||16,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Shoulders#Shawl of the crone|Shawl of the crone]]||16,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Shoulders#Prestidigitator's cloak|Pretidigitator's cloak]]||17,200 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Shoulders#Stole of justice|Stole of justice]]||18,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Shoulders#Jellyfish cape|Jellyfish cape]]||19,200 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Shoulders#Cloak of the diplomat|Cloak of the diplomat]]||20,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Shoulders#Stone cloak, major|Stone cloak, major]]||20,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Shoulders#Cloak of displacement, minor|Cloak of displacement, minor]]||24,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Shoulders#Cloak of resistance|Cloak of resistance +5]]||25,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Shoulders#Cloak of the bat|Cloak of the bat]]||26,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Shoulders#Highwayman's cape|Highwayman's cape]]||32,500 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Shoulders#Juggernaut's pauldrons|Juggernaut's pauldrons]]||40,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Shoulders#Charlatan's cape|Charlatan's cape]]||45,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Shoulders#Cloak of displacement, major|Cloak of displacement, major]]||50,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Shoulders#Wings of flying|Wings of flying]]||54,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Shoulders#Cloak of etherealness|Cloak of etherealness]]||55,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Shoulders#Wings of the gargoyle|Wings of the gargoyle]]||72,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Shoulders#Wyvern cloak|Wyvern cloak]]||78,600 gp&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;span id=&amp;quot;shoulders_desc&amp;quot;&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Cape of effulgent escape	&amp;quot;&amp;gt;	Cape of effulgent escape	&amp;lt;/span&amp;gt;''''' 	(	14,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	faint evocation and illusion	;	'''CL'''	3rd	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This shining white cloak is trimmed with golden sunbursts and continuously radiates light (as per the light spell, but only in a 10-foot radius). Twice per day, the wearer can command the cape to erupt in a burst of light, blinding all creatures other than the wearer within 20 feet for 1d4 rounds (Reflex DC 14 negates). After triggering this burst, the wearer becomes invisible (as the ''invisibility'' spell, with a duration of 1 minute) and the cape's light is extinguished as long as the wearer is invisible.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''daylight'', ''invisibility''	'''Cost'''	7,000 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Cape of the mountebank	&amp;quot;&amp;gt;	Cape of the mountebank	&amp;lt;/span&amp;gt;''''' 	(	10,800 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate conjuration	;	'''CL'''	9th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	Once per day on command, this bright red and gold cape allows the wearer to use the magic of the ''dimension door'' spell. When he disappears, he leaves behind a cloud of harmless gray smoke, appearing in a similar dramatic fashion at his destination.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''dimension door''	'''Cost'''	5,400 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Catching cape	&amp;quot;&amp;gt;	Catching cape	&amp;lt;/span&amp;gt;'''''	(	200 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	faint abjuration	;	'''CL'''	1st	;	'''Weight'''	3 lbs.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This silvery cape furls and ripples like a flag with every step its owner takes. As a swift action, the wearer can order the cape to transform into a faint sphere of force that surrounds him on all sides. The field grants the wearer concealment (20% miss chance) against ranged attacks and lasts for 1 minute or until the wearer is missed by a ranged attack due to the power of the cloak, whichever comes first. When the field is used, all magic is lost from the cloak, leaving only a mundane silvery garment.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''shield''	'''Cost'''	100 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Charlatan's cape	&amp;quot;&amp;gt;	Charlatan's cape	&amp;lt;/span&amp;gt;'''''	(	45,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	faint evocation and illusion	;	'''CL'''	3rd	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This garish cloak of red velvet is embroidered with gold-threaded patterns, typically in shapes of sinisterly masked harlequins or other imagery of sinister revelry. The cloak acts like a ''cloak of the mountebank'', but its ''dimension door'' power can be used three times per day. Furthermore, once per day the wearer of the cloak can use ''ethereal jaunt'', as per the spell.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''dimension door'', ''ethereal jaunt''	'''Cost'''	22,500 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=''{{PadBottom|10}}''&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Cloak of arachnida	&amp;quot;&amp;gt;	Cloak of arachnida	&amp;lt;/span&amp;gt;'''''	(	14,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate conjuration and transmutation	;	'''CL'''	6th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This red and violet silk garment, delicately embroidered with a barely perceptible web-like pattern, gives the wearer the ability to climb as if a ''spider climb'' spell had been placed upon her. In addition, the cloak grants her immunity to entrapment by web spells or webs of any sort; she can move in webs at half her normal speed. Once per day, the wearer of this cloak can cast web. She also gains a +2 luck bonus on all Fortitude saves against poison from spiders.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''spider climb'', ''web''	'''Cost'''	7,000 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Cloak of displacement, major	&amp;quot;&amp;gt;	Cloak of displacement, major	&amp;lt;/span&amp;gt;'''''	(	50,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate illusion	;	'''CL'''	7th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	Embroidered with images of falling stars and pale moons, this item appears to be a normal cloak, but on command its magical properties distort and warp light waves. This displacement works just like the ''displacement'' spell and lasts for a total of 15 rounds per day, which the wearer can divide up as she sees fit.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, Extend Spell, ''displacement''	'''Cost'''	25,000 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Cloak of displacement, minor	&amp;quot;&amp;gt;	Cloak of displacement, minor	&amp;lt;/span&amp;gt;'''''	(	24,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	faint illusion	;	'''CL'''	3rd	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This item appears to be a normal cloak, with a pattern very similar to a ''major cloak of displacement'' nocturnal designs, but when worn its magical properties distort and warp light waves. This displacement works similar to the ''blur'' spell, granting a 20% miss chance on attacks against the wearer. It functions continually.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''blur''	'''Cost'''	12,000 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Cloak of elvenkind	&amp;quot;&amp;gt;	Cloak of elvenkind	&amp;lt;/span&amp;gt;'''''	(	2,500 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	faint illusion	;	'''CL'''	3rd	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	These cloaks of famed elven design are enhanced to reflect the wearer's surroundings, aiding him in blending in with any terrain. When this plain gray cloak is worn with the hood drawn up around the head, the wearer gains a +5 competence bonus on Stealth checks.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''invisibility'', creator must be an elf	'''Cost'''	1,250 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Cloak of etherealness	&amp;quot;&amp;gt;	Cloak of etherealness	&amp;lt;/span&amp;gt;'''''	(	55,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	strong transmutation	;	'''CL'''	15th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This silvery gray cloak seems to absorb light rather than be illuminated by it. On command, the cloak makes its wearer ethereal (as the ''ethereal jaunt'' spell). The effect is dismissible. The cloak works for a total of up to 10 minutes per day. This duration need not be continuous, but it must be used in 1 minute increments.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''ethereal jaunt''	'''Cost'''	27,500 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Cloak of fangs	&amp;quot;&amp;gt;	Cloak of fangs	&amp;lt;/span&amp;gt;'''''	(	2,800 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate transmutation	;	'''CL'''	9th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	Wearing this animal-hair cloak grants a +1 resistance bonus on saving throws. Furthermore, the wearer can force its teeth to grow rapidly up to five times per day as a swift action. The oversized teeth last for 1 round, during which time the wearer can make a bite attack. Treat this attack as a primary natural attack that deals 1d6 points of damage (or 1d4 if the wearer is Small). If the wearer already has a bite attack, the damage of that bite attack increases by one step.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''alter self'', ''resistance''	'''Cost'''	1,250 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Cloak of fiery vanishing	&amp;quot;&amp;gt;	Cloak of fiery vanishing	&amp;lt;/span&amp;gt;'''''	(	2,600 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	faint abjuration and illusion	;	'''CL'''	5th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This thick leather cloak is charred and blackened around the edges and smells faintly of soot. Once per day, when subject to an effect that deals fire damage, the wearer can spend an immediate action while obscured by the flames to become invisible, leaving behind an illusory pile of ashes and bones, as if he had been slain by the fire effect. The wearer's invisibility and his illusory remains last for 5 rounds or until the wearer attacks any creature. Creatures that study or interact with the ashes can make a DC 11 Will save to disbelieve the illusion, though this does not end the invisibility effect.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''invisibility'', ''silent image''	'''Cost'''	1,300 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Cloak of human guise	&amp;quot;&amp;gt;	Cloak of human guise	&amp;lt;/span&amp;gt;'''''	(	900 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	faint illusion	;	'''CL'''	1st	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This plain cloak only has any effect when worn by a member of a half-human race, such as a half-orc or half-elf. It alters the wearer's appearance similarly to a ''hat of disguise'', but only to the extent that it conceals or alters the wearer's non-human physical traits so the creature appears fully human. Any feature that is plausibly human remains. For example, a half-orc wearing the cloak loses his green or gray skin color and pointed ears, has no visible tusks, and is otherwise completely able to pass as a human version of his normal self. Likewise, a half-elf wearing the cloak has round ears, humanlike eyes, and no other traits indicating elven ancestry. The wearer has no control over the specific guise, and those familiar with his normal appearance can recognize him in his human guise.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''disguise self''	'''Cost'''	450 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Cloak of resistance	&amp;quot;&amp;gt;	Cloak of resistance	&amp;lt;/span&amp;gt;'''''	(	'''+1 bonus''' 1,000 gp; '''+2 bonus''' 4,000 gp; '''+3 bonus''' 9,000 gp; '''+4 bonus''' 16,000 gp; '''+5 bonus''' 25,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	faint abjuration	;	'''CL'''	5th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	Flecks of silver or steel are often sown amid the fabric of these magical cloaks. This garment offers magical protection in the form of a +1 to +5 resistance bonus on all saving throws (Fortitude, Reflex, and Will).	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''resistance'', creator's caster level must be at least three times the cloak's bonus	'''Cost'''	'''+1 bonus''' 500 gp; '''+2 bonus''' 2,000 gp; '''+3 bonus''' 4,500 gp; '''+4 bonus''' 8,000 gp; '''+5 bonus''' 12,500 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Cloak of the bat	&amp;quot;&amp;gt;	Cloak of the bat	&amp;lt;/span&amp;gt;'''''	(	26,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate transmutation	;	'''CL'''	7th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	Fashioned of dark brown or black cloth, this cloak bestows a +5 competence bonus on Stealth checks. The wearer is also able to hang upside down from the ceiling like a bat. By holding the edges of the garment, the wearer is able to fly as per the spell (including a +7 bonus on Fly skill checks). If he desires, the wearer can actually polymorph himself into an ordinary bat and fly accordingly (as ''beast shape III''). All possessions worn or carried are part of the transformation. Flying, either with the cloak or in bat form, can be accomplished only in darkness (either under the night sky or in a lightless or near-lightless environment underground). Either of the flying powers is usable for up to 7 minutes at a time, but after a flight of any duration the cloak cannot bestow any flying power for a like period of time.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''beast shape III'', ''fly''	'''Cost'''	13,000 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Cloak of the diplomat	&amp;quot;&amp;gt;	Cloak of the diplomat	&amp;lt;/span&amp;gt;'''''	(	20,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate enchantment	;	'''CL'''	7th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	The forest-green cloak grants a +5 competence bonus on Diplomacy and Sense Motive checks. In addition, once per day, before making a Diplomacy or Sense Motive check, the wearer can decide to call upon the powers of the cloak to roll twice and take the better result. Finally, the wearer of this cloak can adjust a creature's attitude up to three steps when using Diplomacy, instead of the normal limit of two steps. However, the cloak's power does have one drawback. Should the wearer ever fail a Diplomacy checks made to adjust a creature's attitude by 5 or more, the creature's attitude is reduced by two steps instead of one.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''charm person'', creator must have 5 ranks in Diplomacy and Sense Motive	'''Cost'''	10,000 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Cloak of the duskwalker	&amp;quot;&amp;gt;	Cloak of the duskwalker	&amp;lt;/span&amp;gt;'''''	(	10,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	faint illusion	;	'''CL'''	3rd	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This dark, velvety cloak billows with a dramatic flourish in its wearer's wake. The cloak grants its wearer low-light vision. Once per day, on command, the wearer can surround herself with darkness, as the ''darkness'' spell. While this darkness is active, the cloak also grants the wearer darkvision 60 feet as well as low-light vision.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''darkness'', ''darkvision''	'''Cost'''	5,000 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Cloak of the hedge wizard	&amp;quot;&amp;gt;	Cloak of the hedge wizard	&amp;lt;/span&amp;gt;'''''	(	2,500 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	faint, school based on cloak type	;	'''CL'''	1st	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This cloak comes in eight varieties—one for each school of magic. The cloak grants its wearer the ability to use a certain number of spells on command (caster level 1st) based on its school of magic. It also grants the wearer the ability to use prestidigitation on command and at will.&lt;br /&gt;
*''Abjuration'': at will—''resistance''; 1/day—''endure elements'', ''shield''&lt;br /&gt;
*''Conjuration: at will—''acid splash''; 1/day—''mage armor'', ''unseen servant''&lt;br /&gt;
*''Divination: at will—''detect magic''; 1/day—''detect secret doors'', ''true strike''&lt;br /&gt;
*''Enchantment: at will—''daze''; 1/day—''charm person'', ''sleep''&lt;br /&gt;
*''Evocation: at will—''light''; 1/day—''floating disk'', ''magic missile''&lt;br /&gt;
*''Illusion: at will—''ghost sound''; 1/day—''color spray'', ''silent image''&lt;br /&gt;
*''Necromancy: at will—''touch of fatigue''; 1/day—''cause fear'', ''ray of enfeeblement''&lt;br /&gt;
*''Transmutation: at will—''mage hand''; 1/day—''enlarge person'', ''expeditious retreat''	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''prestidigitation'' and any spell the cloak allows the caster to use; the creator must have Spell Focus in the cloak's school of magic	'''Cost'''	1,125 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Cloak of the manta ray	&amp;quot;&amp;gt;	Cloak of the manta ray	&amp;lt;/span&amp;gt;'''''	(	7,200 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate transmutation	;	'''CL'''	9th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This cloak appears to be made of leather until the wearer enters salt water. At that time, the cloak of the manta ray adheres to the individual, and he appears nearly identical to a manta ray (as the ''beast shape II'' spell, except that it allows only manta ray form). He gains a +3 natural armor bonus, the ability to breathe underwater, and a swim speed of 60 feet, like a real manta ray. The cloak also allows the wearer to attack with a sting ray's tail spine, dealing 1d6 points of damage. This attack can be used in addition to any other attack the character has, using his highest melee attack bonus. The wearer can release his arms from the cloak without sacrificing underwater movement if so desired.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''beast shape II'', ''water breathing''	'''Cost'''	3,600 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Cloak of the scuttling rat	&amp;quot;&amp;gt;	Cloak of the scuttling rat	&amp;lt;/span&amp;gt;'''''	(	6,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	faint transmutation	;	'''CL'''	5th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This unassuming cloak initially appears to be made of plain leather. When the wearer speaks the command word, however, the ''cloak of the scuttling rat'' wraps itself around her, transforming her into a dire rat as if using ''beast shape I''. The wearer can remain in dire rat form for up to 5 minutes per day. This duration need not be consecutive, but it must be used in 1-minute increments.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''beast shape I''	'''Cost'''	3,000 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Cocoon cloak	&amp;quot;&amp;gt;	Cocoon cloak	&amp;lt;/span&amp;gt;'''''	(	10,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate transmutation	;	'''CL'''	7th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This ruffled silk cloak is incredibly durable despite its soft, delicate construction. Anytime the wearer falls asleep (whether the sleep is natural or brought on by a magical effect), the cloak immediately transforms into sticky strands that envelop the wearer's body, hardening into a solid silk cocoon. While wrapped in the cocoon the wearer gains a +4 enhancement bonus to natural armor and is protected from critical hits and sneak attacks as if subject to the ''light fortification'' armor ability (25% chance for normal damage on a critical hit). The cocoon opens and transforms back into a cloak once the wearer awakens.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''vermin shape I''	'''Cost'''	5,000 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Comfort's cloak	&amp;quot;&amp;gt;	Comfort's cloak	&amp;lt;/span&amp;gt;'''''	(	15,600 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	faint abjuration and necromancy	;	'''CL'''	5th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	A favored cloak of rangers, this cloak is a patchwork of hides and fur. ''Comfort's cloak'' grants a constant ''endure elements'' effect to the wearer, and grants a +4 competence bonus to saves against disease, energy drain, effects that cause fatigue or exhaustion, and poisons. Furthermore, while the wearer is resting he regains twice his Hit Dice in hit points for 8 hours of rest instead of the typical 1 hit point per Hit Die. When taking a full 24 hours of rest, the character regains 5 times his Hit Dice in hit points instead of twice his Hit Dice in hit points.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''endure elements''	'''Cost'''	7,800 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Cowardly crouching cloak	&amp;quot;&amp;gt;	Cowardly crouching cloak	&amp;lt;/span&amp;gt;'''''	(	1,800 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	faint abjuration	;	'''CL'''	1st	;	'''Weight'''	4 lbs.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This nondescript gray cloak has a hood that can fit over the wearer's entire face. The wearer can, as a move action, cover his face and drop to a huddling crouch. Any creature seeking to directly attack him while he does this must make a DC 11 Will save to do so (as the ''sanctuary'' spell). The wearer cannot see or take any actions while crouching. This makes him effectively blind, with all the normal penalties, but not helpless. The wearer can end his crouch simply by standing up or moving.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''sanctuary''	'''Cost'''	900 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Demonspike pauldrons	&amp;quot;&amp;gt;	Demonspike pauldrons	&amp;lt;/span&amp;gt;'''''	(	14,350 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate necromancy	;	'''CL'''	7th	;	'''Weight'''	8 lbs.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	These black iron pauldrons are studded with jagged spikes of various lengths. ''Demonspike pauldrons'' act as ''+2 armor spikes'' and also deal 1d2 bleed damage on a successful grapple attack or melee attack made with the pauldrons. If these pauldrons are worn with normal armor spikes, increase the damage done by the armor spikes to 1d6 (Small) or 1d8 (Medium), and use the greater of the two enhancement bonuses to attack and damage—either from the armor spikes (if any) or the ''demonspike pauldrons''.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, Craft Magic Arms and Armor, ''bleed''	'''Cost'''	7,175 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Eagle cape	&amp;quot;&amp;gt;	Eagle cape	&amp;lt;/span&amp;gt;'''''	(	7,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate transmutation	;	'''CL'''	7th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	Large eagle feathers decorate the back and arms of this magnificent cape. Should the cape's wearer fall more than 5 feet, the cape spreads out behind the wearer and she gently drifts to the ground. This acts exactly like a ''feather fall'' spell for the wearer only. Once per day, if the wearer grasps the edges of the cape and spreads her arms, she transforms into an eagle (as per the ''beast shape I'' spell, except that it allows only eagle form and the wearer gains the eagle's full fly speed of 80 feet). This effect lasts for 10 minutes but can be ended prematurely as a standard action. In addition, while in eagle form, the wearer gains a +5 competence bonus on Perception checks.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''beast shape I'', ''feather fall'', ''perceive clues''	'''Cost'''	3,500 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Gunfighter's poncho	&amp;quot;&amp;gt;	Gunfighter's poncho	&amp;lt;/span&amp;gt;'''''	(	14,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate abjuration	;	'''CL'''	6th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	The abjurations woven into this woolen poncho not only defend against gunfire, but also insulate the wearer from dangerous magic. The wearer gains a +2 luck bonus to touch AC. Once per day as an immediate action, the wearer can negate a single ranged touched attack targeted at him, but cannot use this ability if the attack is a confirmed critical hit. When the wearer uses this ability, he must fall prone.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''bullet shield''	'''Cost'''	7,000 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Highwayman's cape	&amp;quot;&amp;gt;	Highwayman's cape	&amp;lt;/span&amp;gt;'''''	(	32,500 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	faint transmutation	;	'''CL'''	5th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This reversible multicolored cape marks the wearer's flamboyant audacity when turned with its bright colors outward, granting a +5 competence bonus on Bluff checks. Reversible as a move action, the dappled camouflage of its other side grants a +5 competence bonus on Stealth checks. Furthermore, the wearer is subject to a constant effect like that of the spell ''liberating command'' regardless of the cape's current facing.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''liberating command''	'''Cost'''	16,250 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Hunter's cloak	&amp;quot;&amp;gt;	Hunter's cloak	&amp;lt;/span&amp;gt;'''''	(	7,500 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	faint transmutation	;	'''CL'''	5th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	Usually made from the skins of giant serpents, these cloaks are designed to help rangers, hunters, and trackers blend in with and travel quickly through the areas they are most familiar with. If the wearer has the favored terrain class ability and is traveling through one of his favored terrains, once per day he can transform himself into an animal native to that environment. This works identically to the ''beast shape I'' spell, save that it is limited to creatures native to the environment (as defined in the appropriate Bestiary entry or per the GMs discretion). This effect lasts for 10 minutes per day. The duration need not be continuous, but it must be used in 1-minute increments.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''beast shape I''	'''Cost'''	3,750 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Jellyfish cape	&amp;quot;&amp;gt;	Jellyfish cape	&amp;lt;/span&amp;gt;'''''	(	19,200 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate transmutation	;	'''CL'''	7th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This billowing white cape renders the wearer almost invisible the moment she is submerged in salt water, granting her concealment (20% miss chance) so long as she remains entirely submerged. The wearer can breathe underwater and gains a swim speed of 20 ft. While the wearer is submerged, the cape surrounds her with tiny stinging tentacles. Any creature that ends its turn adjacent to the wearer takes 1 point of electricity damage and must succeed at a DC 16 Fortitude saving throw or be sickened for 1 round. The sickened effect is a poison effect.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''beast shape II'', ''water breathing''	'''Cost'''	9,600 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Juggernaut's pauldrons	&amp;quot;&amp;gt;	Juggernaut's pauldrons	&amp;lt;/span&amp;gt;'''''	(	40,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	faint necromancy	;	'''CL'''	5th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	These massive pauldrons take the shape of a pair of clenched fists made of beaten bronze. They bestow a +4 bonus on CMD, and grant the wearer the ferocity ability. On command, the wearer can increase its size, as though subject to an ''enlarge person'' spell, and can revert to regular size with another command. Three times per day, as an immediate action after the pauldrons' wearer kills an opponent, the wearer gains the benefit of the ''deadly juggernaut'' spell for 1 minute.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''deadly juggernaut'', ''enlarge person'', ''rage''	'''Cost'''	20,000 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Lion cloak	&amp;quot;&amp;gt;	Lion cloak	&amp;lt;/span&amp;gt;'''''	(	12,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate transmutation	;	'''CL'''	10th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	Made from a single male lion's coat with the mane surrounding its hood, the ''lion cloak'' is an impressive sight. A creature wearing the cloak gains a +2 resistance bonus on saving throws made against mind-affecting and fear effects and a +2 circumstance bonus on Intimidate checks. Once per day, the wearer can pull the hood over her head, assuming the form of a lion (as the ''beast shape II'' spell, except that it allows only lion form) for up to 10 minutes. If the wearer has the smite class feature, she can use this power more than once per day by expending uses of her smite; at most she can take the lion form as many times as she has smites plus one additional time. While in this lion form the wearer cannot use its normal smite ability.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''beast shape II''	'''Cost'''	6,000 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Mantle of spores	&amp;quot;&amp;gt;	Mantle of spores	&amp;lt;/span&amp;gt;'''''	(	13,400 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	faint necromancy	;	'''CL'''	5th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This mantle grants the wearer a +4 resistance bonus on saving throws against disease. Once per day, the wearer can flourish the cape as a swift action to surround himself with a cloud of deadly spores. Creatures adjacent to the wearer take 1d6 points of damage from the spores, plus 1d3 points of damage per round for 3 rounds as the spores grow into fuzzy green mold. After these rounds the mold becomes harmless, and can be washed away with a minute of scrubbing. The spores can be destroyed by making a DC 15 Heal check on an affected creature, or by effects that remove diseases. The spores are a disease effect.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''contagion''	'''Cost'''	6,700 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Muleback cords	&amp;quot;&amp;gt;	Muleback cords	&amp;lt;/span&amp;gt;'''''	(	1,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	faint transmutation	;	'''CL'''	3rd	;	'''Weight'''	1/4 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	These thick leather cords wrap around the wearer's biceps and shoulders. When worn, they make the wearer's muscles appear larger than normal. The wearer treats his Strength score as 8 higher than normal when determining his carrying capacity. This bonus does not apply to combat, breaking items, or any other Strength-related rolls, it only contributes to the amount of equipment or material the wearer can carry.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''bull's strength''	'''Cost'''	500 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Pauldrons of the bull	&amp;quot;&amp;gt;	Pauldrons of the bull	&amp;lt;/span&amp;gt;'''''	(	10,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	faint abjuration	;	'''CL'''	5th	;	'''Weight'''	3 lbs.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	These steel pauldrons are engraved with images of charging bulls. When their wearer makes a bull rush combat maneuver, she can make the check twice and take the better result. Furthermore, they grant a +2 enhancement bonus to CMD against bull rushes.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''bull's strength''	'''Cost'''	5,000 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Pauldrons of the serpent	&amp;quot;&amp;gt;	Pauldrons of the serpent	&amp;lt;/span&amp;gt;'''''	(	3,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	faint abjuration	;	'''CL'''	3rd	;	'''Weight'''	3 lbs.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	Constructed of mithral, each of these pauldrons bears an embossed device of a viper coiled defensively. These pauldrons grant their wearer a +2 dodge bonus to AC against attacks of opportunity, and increase the wearer's CMD by 2 against bull rush, grapple, reposition, and trip combat maneuvers.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''cat's grace''	'''Cost'''	1,500 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Pauldrons of the watchful lion	&amp;quot;&amp;gt;	Pauldrons of the watchful lion	&amp;lt;/span&amp;gt;''''' 	(	10,800 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	faint necromancy	;	'''CL'''	5th	;	'''Weight'''	3 lbs.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	These steel and brass pauldrons feature two brass lion heads, one on each shoulder. Twice a day as an immediate action when a creature successfully makes an Acrobatics check to move through the wearer's threatened area or its space without provoking an attack of opportunity, a shadowy lion can animate from one of the pauldrons and attack that creature. The attack uses the wearer's base attack bonus + Dexterity modifier and attacks the target's touch AC. On a hit, the lion deals 2d6 points of piercing damage (×2 critical).	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, Craft Magic Arms and Armor, ''spectral hand''	'''Cost'''	5,400 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Prestidigitator's cloak	&amp;quot;&amp;gt;	Prestidigitator's cloak	&amp;lt;/span&amp;gt;''''' 	(	17,200 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	faint illusion and transmutation	;	'''CL'''	5th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This short black cloak grants its wearer a +8 competence bonus on Slight of Hand checks. Furthermore, as a full-round action, the cloak can be removed and placed on an single object that takes up a 5-foot square or less and weighs 100 lbs. or less, at which point the object disappears and is stored within an extradimensional space within the cloak. The object can remain in the cloak for no more than 1 hour, at which point it falls out of the cloak in a square adjacent to the cloak or its wearer. The wearer can also command the cloak to dispel the object into an adjacent square.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''guidance'', ''rope trick''	'''Cost'''	8,600 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Quickchange cloak	&amp;quot;&amp;gt;	Quickchange cloak	&amp;lt;/span&amp;gt;''''' 	(	1,500 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	faint transmutation	;	'''CL'''	1st	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	One side of this reversible gray hooded cape is exquisitely embroidered and richly decorated, while the other appears shabby and worn. On command, by passing the edge of the cloak over her face, the wearer may remove a mundane disguise (one applied with the Disguise skill) and store it in the cloak. This does not change the cloak's appearance in any way. Once a disguise is stored in the cloak, it can be reapplied to the wearer who placed it within the cloak on command, using the original result of the Disguise check. The cloak can store up to three disguises at once, and any wearer of the cloak can discard any number of disguises within the cloak as a free action.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''prestidigitation'' creator must have 5 ranks in Disguise	'''Cost'''	750 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Seafoam shawl	&amp;quot;&amp;gt;	Seafoam shawl	&amp;lt;/span&amp;gt;'''''	(	6,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	faint transmutation	;	'''CL'''	5th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This shawl of delicate lace can be activated once per day to grant the benefits of the ''fins to feet'' spell, transforming the wearer's lower fins or appendages into feet whenever he is on dry land—unless dismissed, this effect lasts for 5 hours.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''fins to feet''	'''Cost'''	3,000 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Shawl of life-keeping	&amp;quot;&amp;gt;	Shawl of life-keeping	&amp;lt;/span&amp;gt;'''''	(	1,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	faint conjuration	;	'''CL'''	3rd	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This magical shawl is woven from silken, diaphanous material. Once per day, the wearer can speak a command word to transfer some of her life energy into the shawl (up to 10 hit points). If she is wearing the shawl and is reduced to –1 hit points or below, the shawl immediately heals her an amount equal to the number of hit points stored in the shawl. This healing cannot prevent the wearer from being killed. The life energy stored in the shawl lasts for 24 hours or until it heals the wearer, whichever comes first. If the shawl is destroyed, the stored life energy is lost. While the shawl is storing a creature's life energy, it retains a connection to that creature. If another creature holds the shawl in its hand, the creature whose life energy is stored in the shawl takes a –2 penalty on Fortitude and Reflex saving throws against all effects from the current bearer of the shawl.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''cure light wounds'', ''stabilize''	'''Cost'''	500 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Shawl of the crone	&amp;quot;&amp;gt;	Shawl of the crone	&amp;lt;/span&amp;gt;'''''	(	16,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	faint transmutation	;	'''CL'''	3rd	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	The yarn making up this knitted gray wrap is frayed and tattered. As soon as a creature puts on the shawl, she immediately takes the form of a venerable female of her race (regardless of the wearer's actual gender) and remains so until the shawl is removed. Though this is an actual physical transformation, the wearer does not experience any infirmities due to advanced age, including penalties to her physical attributes, nor does she gain any bonuses to her mental attributes. The wearer also gains a +4 circumstance bonus on any Charisma-based check intended to make her appear friendly, harmless, helpless, or otherwise in need of assistance or deserving of proper respect for someone of her apparent age. This bonus increases to +8 when directed against children. The wearer also counts as a hag for the purposes of forming a covey, but this covey must always include at least one actual hag.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''alter self''	'''Cost'''	8,000 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Shield cloak	&amp;quot;&amp;gt;	Shield cloak	&amp;lt;/span&amp;gt;'''''	(	1,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	faint abjuration	;	'''CL'''	4th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	The wearer of this rough, gray cloak can, as a move action, grasp the garment's edge and cause it to harden. The wearer can use the hardened edge it as if it were a masterwork light wooden shield. Using the cloak in this fashion imposes no armor check penalty, but does impose a 5% arcane spell failure chance. The edge of the cloak can be dropped and made pliant again as a free action. Shield enhancement bonuses and special abilities can be added to the cloak as if it were a masterwork shield.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, Craft Magic Arms and Armor, ''shield''	'''Cost'''	500 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Stole of justice	&amp;quot;&amp;gt;	Stole of justice	&amp;lt;/span&amp;gt;'''''	(	18,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	faint divination	;	'''CL'''	5th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This long stole of unrelenting black is marked on one end with golden scales and the other with the embroidered image of hooded justice. The wearer gains a +5 competence bonus on Sense Motive checks and can create a ''zone of truth'' for up to 5 minutes per day; these rounds need not be consecutive. When the wearer uses ''detect chaos'', ''detect evil'', ''detect good'', or ''detect law'', at the beginning of her next turn after casting she gains information as if she had concentrated for 3 full rounds. Finally, if the wearer is an inquisitor, when using her judgment she receives a bonus on Perception checks and her combat maneuver defense as if she were wielding a ''jurist'' weapon.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''zone of truth'', creator must have 5 ranks in Sense Motive	'''Cost'''	9,000 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Stone cloak, major	&amp;quot;&amp;gt;	Stone cloak, major	&amp;lt;/span&amp;gt;'''''	(	20,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate abjuration	;	'''CL'''	8th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This cloak is identical to the stone cloak, save that it provides DR 10/adamantine when activated.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''stoneskin''	'''Cost'''	10,000 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Stone cloak, minor	&amp;quot;&amp;gt;	Stone cloak, minor	&amp;lt;/span&amp;gt;'''''	(	10,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	faint abjuration	;	'''CL'''	5th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This mottled gray cloak looks like granite or some other light gray stone. The wearer can pull a minor stone cloak tight around herself and freeze in place as a move action, which causes the cloak to harden like the stone it resembles. When she does this, the wearer can take no actions other than free actions and is denied her Dexterity bonus to AC but gains DR 5/adamantine. She also gains a +5 circumstance bonus to Stealth checks while protected in this manner. This effect can be dismissed as a free action.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''stone shape''	'''Cost'''	5,000 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Stonemist cloak	&amp;quot;&amp;gt;	Stonemist cloak	&amp;lt;/span&amp;gt;'''''	(	3,500 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	faint conjuration and illusion	;	'''CL'''	3rd	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	In rocky or mountainous areas, when this stone-gray cloak is worn with the hood drawn up around the head, the wearer gains a +5 competence bonus on Stealth checks. Once per day, the wearer can create an area of fog equivalent to ''obscuring mist''.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''invisibility'', ''obscuring mist''	'''Cost'''	1,750 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Treeform cloak	&amp;quot;&amp;gt;	Treeform cloak	&amp;lt;/span&amp;gt;'''''	(	6,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate transmutation	;	'''CL'''	7th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This long green cloak's back features an embroidered image of an ancient oak. Once per day on command, the wearer can assume the shape of a tree, as the ''tree shape'' spell, but can only take the form of a living tree. Furthermore, each hour the wear spends in tree form while in direct sunlight, he heals 1d6 hit points.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''goodberry'', ''tree form''	'''Cost'''	3,000 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Wings of flying	&amp;quot;&amp;gt;	Wings of flying	&amp;lt;/span&amp;gt;'''''	(	54,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate transmutation	;	'''CL'''	10th	;	'''Weight'''	2 lbs.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	A pair of these wings might appear to be nothing more than a plain cloak of old, black cloth, or they could be as elegant as a long cape of blue feathers. When the wearer speaks the command word, the cloak turns into a pair of bat or bird wings that empower her to fly with a speed of 60 feet (average maneuverability), also granting a +5 competence bonus on Fly skill checks.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''fly''	'''Cost'''	27,000 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Wings of the gargoyle	&amp;quot;&amp;gt;	Wings of the gargoyle	&amp;lt;/span&amp;gt;'''''	(	72,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate transmutation	;	'''CL'''	7th	;	'''Weight'''	3 lbs.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	These cloth shoulder straps have many pebbles stitched into them. The wearer of the straps can command them to unfurl a pair of wings made from a hard gray stone. These wings grant her a fly speed of 60 feet and average maneuverability. When these wings are present her skin also takes on a noticeable stone-like appearance and she gains DR 10/adamantine. The wearer can furl and unfurl these wings as a swift action. The wings can be used for up to 5 minutes each day. The duration need not be continuous, but it must be used in 1-minute increments.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''fly'', ''stoneskin''	'''Cost'''	36,000 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Wyvern cloak	&amp;quot;&amp;gt;	Wyvern cloak	&amp;lt;/span&amp;gt;'''''	(	78,600 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate transmutation	;	'''CL'''	7th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This heavy cloak is made of blue scaled leather and has a pointed hem that hangs near the ground. The cloak provides the wearer a +4 resistance bonus on Will saves, a continuous ''feather fall'' effect (as the spell), and the ability to use ''fly'' once per day. At will as a swift action, the wearer can form the hem into a stinger, granting her a sting natural weapon. This sting deals 1d6 points of damage plus ''poison'' (as the spell; DC 16). Reverting the stinger to its normal, inconspicuous shape is a free action.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''feather fall'', ''fly'', ''poison'', ''resistance'', creator must be at least caster level 12	'''Cost'''	39,300 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
[[Category:Admin]][[Category:Magic_Items]]&lt;/div&gt;</summary>
		<author><name>Typhoon</name></author>
	</entry>
	<entry>
		<id>http://www.tenebraemush.net/index.php?title=Neck&amp;diff=18009</id>
		<title>Neck</title>
		<link rel="alternate" type="text/html" href="http://www.tenebraemush.net/index.php?title=Neck&amp;diff=18009"/>
		<updated>2015-03-22T00:16:24Z</updated>

		<summary type="html">&lt;p&gt;Typhoon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WondrousTableMain}}&lt;br /&gt;
{{T01}}&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; | &amp;lt;span id=&amp;quot;neck_table&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;'''Neck'''&lt;br /&gt;
{{T02}}&lt;br /&gt;
| '''Neck'''&lt;br /&gt;
| '''Market Price'''&lt;br /&gt;
|-&lt;br /&gt;
| [[Neck#Hand of the mage|Hand of the mage]]||900 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Neck#Aegis of recovery|Aegis of recovery]]||1,500 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Neck#Amulet of bullet protection|Amulet of bullet protection +1]]||1,500 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Neck#Brooch of shielding|Brooch of shielding]]||1,500 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Neck#Necklace of fireballs|Necklace of fireballs (type I)]]||1,650 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Neck#Amulet of natural armor|Amulet of natural armor +1]]||2,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Neck#Golembane scarab|Golembane scarab]]||2,500 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Neck#Necklace of fireballs|Necklace of fireballs (type II)]]||2,700 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Neck#Mind sentinel medallion|Mind sentinel medallion]]||3,500 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Neck#Mummer's ruff|Mummer's ruff]]||3,500 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Neck#Amulet of eternal strife|Amulet of elemental strife]]||4,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Neck#Righteous fist amulet|Righteous fist amulet]]||4,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Neck#Necklace of fireballs|Necklace of fireballs (type III)]]||4,350 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Neck#Amulet of mighty fists|Amulet of mighty fists +1]]||5,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Neck#Necklace of fireballs|Necklace of fireballs (type IV)]]||5,400 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Neck#Necklace of fireballs|Necklace of fireballs (type V)]]||5,850 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Neck#Amulet of bullet protection|Amulet of bullet protection +2]]||6,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Neck#Dragonfoe amulet|Feychild necklace]]||20,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Neck#Carcanet of detention|Carcanet of detention]]||7,200 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Neck#Periapt of health|Periapt of health]]||7,500 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Neck#Amulet of natural armor|Amulet of natural armor +2]]||8,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Neck#Amulet of proof against petrification|Amulet of proof against petrification]]||8,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Neck#Everwake amulet|Everwake amulet]]||8,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Neck#Gravewatch pendant|Gravewatch pendant]]||8,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Neck#Hand of glory|Hand of glory]]||8,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Neck#Torc of lionheart fury|Torc of the lionheart fury]]||8,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Neck#Necklace of fireballs|Necklace of fireballs (type VI)]]||8,100 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Neck#Necklace of fireballs|Necklace of fireballs (type VII)]]||8,700 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Neck#Amulet of hidden strength|Amulet of hidden strength]]||9,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Neck#Necklace of adaptation|Necklace of adaptation]]||9,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Neck#Amulet of spell cunning|Amulet of spell cunning]]||10,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Neck#Frost fist amulet|Frost fist amulet]]||10,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Neck#Crystal of healing hands|Crystal of healing hands]]||12,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Neck#Guardian gorget|Guardian gorget]]||12,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Neck#Medallion of thoughts|Medallion of thoughts]]||12,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Neck#Periapt of protection from curses|Periapt of protection from curses]]||12,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Neck#Forge fist amulet|Forge fist amulet]]||13,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Neck#Amulet of bullet protection|Amulet of bullet protection +3]]||13,500 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Neck#Periapt of wound closure|Periapt of wound closure]]||15,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Neck#Necklace of ki serenity|Necklace of ki serenity]]||16,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Neck#Brooch of amber sparks|Brooch of amber sparks]]||16,800 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Neck#Symbol of sanguine protection|Symbol of sanguine protection]]||17,500 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Neck#Amulet of natural armor|Amulet of natural armor +3]]||18,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Neck#Ampoule of false blood|Ampoule of false blood]]||20,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Neck#Amulet of mighty fists|Amulet of mighty fists +2]]||20,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Neck#Dragonfoe amulet|Dragonfoe amulet]]||20,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Neck#Amulet of spell mastery|Amulet of spell mastery]]||22,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Neck#Amulet of bullet protection|Amulet of bullet protection +4]]||24,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Neck#Hand of stone|Hand of stone]]||27,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Neck#Periapt of proof against poison|Periapt of proof against poison]]||27,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Neck#Amulet of natural armor|Amulet of natural armor +4]]||32,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Neck#Amulet of proof against detection and location|Amulet of proof against detection and location]]||35,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Neck#Amulet of bullet protection|Amulet of bullet protection +5]]||37,500 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Neck#Scarab of protection|Scarab of protection]]||38,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Neck#Necklace of netted stars|Necklace of netted stars]]||42,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Neck#Amulet of mighty fists|Amulet of mighty fists +3]]||45,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Neck#Amulet of natural armor|Amulet of natural armor +5]]||50,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Neck#Amulet of mighty fists|Amulet of mighty fists +4]]||80,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Neck#Amulet of the planes|Amulet of the planes]]||120,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Neck#Amulet of mighty fists|Amulet of mighty fists +5]]||125,000 gp&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;span id=&amp;quot;neck_desc&amp;quot;&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Aegis of recovery	&amp;quot;&amp;gt;	Aegis of recovery	&amp;lt;/span&amp;gt;''''' 	(	1,500 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	faint abjuration and conjuration	;	'''CL'''	3rd	;	'''Weight'''	-	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	An ''aegis of recovery'' grants its wearer a +2 resistance bonus on all saving throws made to recover from a continuing effect, such as ongoing poison damage, daily saving throws against a disease, a ''hold person'' spell, or lingering damage from an attack. This bonus does not help against initial saving throws against such effects. Should the wearer ever drop below 0 hit points, the aegis heals the wearer for 2d8+3 points of damage and then crumbles to dust.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''barkskin'', ''cure moderate wounds''	'''Cost'''	750 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Ampoule of false blood	&amp;quot;&amp;gt;	Ampoule of false blood	&amp;lt;/span&amp;gt;''''' 	(	20,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	strong transmutation	;	'''CL'''	15th	;	'''Weight'''	-	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This necklace consists of a fine gold chain from which hangs a small sealed crystal vial containing preserved liquid blood. Each ampoule is attuned to a specific sorcerer bloodline. If a sorcerer (or other creature with sorcerer bloodline powers, such as from the Eldritch Heritage feat) wears the ampoule for at least one day, she loses her existing bloodline powers and gains the bloodline powers of the ampoule's bloodline, using her sorcerer level to determine the powers gained. The ampoule has no effect on the sorcerer's bonus spells, bloodline arcana, or bonus feats from her original bloodline (which remain unchanged). The sorcerer can only use these bloodline powers as long as she wears the necklace. Removing the necklace leaves the sorcerer unable to access any bloodline power, either her own or those of the ampoule, until one hour has passed. As a full round action that provokes an attack of opportunity, the wearer can break open the ampoule and drink the blood within. This destroys the item, and gives her the sickened condition for 1d4 hours. If the drinker is a sorcerer, her bloodline permanently changes to match that of the ampoule. In this case, the sorcerer's bonus spells, bloodline arcana, and bloodline powers all permanently change to match those of the ampoule's bloodline. Bonus feats previously selected due to the sorcerer's bloodline are unaffected, but new feats must be selected from the new bloodline's bonus feat list.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''limited wish'', ''polymorph'', creator must be a sorcerer of the appropriate bloodline	'''Cost'''	10,000 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Amulet of bullet protection	&amp;quot;&amp;gt;	Amulet of bullet protection	&amp;lt;/span&amp;gt;'''''	(	'''+1 luck bonus''' 1,500 gp; '''+2 luck bonus''' 6,000 gp; '''+3 luck bonus''' 13,500 gp; '''+4 luck bonus''' 24,000 gp; '''+5 luck bonus''' 37,500 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	faint abjuration	;	'''CL'''	5th	;	'''Weight'''	;-	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This amulet, usually crafted from the splintered remains of spent firearm bullets shaped into a rough holy symbol or clover, grants the wearer a luck bonus to AC against firearm attacks that target touch AC.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''divine favor'', creator's caster level must be at least three times the amulet's bonus	'''Cost'''	'''+1 luck bonus''' 750 gp; '''+2 luck bonus''' 3,000 gp; '''+3 luck bonus''' 6,750 gp; '''+4 luck bonus''' 12,000 gp; '''+5 luck bonus''' 18,750 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Amulet of eternal strife	&amp;quot;&amp;gt;	Amulet of eternal strife	&amp;lt;/span&amp;gt;'''''	(	4,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate abjuration	;	'''CL'''	8th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This amulet shines brightly when brought within 60 feet of an outsider with the elemental subtype, shedding light as a torch. The amulet glows a different color depending on the subtype of the elemental or elementals present (white for air, yellow for earth, red for fire, and blue for water). If more than one subtype is present, the gem flickers back and forth between the appropriate colors. The wearer gains resistance 5 against a single energy type determined by the subtype of the closest elemental present (air grants electricity resistance, earth grants acid resistance, fire grants fire resistance, and water grants cold resistance). If the closest elemental possesses multiple subtypes, the wearer may choose which type of resistance she gains. This energy resistance only applies against attacks from elementals. The amulet also allows any attacks made by the wearer to bypass the damage reduction of such creatures.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''resist energy'', creator must be 8th level	'''Cost'''	2,000 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=''{{PadBottom|10}}''&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Amulet of hidden strength	&amp;quot;&amp;gt;	Amulet of hidden strength	&amp;lt;/span&amp;gt;'''''	(	9,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	faint transmutation	;	'''CL'''	5th	;	'''Weight'''	-	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This glass teardrop hangs on a platinum chain and can be used once per day to grant a surge of power. This surge can be used in one of two ways. As a swift action, the wearer of the amulet can make one melee or ranged attack at his highest attack bonus. Alternatively, if the wearer of the amulet has a ''ki'' pool, he can instead focus on the power of the amulet as a full-round action and regain two ''ki'' points. This item does not stack with '''haste'''.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, creator must have a ''ki'' pool	'''Cost'''	4,500 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Amulet of mighty fists	&amp;quot;&amp;gt;	Amulet of mighty fists	&amp;lt;/span&amp;gt;'''''	(	'''+1 bonus''' 5,000 gp; '''+2 bonus''' 20,000 gp; '''+3 bonus''' 45,000 gp; '''+4 bonus''' 80,000 gp; '''+5 bonus''' 125,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	faint evocation	;	'''CL'''	5th	;	'''Weight'''	-	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This amulet grants an enhancement bonus of +1 to +5 on attack and damage rolls with unarmed attacks and natural weapons. Alternatively, this amulet can grant melee weapon special abilities, so long as they can be applied to unarmed attacks. See Table: Melee Weapon Special Abilities for a list of abilities. Special abilities count as additional bonuses for determining the market value of the item, but do not modify attack or damage bonuses. An amulet of mighty fists cannot have a modified bonus (enhancement bonus plus special ability bonus equivalents) higher than +5. An amulet of mighty fists does not need to have a +1 enhancement bonus to grant a melee weapon special ability.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''greater magic fang'', creator's caster level must be at least three times the amulet's bonus, plus any requirements of the melee weapon special abilities	'''Cost'''	'''+1 bonus''' 2,500 gp; '''+2 bonus''' 10,000 gp; '''+3 bonus''' 22,500 gp; '''+4 bonus''' 40,000 gp; '''+5 bonus''' 62,500 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Amulet of natural armor	&amp;quot;&amp;gt;	Amulet of natural armor	&amp;lt;/span&amp;gt;'''''	(	'''+1 bonus''' 2,000 gp; '''+2 bonus''' 8,000 gp; '''+3 bonus''' 18,000 gp; '''+4 bonus''' 32,000 gp; '''+5 bonus''' 50,000 gp 	)&amp;lt;br /&amp;gt;	'''Aura'''	faint transmutation	;	'''CL'''	5th	;	'''Weight'''	-	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This amulet, usually containing some type of magically preserved monster hide or other natural armor—such as bone, horn, carapace, or beast scales—toughens the wearer's body and flesh, giving him an enhancement bonus to his natural armor from +1 to +5, depending on the kind of amulet.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''barkskin'', creator's caster leve must be at least three times the amulet's bonus	'''Cost'''	'''+1  bonus''' 1,000 gp; '''+2 bonus''' 4,000 gp; '''+3 bonus''' 9,000 gp; '''+4 bonus''' 16,000 gp; '''+5 bonus''' 25,000 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Amulet of proof against detection and location	&amp;quot;&amp;gt;	Amulet of proof against detection and location	&amp;lt;/span&amp;gt;'''''	(	35,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate abjuration	;	'''CL'''	8th	;	'''Weight'''	-	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This silver amulet protects the wearer from scrying and magical location just as a ''nondetection'' spell does. If a divination spell is attempted against the wearer, the caster of the divination must succeed on a caster level check (1d20 + caster level) against a DC of 19 (as if the wearer had cast nondetection on herself).	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''nondetection''	'''Cost'''	17,500 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Amulet of proof against petrification	&amp;quot;&amp;gt;	Amulet of proof against petrification	&amp;lt;/span&amp;gt;'''''	(	8,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate abjuration	;	'''CL'''	8th	;	'''Weight'''	-	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This finely polished wooden amulet has the image of a blindfolded medusa carved upon its surface. Whenever the wearer fails a saving throw that would result in him being turned to stone, he is instead staggered for 1d6 rounds. If a spell or effect turns him to stone without allowing a saving throw, he is instead staggered for 1 minute. These abilities do not function while the wearer is staggered.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''stone to flesh''	'''Cost'''	4,000 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Amulet of spell cunning	&amp;quot;&amp;gt;	Amulet of spell cunning	&amp;lt;/span&amp;gt;'''''	(	10,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate transmutation	;	'''CL'''	7th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This silver locket only has power when used as a wizard's bonded object. It allows a wizard to prepare an additional 3 levels of spells per day.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''mnemonic enhancer''	'''Cost'''	5,000 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Amulet of spell mastery	&amp;quot;&amp;gt;	Amulet of spell mastery	&amp;lt;/span&amp;gt;'''''	(	22,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	strong transmutation	;	'''CL'''	11th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This platinum locket only has power when used as a wizard's bonded object. It allows the wizard to prepare an additional 6 levels of spells per day.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''mnemonic enhancer''	'''Cost'''	11,000 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Amulet of the planes	&amp;quot;&amp;gt;	Amulet of the planes	&amp;lt;/span&amp;gt;'''''	(	120,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	strong conjuration	;	'''CL'''	15th	;	'''Weight'''	-	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This device usually appears to be a black circular amulet, although any character looking closely at it sees a dark, moving swirl of color. The amulet allows its wearer to utilize the spell plane shift. However, this is a difficult item to master. The user must make a DC 15 Intelligence check in order to get the amulet to take her to the plane (and the specific location on that plane) that she desires. If she fails, the amulet transports her and all those traveling with her to a random location on that plane (01–60 on d%) or to a random plane (61–100).	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''plane shift''	'''Cost'''	60,000 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Brooch of amber sparks	&amp;quot;&amp;gt;	Brooch of amber sparks	&amp;lt;/span&amp;gt;'''''	(	16,800 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	faint abjuration and evocation	;	'''CL'''	5th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This copper clasp adorned with a piece of amber is used to fasten a cloak or cape. When its wearer takes electricity damage, this brooch absorbs up to 20 points of electrical damage and holds that electrical charged until it is released by its wielder or harmlessly at the end of 10 minutes, whichever occurs first. The brooch can absorb up to 50 points of electricity damage per day. The wielder can release the charge on command, unleashing any electricity in the brooch as if casting a ''shocking grasp'' spell (dealing 1d6 points of electricity damage per 5 points of damage held).	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''resist energy'', ''shocking grasp''	'''Cost'''	8,400 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Brooch of shielding	&amp;quot;&amp;gt;	Brooch of shielding	&amp;lt;/span&amp;gt;'''''	(	1,500 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	faint abjuration	;	'''CL'''	1st	;	'''Weight'''	-	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This appears to be a piece of silver or gold jewelry used to fasten a cloak or cape. In addition to this mundane task, it can absorb ''magic missiles'' of the sort generated by the spell or spell-like ability. A brooch can absorb up to 101 points of damage from magic missiles before it melts and becomes useless.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''shield''	'''Cost'''	750 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Carcanet of detention	&amp;quot;&amp;gt;	Carcanet of detention	&amp;lt;/span&amp;gt;'''''	(	7,200 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	faint conjuration	;	'''CL'''	4th	;	'''Weight'''	-	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	Comprised of thick iron links, the ''carcanet of detention'' is commonly worn by prison guards and elite members of the city watch. Once per day, the wearer of the carcanet may command it to animate and attempt to wrap around one Medium or smaller creature within 15 feet. The target receives a DC 15 Reflex saving throw to avoid the chain. If the saving throw fails, the target is entangled and cannot move from its current location. As a full-round action, the target can attempt a new saving throw to end the effect; otherwise it persists for 10 minutes or until ended by the wearer as a swift action, at which point it returns to its carcanet form. The chain has a hardness of 10 and 15 hit points.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''animate rope''	'''Cost'''	3,600 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Crystal of healing hands	&amp;quot;&amp;gt;	Crystal of healing hands	&amp;lt;/span&amp;gt;'''''	(	12,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate conjuration	;	'''CL'''	10th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	A cloth cord marked with esoteric religious symbols typically holds this roughly cut, glittering prism in place. A person with the lay on hands class feature can direct one use of this energy into the crystal, which stores it until the wearer speaks a command word to release it. Releasing the energy targets the wearer with the stored lay on hands effect, as if touched by the person who infused the crystal with its power. The crystal can contain a single use of the lay on hands class feature. When filled with this magic, it begins to glow with a pearly white light. The wearer of the crystal can order it to release its energy as a standard action. This acts identically to receiving the effect of lay on hands directly from the person who channeled it into the crystal, including any mercies they had at the time.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''cure light wounds'', creator must be a paladin	'''Cost'''	6,000 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Dragonfoe amulet	&amp;quot;&amp;gt;	Dragonfoe amulet	&amp;lt;/span&amp;gt;'''''	(	20,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate transmutation	;	'''CL'''	9th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This amulet consists of a cracked dragon scale set in a disk of gold. Most are slightly damaged, bearing the scars of draconic breath weapons. The ''dragonfoe amulet'' is a powerful, specialized tool for those who oppose dragons, improving the protection and attacks of the wearer in a number of ways. The wearer of a ''dragonfoe amulet'' ignores the damage reduction of dragons. This only affects actual dragons, not all creatures of the dragon type. In addition, if the wearer casts a spell against a dragon, she can roll twice to overcome any spell resistance the dragon might possess, taking the higher result. Lastly, the wearer takes no damage instead of half damage on a successful Reflex save against a dragon's breath weapon (as the evasion ability).	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, Spell Penetration, ''magic weapon'', ''jump''	'''Cost'''	10,000 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Everwake amulet	&amp;quot;&amp;gt;	Everwake amulet	&amp;lt;/span&amp;gt;'''''	(	8,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	faint conjuration	;	'''CL'''	2nd	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	Cast in the image of the sun and often ornamented with an open eye, this amulet defends the wearer against the need for sleep. The wearer of this amulet does not need to sleep, but must remain at ease for the normal amount of time to regain spells and other abilities that require rest (although the wearer could perform light activity, such as reading or keeping watch). Once the wearer has used the power of this amulet for a total of seven nights, the amulet loses its power for one day and the wearer is exhausted for this duration. If the wearer removes the amulet for any reason after having used its ability, she becomes exhausted for four hours for every night of sleep skipped.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''lesser restoration''	'''Cost'''	4,000 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Feychild necklace	&amp;quot;&amp;gt;	Feychild necklace	&amp;lt;/span&amp;gt;'''''	(	6,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate divination	;	'''CL'''	8th	;	'''Weight'''	1/2 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This necklace is set with a bloodstone sculpted to look like a scintillating green eye. It gives the wearer a +4 competence bonus on Charisma checks and Charisma-based checks made to interact with gnomes, a +2 competence bonus on similar checks when dealing with beings of the fey creature type, and a –2 penalty on similar checks when interacting with anyone else. The wearer can read, speak, and understand the Gnome language. If the wearer is not a gnome, she gains low-light vision, and may cast ''dancing lights'', ''ghost sound'', ''prestidigitation'', and ''speak with animals'' each once per day as a spell-like ability. This acts similar to Circlet of Persuasion.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, creator must be a gnome	'''Cost'''	3,000 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Forge fist amulet	&amp;quot;&amp;gt;	Forge fist amulet	&amp;lt;/span&amp;gt;'''''	(	13,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	faint evocation	;	'''CL'''	6th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This fist-shaped stone amulet glows with a fiery light. On command, this amulet causes the wearer's fists to transform into red-hot flaming adamantine. The wearer is protected from the searing heat and can make savage blows with his hands. Unarmed strikes and natural attacks the wearer make with his hands gain the ''flaming'' weapon special ability and are treated as adamantine for the purpose of bypassing damage reduction (but not hardness). The wearer's hands become rigid while using this amulet and cannot be use to hold or manipulate objects (unless that manipulation could be accomplished with a club and is not damaged by fire). The transformation can be ended as a swift action.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''greater magic fang''; and ''flame blade'', or ''fireball'	'''Cost'''	6,500 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Frost fist amulet	&amp;quot;&amp;gt;	Frost fist amulet	&amp;lt;/span&amp;gt;'''''	(	10,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	faint evocation	;	'''CL'''	5th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	Shaped like a fist, this iron amulet is surrounded by a frigid fog. On command, this amulet causes the wearer's hands to become encased in a layer of freezing iron. The wearer is protected from the frigid cold and can make savage blows with his hands. Unarmed strikes and natural attacks the wearer makes with hands gain the ''frost'' weapon special ability and are treated as cold iron for the purpose of bypassing damage reduction. The wearer's hands become rigid while using this amulet and cannot be use to hold or manipulate objects (unless that manipulation could be accomplished with a club and is not damaged by cold). The transformation can be ended as a swift action.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''greater magic fang''; and ''cone of cold'' or ''ice storm''	'''Cost'''	5,000 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Golembane scarab	&amp;quot;&amp;gt;	Golembane scarab	&amp;lt;/span&amp;gt;'''''	(	2,500 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate divination	;	'''CL'''	8th	;	'''Weight'''	-	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This beetle-shaped pin enables its wearer to detect any golem within 60 feet, although he must concentrate (a standard action) in order for the detection to take place. A scarab enables its bearer to combat golems with weapons, unarmed attacks, or natural weapons as if those golems had no damage reduction.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''detect magic'', creator must be at least 10th level	'''Cost'''	1,250 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Gravewatch pendant	&amp;quot;&amp;gt;	Gravewatch pendant	&amp;lt;/span&amp;gt;'''''	(	8,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	faint abjuration	;	'''CL'''	3rd	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	Favored by the grave-wardens of sites known to be infested with the spirits of the dead, this pendant is an iron ring strung on a necklace made from polished and discolored bones, nails, and teeth. A faint blue light limns the wearer, protecting him from attack. Undead creatures are repulsed by this light and take a –2 penalty on all attack rolls against the wearer of a ''gravewatch pendant''. Incorporeal undead creatures are further repulsed and instead take a –4 penalty on all attack rolls against the wearer. Undead creatures can sense this light easily, however, and receive a +4 circumstance bonus on Perception checks to detect a creature wearing this pendant.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''protection from evil''	'''Cost'''	4,000 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Guardian gorget	&amp;quot;&amp;gt;	Guardian gorget	&amp;lt;/span&amp;gt;'''''	(	12,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	strong abjuration	;	'''CL'''	13th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This flanged collar of mithral and steel protects the wearer's neck and shoulders. It provides a +2 armor bonus to AC (this does not stack with other armor bonuses) and grants the ''light fortification'' property to the wearer. In addition, the wearer may engrave a ''glyph of warding'' directly onto the guardian gorget. When the wearer is struck in melee, she can trigger the glyph as an immediate action, causing the glyph to discharge against the creature making the attack (and other creatures within 5 feet, if a blast glyph was placed, though the wearer is not harmed by the glyph‘s effects). The glyph can be triggered even if the attack would normally leave the wearer incapable of taking actions (such as killed, stunned, dazed, or knocked unconscious).	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''glyph of warding'', ''limited wish'' or ''miracle'', ''mage armor'' or ''magic vestment''	'''Cost'''	6,000 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Hand of glory	&amp;quot;&amp;gt;	Hand of glory	&amp;lt;/span&amp;gt;'''''	(	8,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	faint varied	;	'''CL'''	5th	;	'''Weight'''	2 lbs.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This mummified human hand hangs around a character's neck by a leather cord (taking up space as a magic necklace would). If a magic ring is placed on one of the fingers of the hand, the wearer benefits from the ring as if wearing it herself, and it does not count against her two-ring limit. The hand can wear only one ring at a time. Even without a ring, the hand itself allows its wearer to use ''daylight'' and ''see invisibility'' each once per day.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''animate dead'', ''daylight'', ''see invisibility''	'''Cost'''	4,000 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Hand of stone	&amp;quot;&amp;gt;	Hand of stone	&amp;lt;/span&amp;gt;'''''	(	27,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate divination	;	'''CL'''	7th	;	'''Weight'''	2 lbs.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This mummified dwarf hand hangs on a steel chain around a character's neck, bringing the wearer more in tune with the earth beneath her feet. If the wearer spends a standard action concentrating on the hand, she gains tremorsense out to a range of 30 feet until the start of her next turn. This ability only allows her to sense creatures and objects that are in contact with earth or stone.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''clairaudience/clairvoyance''	'''Cost'''	13,500 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Hand of the mage	&amp;quot;&amp;gt;	Hand of the mage	&amp;lt;/span&amp;gt;'''''	(	900 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	faint transmutation	;	'''CL'''	2nd	;	'''Weight'''	2 lbs.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This mummified elf hand hangs by a golden chain around a character's neck (taking up space as a magic necklace would). It allows the wearer to utilize the spell ''mage hand'' at will.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''mage hand''	'''Cost'''	450 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Medallion of thoughts	&amp;quot;&amp;gt;	Medallion of thoughts	&amp;lt;/span&amp;gt;'''''	(	12,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	faint divination	;	'''CL'''	5th	;	'''Weight'''	-	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This appears to be a normal pendant disk hung from a neck chain. Usually fashioned from bronze, copper, or silver, the medallion allows the wearer to read the thoughts of others, as with the spell ''detect thoughts''.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''detect thoughts''	'''Cost'''	6,000 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Mind sentinel medallion	&amp;quot;&amp;gt;	Mind sentinel medallion	&amp;lt;/span&amp;gt;'''''	(	3,500 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	faint abjuration	;	'''CL'''	1st	;	'''Weight'''	-	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	The surface of this silver medallion is covered in angular geometric shapes that refract light randomly. The medallion grants a continuous +2 resistance bonus on saves versus mind-affecting spells, spell-like abilities, and supernatural abilities. If the wearer fails a save to avoid becoming dominated or confused, the amulet immediately grants the wearer a second saving throw to resist the effect. If this second save is successful, the medallion's power fades away entirely and it becomes a simple piece of silver jewelry.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''protection from evil''	'''Cost'''	1,750 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Mummer's ruff	&amp;quot;&amp;gt;	Mummer's ruff	&amp;lt;/span&amp;gt;'''''	(	3,500 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	faint illusion	;	'''CL'''	5th	;	'''Weight'''	-	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	Usually fashioned from brightly colored silk, a ''mummer's ruff'' is a favored accoutrement of performers and con artists alike. The wearer of a ''mummer's ruff'' gains a +10 bonus on Bluff skill checks when attempting to imitate another's voice. In addition, once per day, the wearer of the ''mummer's ruff'' can throw his voice as if using ''ventriloquism'' for up to 5 minutes.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''sculpt sound'', ''ventriloquism''	'''Cost'''	1,750 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Necklace of adaptation	&amp;quot;&amp;gt;	Necklace of adaptation	&amp;lt;/span&amp;gt;'''''	(	9,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate transmutation	;	'''CL'''	7th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This necklace is a heavy chain with a platinum medallion. The magic of the necklace wraps the wearer in a shell of fresh air, making him immune to all harmful vapors and gases (such as cloudkill and stinking cloud effects, as well as inhaled poisons) and allowing him to breathe, even underwater or in a vacuum.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''alter self''	'''Cost'''	4,500 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Necklace of fireballs	&amp;quot;&amp;gt;	Necklace of fireballs	&amp;lt;/span&amp;gt;'''''	(	See Table	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate evocation	;	'''CL'''	10th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This item appears to be a string of beads, sometimes with the ends tied together to form a necklace. (It does not count as an item worn around the neck for the purpose of determining which of a character's worn magic items is effective.) If a character holds it, however, all can see the strand as it really is—a golden chain from which hang a number of golden spheres. The spheres are detachable by the wearer (and only by the wearer), who can easily hurl one of them up to 70 feet. When a sphere arrives at the end of its trajectory, it detonates as a ''fireball'' spell (Reflex DC 14 half).&lt;br /&gt;
&lt;br /&gt;
Spheres come in different strengths, ranging from those that deal 2d6 points of fire damage to those that deal 10d6. The market price of a sphere is 150 gp for each die of damage it deals.&lt;br /&gt;
&lt;br /&gt;
{{WondrousTableMain}}&lt;br /&gt;
{{T01}}&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; | '''Necklace of Fireballs'''&lt;br /&gt;
{{T02}}&lt;br /&gt;
| Necklace||10d6||9d6||8d6||7d6||6d6||5d6||4d6||3d6||2d6||Market Price&lt;br /&gt;
|-&lt;br /&gt;
| Type I||—||—||—||—||—||1||—||2||—||1,650 gp&lt;br /&gt;
|-&lt;br /&gt;
| Type II||—||—||—||—||1||—||2||—||2||2,700 gp&lt;br /&gt;
|-&lt;br /&gt;
| Type III||—||—||—||1||—||2||—||4||—||4,350 gp&lt;br /&gt;
|-&lt;br /&gt;
| Type IV||—||—||1||—||2||—||2||—||4||5,400 gp&lt;br /&gt;
|-&lt;br /&gt;
| Type V||—||1||—||2||—||2||—||2||—||5,850 gp&lt;br /&gt;
|-&lt;br /&gt;
| Type VI||1||—||2||—||2||—||4||—||—||8,100 gp&lt;br /&gt;
|-&lt;br /&gt;
| Type VII||1||2||—||2||—||2||—||2||—||8,700 gp&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Each ''necklace of fireballs'' contains a combination of spheres of various strengths. Some traditional combinations, designated types I through VII, are detailed above.&lt;br /&gt;
&lt;br /&gt;
If the necklace is being worn or carried by a character who fails her saving throw against a magical fire attack, the item must make a saving throw as well (with a save bonus of +7). If the necklace fails to save, all its remaining spheres detonate simultaneously, often with regrettable consequences for the wearer.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''fireball''	'''Cost'''	'''Type I''' 825 gp; '''Type II''' 1,350 gp; '''Type III''' 2, 175 gp; '''Type IV''' 2,700 gp; '''Type V''' 2,925 gp; '''Type VI''' 4,050 gp; '''Type VII'''4,350 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Necklace of ki serenity	&amp;quot;&amp;gt;	Necklace of ki serenity	&amp;lt;/span&amp;gt;''''' 	(	16,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate enchantment	;	'''CL'''	9th	;	'''Weight'''	-	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This simple leather cord is tightly knotted at even intervals and gives its wearer a sense of inner calmness and connection with the larger world. The wearer gains a +4 bonus to his effective level when determining the size of his ki pool and the level-based effects of his ki pool ability (such as bypassing damage reduction).	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''calm emotions'', ''owl's wisdom''	'''Cost'''	8,000 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Necklace of netted stars	&amp;quot;&amp;gt;	Necklace of netted stars	&amp;lt;/span&amp;gt;''''' 	(	42,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	strong illusion and transmutation	;	'''CL'''	12th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This marvelous mithral necklace forms a broad, draping lacework of threadlike chains set with a multitude of tiny jewels. Seven of these jewels are larger than the rest. While wearing a ''necklace of netted stars'', the wearer can create ''dancing lights'' at will and ''wandering star motes'' once per day. In addition, each of the seven jewels of the necklace can recall a previously cast 1st-level or 0-level spell, as a ''pearl of power''. Once per day, the wearer may use the necklace to catch a spell targeted at him, as if readying an action to counterspell using dispel magic, with a bonus on the check equal to 12 + the number of jewels not yet used to recall spells that day. If all jewels have been used, this ability cannot be used that day. The level of the spell to be countered must be less than or equal to the number of unused jewels. If the counterspell succeeds, the spell is negated and the wearer can use its magical energy to recall a previously cast spell of the same level or lower as an immediate action. Whether or not the attempt succeeds, this action exhausts the power of all of the necklace's jewels for that day.Once per day, the wearer may use the necklace to catch a spell targeted at him, as if readying an action to counterspell using ''dispel magic'', with a bonus on the check equal to 12 + the number of jewels not yet used to recall spells that day. If all jewels have been used, this ability cannot be used that day. The level of the spell to be countered must be less than or equal to the number of unused jewels. If the counterspell succeeds, the spell is negated and the wearer can use its magical energy to recall a previously cast spell of the same level or lower as an immediate action. Whether or not the attempt succeeds, this action exhausts the power of all of the necklace's jewels for that day.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''dancing lights'', ''dispe magic'', ''wandering star motes'', creator must be able to cast 7th-level spells	'''Cost'''	21,000 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Periapt of health	&amp;quot;&amp;gt;	Periapt of health	&amp;lt;/span&amp;gt;''''' 	(	7,500 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	faint conjuration	;	'''CL'''	5th	;	'''Weight'''	-	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This simple periapt usually appears as a blue gemstone fastened to a silver chain designed to be worn about the neck. The wearer is immune to all disease, including supernatural diseases.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''remove disease''	'''Cost'''	3,750 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Periapt of proof against poison	&amp;quot;&amp;gt;	Periapt of proof against poison	&amp;lt;/span&amp;gt;'''''	(	27,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	faint conjuration	;	'''CL'''	5th	;	'''Weight'''	-	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This item is a brilliant-cut black gem on a delicate silver chain meant to be worn about the neck. The wearer is immune to poison, although poisons active when the periapt is first donned still run their course.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''neutralize poison''	'''Cost'''	13,500 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Periapt of protection from curses	&amp;quot;&amp;gt;	Periapt of protection from curses	&amp;lt;/span&amp;gt;'''''	(	12,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	faint abjuration	;	'''CL'''	5th	;	'''Weight'''	-	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This amethyst stone strung on a coarse iron chain protects the wearer from curses. Three times per day, whenever the wearer rolls a saving throw against a curse (such as a witch's hex, or a ''bestow curse'' spell), he may reroll the saving throw as an immediate action. The wearer must decide to use this ability before the results of the saving throw are revealed. He must take the second roll, even if it is worse.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''remove curse''	'''Cost'''	6,000 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Periapt of wound closure	&amp;quot;&amp;gt;	Periapt of wound closure	&amp;lt;/span&amp;gt;'''''	(	15,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate conjuration	;	'''CL'''	10th	;	'''Weight'''	-	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This stone is bright blue and dangles on a silver chain meant to be worn on the neck. The wearer of this periapt automatically becomes stable if his hit points drop below 0 (but not if the damage is enough to kill the wearer). The periapt doubles the wearer's normal rate of healing or allows normal healing of wounds that would not do so normally. Hit point damage caused by bleeding is negated for the wearer of the periapt, but he is still susceptible to damage from bleeding that causes ability damage or drain.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''heal''	'''Cost'''	7,500 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Righteous fist amulet	&amp;quot;&amp;gt;	Righteous fist amulet	&amp;lt;/span&amp;gt;'''''	(	4,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	faint transmutation	;	'''CL'''	4th	;	'''Weight'''	1/2 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This golden amulet is used by religious sects as a way to help the faithful capture fugitives or defend themselves without doing undue harm to potential converts. While the wearer is using her divine powers of retribution (such as a cleric's smite, an inquisitor's smiting judgment, or a paladin's smite), the amulet grants her the ability to make unarmed strikes in melee combat as if she had the Improved Unarmed Strike feat.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, Improved Unarmed Strike, ''stone fist''	'''Cost'''	2,000 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Scarab of protection	&amp;quot;&amp;gt;	Scarab of protection	&amp;lt;/span&amp;gt;'''''	(	38,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	strong abjuration and necromancy	;	'''CL'''	18th	;	'''Weight'''	-	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This device appears to be a jade medallion in the shape of a beetle. If it is held for 1 round, an inscription appears on its surface letting the holder know that it is a protective device. The scarab's possessor gains spell resistance 20. The scarab can also absorb energy-draining attacks, death effects, and negative energy effects. Upon absorbing 12 such attacks, the scarab turns to powder and is destroyed.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''deathward'', ''spell resistance''	'''Cost'''	19,000 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Swarmblade clasp	&amp;quot;&amp;gt;	Swarmblade clasp	&amp;lt;/span&amp;gt;'''''	(	3,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate abjuration	;	'''CL'''	8th	;	'''Weight'''	1/2 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	An ancient fossilized insect lies trapped within this ornate amber clasp, impaled by the long golden pin that fastens the wearer's cloak. The wearer's weapons, unarmed attacks, and natural attacks deal full damage to swarms, regardless of the swarm's immunity to weapon damage (if any, although damage reduction applies as normal). If the wearer is damaged by a swarm, she automatically succeeds on her saving throw against the swarm's distraction ability.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''repel vermin''	'''Cost'''	1,500 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Symbol of sanguine protection	&amp;quot;&amp;gt;	Symbol of sanguine protection	&amp;lt;/span&amp;gt;'''''	(	17,500 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	faint transmutation	;	'''CL'''	6th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This silver holy symbol rests just over the wearer's heart, imbuing his blood with divine power. After wearing the amulet for 24 hours, the wearer can shed his own blood as a standard action, dealing 1d6 points of damage to himself, to collect an amount of divinely empowered blood that functions as a flask of holy water. The wearer can collect his blood this way once per day, but the individual vials lose their potency after just 1 week. Undead creatures and evil outsiders that successfully use a blood drain attack on the wearer take 4d6 points of positive energy damage and are sickened for 1d4 rounds unless they make a DC 16 Will save. Any benefit the creature might gain from drinking the wearer's blood is negated due to the power of this symbol.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''bless water''	'''Cost'''	8,750 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Torc of lionheart fury	&amp;quot;&amp;gt;	Torc of lionheart fury	&amp;lt;/span&amp;gt;'''''	(	8,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	faint abjuration	;	'''CL'''	3rd	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	Each end of this heavy copper neckwear bears the image of a snarling lion. The wearer gains a +2 morale bonus on saving throws against fear. If the wearer is a barbarian of at least 12th level, she gains fearless rage as a bonus rage power. If she already has this power, she also becomes immune to the panicked condition while raging, and any panic-causing attack against her while she rages instead causes her to regain 1 round of rage.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''remove fear''	'''Cost'''	4,000 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
[[Category:Admin]][[Category:Magic_Items]]&lt;/div&gt;</summary>
		<author><name>Typhoon</name></author>
	</entry>
	<entry>
		<id>http://www.tenebraemush.net/index.php?title=Neck&amp;diff=18008</id>
		<title>Neck</title>
		<link rel="alternate" type="text/html" href="http://www.tenebraemush.net/index.php?title=Neck&amp;diff=18008"/>
		<updated>2015-03-22T00:14:32Z</updated>

		<summary type="html">&lt;p&gt;Typhoon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WondrousTableMain}}&lt;br /&gt;
{{T01}}&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; | &amp;lt;span id=&amp;quot;neck_table&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;'''Neck'''&lt;br /&gt;
{{T02}}&lt;br /&gt;
| '''Neck'''&lt;br /&gt;
| '''Market Price'''&lt;br /&gt;
|-&lt;br /&gt;
| [[Neck#Hand of the mage|Hand of the mage]]||900 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Neck#Aegis of recovery|Aegis of recovery]]||1,500 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Neck#Amulet of bullet protection|Amulet of bullet protection +1]]||1,500 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Neck#Brooch of shielding|Brooch of shielding]]||1,500 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Neck#Necklace of fireballs|Necklace of fireballs (type I)]]||1,650 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Neck#Amulet of natural armor|Amulet of natural armor +1]]||2,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Neck#Golembane scarab|Golembane scarab]]||2,500 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Neck#Necklace of fireballs|Necklace of fireballs (type II)]]||2,700 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Neck#Mind sentinel medallion|Mind sentinel medallion]]||3,500 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Neck#Mummer's ruff|Mummer's ruff]]||3,500 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Neck#Amulet of eternal strife|Amulet of elemental strife]]||4,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Neck#Righteous fist amulet|Righteous fist amulet]]||4,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Neck#Necklace of fireballs|Necklace of fireballs (type III)]]||4,350 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Neck#Amulet of mighty fists|Amulet of mighty fists +1]]||5,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Neck#Necklace of fireballs|Necklace of fireballs (type IV)]]||5,400 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Neck#Necklace of fireballs|Necklace of fireballs (type V)]]||5,850 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Neck#Amulet of bullet protection|Amulet of bullet protection +2]]||6,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Neck#Dragonfoe amulet|Feychild necklace]]||20,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Neck#Carcanet of detention|Carcanet of detention]]||7,200 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Neck#Periapt of health|Periapt of health]]||7,500 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Neck#Amulet of natural armor|Amulet of natural armor +2]]||8,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Neck#Amulet of proof against petrification|Amulet of proof against petrification]]||8,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Neck#Everwake amulet|Everwake amulet]]||8,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Neck#Gravewatch pendant|Gravewatch pendant]]||8,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Neck#Hand of glory|Hand of glory]]||8,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Neck#Torc of lionheart fury|Torc of the lionheart fury]]||8,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Neck#Necklace of fireballs|Necklace of fireballs (type VI)]]||8,100 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Neck#Necklace of fireballs|Necklace of fireballs (type VII)]]||8,700 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Neck#Amulet of hidden strength|Amulet of hidden strength]]||9,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Neck#Necklace of adaptation|Necklace of adaptation]]||9,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Neck#Amulet of spell cunning|Amulet of spell cunning]]||10,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Neck#Frost fist amulet|Frost fist amulet]]||10,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Neck#Crystal of healing hands|Crystal of healing hands]]||12,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Neck#Guardian gorget|Guardian gorget]]||12,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Neck#Medallion of thoughts|Medallion of thoughts]]||12,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Neck#Periapt of protection from curses|Periapt of protection from curses]]||12,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Neck#Forge fist amulet|Forge fist amulet]]||13,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Neck#Amulet of bullet protection|Amulet of bullet protection +3]]||13,500 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Neck#Periapt of wound closure|Periapt of wound closure]]||15,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Neck#Necklace of ki serenity|Necklace of ki serenity]]||16,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Neck#Brooch of amber sparks|Brooch of amber sparks]]||16,800 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Neck#Symbol of sanguine protection|Symbol of sanguine protection]]||17,500 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Neck#Amulet of natural armor|Amulet of natural armor +3]]||18,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Neck#Ampoule of false blood|Ampoule of false blood]]||20,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Neck#Amulet of mighty fists|Amulet of mighty fists +2]]||20,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Neck#Dragonfoe amulet|Dragonfoe amulet]]||20,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Neck#Amulet of spell mastery|Amulet of spell mastery]]||22,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Neck#Amulet of bullet protection|Amulet of bullet protection +4]]||24,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Neck#Hand of stone|Hand of stone]]||27,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Neck#Periapt of proof against poison|Periapt of proof against poison]]||27,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Neck#Amulet of natural armor|Amulet of natural armor +4]]||32,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Neck#Amulet of proof against detection and location|Amulet of proof against detection and location]]||35,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Neck#Amulet of bullet protection|Amulet of bullet protection +5]]||37,500 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Neck#Scarab of protection|Scarab of protection]]||38,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Neck#Necklace of netted stars|Necklace of netted stars]]||42,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Neck#Amulet of mighty fists|Amulet of mighty fists +3]]||45,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Neck#Amulet of natural armor|Amulet of natural armor +5]]||50,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Neck#Amulet of mighty fists|Amulet of mighty fists +4]]||80,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Neck#Amulet of the planes|Amulet of the planes]]||120,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Neck#Amulet of mighty fists|Amulet of mighty fists +5]]||125,000 gp&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;span id=&amp;quot;neck_desc&amp;quot;&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Aegis of recovery	&amp;quot;&amp;gt;	Aegis of recovery	&amp;lt;/span&amp;gt;''''' 	(	1,500 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	faint abjuration and conjuration	;	'''CL'''	3rd	;	'''Weight'''	-	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	An ''aegis of recovery'' grants its wearer a +2 resistance bonus on all saving throws made to recover from a continuing effect, such as ongoing poison damage, daily saving throws against a disease, a ''hold person'' spell, or lingering damage from an attack. This bonus does not help against initial saving throws against such effects. Should the wearer ever drop below 0 hit points, the aegis heals the wearer for 2d8+3 points of damage and then crumbles to dust.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''barkskin'', ''cure moderate wounds''	'''Cost'''	750 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Ampoule of false blood	&amp;quot;&amp;gt;	Ampoule of false blood	&amp;lt;/span&amp;gt;''''' 	(	20,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	strong transmutation	;	'''CL'''	15th	;	'''Weight'''	-	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This necklace consists of a fine gold chain from which hangs a small sealed crystal vial containing preserved liquid blood. Each ampoule is attuned to a specific sorcerer bloodline. If a sorcerer (or other creature with sorcerer bloodline powers, such as from the Eldritch Heritage feat) wears the ampoule for at least one day, she loses her existing bloodline powers and gains the bloodline powers of the ampoule's bloodline, using her sorcerer level to determine the powers gained. The ampoule has no effect on the sorcerer's bonus spells, bloodline arcana, or bonus feats from her original bloodline (which remain unchanged). The sorcerer can only use these bloodline powers as long as she wears the necklace. Removing the necklace leaves the sorcerer unable to access any bloodline power, either her own or those of the ampoule, until one hour has passed. As a full round action that provokes an attack of opportunity, the wearer can break open the ampoule and drink the blood within. This destroys the item, and gives her the sickened condition for 1d4 hours. If the drinker is a sorcerer, her bloodline permanently changes to match that of the ampoule. In this case, the sorcerer's bonus spells, bloodline arcana, and bloodline powers all permanently change to match those of the ampoule's bloodline. Bonus feats previously selected due to the sorcerer's bloodline are unaffected, but new feats must be selected from the new bloodline's bonus feat list.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''limited wish'', ''polymorph'', creator must be a sorcerer of the appropriate bloodline	'''Cost'''	10,000 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Amulet of bullet protection	&amp;quot;&amp;gt;	Amulet of bullet protection	&amp;lt;/span&amp;gt;'''''	(	'''+1 luck bonus''' 1,500 gp; '''+2 luck bonus''' 6,000 gp; '''+3 luck bonus''' 13,500 gp; '''+4 luck bonus''' 24,000 gp; '''+5 luck bonus''' 37,500 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	faint abjuration	;	'''CL'''	5th	;	'''Weight'''	;-	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This amulet, usually crafted from the splintered remains of spent firearm bullets shaped into a rough holy symbol or clover, grants the wearer a luck bonus to AC against firearm attacks that target touch AC.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''divine favor'', creator's caster level must be at least three times the amulet's bonus	'''Cost'''	'''+1 luck bonus''' 750 gp; '''+2 luck bonus''' 3,000 gp; '''+3 luck bonus''' 6,750 gp; '''+4 luck bonus''' 12,000 gp; '''+5 luck bonus''' 18,750 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Amulet of eternal strife	&amp;quot;&amp;gt;	Amulet of eternal strife	&amp;lt;/span&amp;gt;'''''	(	4,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate abjuration	;	'''CL'''	8th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This amulet shines brightly when brought within 60 feet of an outsider with the elemental subtype, shedding light as a torch. The amulet glows a different color depending on the subtype of the elemental or elementals present (white for air, yellow for earth, red for fire, and blue for water). If more than one subtype is present, the gem flickers back and forth between the appropriate colors. The wearer gains resistance 5 against a single energy type determined by the subtype of the closest elemental present (air grants electricity resistance, earth grants acid resistance, fire grants fire resistance, and water grants cold resistance). If the closest elemental possesses multiple subtypes, the wearer may choose which type of resistance she gains. This energy resistance only applies against attacks from elementals. The amulet also allows any attacks made by the wearer to bypass the damage reduction of such creatures.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''resist energy'', creator must be 8th level	'''Cost'''	2,000 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=''{{PadBottom|10}}''&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Amulet of hidden strength	&amp;quot;&amp;gt;	Amulet of hidden strength	&amp;lt;/span&amp;gt;'''''	(	9,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	faint transmutation	;	'''CL'''	5th	;	'''Weight'''	-	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This glass teardrop hangs on a platinum chain and can be used once per day to grant a surge of power. This surge can be used in one of two ways. As a swift action, the wearer of the amulet can make one melee or ranged attack at his highest attack bonus. Alternatively, if the wearer of the amulet has a ''ki'' pool, he can instead focus on the power of the amulet as a full-round action and regain two ''ki'' points. This item does not stack with '''haste'''.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, creator must have a ''ki'' pool	'''Cost'''	4,500 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Amulet of mighty fists	&amp;quot;&amp;gt;	Amulet of mighty fists	&amp;lt;/span&amp;gt;'''''	(	'''+1 bonus''' 5,000 gp; '''+2 bonus''' 20,000 gp; '''+3 bonus''' 45,000 gp; '''+4 bonus''' 80,000 gp; '''+5 bonus''' 125,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	faint evocation	;	'''CL'''	5th	;	'''Weight'''	-	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This amulet grants an enhancement bonus of +1 to +5 on attack and damage rolls with unarmed attacks and natural weapons. Alternatively, this amulet can grant melee weapon special abilities, so long as they can be applied to unarmed attacks. See Table: Melee Weapon Special Abilities for a list of abilities. Special abilities count as additional bonuses for determining the market value of the item, but do not modify attack or damage bonuses. An amulet of mighty fists cannot have a modified bonus (enhancement bonus plus special ability bonus equivalents) higher than +5. An amulet of mighty fists does not need to have a +1 enhancement bonus to grant a melee weapon special ability.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''greater magic fang'', creator's caster level must be at least three times the amulet's bonus, plus any requirements of the melee weapon special abilities	'''Cost'''	'''+1 bonus''' 2,500 gp; '''+2 bonus''' 10,000 gp; '''+3 bonus''' 22,500 gp; '''+4 bonus''' 40,000 gp; '''+5 bonus''' 62,500 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Amulet of natural armor	&amp;quot;&amp;gt;	Amulet of natural armor	&amp;lt;/span&amp;gt;'''''	(	'''+1 bonus''' 2,000 gp' 	)&amp;lt;br /&amp;gt;	'''Aura'''	faint transmutation	;	'''CL'''	5th	;	'''Weight'''	-	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This amulet, usually containing some type of magically preserved monster hide or other natural armor—such as bone, horn, carapace, or beast scales—toughens the wearer's body and flesh, giving him an enhancement bonus to his natural armor from +1 to +5, depending on the kind of amulet.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''barkskin'', creator's caster leve must be at least three times the amulet's bonus	'''Cost'''	'''+1  bonus''' 1,000 gp; '''+2 bonus''' 4,000 gp; '''+3 bonus''' 9,000 gp; '''+4 bonus''' 16,000 gp; '''+5 bonus''' 25,000 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Amulet of proof against detection and location	&amp;quot;&amp;gt;	Amulet of proof against detection and location	&amp;lt;/span&amp;gt;'''''	(	35,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate abjuration	;	'''CL'''	8th	;	'''Weight'''	-	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This silver amulet protects the wearer from scrying and magical location just as a ''nondetection'' spell does. If a divination spell is attempted against the wearer, the caster of the divination must succeed on a caster level check (1d20 + caster level) against a DC of 19 (as if the wearer had cast nondetection on herself).	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''nondetection''	'''Cost'''	17,500 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Amulet of proof against petrification	&amp;quot;&amp;gt;	Amulet of proof against petrification	&amp;lt;/span&amp;gt;'''''	(	8,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate abjuration	;	'''CL'''	8th	;	'''Weight'''	-	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This finely polished wooden amulet has the image of a blindfolded medusa carved upon its surface. Whenever the wearer fails a saving throw that would result in him being turned to stone, he is instead staggered for 1d6 rounds. If a spell or effect turns him to stone without allowing a saving throw, he is instead staggered for 1 minute. These abilities do not function while the wearer is staggered.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''stone to flesh''	'''Cost'''	4,000 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Amulet of spell cunning	&amp;quot;&amp;gt;	Amulet of spell cunning	&amp;lt;/span&amp;gt;'''''	(	10,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate transmutation	;	'''CL'''	7th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This silver locket only has power when used as a wizard's bonded object. It allows a wizard to prepare an additional 3 levels of spells per day.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''mnemonic enhancer''	'''Cost'''	5,000 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Amulet of spell mastery	&amp;quot;&amp;gt;	Amulet of spell mastery	&amp;lt;/span&amp;gt;'''''	(	22,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	strong transmutation	;	'''CL'''	11th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This platinum locket only has power when used as a wizard's bonded object. It allows the wizard to prepare an additional 6 levels of spells per day.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''mnemonic enhancer''	'''Cost'''	11,000 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Amulet of the planes	&amp;quot;&amp;gt;	Amulet of the planes	&amp;lt;/span&amp;gt;'''''	(	120,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	strong conjuration	;	'''CL'''	15th	;	'''Weight'''	-	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This device usually appears to be a black circular amulet, although any character looking closely at it sees a dark, moving swirl of color. The amulet allows its wearer to utilize the spell plane shift. However, this is a difficult item to master. The user must make a DC 15 Intelligence check in order to get the amulet to take her to the plane (and the specific location on that plane) that she desires. If she fails, the amulet transports her and all those traveling with her to a random location on that plane (01–60 on d%) or to a random plane (61–100).	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''plane shift''	'''Cost'''	60,000 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Brooch of amber sparks	&amp;quot;&amp;gt;	Brooch of amber sparks	&amp;lt;/span&amp;gt;'''''	(	16,800 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	faint abjuration and evocation	;	'''CL'''	5th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This copper clasp adorned with a piece of amber is used to fasten a cloak or cape. When its wearer takes electricity damage, this brooch absorbs up to 20 points of electrical damage and holds that electrical charged until it is released by its wielder or harmlessly at the end of 10 minutes, whichever occurs first. The brooch can absorb up to 50 points of electricity damage per day. The wielder can release the charge on command, unleashing any electricity in the brooch as if casting a ''shocking grasp'' spell (dealing 1d6 points of electricity damage per 5 points of damage held).	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''resist energy'', ''shocking grasp''	'''Cost'''	8,400 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Brooch of shielding	&amp;quot;&amp;gt;	Brooch of shielding	&amp;lt;/span&amp;gt;'''''	(	1,500 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	faint abjuration	;	'''CL'''	1st	;	'''Weight'''	-	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This appears to be a piece of silver or gold jewelry used to fasten a cloak or cape. In addition to this mundane task, it can absorb ''magic missiles'' of the sort generated by the spell or spell-like ability. A brooch can absorb up to 101 points of damage from magic missiles before it melts and becomes useless.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''shield''	'''Cost'''	750 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Carcanet of detention	&amp;quot;&amp;gt;	Carcanet of detention	&amp;lt;/span&amp;gt;'''''	(	7,200 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	faint conjuration	;	'''CL'''	4th	;	'''Weight'''	-	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	Comprised of thick iron links, the ''carcanet of detention'' is commonly worn by prison guards and elite members of the city watch. Once per day, the wearer of the carcanet may command it to animate and attempt to wrap around one Medium or smaller creature within 15 feet. The target receives a DC 15 Reflex saving throw to avoid the chain. If the saving throw fails, the target is entangled and cannot move from its current location. As a full-round action, the target can attempt a new saving throw to end the effect; otherwise it persists for 10 minutes or until ended by the wearer as a swift action, at which point it returns to its carcanet form. The chain has a hardness of 10 and 15 hit points.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''animate rope''	'''Cost'''	3,600 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Crystal of healing hands	&amp;quot;&amp;gt;	Crystal of healing hands	&amp;lt;/span&amp;gt;'''''	(	12,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate conjuration	;	'''CL'''	10th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	A cloth cord marked with esoteric religious symbols typically holds this roughly cut, glittering prism in place. A person with the lay on hands class feature can direct one use of this energy into the crystal, which stores it until the wearer speaks a command word to release it. Releasing the energy targets the wearer with the stored lay on hands effect, as if touched by the person who infused the crystal with its power. The crystal can contain a single use of the lay on hands class feature. When filled with this magic, it begins to glow with a pearly white light. The wearer of the crystal can order it to release its energy as a standard action. This acts identically to receiving the effect of lay on hands directly from the person who channeled it into the crystal, including any mercies they had at the time.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''cure light wounds'', creator must be a paladin	'''Cost'''	6,000 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Dragonfoe amulet	&amp;quot;&amp;gt;	Dragonfoe amulet	&amp;lt;/span&amp;gt;'''''	(	20,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate transmutation	;	'''CL'''	9th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This amulet consists of a cracked dragon scale set in a disk of gold. Most are slightly damaged, bearing the scars of draconic breath weapons. The ''dragonfoe amulet'' is a powerful, specialized tool for those who oppose dragons, improving the protection and attacks of the wearer in a number of ways. The wearer of a ''dragonfoe amulet'' ignores the damage reduction of dragons. This only affects actual dragons, not all creatures of the dragon type. In addition, if the wearer casts a spell against a dragon, she can roll twice to overcome any spell resistance the dragon might possess, taking the higher result. Lastly, the wearer takes no damage instead of half damage on a successful Reflex save against a dragon's breath weapon (as the evasion ability).	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, Spell Penetration, ''magic weapon'', ''jump''	'''Cost'''	10,000 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Everwake amulet	&amp;quot;&amp;gt;	Everwake amulet	&amp;lt;/span&amp;gt;'''''	(	8,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	faint conjuration	;	'''CL'''	2nd	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	Cast in the image of the sun and often ornamented with an open eye, this amulet defends the wearer against the need for sleep. The wearer of this amulet does not need to sleep, but must remain at ease for the normal amount of time to regain spells and other abilities that require rest (although the wearer could perform light activity, such as reading or keeping watch). Once the wearer has used the power of this amulet for a total of seven nights, the amulet loses its power for one day and the wearer is exhausted for this duration. If the wearer removes the amulet for any reason after having used its ability, she becomes exhausted for four hours for every night of sleep skipped.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''lesser restoration''	'''Cost'''	4,000 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Feychild necklace	&amp;quot;&amp;gt;	Feychild necklace	&amp;lt;/span&amp;gt;'''''	(	6,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate divination	;	'''CL'''	8th	;	'''Weight'''	1/2 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This necklace is set with a bloodstone sculpted to look like a scintillating green eye. It gives the wearer a +4 competence bonus on Charisma checks and Charisma-based checks made to interact with gnomes, a +2 competence bonus on similar checks when dealing with beings of the fey creature type, and a –2 penalty on similar checks when interacting with anyone else. The wearer can read, speak, and understand the Gnome language. If the wearer is not a gnome, she gains low-light vision, and may cast ''dancing lights'', ''ghost sound'', ''prestidigitation'', and ''speak with animals'' each once per day as a spell-like ability. This acts similar to Circlet of Persuasion.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, creator must be a gnome	'''Cost'''	3,000 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Forge fist amulet	&amp;quot;&amp;gt;	Forge fist amulet	&amp;lt;/span&amp;gt;'''''	(	13,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	faint evocation	;	'''CL'''	6th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This fist-shaped stone amulet glows with a fiery light. On command, this amulet causes the wearer's fists to transform into red-hot flaming adamantine. The wearer is protected from the searing heat and can make savage blows with his hands. Unarmed strikes and natural attacks the wearer make with his hands gain the ''flaming'' weapon special ability and are treated as adamantine for the purpose of bypassing damage reduction (but not hardness). The wearer's hands become rigid while using this amulet and cannot be use to hold or manipulate objects (unless that manipulation could be accomplished with a club and is not damaged by fire). The transformation can be ended as a swift action.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''greater magic fang''; and ''flame blade'', or ''fireball'	'''Cost'''	6,500 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Frost fist amulet	&amp;quot;&amp;gt;	Frost fist amulet	&amp;lt;/span&amp;gt;'''''	(	10,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	faint evocation	;	'''CL'''	5th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	Shaped like a fist, this iron amulet is surrounded by a frigid fog. On command, this amulet causes the wearer's hands to become encased in a layer of freezing iron. The wearer is protected from the frigid cold and can make savage blows with his hands. Unarmed strikes and natural attacks the wearer makes with hands gain the ''frost'' weapon special ability and are treated as cold iron for the purpose of bypassing damage reduction. The wearer's hands become rigid while using this amulet and cannot be use to hold or manipulate objects (unless that manipulation could be accomplished with a club and is not damaged by cold). The transformation can be ended as a swift action.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''greater magic fang''; and ''cone of cold'' or ''ice storm''	'''Cost'''	5,000 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Golembane scarab	&amp;quot;&amp;gt;	Golembane scarab	&amp;lt;/span&amp;gt;'''''	(	2,500 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate divination	;	'''CL'''	8th	;	'''Weight'''	-	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This beetle-shaped pin enables its wearer to detect any golem within 60 feet, although he must concentrate (a standard action) in order for the detection to take place. A scarab enables its bearer to combat golems with weapons, unarmed attacks, or natural weapons as if those golems had no damage reduction.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''detect magic'', creator must be at least 10th level	'''Cost'''	1,250 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Gravewatch pendant	&amp;quot;&amp;gt;	Gravewatch pendant	&amp;lt;/span&amp;gt;'''''	(	8,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	faint abjuration	;	'''CL'''	3rd	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	Favored by the grave-wardens of sites known to be infested with the spirits of the dead, this pendant is an iron ring strung on a necklace made from polished and discolored bones, nails, and teeth. A faint blue light limns the wearer, protecting him from attack. Undead creatures are repulsed by this light and take a –2 penalty on all attack rolls against the wearer of a ''gravewatch pendant''. Incorporeal undead creatures are further repulsed and instead take a –4 penalty on all attack rolls against the wearer. Undead creatures can sense this light easily, however, and receive a +4 circumstance bonus on Perception checks to detect a creature wearing this pendant.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''protection from evil''	'''Cost'''	4,000 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Guardian gorget	&amp;quot;&amp;gt;	Guardian gorget	&amp;lt;/span&amp;gt;'''''	(	12,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	strong abjuration	;	'''CL'''	13th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This flanged collar of mithral and steel protects the wearer's neck and shoulders. It provides a +2 armor bonus to AC (this does not stack with other armor bonuses) and grants the ''light fortification'' property to the wearer. In addition, the wearer may engrave a ''glyph of warding'' directly onto the guardian gorget. When the wearer is struck in melee, she can trigger the glyph as an immediate action, causing the glyph to discharge against the creature making the attack (and other creatures within 5 feet, if a blast glyph was placed, though the wearer is not harmed by the glyph‘s effects). The glyph can be triggered even if the attack would normally leave the wearer incapable of taking actions (such as killed, stunned, dazed, or knocked unconscious).	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''glyph of warding'', ''limited wish'' or ''miracle'', ''mage armor'' or ''magic vestment''	'''Cost'''	6,000 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Hand of glory	&amp;quot;&amp;gt;	Hand of glory	&amp;lt;/span&amp;gt;'''''	(	8,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	faint varied	;	'''CL'''	5th	;	'''Weight'''	2 lbs.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This mummified human hand hangs around a character's neck by a leather cord (taking up space as a magic necklace would). If a magic ring is placed on one of the fingers of the hand, the wearer benefits from the ring as if wearing it herself, and it does not count against her two-ring limit. The hand can wear only one ring at a time. Even without a ring, the hand itself allows its wearer to use ''daylight'' and ''see invisibility'' each once per day.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''animate dead'', ''daylight'', ''see invisibility''	'''Cost'''	4,000 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Hand of stone	&amp;quot;&amp;gt;	Hand of stone	&amp;lt;/span&amp;gt;'''''	(	27,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate divination	;	'''CL'''	7th	;	'''Weight'''	2 lbs.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This mummified dwarf hand hangs on a steel chain around a character's neck, bringing the wearer more in tune with the earth beneath her feet. If the wearer spends a standard action concentrating on the hand, she gains tremorsense out to a range of 30 feet until the start of her next turn. This ability only allows her to sense creatures and objects that are in contact with earth or stone.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''clairaudience/clairvoyance''	'''Cost'''	13,500 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Hand of the mage	&amp;quot;&amp;gt;	Hand of the mage	&amp;lt;/span&amp;gt;'''''	(	900 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	faint transmutation	;	'''CL'''	2nd	;	'''Weight'''	2 lbs.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This mummified elf hand hangs by a golden chain around a character's neck (taking up space as a magic necklace would). It allows the wearer to utilize the spell ''mage hand'' at will.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''mage hand''	'''Cost'''	450 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Medallion of thoughts	&amp;quot;&amp;gt;	Medallion of thoughts	&amp;lt;/span&amp;gt;'''''	(	12,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	faint divination	;	'''CL'''	5th	;	'''Weight'''	-	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This appears to be a normal pendant disk hung from a neck chain. Usually fashioned from bronze, copper, or silver, the medallion allows the wearer to read the thoughts of others, as with the spell ''detect thoughts''.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''detect thoughts''	'''Cost'''	6,000 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Mind sentinel medallion	&amp;quot;&amp;gt;	Mind sentinel medallion	&amp;lt;/span&amp;gt;'''''	(	3,500 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	faint abjuration	;	'''CL'''	1st	;	'''Weight'''	-	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	The surface of this silver medallion is covered in angular geometric shapes that refract light randomly. The medallion grants a continuous +2 resistance bonus on saves versus mind-affecting spells, spell-like abilities, and supernatural abilities. If the wearer fails a save to avoid becoming dominated or confused, the amulet immediately grants the wearer a second saving throw to resist the effect. If this second save is successful, the medallion's power fades away entirely and it becomes a simple piece of silver jewelry.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''protection from evil''	'''Cost'''	1,750 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Mummer's ruff	&amp;quot;&amp;gt;	Mummer's ruff	&amp;lt;/span&amp;gt;'''''	(	3,500 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	faint illusion	;	'''CL'''	5th	;	'''Weight'''	-	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	Usually fashioned from brightly colored silk, a ''mummer's ruff'' is a favored accoutrement of performers and con artists alike. The wearer of a ''mummer's ruff'' gains a +10 bonus on Bluff skill checks when attempting to imitate another's voice. In addition, once per day, the wearer of the ''mummer's ruff'' can throw his voice as if using ''ventriloquism'' for up to 5 minutes.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''sculpt sound'', ''ventriloquism''	'''Cost'''	1,750 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Necklace of adaptation	&amp;quot;&amp;gt;	Necklace of adaptation	&amp;lt;/span&amp;gt;'''''	(	9,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate transmutation	;	'''CL'''	7th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This necklace is a heavy chain with a platinum medallion. The magic of the necklace wraps the wearer in a shell of fresh air, making him immune to all harmful vapors and gases (such as cloudkill and stinking cloud effects, as well as inhaled poisons) and allowing him to breathe, even underwater or in a vacuum.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''alter self''	'''Cost'''	4,500 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Necklace of fireballs	&amp;quot;&amp;gt;	Necklace of fireballs	&amp;lt;/span&amp;gt;'''''	(	See Table	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate evocation	;	'''CL'''	10th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This item appears to be a string of beads, sometimes with the ends tied together to form a necklace. (It does not count as an item worn around the neck for the purpose of determining which of a character's worn magic items is effective.) If a character holds it, however, all can see the strand as it really is—a golden chain from which hang a number of golden spheres. The spheres are detachable by the wearer (and only by the wearer), who can easily hurl one of them up to 70 feet. When a sphere arrives at the end of its trajectory, it detonates as a ''fireball'' spell (Reflex DC 14 half).&lt;br /&gt;
&lt;br /&gt;
Spheres come in different strengths, ranging from those that deal 2d6 points of fire damage to those that deal 10d6. The market price of a sphere is 150 gp for each die of damage it deals.&lt;br /&gt;
&lt;br /&gt;
{{WondrousTableMain}}&lt;br /&gt;
{{T01}}&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; | '''Necklace of Fireballs'''&lt;br /&gt;
{{T02}}&lt;br /&gt;
| Necklace||10d6||9d6||8d6||7d6||6d6||5d6||4d6||3d6||2d6||Market Price&lt;br /&gt;
|-&lt;br /&gt;
| Type I||—||—||—||—||—||1||—||2||—||1,650 gp&lt;br /&gt;
|-&lt;br /&gt;
| Type II||—||—||—||—||1||—||2||—||2||2,700 gp&lt;br /&gt;
|-&lt;br /&gt;
| Type III||—||—||—||1||—||2||—||4||—||4,350 gp&lt;br /&gt;
|-&lt;br /&gt;
| Type IV||—||—||1||—||2||—||2||—||4||5,400 gp&lt;br /&gt;
|-&lt;br /&gt;
| Type V||—||1||—||2||—||2||—||2||—||5,850 gp&lt;br /&gt;
|-&lt;br /&gt;
| Type VI||1||—||2||—||2||—||4||—||—||8,100 gp&lt;br /&gt;
|-&lt;br /&gt;
| Type VII||1||2||—||2||—||2||—||2||—||8,700 gp&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Each ''necklace of fireballs'' contains a combination of spheres of various strengths. Some traditional combinations, designated types I through VII, are detailed above.&lt;br /&gt;
&lt;br /&gt;
If the necklace is being worn or carried by a character who fails her saving throw against a magical fire attack, the item must make a saving throw as well (with a save bonus of +7). If the necklace fails to save, all its remaining spheres detonate simultaneously, often with regrettable consequences for the wearer.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''fireball''	'''Cost'''	'''Type I''' 825 gp; '''Type II''' 1,350 gp; '''Type III''' 2, 175 gp; '''Type IV''' 2,700 gp; '''Type V''' 2,925 gp; '''Type VI''' 4,050 gp; '''Type VII'''4,350 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Necklace of ki serenity	&amp;quot;&amp;gt;	Necklace of ki serenity	&amp;lt;/span&amp;gt;''''' 	(	16,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate enchantment	;	'''CL'''	9th	;	'''Weight'''	-	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This simple leather cord is tightly knotted at even intervals and gives its wearer a sense of inner calmness and connection with the larger world. The wearer gains a +4 bonus to his effective level when determining the size of his ki pool and the level-based effects of his ki pool ability (such as bypassing damage reduction).	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''calm emotions'', ''owl's wisdom''	'''Cost'''	8,000 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Necklace of netted stars	&amp;quot;&amp;gt;	Necklace of netted stars	&amp;lt;/span&amp;gt;''''' 	(	42,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	strong illusion and transmutation	;	'''CL'''	12th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This marvelous mithral necklace forms a broad, draping lacework of threadlike chains set with a multitude of tiny jewels. Seven of these jewels are larger than the rest. While wearing a ''necklace of netted stars'', the wearer can create ''dancing lights'' at will and ''wandering star motes'' once per day. In addition, each of the seven jewels of the necklace can recall a previously cast 1st-level or 0-level spell, as a ''pearl of power''. Once per day, the wearer may use the necklace to catch a spell targeted at him, as if readying an action to counterspell using dispel magic, with a bonus on the check equal to 12 + the number of jewels not yet used to recall spells that day. If all jewels have been used, this ability cannot be used that day. The level of the spell to be countered must be less than or equal to the number of unused jewels. If the counterspell succeeds, the spell is negated and the wearer can use its magical energy to recall a previously cast spell of the same level or lower as an immediate action. Whether or not the attempt succeeds, this action exhausts the power of all of the necklace's jewels for that day.Once per day, the wearer may use the necklace to catch a spell targeted at him, as if readying an action to counterspell using ''dispel magic'', with a bonus on the check equal to 12 + the number of jewels not yet used to recall spells that day. If all jewels have been used, this ability cannot be used that day. The level of the spell to be countered must be less than or equal to the number of unused jewels. If the counterspell succeeds, the spell is negated and the wearer can use its magical energy to recall a previously cast spell of the same level or lower as an immediate action. Whether or not the attempt succeeds, this action exhausts the power of all of the necklace's jewels for that day.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''dancing lights'', ''dispe magic'', ''wandering star motes'', creator must be able to cast 7th-level spells	'''Cost'''	21,000 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Periapt of health	&amp;quot;&amp;gt;	Periapt of health	&amp;lt;/span&amp;gt;''''' 	(	7,500 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	faint conjuration	;	'''CL'''	5th	;	'''Weight'''	-	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This simple periapt usually appears as a blue gemstone fastened to a silver chain designed to be worn about the neck. The wearer is immune to all disease, including supernatural diseases.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''remove disease''	'''Cost'''	3,750 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Periapt of proof against poison	&amp;quot;&amp;gt;	Periapt of proof against poison	&amp;lt;/span&amp;gt;'''''	(	27,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	faint conjuration	;	'''CL'''	5th	;	'''Weight'''	-	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This item is a brilliant-cut black gem on a delicate silver chain meant to be worn about the neck. The wearer is immune to poison, although poisons active when the periapt is first donned still run their course.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''neutralize poison''	'''Cost'''	13,500 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Periapt of protection from curses	&amp;quot;&amp;gt;	Periapt of protection from curses	&amp;lt;/span&amp;gt;'''''	(	12,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	faint abjuration	;	'''CL'''	5th	;	'''Weight'''	-	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This amethyst stone strung on a coarse iron chain protects the wearer from curses. Three times per day, whenever the wearer rolls a saving throw against a curse (such as a witch's hex, or a ''bestow curse'' spell), he may reroll the saving throw as an immediate action. The wearer must decide to use this ability before the results of the saving throw are revealed. He must take the second roll, even if it is worse.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''remove curse''	'''Cost'''	6,000 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Periapt of wound closure	&amp;quot;&amp;gt;	Periapt of wound closure	&amp;lt;/span&amp;gt;'''''	(	15,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate conjuration	;	'''CL'''	10th	;	'''Weight'''	-	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This stone is bright blue and dangles on a silver chain meant to be worn on the neck. The wearer of this periapt automatically becomes stable if his hit points drop below 0 (but not if the damage is enough to kill the wearer). The periapt doubles the wearer's normal rate of healing or allows normal healing of wounds that would not do so normally. Hit point damage caused by bleeding is negated for the wearer of the periapt, but he is still susceptible to damage from bleeding that causes ability damage or drain.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''heal''	'''Cost'''	7,500 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Righteous fist amulet	&amp;quot;&amp;gt;	Righteous fist amulet	&amp;lt;/span&amp;gt;'''''	(	4,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	faint transmutation	;	'''CL'''	4th	;	'''Weight'''	1/2 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This golden amulet is used by religious sects as a way to help the faithful capture fugitives or defend themselves without doing undue harm to potential converts. While the wearer is using her divine powers of retribution (such as a cleric's smite, an inquisitor's smiting judgment, or a paladin's smite), the amulet grants her the ability to make unarmed strikes in melee combat as if she had the Improved Unarmed Strike feat.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, Improved Unarmed Strike, ''stone fist''	'''Cost'''	2,000 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Scarab of protection	&amp;quot;&amp;gt;	Scarab of protection	&amp;lt;/span&amp;gt;'''''	(	38,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	strong abjuration and necromancy	;	'''CL'''	18th	;	'''Weight'''	-	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This device appears to be a jade medallion in the shape of a beetle. If it is held for 1 round, an inscription appears on its surface letting the holder know that it is a protective device. The scarab's possessor gains spell resistance 20. The scarab can also absorb energy-draining attacks, death effects, and negative energy effects. Upon absorbing 12 such attacks, the scarab turns to powder and is destroyed.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''deathward'', ''spell resistance''	'''Cost'''	19,000 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Swarmblade clasp	&amp;quot;&amp;gt;	Swarmblade clasp	&amp;lt;/span&amp;gt;'''''	(	3,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate abjuration	;	'''CL'''	8th	;	'''Weight'''	1/2 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	An ancient fossilized insect lies trapped within this ornate amber clasp, impaled by the long golden pin that fastens the wearer's cloak. The wearer's weapons, unarmed attacks, and natural attacks deal full damage to swarms, regardless of the swarm's immunity to weapon damage (if any, although damage reduction applies as normal). If the wearer is damaged by a swarm, she automatically succeeds on her saving throw against the swarm's distraction ability.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''repel vermin''	'''Cost'''	1,500 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Symbol of sanguine protection	&amp;quot;&amp;gt;	Symbol of sanguine protection	&amp;lt;/span&amp;gt;'''''	(	17,500 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	faint transmutation	;	'''CL'''	6th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This silver holy symbol rests just over the wearer's heart, imbuing his blood with divine power. After wearing the amulet for 24 hours, the wearer can shed his own blood as a standard action, dealing 1d6 points of damage to himself, to collect an amount of divinely empowered blood that functions as a flask of holy water. The wearer can collect his blood this way once per day, but the individual vials lose their potency after just 1 week. Undead creatures and evil outsiders that successfully use a blood drain attack on the wearer take 4d6 points of positive energy damage and are sickened for 1d4 rounds unless they make a DC 16 Will save. Any benefit the creature might gain from drinking the wearer's blood is negated due to the power of this symbol.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''bless water''	'''Cost'''	8,750 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Torc of lionheart fury	&amp;quot;&amp;gt;	Torc of lionheart fury	&amp;lt;/span&amp;gt;'''''	(	8,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	faint abjuration	;	'''CL'''	3rd	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	Each end of this heavy copper neckwear bears the image of a snarling lion. The wearer gains a +2 morale bonus on saving throws against fear. If the wearer is a barbarian of at least 12th level, she gains fearless rage as a bonus rage power. If she already has this power, she also becomes immune to the panicked condition while raging, and any panic-causing attack against her while she rages instead causes her to regain 1 round of rage.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''remove fear''	'''Cost'''	4,000 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
[[Category:Admin]][[Category:Magic_Items]]&lt;/div&gt;</summary>
		<author><name>Typhoon</name></author>
	</entry>
	<entry>
		<id>http://www.tenebraemush.net/index.php?title=Wondrous_Items&amp;diff=18007</id>
		<title>Wondrous Items</title>
		<link rel="alternate" type="text/html" href="http://www.tenebraemush.net/index.php?title=Wondrous_Items&amp;diff=18007"/>
		<updated>2015-03-22T00:09:14Z</updated>

		<summary type="html">&lt;p&gt;Typhoon: /* Descriptions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;padding:5px; background-color:#e7eaea;&amp;quot;&amp;gt;&amp;lt;div style=&amp;quot;width:100%; background-color:#e7eaea;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{{TableMain}}&lt;br /&gt;
{{T01}}&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; | Quick Links&lt;br /&gt;
|-&lt;br /&gt;
|'''Belts''' || [[Belt#belts_table|Table]] ||[[Belt#belts_desc|Descriptions]]&lt;br /&gt;
|-&lt;br /&gt;
|'''Body''' || [[Body#body_table|Table]] ||[[Body#body_desc|Descriptions]]&lt;br /&gt;
|-&lt;br /&gt;
|'''Chest''' || [[Chest#chest_table|Table]] ||[[Chest#chest_desc|Descriptions]]&lt;br /&gt;
|-&lt;br /&gt;
|'''Eyes''' || [[Eyes#eyes_table|Table]] ||[[Eyes#eyes_desc|Descriptions]]&lt;br /&gt;
|-&lt;br /&gt;
|'''Feet''' || [[Feet#feet_table|Table]] ||[[Feet#feet_desc|Descriptions]]&lt;br /&gt;
|-&lt;br /&gt;
|'''Hands''' || [[Hands#hands_table|Table]] ||[[Hands#hands_desc|Descriptions]]&lt;br /&gt;
|-&lt;br /&gt;
|'''Head''' || [[Head#head_table|Table]] ||[[Head#head_desc|Descriptions]]&lt;br /&gt;
|-&lt;br /&gt;
|'''Headband''' || [[Headband#headband_table|Table]] ||[[Headband#headband_desc|Descriptions]]&lt;br /&gt;
|-&lt;br /&gt;
|'''Neck''' || [[Neck#neck_table|Table]] ||[[Neck#neck_desc|Descriptions]]&lt;br /&gt;
|-&lt;br /&gt;
|'''Shoulders''' || [[Shoulders#shoulders_table|Table]] ||[[Shoulders#shoulders_desc|Descriptions]]&lt;br /&gt;
|-&lt;br /&gt;
|'''Wrists''' || [[Wrists#wrists_table|Table]] ||[[Wrists#wrists_desc|Descriptions]]&lt;br /&gt;
|-&lt;br /&gt;
|'''Slotless''' || [[#slotless_table|Table]] ||[[#slotless_desc|Descriptions]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Wondrous Items==&lt;br /&gt;
{{WondrousTable}}&lt;br /&gt;
&lt;br /&gt;
==Descriptions==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;slotless_desc&amp;quot;&amp;gt;&amp;lt;/span&amp;gt; [[File:Slotless.png|350px|link=Slotless|center]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Admin]][[Category:Magic_Items]]&lt;/div&gt;</summary>
		<author><name>Typhoon</name></author>
	</entry>
	<entry>
		<id>http://www.tenebraemush.net/index.php?title=Template:WondrousTable&amp;diff=18006</id>
		<title>Template:WondrousTable</title>
		<link rel="alternate" type="text/html" href="http://www.tenebraemush.net/index.php?title=Template:WondrousTable&amp;diff=18006"/>
		<updated>2015-03-22T00:08:36Z</updated>

		<summary type="html">&lt;p&gt;Typhoon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SlotlessTable}}&lt;/div&gt;</summary>
		<author><name>Typhoon</name></author>
	</entry>
	<entry>
		<id>http://www.tenebraemush.net/index.php?title=Wondrous_Items&amp;diff=18005</id>
		<title>Wondrous Items</title>
		<link rel="alternate" type="text/html" href="http://www.tenebraemush.net/index.php?title=Wondrous_Items&amp;diff=18005"/>
		<updated>2015-03-22T00:07:41Z</updated>

		<summary type="html">&lt;p&gt;Typhoon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;padding:5px; background-color:#e7eaea;&amp;quot;&amp;gt;&amp;lt;div style=&amp;quot;width:100%; background-color:#e7eaea;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{{TableMain}}&lt;br /&gt;
{{T01}}&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; | Quick Links&lt;br /&gt;
|-&lt;br /&gt;
|'''Belts''' || [[Belt#belts_table|Table]] ||[[Belt#belts_desc|Descriptions]]&lt;br /&gt;
|-&lt;br /&gt;
|'''Body''' || [[Body#body_table|Table]] ||[[Body#body_desc|Descriptions]]&lt;br /&gt;
|-&lt;br /&gt;
|'''Chest''' || [[Chest#chest_table|Table]] ||[[Chest#chest_desc|Descriptions]]&lt;br /&gt;
|-&lt;br /&gt;
|'''Eyes''' || [[Eyes#eyes_table|Table]] ||[[Eyes#eyes_desc|Descriptions]]&lt;br /&gt;
|-&lt;br /&gt;
|'''Feet''' || [[Feet#feet_table|Table]] ||[[Feet#feet_desc|Descriptions]]&lt;br /&gt;
|-&lt;br /&gt;
|'''Hands''' || [[Hands#hands_table|Table]] ||[[Hands#hands_desc|Descriptions]]&lt;br /&gt;
|-&lt;br /&gt;
|'''Head''' || [[Head#head_table|Table]] ||[[Head#head_desc|Descriptions]]&lt;br /&gt;
|-&lt;br /&gt;
|'''Headband''' || [[Headband#headband_table|Table]] ||[[Headband#headband_desc|Descriptions]]&lt;br /&gt;
|-&lt;br /&gt;
|'''Neck''' || [[Neck#neck_table|Table]] ||[[Neck#neck_desc|Descriptions]]&lt;br /&gt;
|-&lt;br /&gt;
|'''Shoulders''' || [[Shoulders#shoulders_table|Table]] ||[[Shoulders#shoulders_desc|Descriptions]]&lt;br /&gt;
|-&lt;br /&gt;
|'''Wrists''' || [[Wrists#wrists_table|Table]] ||[[Wrists#wrists_desc|Descriptions]]&lt;br /&gt;
|-&lt;br /&gt;
|'''Slotless''' || [[#slotless_table|Table]] ||[[#slotless_desc|Descriptions]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Wondrous Items==&lt;br /&gt;
{{WondrousTable}}&lt;br /&gt;
&lt;br /&gt;
==Descriptions==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;belts_desc&amp;quot;&amp;gt;&amp;lt;/span&amp;gt; [[File:Belts.png|350px|link=Belt|left]]&lt;br /&gt;
&amp;lt;span id=&amp;quot;body_desc&amp;quot;&amp;gt;&amp;lt;/span&amp;gt; [[File:Body.png|350px|link=Body|right]]&lt;br /&gt;
&amp;lt;span id=&amp;quot;chest_desc&amp;quot;&amp;gt;&amp;lt;/span&amp;gt; [[File:Chest.png|350px|link=Chest|left]]&lt;br /&gt;
&amp;lt;span id=&amp;quot;eyes_desc&amp;quot;&amp;gt;&amp;lt;/span&amp;gt; [[File:Eyes.png|350px|link=Eyes|right]]&lt;br /&gt;
&amp;lt;span id=&amp;quot;feet_desc&amp;quot;&amp;gt;&amp;lt;/span&amp;gt; [[File:Feet.png|350px|link=Feet|left]]&lt;br /&gt;
&amp;lt;span id=&amp;quot;hands_desc&amp;quot;&amp;gt;&amp;lt;/span&amp;gt; [[File:Hands.png|350px|link=Hands|right]]&lt;br /&gt;
&amp;lt;span id=&amp;quot;head_desc&amp;quot;&amp;gt;&amp;lt;/span&amp;gt; [[File:Head.png|350px|link=Head|left]]&lt;br /&gt;
&amp;lt;span id=&amp;quot;headband_desc&amp;quot;&amp;gt;&amp;lt;/span&amp;gt; [[File:Headband.png|350px|link=Headband|right]]&lt;br /&gt;
&amp;lt;span id=&amp;quot;neck_desc&amp;quot;&amp;gt;&amp;lt;/span&amp;gt; [[File:Neck.png|350px|link=Neck|left]]&lt;br /&gt;
&amp;lt;span id=&amp;quot;shoulders_desc&amp;quot;&amp;gt;&amp;lt;/span&amp;gt; [[File:Shoulders.png|350px|link=Shoulders|right]]&lt;br /&gt;
&amp;lt;span id=&amp;quot;wrists_desc&amp;quot;&amp;gt;&amp;lt;/span&amp;gt; [[File:Wrists.png|350px|link=Wrists|left]]&lt;br /&gt;
&amp;lt;span id=&amp;quot;slotless_desc&amp;quot;&amp;gt;&amp;lt;/span&amp;gt; [[File:Slotless.png|350px|link=Slotless|right]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Admin]][[Category:Magic_Items]]&lt;/div&gt;</summary>
		<author><name>Typhoon</name></author>
	</entry>
	<entry>
		<id>http://www.tenebraemush.net/index.php?title=Headband&amp;diff=18004</id>
		<title>Headband</title>
		<link rel="alternate" type="text/html" href="http://www.tenebraemush.net/index.php?title=Headband&amp;diff=18004"/>
		<updated>2015-03-22T00:07:14Z</updated>

		<summary type="html">&lt;p&gt;Typhoon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WondrousTableMain}}&lt;br /&gt;
{{T01}}&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; |&amp;lt;span id=&amp;quot;headband_table&amp;quot;&amp;gt;&amp;lt;/span&amp;gt; '''Headband'''&lt;br /&gt;
{{T02}}&lt;br /&gt;
| '''Headband'''&lt;br /&gt;
| '''Market Price'''&lt;br /&gt;
|-&lt;br /&gt;
| [[Headband#Phylactery of faithfulness|Phylactery of faithfulness]]||1,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Headband#Headband of alluring charisma|Headband of alluring charisma +2]]||4,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Headband#Headband of inspired wisdom|Headband of inspired wisdom +2]]||4,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Headband#Headband of vast intelligence|Headband of vast intelligence +2]]||4,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Headband#Headband of aerial agility|Headband of aerial agility +2]]||4,500 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Headband#Shifter's headband|Shifter's headband +2]]||4,500 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Headband#Headband of ponderous recollection|Headband of ponderous recollection]]||5,100 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Headband#Headband of ki focus|Headband of ki focus]]||5,400 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Headband#Headband of unshakable resolve|Headband of unshakable resolve]]||5,600 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Headband#Hollywreath band|Hollywreath band]]||5,700 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Headband#Headband of deathless devotion|Headband of deathless devotion]]||6,400 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Headband#Phylactery of the shepherd|Phylactery of the shepherd]]||7,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Headband#Headband of havoc|Headband of havoc]]||8,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Headband#Serpent's band|Serpent's band]]||9,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Headband#Headband of mental prowess|Headband of mental prowess +2]]||10,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Headband#Hunter's band|Hunter's band]]||11,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Headband#Phylactery of negative channeling|Phylactery of negative channeling]]||11,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Headband#Phylactery of positive channeling|Phylactery of positive channeling]]||11,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Headband#Veiled eye|Veiled eye]]||12,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Headband#Band of the stalward warrior|Band of the stalward warrior]]||14,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Headband#Headband of alluring charisma|Headband of alluring charisma +4]]||16,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Headband#Headband of inspired wisdom|Headband of inspired wisdom +4]]||16,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Headband#Headband of mental superiority|Headband of mental superiority +2]]||16,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Headband#Headband of vast intelligence|Headband of vast intelligence +4]]||16,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Headband#Shifter's headband|Shifter's headband +4]]||17,500 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Headband#Headband of arcane energy|Headband of arcane energy]]||20,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Headband#Headband of counterspelling|Headband of counterspelling]]||20,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Headband#Winter wolf headband|Winter wolf headband]]||32,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Headband#Headband of alluring charisma|Headband of alluring charisma +6]]||36,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Headband#Headband of inspired wisdom|Headband of inspired wisdom +6]]||36,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Headband#Headband of vast intelligence|Headband of vast intelligence +6]]||36,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Headband#Shifter's headband|Shifter's headband +6]]||39,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Headband#Headband of mental prowess|Headband of mental prowess +4]]||40,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Headband#Headband of aerial agility|Headband of aerial agility +4]]||42,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Headband#Headband of mental resilience|Headband of mental resilience]]||64,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Headband#Headband of mental superiority|Headband of mental superiority +4]]||64,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Headband#Headband of aerial agility|Headband of aerial agility +6]]||81,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Headband#Headband of mental prowess|Headband of mental prowess +6]]||90,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Headband#Headband of mental superiority|Headband of mental superiority +6]]||144,000 gp&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;span id=&amp;quot;headband_desc&amp;quot;&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Band of the stalward warrior	&amp;quot;&amp;gt;	Band of the stalward warrior	&amp;lt;/span&amp;gt;''''' 	(	14,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	strong abjuration	;	'''CL'''	16th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This plain iron band protects its wearer from fear effects. Whenever the wearer suffers a fear effect, she is merely shaken (even if the effect would normally make the target frightened or panicked). Furthermore, the subject gains a +2 competence bonus on all Will saves against fear. If the wearer has the bravery class feature, she is considered four levels higher when determining that class feature's effect.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''remove fear''	'''Cost'''	7,000 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Headband of aerial agility	&amp;quot;&amp;gt;	Headband of aerial agility	&amp;lt;/span&amp;gt;'''''	(	'''+2 Intelligence, Wisdom, Charisma''' 4,500 gp; '''+4 Intelligence, Wisdom, Charisma''' 42,000 gp; '''+6 Intelligence, Wisdom, Charisma''' 81,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate transmutation	;	'''CL'''	8th	;	'''Weight'''	-	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This headband is decorated with feathers from a number of colorful birds. It grants boons to flying magic, and more powerful versions grant the power of flight. The wearer of a ''headband of aerial agility +2'' treats his caster level as if it were one level higher when casting spells or creating extracts that grant flight. A ''headband of aerial agility +4'' gains the same benefits and, on command, grants the wearer the ability to fly (as the ''fly'' spell) three times per day. A ''headband of aerial agility +6'' functions like a +4 version, but the headband grants the ability to use ''fly'' at will. All versions also grant the wearer an enhancement bonus to one mental ability score (Intelligence, Wisdom, or Charisma) of +2, +4, or +6. Treat this as a temporary ability bonus for the first 24 hours the headband is worn. This bonus is chosen when the headband is created and cannot be changed. If the headband grants a bonus to Intelligence, it also grants skill ranks as a ''headband of vast intelligence'', usually granting ranks in Fly, Acrobatics, or Knowledge (planes).	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, Extend Spell, ''fly''	'''Cost'''	'''+2 Intelligence, Wisdom, Charisma''' 2,500 gp; '''+4 Intelligence, Wisdom, Charisma''' 21,000 gp; '''+6 Intelligence, Wisdom, Charsima''' 40,500 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Headband of alluring charisma	&amp;quot;&amp;gt;	Headband of alluring charisma	&amp;lt;/span&amp;gt;'''''	(	'''+2 Charisma''' 4,000 gp; '''+4 Charisma''' 16,000 gp; '''+6 Charisma''' 36,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate transmutation	;	'''CL'''	8th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This attractive silver headband is decorated with a number of small red and orange gemstones. The headband grants the wearer an enhancement bonus to Charisma of +2, +4, or +6. Treat this as a temporary ability bonus for the first 24 hours the headband is worn.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''eagle's splendor''	'''Cost'''	'''+2 Charisma''' 2,000 gp; '''+4 Charisma''' 8,000 gp; '''+6 Charisma''' 18,000 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=''{{PadBottom|10}}''&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Headband of arcane energy	&amp;quot;&amp;gt;	Headband of arcane energy	&amp;lt;/span&amp;gt;'''''	(	20,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	strong evocation	;	'''CL'''	13th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This headband has three swirling patterns of red, green, and blue crystals arching across its length. Three times per day, its wearer can sacrifice an arcane spell to create an offensive blast or defensive shield. The blast is a ranged touch attack with a range of 30 feet, which deals 1d6 points of energy damage (cold, electricity, or fire) per spell level sacrificed. The shield creates a swirling band of energy that lasts 1 round and gives the wearer a deflection bonus to AC equal to 2 + the level of the spell sacrificed.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Arcane Blast, Arcane Shield, Craft Wondrous Item, ''prismatic spray''	'''Cost'''	10,000 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Headband of counterspelling	&amp;quot;&amp;gt;	Headband of counterspelling	&amp;lt;/span&amp;gt;'''''	(	20,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	strong abjuration	;	'''CL'''	13th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This metal headband grants a +5 insight bonus on Spellcraft checks made to identify a spell as it is being cast. Furthermore, once per day the wearer can attempt to counter a spell by casting the appropriate spell as an immediate action instead of doing so with a readied action. The wearer must first identify the spell being cast before countering a spell with this headband.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''spell turning''	'''Cost'''	10,000 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Headband of deathless devotion	&amp;quot;&amp;gt;	Headband of deathless devotion	&amp;lt;/span&amp;gt;'''''	(	6,400 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	faint enchantment	;	'''CL'''	1st	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This white headband, often painted or embroidered with calligraphy or a stylized pictogram such as a sunburst, helps focus the wearer's resolve and absolute determination to survive and succeed. The wearer gains a +2 morale bonus on stabilization checks and on saving throws against ongoing effects with recurring saves, such as diseases, poisons, or compulsions such as ''dominate person'' or ''hold person''. If the wearer is a samurai, he treats his resolve ability as if he were two class levels higher.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''heroism'', ''stabilize''	'''Cost'''	3,200 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Headband of havoc	&amp;quot;&amp;gt;	Headband of havoc	&amp;lt;/span&amp;gt;'''''	(	8,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	faint enchantment	;	'''CL'''	5th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This band of raggedly stitched animal skins and teeth focuses a barbarian wearer's bloodlust. When the wearer enters a rage, she selects one of her rage powers. For the duration of the rage, that power functions as if the wearer's barbarian level were four levels higher. Once per day when the wearer is attacked or has to make a saving throw against a hostile effect, she may spend 2 rounds of rage to begin a rage as an immediate action. This rage becomes active prior to resolving the attack that triggered it and lasts until the start of her next turn (at which time she may continue to rage as if she had begun the rage in the normal manner).	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''rage''	'''Cost'''	4,000 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Headband of inspired wisdom	&amp;quot;&amp;gt;	Headband of inspired wisdom	&amp;lt;/span&amp;gt;'''''	(	'''+2 Wisdom''' 4,000 gp; '''+4 Wisdom''' 16,000 gp; '''+6 Wisdom''' 36,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate transmutation	;	'''CL'''	8th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This simple bronze headband is decorated with an intricate pattern of fine green etchings. The headband grants the wearer an enhancement bonus to Wisdom of +2, +4, or +6. Treat this as a temporary ability bonus for the first 24 hours the headband is worn.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''owl's wisdom''	'''Cost'''	'''+2 Wisdom''' 2,000 gp; '''+4 Wisdom''' 8,000 gp; '''+6 Wisdom''' 18,000 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Headband of ki focus	&amp;quot;&amp;gt;	Headband of ki focus	&amp;lt;/span&amp;gt;'''''	(	5,400 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	faint abjuration	;	'''CL'''	1st	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This tied headband helps the wearer focus his ''ki'' more effectively. Whenever the wearer spends ''ki points'' to make an additional attack, that attack roll gains a +1 insight bonus (+2 if the wearer is using a ''ki focus'' weapon with that attack). Furthermore, the wearer of a ''headband of ki focus'' is immune to the ninja's ''ki'' block trick or similar effects that block the wearer from using ''ki'' points.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, creator must have a ''ki'' pool	'''Cost'''	2,700 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Headband of mental prowess	&amp;quot;&amp;gt;	Headband of mental prowess	&amp;lt;/span&amp;gt;'''''	(	'''+2 to two mental ability scores''' 10,000 gp; '''+4 to two mental ability scores''' 40,000 gp; '''+6 to two mental ability scores''' 90,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	strong transmutation	;	'''CL'''	12th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This simple copper headband has a small yellow gem set so that when it rests upon the forehead of the wearer, the yellow gem sits perched on the wearer's brow as if it were a third eye in the middle of her forehead. Often, the headband contains additional designs to further accentuate the appearance of a third, crystal eye. The headband grants the wearer an enhancement bonus to two mental ability scores (Intelligence, Wisdom, or Charisma) of +2, +4, or +6. Treat this as a temporary ability bonus for the first 24 hours the headband is worn. These bonuses are chosen when the headband is created and cannot be changed. If the headband grants a bonus to Intelligence, it also grants skill ranks as a ''headband of vast intelligence''.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''eagle's splendor'', ''fox's cunning'', ''owl's wisdom'' (any two)	'''Cost'''	'''+2 to two mental ability scores''' 5,000 gp; '''+4 to two mental ability scores''' 20,000 gp; '''+6 to two mental ability scores''' 45,000 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Headband of mental resilience	&amp;quot;&amp;gt;	Headband of mental resilience	&amp;lt;/span&amp;gt;'''''	(	64,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	strong abjuration and transmutation	;	'''CL'''	16th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	Five faceted sapphires decorate this ornate headband. The headband protects the wearer from effects that would damage his mental capacity. After wearing the headband for 24 hours, the wearer gains five temporary ability points. These points do not add to the wearer's ability scores and do not grant a bonus to any roll. Any damage or drain to a mental ability score (Intelligence, Wisdom, or Charisma) taken by the wearer is subtracted from these points first. Damage or drain in excess of the wearer's temporary ability points is applied to his current ability scores as normal. The wearer immediately loses all temporary ability points upon removing the headband. In addition, the headband grants the wearer a +2 enhancement bonus to Intelligence, Wisdom, and Charisma. Treat this as a temporary ability bonus for the first 24 hours the headband is worn. It also grants skill ranks as a ''headband of vast intelligence +2''. Temporary ability points that are lost to ability damage return after 24 hours. Ability points lost to ability drain are lost permanently.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''eagle's spendor'', ''fox's cunning'', ''lesser restoration'', ''owl's wisdom''	'''Cost'''	32,000 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Headband of mental superiority	&amp;quot;&amp;gt;	Headband of mental superiority	&amp;lt;/span&amp;gt;'''''	(	'''+2 to Intelligence, Wisdom, and Charisma''' 16,000 gp; '''+4 to Intelligence, Wisdom, and Charisma''' 64,000 gp; '''+6 to Intelligence, Wisdom, and Charisma''' 144,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	strong transmutation	;	'''CL'''	16th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This ornate headband is decorated with numerous clusters of small gemstones. The headband grants the wearer an enhancement bonus to all mental ability scores (Intelligence, Wisdom, and Charisma) of +2, +4, or +6. Treat this as a temporary ability bonus for the first 24 hours the headband is worn. The headband also grants skill ranks as a ''headband of vast intelligence''.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''eagle's splendor'', ''fox's cunning'', ''owl's wisdom''	'''Cost'''	'''+2 to Intelligence, Wisdom and Charisma''' 8,000 gp; '''+4 to Intelligence, Wisdom and Charisma''' 32,000 gp; '''+6 to Intelligence, Wisdom and Charisma''' 77,000 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Headband of ponderous recollection	&amp;quot;&amp;gt;	Headband of ponderous recollection	&amp;lt;/span&amp;gt;'''''	(	5,100 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate divination and transmutation	;	'''CL'''	8th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This black leather headband has two small amber gemstones set so they rest on the wearer's forehead. The headband grants the wearer a +2 enhancement bonus to Intelligence. Treat this as a temporary ability bonus for the first 24 hours the headband is worn. It also grants skill ranks as a headband of vast intelligence, but always grants ranks in a Knowledge skill. As a swift action three times per day, the wearer can call upon the headband to reveal the abilities and weaknesses of a creature within line of sight. The headband fills the wearer's mind with information as though the wearer had made a Knowledge check with a natural roll of a 5, adding her bonuses to the check as normal. At the start of her next turn, the wearer receives additional information as though she had made the check with a natural roll of 10. At the start of her turn after that, the wearer receives a final piece of information, treating her natural roll as 15.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''know the enemy''	'''Cost'''	2,550 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Headband of unshakable resolve	&amp;quot;&amp;gt;	Headband of unshakable resolve	&amp;lt;/span&amp;gt;'''''	(	5,600 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate abjuration and transmutation	;	'''CL'''	8th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This simple white cotton headband is decorated with a stylized imperial dragon coiled above the wearer's forehead. The headband grants the wearer a +2 enhancement bonus to her Wisdom score. Treat this as a temporary ability bonus for the first 24 hours the headband is worn. Whenever the wearer suffers a fear effect, she may spend an immediate action to reduce the severity of the fear effect by one step. If the wearer would become panicked, she is instead frightened. If she would become frightened, she is instead shaken. If the wearer would become shaken, the effect is negated entirely. The wearer can use this ability up to three times per day.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''owl's wisdom'', ''remove fear''	'''Cost'''	2,800 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Headband of vast intelligence	&amp;quot;&amp;gt;	Headband of vast intelligence	&amp;lt;/span&amp;gt;'''''	(	'''+2 Intelligence''' 4,000 gp; '''+4 Intelligence''' 16,000 gp; '''+6 Intelligence''' 36,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate transmutation	;	'''CL'''	8th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This intricate gold headband is decorated with several small blue and deep purple gemstones. The headband grants the wearer an enhancement bonus to Intelligence of +2, +4, or +6. Treat this as a temporary ability bonus for the first 24 hours the headband is worn. A ''headband of vast intelligence'' has one skill associated with it per +2 bonus it grants. After being worn for 24 hours, the headband grants a number of skill ranks in those skills equal to the wearer's total Hit Dice. These ranks do not stack with the ranks a creature already possesses. These skills are chosen when the headband is created. If no skill is listed, the headband is assumed to grant skill ranks in randomly determined Knowledge skills.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''fox's cunning''	'''Cost'''	'''+2 Intelligence''' 2,000 gp; '''+4 Intelligence''' 8,000 gp; '''+6 Intelligence''' 18,000 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Hollywreath band	&amp;quot;&amp;gt;	Hollywreath band	&amp;lt;/span&amp;gt;'''''	(	5,700 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	faint transmutation	;	'''CL'''	3rd	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This headband is woven of magically preserved holly, its deep green leaves and bright red berries perpetually lustrous. The wearer may create ''goodberries'' once per day as the spell, and any effect she creates that affects plants, including the domain powers of the Plant domain, take effect at +1 caster level and gain a +1 bonus to the save DC.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''goodberry'', ''plant growth''	'''Cost'''	2,580 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Hunter's band	&amp;quot;&amp;gt;	Hunter's band	&amp;lt;/span&amp;gt;'''''	(	11,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	faint transmutation	;	'''CL'''	4th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This simple headband of braided hide grants a +5 competence bonus on Survival checks and inures the wearer to the strain of long travel, as the ''tireless pursuit'' spell . If the wearer is a ranger, the ''hunter's band'' increases his favored enemy bonus on attack rolls by +1 for all his favored enemies. If the ranger has the hunter's bond (companions) class feature, this increase also applies to the attack roll bonus his allies gain from that ability.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''instant enemy'', ''tireless pursuit'', creator must have 5 ranks in Survival	'''Cost'''	5,500 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Phylactery of faithfulness	&amp;quot;&amp;gt;	Phylactery of faithfulness	&amp;lt;/span&amp;gt;'''''	(	1,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	faint divination	;	'''CL'''	1st	;	'''Weight'''	-	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This item is a tiny box containing religious scripture. The box is affixed to a leather cord and tied around the forehead, worn so that the box sits upon the wearer's brow. There is no mundane way to determine what function this religious item performs until it is worn. The wearer of a ''phylactery of faithfulness'' is aware of any action or item that could adversely affect her alignment and her standing with her deity, including magical effects. She acquires this information prior to performing such an action or becoming associated with such an item if she takes a moment to contemplate the act.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''detect chaos'', ''detect evil'', ''detect good'', ''detect law''	'''Cost'''	500 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Phylactery of negative channeling	&amp;quot;&amp;gt;	Phylactery of negative channeling	&amp;lt;/span&amp;gt;'''''	(	11,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate necromancy	;	'''CL'''	10th	;	'''Weight'''	-	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This item is a boon to any character able to channel negative energy, increasing the amount of damage dealt to living creatures by +2d6. This also increases the amount of damage healed by undead creatures.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, creator must be a 10th-level cleric	'''Cost'''	5,500 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Phylactery of positive channeling	&amp;quot;&amp;gt;	Phylactery of positive channeling	&amp;lt;/span&amp;gt;'''''	(	11,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate necromancy	;	'''CL'''	10th 	;	'''Weight'''	-	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This item allows channelers of positive energy to increase the amount of damage dealt to undead creatures by +2d6. This also increases the amount of damage healed by living creatures.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, creator must be a 10th-level cleric	'''Cost'''	5,500 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Phylactery of the shepherd	&amp;quot;&amp;gt;	Phylactery of the shepherd	&amp;lt;/span&amp;gt;'''''	(	7,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	faint divination	;	'''CL'''	3rd	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	Three times per day on command, the phylactery's wearer can determine the current health and overall well-being of any one ally within 30 feet. This effect acts as the ''status'' spell. If the wearer has the ability to channel energy or lay on hands, he can as a swift action choose to apply the effects of that class feature to an ally he is currently evaluating so long as that ally is within 30 feet of him, but doing so ends the effect of the phylactery's ''status''.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''status''	'''Cost'''	3,500 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Serpent's band	&amp;quot;&amp;gt;	Serpent's band	&amp;lt;/span&amp;gt;'''''	(	9,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate conjuration and enchantment	;	'''CL'''	10th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	The wearer of this circlet gains a +2 insight bonus on saving throws against effects with the emotion descriptor, including fear effects. The wearer gains fluency in Draconic and may converse with non-sentient (Int 1 or 2) reptilian animals and magical beasts as if using the ''speak with animals'' spell, and gains a +4 competence bonus on Handle Animal and wild empathy checks made when interacting with such creatures.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''animal trance'', ''hypnotism'', ''speak with animals'', ''summon nature's ally V''	'''Cost'''	4,500 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Shifter's headband	&amp;quot;&amp;gt;	Shifter's headband	&amp;lt;/span&amp;gt;'''''	(	'''+2 Intelligence, Wisdom or Charisma''' 4,500 gp; '''+4 Intelligence, Wisdom or Charisma''' 17,500 gp; '''+6 Intelligence, Wisdom or Charisma''' 39,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate transmutation	;	'''CL'''	8th	;	'''Weight'''	-	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This band of reddish fox fur is marked on the front with a distinctive symbol that constantly shifts into a different character. The headband grants the wearer an enhancement bonus to one mental ability score (Intelligence, Wisdom, or Charisma) of +2, +4, or +6. Treat this as a temporary ability bonus for the first 24 hours the headband is worn. This bonus is chosen when the headband is created and cannot be changed. If the headband grants a bonus to Intelligence, it also grants skill ranks as a ''headband of vast intelligence''. If the wearer is a creature who uses magic to change form, she gains the following additional benefits.&lt;br /&gt;
*''Shifter's headband +2'': The wearer treats her caster level as if it were one level higher when casting spells or creating extracts of the polymorph subschool.&lt;br /&gt;
*''Shifter's headband +4'': Once per day while under the effect of a polymorph spell or extract, the wearer can assume another form allowed by that effect. This is a standard action.&lt;br /&gt;
*''Shifter's headband +6'': Whenever the wearer changes her shape with a polymorph effect, she gains DR 5/silver for 1 minute (this ends if she returns to her natural form).&lt;br /&gt;
These additional shapeshifter abilities are cumulative. For example, a creature wearing a ''shifter's headband +4'' gains the extra transformation ability and treats her caster level as 1 higher than normal for polymorph spells and extracts.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''polymorph self''	'''Cost'''	'''+2 Intelligence, Wisdom or Charisma''' 2,250 gp; '''+4 Intelligence, Wisdom or Charisma''' 8,750 gp; '''+6 Intelligence, Wisdom or Charisma''' 19,500 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Veiled eye	&amp;quot;&amp;gt;	Veiled eye	&amp;lt;/span&amp;gt;'''''	(	12,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	faint conjuration	;	'''CL'''	5th	;	'''Weight'''	-	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This banded agate attaches itself to its wearer's forehead and then, blinking and focusing, begins to act as an additional eye. When worn, the ''veiled eye'' has the same vision as the wearer (such as low-light vision, darkvision 60 ft., or the oracle's clouded vision curse). It grants the wearer no particular advantages so long as his original eyes continue to function normally. However, should his original eyes stop working, whether because of the wearer becoming blinded or even his own decision to close them, he can see through the ''veiled eye'' instead. When the wearer is using the veiled eye as his only vision source, he takes a –2 penalty on ranged attack rolls but gains a +2 insight bonus on saves against gaze attacks.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''blindness/deafness''	'''Cost'''	6,000 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Winter wolf headband	&amp;quot;&amp;gt;	Winter wolf headband	&amp;lt;/span&amp;gt;'''''	(	32,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate transmutation	;	'''CL'''	7th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	Crafted of pale bone or silver, this headband features a snarling wolf's head centered on the wearer's forehead. The wearer gains cold resistance 10. Once per day, the wearer may transform into a Large white-furred wolf for 11 minutes. In addition, once per day the wearer may breathe a 30-foot cone of cold that deals 7d6 points of cold damage (Reflex DC 16 for half). The wearer may use this breath weapon even when transformed.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''beast shape II'', ''dragon's breath'', ''resist energy''	'''Cost'''	16,000 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Admin]][[Category:Magic_Items]]&lt;/div&gt;</summary>
		<author><name>Typhoon</name></author>
	</entry>
	<entry>
		<id>http://www.tenebraemush.net/index.php?title=Head&amp;diff=18003</id>
		<title>Head</title>
		<link rel="alternate" type="text/html" href="http://www.tenebraemush.net/index.php?title=Head&amp;diff=18003"/>
		<updated>2015-03-22T00:02:00Z</updated>

		<summary type="html">&lt;p&gt;Typhoon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WondrousTableMain}}&lt;br /&gt;
{{T01}}&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; | &amp;lt;span id=&amp;quot;head_table&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;'''Head'''&lt;br /&gt;
{{T02}}&lt;br /&gt;
| '''Head'''&lt;br /&gt;
| '''Market Price'''&lt;br /&gt;
|-&lt;br /&gt;
| [[Head#Mask of stony demeanor|Mask of stony demeanor]]||500 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Head#Cap of human guise|Cap of human guise]]||800 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Head#Cap of light|Cap of light]]||900 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Head#Hat of disguise|Hat of disguise]]||1,800 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Head#Buffering cap|Buffering cap]]||2,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Head#Circlet of persuasion|Circlet of persuasion]]||4,500 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Head#Grappler's mask|Grappler's mask]]||5,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Head#Helm of fearsome mien|Helm of fearsome mien]]||5,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Head#Jingasa of the fortunate soldier|Jingasa of the fortunate soldier]]||5,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Head#Helm of comprehend languages and read magic|Helm of comprehend languages and read magic]]||5,200 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Head#Crown of swords|Crown of swords]]||6,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Head#Crown of blasting, minor|Crown of blasting, minor]]||6,480 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Head#Mask of the krenshar|Mask of the krenshar]]||7,200 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Head#Helm of the mammoth lord|Helm of the mammoth lord]]||8,500 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Head#Veil of fleeting glances|Veil of fleeting glances]]||9,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Head#Mask of a thousand tomes|Mask of a thousand tomes]]||10,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Head#Medusa mask|Medusa mask]]||10,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Head#Halo of inner calm|Halo of inner calm]]||16,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Head#Cat's eye crown|Cat's eye crown]]||18,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Head#Maw of the wyrm|Maw of the wyrm]]||18,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Head#Mitre of the heirophant|Mitre of the heirophant]]||18,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Head#Magician's hat|Magician's hat]]||20,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Head#Circlet of mindsight|Circlet of mindsight]]||22,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Head#Howling helm|Howling helm]]||22,600 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Head#Crown of blasting, major|Crown of blasting, major]]||23,760 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Head#Helm of underwater action|Helm of underwater action]]||24,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Head#Crown of conquest|Crown of conquest]]||24,600 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Head#Batrachian helm|Batrachian helm]]||26,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Head#Helm of telepathy|Helm of telepathy]]||27,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Head#Plague mask|Plague mask]]||27,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Head#Iron circlet of guarded souls|Iron circlet of guarded souls]]||30,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Head#Laurel of command|Laural of command]]||30,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Head#Mask of giants, lesser|Mask of giants, lesser]]||30,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Head#Steel-mind cap|Steel-mind cap]]||33,600 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Head#Stormlord's helm|Stormlord's helm]]||35,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Head#Helm of brilliance, lesser|Helm of brilliance, lesser]]||36,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Head#Judge's wig|Judge's wig]]||59,200 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Head#Helm of teleportation|Helm of teleportation]]||73,500 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Head#Halo of menace|Halo of menace]]||84,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Head#Mask of giants, greater|Mask of giants, greater]]||90,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Head#Helm of brilliance|Helm of brilliance]]||125,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Head#Helm of electric radiance|Helm of electric radiance]]||125,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Head#Crown of heaven|Crown of heaven]]||150,000 gp&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;span id=&amp;quot;head_desc&amp;quot;&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Batrachian helm	&amp;quot;&amp;gt;	Batrachian helm	&amp;lt;/span&amp;gt;''''' 	(	26,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate transmutation	;	'''CL'''	10th	;	'''Weight'''	3 lbs.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This oily bronze helm is fashioned in the shape of a frog's head. Three times per day as a swift action, the helm fires an unerring tongue of force at a visible target within 20 feet. If the target is an unattended object weighing 250 pounds or less, it is pulled 20 feet toward the wearer. If the target is a creature of the wearer's size or smaller, the wearer may make a combat maneuver check as a free action to pull the target 20 feet toward him. If the target is a creature larger than the wearer, an unattended object weighing more than 250 pounds, or an immobile structure such as a wall, the wearer is pulled 20 feet toward the target. This movement does not provoke attacks of opportunity, and the object or creature stops if the movement would move it into a solid object or creature.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''telekinesis''	'''Cost'''	13,000 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Buffering cap	&amp;quot;&amp;gt;	Buffering cap	&amp;lt;/span&amp;gt;''''' 	(	2,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	faint conjuration	;	'''CL'''	1st	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This cloth hat is floppy and shapeless. It offers its wearer an unusual amount of protection against particularly devastating blows. Once per day when struck by a critical hit, the wearer can spend an immediate action to convert the bonus damage of the critical hit into nonlethal damage. The cap has no effect if the wearer is immune to nonlethal damage.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''shield''	'''Cost'''	1,000 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Cap of human guise	&amp;quot;&amp;gt;	Cap of human guise	&amp;lt;/span&amp;gt;'''''	(	800 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	faint illusion	;	'''CL'''	3rd	;	'''Weight'''	-	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This threadbare hat allows its wearer to alter her appearance at will as with a ''disguise'' self spell, except she can only appear as a plainly dressed Small human child, adult halfling, or adult gnome, such as a peasant, blacksmith, or shopkeeper. The wearer can slightly alter the cap's appearance as part of the disguise, but otherwise must match the overall unremarkable look of the illusory form. This threadbare hat allows its wearer to alter her appearance at will as with a disguise self spell, except she can only appear as a plainly dressed Small human child, adult halfling, or adult gnome, such as a peasant, blacksmith, or shopkeeper. The wearer can slightly alter the cap's appearance as part of the disguise, but otherwise must match the overall unremarkable look of the illusory form.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''disguise self''	'''Cost'''	400 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Cap of light	&amp;quot;&amp;gt;	Cap of light	&amp;lt;/span&amp;gt;'''''	(	900 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	faint evocation	;	'''CL'''	1st	;	'''Weight'''	-	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This small cloth skullcap resembles those some priests wear, but is topped with a small silver statue in the shape of a lit candle. The wearer can command the statue to radiate ''light'' (as the spell). The ''light'' can also be turned off on command.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''light''	'''Cost'''	450 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Cat's eye crown	&amp;quot;&amp;gt;	Cat's eye crown	&amp;lt;/span&amp;gt;'''''	(	18,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate divination	;	'''CL'''	10th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This slender silver crown is decorated with a single cat's eye gemstone as a centerpiece. When the gem is attached to the crown, its wearer gains darkvision 60 feet, or increases her darkvision by 60 feet if she already possesses that sense. The gemstone is detachable, and can be rolled into rooms, dropped into holes, thrown through windows, or planted on a creature. Once per day, on command, the crown's wearer gains the benefit of the ''clairaudience/clairvoyance'' spell, but uses the cat's eye gemstone as that spell's sensor and gains darkvision when viewing through that sensor. If the stone is held or carried by a creature, even within a sack or some other container, the creature wearing the crown uses the senses of the creature carrying the gemstone as the sensor instead, whether or not the creature carrying the gemstone is aware of the stone's true purpose or even its existence. Destroying the gem (hardness 8, hp 5) severs the link, but a new cat's eye gemstone worth at least 100 gp can be fashioned and attuned to the crown. The attunement process takes 24 hours.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''clairaudience/clairvoyance'', ''darkvision'', creator must be catfolk	'''Cost'''	9,000 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Circlet of mindsight	&amp;quot;&amp;gt;	Circlet of mindsight	&amp;lt;/span&amp;gt;'''''	(	22,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate divination	;	'''CL'''	9th	;	'''Weight'''	-	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This elaborate circlet of gold-and-platinum filigree bears tiny gems in settings that look disturbingly like human eyes. When worn, the circlet lets the wearer sense the presence of other thinking creatures in her immediate area. The wearer gains the benefits of blindsense 30 feet, but only against creatures with an Intelligence score that are susceptible to mind-affecting effects. Undead, constructs, and mindless creatures like most oozes and vermin cannot be perceived when using the circlet, nor can creatures under the effects of ''mind blank'' or a ''ring of mind shielding''. The circlet does not interfere with the wearer's ability to see normally. If the wearer has blindsense or blindsight, he is able to differentiate creatures detected with those senses from creatures detected with the circlet of mindsight.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''clairaudience/clairvoyance'', ''detect thoughts''	'''Cost'''	11,000 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Circlet of persuasion	&amp;quot;&amp;gt;	Circlet of persuasion	&amp;lt;/span&amp;gt;'''''	(	4,500 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	faint transmutation	;	'''CL'''	5th	;	'''Weight'''	-	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This delicately engraved silver headband grants its wearer a +3 competence bonus on Charisma-based checks.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''eagle's spendor''	'''Cost'''	2,250 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Crown of blasting, major	&amp;quot;&amp;gt;	Crown of blasting, major	&amp;lt;/span&amp;gt;'''''	(	23,760 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	strong evocation	;	'''CL'''	17th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	On command, this elaborate golden crown projects a blast of ''searing light'' (5d8 maximized for 40 points of damage) once per day.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, Maximize Spell, ''searing light''	'''Cost'''	11,880 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Crown of blasting, minor	&amp;quot;&amp;gt;	Crown of blasting, minor	&amp;lt;/span&amp;gt;'''''	(	6,480 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate evocation	;	'''CL'''	6th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	On command, this simple golden crown projects a blast of ''searing light'' (3d8 points of damage) once per day.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''searing light''	'''Cost'''	3,240 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Crown of conquest	&amp;quot;&amp;gt;	Crown of conquest	&amp;lt;/span&amp;gt;'''''	(	24,600 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate enchantment	;	'''CL'''	7th	;	'''Weight'''	3 lbs.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This crown of steel and gold projects an aura of menacing power. The wearer gains a +4 competence bonus on Intimidate checks, and whenever he confirms a critical hit, the crown creates a ''prayer'' effect centered on the crown's wearer (caster level 5th). If the wearer of the crown has the Leadership feat, he gains a +1 bonus to his Leadership score and any follower or cohort of the wearer gains a +1 bonus on attack rolls and saving throws against fear effects while within line of sight of the wearer.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''bless'', ''eagle's spendor'', ''prayer''	'''Cost'''	12,300 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Crown of heaven	&amp;quot;&amp;gt;	Crown of heaven	&amp;lt;/span&amp;gt;'''''	(	150,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate abjuration	;	'''CL'''	10th	;	'''Weight'''	5 lbs.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This slim golden diadem, bejeweled with diamonds and sapphires, grants its wearer fluency in Celestial and allows her to detect evil at will and use ''tongues'' once per day, both on command. She also gains a +5 sacred bonus on Knowledge (planes) checks regarding outsiders with the good or evil subtypes, and any effect she creates with the good descriptor takes effect at +1 caster level. A ''crown'', an ''orb'', and a ''scepter of heaven''—collectively known as a ''regalia of heaven''—increase in power when used together. If the wearer of a ''crown of heaven'' wields an ''orb'' or ''scepter of heaven'', effects she creates with the good descriptor gain an additional +1 caster level, and she gains a +1 sacred bonus to AC and on saves against attacks or effects created by evil creatures. She also radiates an aura of menace in a 20-foot radius. Any evil creature within this aura takes a –2 penalty on attack rolls, on saving throws, and to AC until it successfully hits the wearer of the regalia (DC 20 Will negates). A creature that saves is immune to this effect for 24 hours. If the aura is dispelled, the wearer can restore it as a standard action. If the crown is worn while the wearer is wielding both an orb and scepter of heaven, the crown's caster level increases to 15th, effects the wearer creates with the good descriptor gain an additional +1 caster level increase, and her sacred bonus to AC and saves increases to +2. In addition, as a full-round action, the wearer can create an ''aura of sanctity'' for as long as she concentrates. This aura provides a +4 deflection bonus to AC and a +4 resistance bonus on saving throws against attacks made or effects created by evil creatures, as well as the benefits of a ''magic circle against evil'' and a ''lesser globe of invulnerability''. A ''crown of heaven'' bestows one negative level on any evil creature bearing it, which cannot be removed or overcome while carrying the crown. If the same creature carries an ''orb'' or ''scepter of heaven'', it gains one additional negative level per object. An evil creature intentionally donning a ''crown of heaven'' gains an additional negative level and is affected as bestow curse (DC 17) immediately and every 24 hours that the crown is worn. A neutral character can attempt a DC 17 Fortitude save to avoid gaining these negative levels.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''aura of doom'', ''detect evil'', ''dispel evil'', ''magic circle against evil'', ''tongues''	'''Cost'''	75,000 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Crown of swords	&amp;quot;&amp;gt;	Crown of swords	&amp;lt;/span&amp;gt;'''''	(	6,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	faint evocation	;	'''CL'''	3rd	;	'''Weight'''	3 lbs.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This radiant crown of steel is bedecked with miniature mithral swords. A ''crown of swords'' can be used up to 10 times per day. When struck in combat, the wearer may spend one use as an immediate action to create a longsword-shaped ''spiritual weapon'' that then attacks her attacker. On the wearer's next turn, she may spend one additional use each round to continue attacking that target with the ''spiritual weapon''; the ''spiritual weapon'' cannot be redirected and disappears if the target is killed or moves out of range. Multiple ''spiritual weapons'' may be created (even attacking the same target) if the wearer is attacked in subsequent rounds.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''spiritual weapon''	'''Cost'''	3,000 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Grappler's mask	&amp;quot;&amp;gt;	Grappler's mask	&amp;lt;/span&amp;gt;'''''	(	5,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	faint transmutation	;	'''CL'''	1st	;	'''Weight'''	2 lbs.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This mask is fashioned from dark leather decorated with geometrical patterns that emphasize the wearer's fearsomeness. It covers the wearer's face, but leaves his mouth and eyes uncovered. The wearer may attempt to bull rush and grapple without provoking attacks of opportunity.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''bull's strength'', ''cat's grace'', ''expeditious retreat''	'''Cost'''	2,500 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Halo of inner calm	&amp;quot;&amp;gt;	Halo of inner calm	&amp;lt;/span&amp;gt;'''''	(	16,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	strong abjuration	;	'''CL'''	15th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This silvery ring looks like a halo. When worn by a tiefling it hovers just above his head, though it still uses the head magic item slot. It helps to calm the baser emotions and the dark whispers that plague tieflings, granting the wearer a +4 resistance bonus on saving throws against all spells with the emotion descriptor. When worn by a tiefling of a good alignment, it provides spell resistance 13 against spells with the evil descriptor and a +2 sacred bonus on saving throws.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''holy aura'', creator must be a tiefling of good alignment	'''Cost'''	8,000 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Halo of menace	&amp;quot;&amp;gt;	Halo of menace	&amp;lt;/span&amp;gt;'''''	(	84,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	strong enchantment	;	'''CL'''	9th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	When placed over the head, this halo of shimmering polished steel floats above it, though it still takes up the head slot. The halo constantly radiates a 20-foot-radius aura from its wearer. Any hostile creature within the aura must succeed at a DC 20 Will save or take a –2 penalty on attack rolls, on saving throws, and to AC for the next 24 hours or until it hits the wearer with an attack or damages it with a spell, spell-like ability, or supernatural ability. Chaotic creatures take a –2 penalty on this saving throw. A creature that has resisted or broken the effect of the ''halo of menace'' cannot be affected by the same wearer's aura for 24 hours. The aura is a mind-affecting effect.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''order's wrath'', creator must be an assimar or an archon	'''Cost'''	42,000 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Hat of disguise	&amp;quot;&amp;gt;	Hat of disguise	&amp;lt;/span&amp;gt;'''''	(	1,800 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	faint illusion	;	'''CL'''	1st	;	'''Weight'''	-	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This apparently normal hat allows its wearer to alter her appearance as with a ''disguise self'' spell. As part of the disguise, the hat can be changed to appear as a comb, ribbon, headband, cap, coif, hood, helmet, or other headwear.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''disguise self''	'''Cost'''	900 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Helm of brilliance	&amp;quot;&amp;gt;	Helm of brilliance	&amp;lt;/span&amp;gt;'''''	(	125,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	strong varied	;	'''CL'''	13th	;	'''Weight'''	3 lbs.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This normal-looking helm takes its true form and manifests its powers when the user dons it and speaks the command word. Made of brilliant silver and polished steel, a newly created helm is set with large magic gems: 10 diamonds, 20 rubies, 30 fire opals, and 40 opals. When struck by bright light, the helm scintillates and sends forth reflective rays in all directions from its crown-like, gem-tipped spikes. The jewels' functions are as follows:&lt;br /&gt;
*Diamond: ''Prismatic spray'' (save DC 20)&lt;br /&gt;
*Ruby: ''Wall of fire''&lt;br /&gt;
*Fire opal: ''Fireball'' (10d6, Reflex DC 20 half)&lt;br /&gt;
*Opal: ''Daylight''&lt;br /&gt;
The helm may be used once per round, but each gem can perform its spell-like power just once. Until all its jewels are depleted, a ''helm of brilliance'' also has the following magical properties when activated.&lt;br /&gt;
It emanates a bluish light when undead are within 30 feet. This light causes 1d6 points of damage per round to all such creatures within that range.&lt;br /&gt;
The wearer may command any weapon he wields to become a ''flaming'' weapon. This is in addition to whatever abilities the weapon may already have (unless the weapon already is a ''flaming'' weapon). The command takes 1 round to take effect.&lt;br /&gt;
The helm provides fire resistance 30. This protection does not stack with similar protection from other sources.&lt;br /&gt;
Once all its jewels have lost their magic, the helm loses its powers and the gems turn to worthless powder. Removing a jewel destroys it.&lt;br /&gt;
If a creature wearing the helm is damaged by magical fire (after the fire protection is taken into account) and fails an additional DC 15 Will save, the remaining gems on the helm overload and detonate. Remaining diamonds become prismatic sprays that each randomly target a creature within range (possibly the wearer), rubies become straight-line ''walls of fire'' extending outward in a random direction from the helm wearer, and fire opals become fireballs centered on the helm wearer. The opals and the helm itself are destroyed.&lt;br /&gt;
&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''detect undead'', ''fireball'', ''flame blade'', ''daylight'', ''prismatic spray'', ''protection from energy'', ''wall of fire''	'''Cost'''	62,500 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Helm of brilliance, lesser	&amp;quot;&amp;gt;	Helm of brilliance, lesser	&amp;lt;/span&amp;gt;'''''	(	36,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate varied	;	'''CL'''	5th	;	'''Weight'''	3 lbs.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This helm functions like a helm of brilliance but is lower-powered. Instead of the standard helm's allotment of gems, the lesser helm has 10 diamonds (''fireball'', 10d6 damage, Reflex DC 20 half), 20 corals (''flaming sphere''), 30 garnets (''scorching ray''), and 40 agates (''light''). It still glows near and harms undead, has the flaming weapon special ability, and provides fire resistance (though only 20 instead of 30). Just like the standard helm, the wearer risks detonation if damaged by magical fire; diamonds become ''fireballs'' centered on the wearer, corals become ''flaming spheres'' in and adjacent to the wearer's space, garnets become ''scorching rays'' that fire randomly at creatures in range, and the agates and the helm itself are destroyed.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''detect undead'', ''fireball'', ''flame blade'', ''flaming sphere'', ''light'', ''protection from energy'', ''scorching ray''	'''Cost'''	18,000 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Helm of comprehend languages and read magic	&amp;quot;&amp;gt;	Helm of comprehend languages and read magic	&amp;lt;/span&amp;gt;'''''	(	5,200 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	faint divination	;	'''CL'''	4th	;	'''Weight'''	3 lbs.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	Appearing as a normal helmet, a ''helm of comprehend languages and read magic'' grants its wearer the ability to understand the spoken words of any creature and to read text in any language and any magical writing. The wearer gains a +5 competence bonus on Linguistics checks to understand messages written in incomplete, archaic, or exotic forms. Note that understanding a magical text does not necessarily imply ability to use its spells.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''comprehend languages'', ''read magic''	'''Cost'''	2,600 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Helm of electric radiance	&amp;quot;&amp;gt;	Helm of electric radiance	&amp;lt;/span&amp;gt;'''''	(	125,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	strong varied	;	'''CL'''	13th	;	'''Weight'''	3 lbs.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	The ''helm of electric radiance'' is similar to a ''helm of brilliance'', except its spells focus on electricity rather than fire. Other aspects of the helm, such as detecting and damaging undead, remain unchanged. The helm has 10 sapphires that can be used for ''chain lightning'', 20 pieces of amber that can be used for ''lightning bolt'', 30 pieces of petrified wood that can be used for ''shocking sphere'' (as ''flaming sphere'' but dealing electricity damage), and 40 opals that can be used for ''daylight''. In addition, the wearer gains resistance to electricity 30 and his weapons become shocking weapons instead of flaming weapons.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''chain lightning'', ''daylight'', ''detect undead'', ''flaming sphere'', ''lightning bolt'', ''protection from energy'', ''shocking grasp''	'''Cost'''	62,500 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Helm of fearsome mien	&amp;quot;&amp;gt;	Helm of fearsome mien	&amp;lt;/span&amp;gt;'''''	(	5,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	faint necromancy	;	'''CL'''	1st	;	'''Weight'''	4 lbs.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This metal helm is made to look like the wearer has large fangs and other features resembling those of a fearsome predator. If the wearer is a barbarian, she can use the intimidating glare rage power whenever she rages. The helm has no effect if the wearer is not a barbarian (or another class with the rage class feature).	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''cause fear''	'''Cost'''	2,500 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Helm of telepathy	&amp;quot;&amp;gt;	Helm of telepathy	&amp;lt;/span&amp;gt;'''''	(	27,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	faint divination and enchantment	;	'''CL'''	5th	;	'''Weight'''	3 lbs.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This pale metal or ivory helm covers much of the head when worn. The wearer can use ''detect thoughts'' at will. Furthermore, he can send a telepathic message to anyone whose surface thoughts he is reading (allowing two-way communication). Once per day, the wearer of the helm can implant a ''suggestion'' (as the spell, Will DC 14 negates) along with his telepathic message.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''detect thoughts'', ''suggestion''	'''Cost'''	13,500 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Helm of teleportation	&amp;quot;&amp;gt;	Helm of teleportation	&amp;lt;/span&amp;gt;'''''	(	73,500 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate conjuration	;	'''CL'''	9th	;	'''Weight'''	3 lbs.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	A character wearing this helm may ''teleport'' three times per day, instantly transporting himself and objects he might be carrying on his person to a designated destination, exactly as if he had cast the spell of the same name.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''teleport''	'''Cost'''	36,750 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Helm of the mammoth lord	&amp;quot;&amp;gt;	Helm of the mammoth lord	&amp;lt;/span&amp;gt;'''''	(	8,500 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	faint transmutation	;	'''CL'''	5th	;	'''Weight'''	3 lbs.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This hide helm is set with plates of ivory carved with primitive runes, with a pair of tusks curving down on either side of the wearer's face for cheek guards. The tusks of the helm provide a gore attack dealing 1d6 points of damage for a Medium wearers (or 1d4 points of damage for Small wearers) and counts as a magic weapon for the purposes of overcoming damage reduction. The ''helm of the mammoth lord'' also protects the wearer from cold environments as the endure elements spell. Furthermore, it provides a +5 competence bonus to Handle Animal, Ride, and wild empathy checks with elephants, mammoths, mastodons, and other similar elephant-like creatures. On command, the wearer may use ''detect animals or plants'', but can only detect elephant-like creatures. On command, the wearer may use ''speak with animals'', but only to communicate with elephant-like creatures.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''beast shape I'', ''charm animal'', ''detect animals or plants'', ''speak with animals'', creator must have 5 ranks in Handle Animal and Ride	'''Cost'''	4,250 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Helm of underwater action	&amp;quot;&amp;gt;	Helm of underwater action	&amp;lt;/span&amp;gt;'''''	(	24,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	faint transmutation	;	'''CL'''	5th	;	'''Weight'''	3 lbs.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	The wearer of this helmet can see underwater. Drawing the small lenses in compartments on either side into position before the wearer's eyes activates the visual properties of the helm, allowing her to see five times farther than water and light conditions would allow for normal human vision. (Weeds, obstructions, and the like block vision in the usual manner.) If the command word is spoken, the helm of underwater action gives the wearer a 30-foot swim speed and creates a globe of air around the wearer's head and maintains it until the command word is spoken again, enabling her to breathe freely.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''water breathing''	'''Cost'''	12,000 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Howling helm	&amp;quot;&amp;gt;	Howling helm	&amp;lt;/span&amp;gt;'''''	(	22,600 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	faint conjuration	;	'''CL'''	5th	;	'''Weight'''	2 lbs.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	The wearer of this helm, crafted from a beast's skull, gains the ability to communicate with dogs, wolves, dire wolves, foxes, jackals, coyotes, and similar canine animals as the ''speak with animals'' spell. The wearer gains a +2 competence bonus on Diplomacy checks and Charisma checks to influence wolf-like magical beasts such as blink dogs, winter wolves, and worgs. On command three times per day, the wearer can unleash a terrifying howl. When he does so, he makes a single Intimidate check to demoralize all opponents within 30 feet that can hear the howl. At the start of the wearer's following turn, 1d3 wolves appear as if summoned by the spell ''summon nature's ally III''. They act on the wearer's initiative and follow her instructions (or attacking her opponents, if she cannot communicate with them) for 5 rounds before vanishing in a swirl of pine needles and snow.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''speak with animals'', ''summon nature's ally III''	'''Cost'''	11,300 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Iron circlet of guarded souls	&amp;quot;&amp;gt;	Iron circlet of guarded souls	&amp;lt;/span&amp;gt;'''''	(	30,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate abjuration	;	'''CL'''	11th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This simple cold iron circle has no markings or ornamentation upon it, and is always slightly cool to the touch. The circle shields both the wearer's soul and his identity from mystic intrusion. The wearer is immune to effects that target souls (such as ''trap the soul'') or that would be foiled by a ''nondetection'' spell (unlike ''nondetection'', the diviner's caster cannot attempt a spell resistance check to overcome this effect). If the wearer is slain, he cannot be restored to life by magic (save by a miracle, wish, or divine intervention) until the circlet is removed.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''nondetection'', ''trap the soul''	'''Cost'''	15,000 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Jingasa of the fortunate soldier	&amp;quot;&amp;gt;	Jingasa of the fortunate soldier	&amp;lt;/span&amp;gt;'''''	(	5,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	strong divination	;	'''CL'''	15th	;	'''Weight'''	3 lbs.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This conical iron jingasa, or war hat, grants the wearer a +1 luck bonus to AC. Once per day when struck by a critical hit or sneak attack, the wearer can spend an immediate action to negate the critical hit or sneak attack (similar to the ''fortification'' armor special ability, but without requiring a roll). The damage is instead rolled normally.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''divine favor'', ''moment of prescience''	'''Cost'''	2,500 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Judge's wig	&amp;quot;&amp;gt;	Judge's wig	&amp;lt;/span&amp;gt;'''''	(	59,200 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate divination	;	'''CL'''	7th	;	'''Weight'''	-	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This flowing wig of white ringlets grants its wearer an unmistakable impression of dignity and gravitas. This grants a +4 competence bonus on Diplomacy and Intimidate checks. At will, the wearer can concentrate on a creature within 30 feet to scrutinize it with ''discern lies''.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''discern lies''	'''Cost'''	29,600 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Laurel of command	&amp;quot;&amp;gt;	Laurel of command	&amp;lt;/span&amp;gt;'''''	(	30,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	faint enchantment	;	'''CL'''	3rd	;	'''Weight'''	-	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	Laurel leaves crafted from fine gold decorate this circlet that imparts powers of persuasion and leadership. The wearer's voice carries great authority and can inspire others to victory. As a swift action, the wearer can speak words of encouragement or advice to an ally within 30 feet. That ally gains a +2 morale bonus on attack rolls, saving throws, skill checks, and ability checks until the start of the wearer's next turn. The wearer can use the laurel to grant this bonus to himself. A creature cannot gain this bonus more than once per day.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''heroism''	'''Cost'''	15,000 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Magician's hat	&amp;quot;&amp;gt;	Magician's hat	&amp;lt;/span&amp;gt;'''''	(	20,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate transmutation	;	'''CL'''	10th	;	'''Weight'''	-	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	Mystic symbols embroidered in gold thread decorate this conical hat. Three times per day as a free action when casting a spell, the wearer can shift metamagic feats on prepared spells. The wearer can either move a metamagic feat from another prepared spell to a spell being cast or from the spell being cast to another prepared spell. In either case, the spell that gains the metamagic feat can't exceed the spell slot of the spell that originally had the metamagic feat. For example, a wizard with ''detect thoughts'', ''silent dispel magic'', and ''dimension door'' prepared could cast a ''silent detect thoughts'' (and would now have ''dispel magic'' prepared), but could not cast ''silent dimension door''. Moving metamagic feats does not increase spell casting time, even for quickened spells. The hat provides no benefit to spontaneous casting or spell-like abilities.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''mnemonic enhancer''	'''Cost'''	10,000 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Mask of a thousand tomes	&amp;quot;&amp;gt;	Mask of a thousand tomes	&amp;lt;/span&amp;gt;'''''	(	10,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	faint divination	;	'''CL'''	5th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	The random snippets of script that write across the surface of this parchment-colored eyeless mask hint at the knowledge of the many tomes stored within. The mask grants its wearer a +10 competence bonus on all Knowledge skill checks, but the wearer is blinded while wearing the mask. The mask must be worn for 10 minutes before the wearer gains its bonus.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''clairaudience/clairvoyance''	'''Cost'''	5,000 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Mask of giants, greater	&amp;quot;&amp;gt;	Mask of giants, greater	&amp;lt;/span&amp;gt;'''''	(	90,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	strong transmutation	;	'''CL'''	13th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	A ''greater mask of giants'' has all the powers of a ''lesser mask of giants'', plus it grants additional abilities in giant form. If the form has any of the following abilities, the wearer gains the listed ability: rend (2d6 damage), regeneration 5 (acid or fire), rock catching, rock throwing (range 60 feet, 2d6 damage). If the chosen giant form has immunity or resistance to any energy type, the wearer gains resistance 20 to that energy type when in giant form. If the giant form has vulnerability to an energy type, the wearer gains that vulnerability when in giant form. In giant form, the wearer gains a +6 size bonus to Strength, a –2 penalty to Dexterity, a +4 size bonus to Constitution, and a +4 natural armor bonus.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''giant form I''	'''Cost'''	45,000 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Mask of giants, lesser	&amp;quot;&amp;gt;	Mask of giants, lesser	&amp;lt;/span&amp;gt;''''' 	(	30,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate transmutation	;	'''CL'''	6th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This wooden mask depicts a leering humanoid with an oversized nose and ears. If the wearer has the wild shape class feature, the mask allows her to use wild shape to take the form of a humanoid with the giant subtype. The forms allowed by a ''lesser mask of giants'' are ogre, troll, fire giant, frost giant, and stone giant. If the form has any of the following abilities, the wearer gains the listed ability: darkvision 60 feet, low-light vision, scent. In giant form, the wearer gains a +4 size bonus to Strength, a –2 penalty to Dexterity, and a +1 natural armor bonus.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''giant form I''	'''Cost'''	15,000 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Mask of stony demeanor	&amp;quot;&amp;gt;	Mask of stony demeanor	&amp;lt;/span&amp;gt;''''' 	(	500 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate transmutation	;	'''CL'''	6th	;	'''Weight'''	4 lbs.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	When worn, this mask transforms the wearer's face into a stone statue and its voice into an emotionless monotone. Though it allows the wearer to speak, its facial expressions and voice betray little emotion, granting a +10 competence bonus on Bluff checks made to lie and a +5 competence bonus on Bluff checks made to feint, but also imposing a –5 penalty on Bluff checks made to pass a hidden message.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''innocence'', ''stone shape''	'''Cost'''	250 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Mask of the krenshar	&amp;quot;&amp;gt;	Mask of the krenshar	&amp;lt;/span&amp;gt;''''' 	(	7,200 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	faint illusion	;	'''CL'''	3rd	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This simple leather mask depicts an earless catlike creature. When worn, it melds into its wearer's face and vanishes, leaving the wearer's face just as it looked before. Three times per day the wearer can command the mask to appear to retract the wearer's skin, revealing an illusion of the wearer's glistening skull and musculature. Creatures within 100 feet who see this display must succeed at a DC 13 Will save or become frightened (if the target has 6 or fewer Hit Dice) or shaken (if the target has more than 6 HD) for 1d4 rounds. This is a mind-affecting fear effect and a glamer. Anyone who can see through illusions (such as by ''true seeing'') is unaffected.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''disguise self'', ''scare''	'''Cost'''	3,600 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Maw of the wyrm	&amp;quot;&amp;gt;	Maw of the wyrm	&amp;lt;/span&amp;gt;'''''	(	18,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate evocation	;	'''CL'''	7th	;	'''Weight'''	3 lbs.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This fearsome helm, wrought into the shape of a roaring dragon's maw, has dozens of glittering dragon scales across its surface. The helm's wearer gains a +4 competence bonus on Intimidate checks and a +4 insight bonus on saves to resist a dragon's frightful presence aura. Each helm is modeled after a particular type of chromatic or metallic dragon. Once per day on command, the wearer can breathe out a blast of energy, as the ''dragon's breath'' spell to mimic the breath weapon of the dragon the helm is modeled after (7d6 points of damage, Reflex DC 16 half).	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''dragon's breath''	'''Cost'''	9,000 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Medusa mask	&amp;quot;&amp;gt;	Medusa mask	&amp;lt;/span&amp;gt;'''''	(	10,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate transmutation	;	'''CL'''	11th	;	'''Weight'''	1 lb	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This intricate mask is made of gold-plated iron. Writhing snake tails radiate from a gemstone upon the brow, almost as if they were medusa-like hair. The mask grants a +4 bonus on all saving throws against visual effects, including gaze attacks and sight-based illusions. Once per day as a standard action, the wearer can cause the central gemstone to glow with pale green light, at which point she may target any one creature within 30 feet. The targeted creature must succeed at a DC 15 Fortitude save or be petrified for 1 minute, as if by ''flesh to stone''.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''flesh to stone'', ''resistance''	'''Cost'''	5,000 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Mitre of the heirophant	&amp;quot;&amp;gt;	Mitre of the heirophant	&amp;lt;/span&amp;gt;'''''	(	18,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate divination	;	'''CL'''	9th	;	'''Weight'''	2 lbs.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This ostentatious hat functions only for a wearer who can cast divine spells. The wearer gains a +5 competence bonus on Diplomacy and Knowledge(religion) checks. Once per day on command, the wearer can ask a single question of her patron deity, as if by using ''commune''. Once per week on command, the wearer can touch a creature, atoning it for past misdeeds as if using an ''atonement'' spell.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''attonement'', ''commune'', ''guidance''	'''Cost'''	9,000 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Plague mask	&amp;quot;&amp;gt;	Plague mask	&amp;lt;/span&amp;gt;'''''	(	27,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	faint necromancy	;	'''CL'''	5th	;	'''Weight'''	2 lbs.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This stylized bird mask consists of a pair of goggles attached to a ceramic beak that covers the nose and mouth. The goggles are not magic and can be replaced with other goggles or eye slot items. It grants the wearer a +4 resistance bonus on saving throws against disease. Once per day on command, the user can ''remove disease'' (as the spell) on a single creature touched.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''remove disease''	'''Cost'''	13,500 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Steel-mind cap	&amp;quot;&amp;gt;	Steel-mind cap	&amp;lt;/span&amp;gt;'''''	(	33,600 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate abjuration	;	'''CL'''	9th	;	'''Weight'''	3 lbs.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	Ruined scraps of various constructs were repurposed and combined to form this ornate iron helmet. Though the helmet is not intelligent, it has a brute mechanical cunning that allows it to assert control whenever the wearer's mind is overwhelmed. The helmet takes control of the wearer's body anytime he is dazed or stunned. Whenever the wearer would be dazed, he is instead confused. Whenever the wearer would be stunned, he is instead confused and staggered. Time spent under the cap's influence counts against the duration of the daze or stun effect. The cap functions for up to 5 rounds per day. These rounds do not need to be consecutive. The cap stops asserting control over its wearer when the duration of the daze or stun effect ends, or when the cap's 5 rounds of duration are expended.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''surmount affliction''	'''Cost'''	16,800 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Stormlord's helm	&amp;quot;&amp;gt;	Stormlord's helm	&amp;lt;/span&amp;gt;'''''	(	35,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	strong transmutation	;	'''CL'''	10th	;	'''Weight'''	3 lbs.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	Two large horns jut from the sides of this iron helm, each of them carved with runes representing storms, thunder, and lightning. The runes give the wearer the ability to control the elements and bring forth a great storm. Once per day, the wearer can call upon the magic of the helm to call a thunderstorm, as if casting the ''control weather'' spell. Like that spell, it takes 10 minutes to call the weather and an additional 10 minutes for the thunderstorm to manifest. Once it does, the wearer can ''call lighting'' (as the spell) for 10 minutes or until the wearer dismisses the thunderstorm with a standard action.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''call lightning'', ''control weather''	'''Cost'''	17,500 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Veil of fleeting glances	&amp;quot;&amp;gt;	Veil of fleeting glances	&amp;lt;/span&amp;gt;'''''	(	9,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	faint divination	;	'''CL'''	3rd	;	'''Weight'''	-	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	In addition to hiding the face, this fine lace veil protects the wearer against gaze attacks. The wearer has a 50% chance to avoid making a saving throw against a gaze attack even when not averting her eyes. If the wearer averts her eyes, she rolls twice (once for the veil, once for averting her eyes) and uses the more favorable result. Against patterns, visual figments, and other vision-based effects and attacks that cannot affect blind creatures, the veil grants the wearer a +4 circumstance bonus on saving throws. The veil does not otherwise impede the wearer's vision in any way.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''blindness/deafness'', ''true strike''	'''Cost'''	4,500 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Admin]][[Category:Magic_Items]]&lt;/div&gt;</summary>
		<author><name>Typhoon</name></author>
	</entry>
	<entry>
		<id>http://www.tenebraemush.net/index.php?title=Wondrous_Items&amp;diff=18002</id>
		<title>Wondrous Items</title>
		<link rel="alternate" type="text/html" href="http://www.tenebraemush.net/index.php?title=Wondrous_Items&amp;diff=18002"/>
		<updated>2015-03-22T00:01:41Z</updated>

		<summary type="html">&lt;p&gt;Typhoon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;padding:5px; background-color:#e7eaea;&amp;quot;&amp;gt;&amp;lt;div style=&amp;quot;width:100%; background-color:#e7eaea;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{{TableMain}}&lt;br /&gt;
{{T01}}&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; | Quick Links&lt;br /&gt;
|-&lt;br /&gt;
|'''Belts''' || [[Belt#belts_table|Table]] ||[[Belt#belts_desc|Descriptions]]&lt;br /&gt;
|-&lt;br /&gt;
|'''Body''' || [[Body#body_table|Table]] ||[[Body#body_desc|Descriptions]]&lt;br /&gt;
|-&lt;br /&gt;
|'''Chest''' || [[Chest#chest_table|Table]] ||[[Chest#chest_desc|Descriptions]]&lt;br /&gt;
|-&lt;br /&gt;
|'''Eyes''' || [[Eyes#eyes_table|Table]] ||[[Eyes#eyes_desc|Descriptions]]&lt;br /&gt;
|-&lt;br /&gt;
|'''Feet''' || [[Feet#feet_table|Table]] ||[[Feet#feet_desc|Descriptions]]&lt;br /&gt;
|-&lt;br /&gt;
|'''Hands''' || [[Hands#hands_table|Table]] ||[[Hands#hands_desc|Descriptions]]&lt;br /&gt;
|-&lt;br /&gt;
|'''Head''' || [[Head#head_table|Table]] ||[[Head#head_desc|Descriptions]]&lt;br /&gt;
|-&lt;br /&gt;
|'''Headband''' || [[Headbands#headbands_table|Table]] ||[[Headbands#headbands_desc|Descriptions]]&lt;br /&gt;
|-&lt;br /&gt;
|'''Neck''' || [[Neck#neck_table|Table]] ||[[Neck#neck_desc|Descriptions]]&lt;br /&gt;
|-&lt;br /&gt;
|'''Shoulders''' || [[Shoulders#shoulders_table|Table]] ||[[Shoulders#shoulders_desc|Descriptions]]&lt;br /&gt;
|-&lt;br /&gt;
|'''Wrists''' || [[Wrists#wrists_table|Table]] ||[[Wrists#wrists_desc|Descriptions]]&lt;br /&gt;
|-&lt;br /&gt;
|'''Slotless''' || [[#slotless_table|Table]] ||[[#slotless_desc|Descriptions]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
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&lt;br /&gt;
==Wondrous Items==&lt;br /&gt;
{{WondrousTable}}&lt;br /&gt;
&lt;br /&gt;
==Descriptions==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;belts_desc&amp;quot;&amp;gt;&amp;lt;/span&amp;gt; [[File:Belts.png|350px|link=Belt|left]]&lt;br /&gt;
&amp;lt;span id=&amp;quot;body_desc&amp;quot;&amp;gt;&amp;lt;/span&amp;gt; [[File:Body.png|350px|link=Body|right]]&lt;br /&gt;
&amp;lt;span id=&amp;quot;chest_desc&amp;quot;&amp;gt;&amp;lt;/span&amp;gt; [[File:Chest.png|350px|link=Chest|left]]&lt;br /&gt;
&amp;lt;span id=&amp;quot;eyes_desc&amp;quot;&amp;gt;&amp;lt;/span&amp;gt; [[File:Eyes.png|350px|link=Eyes|right]]&lt;br /&gt;
&amp;lt;span id=&amp;quot;feet_desc&amp;quot;&amp;gt;&amp;lt;/span&amp;gt; [[File:Feet.png|350px|link=Feet|left]]&lt;br /&gt;
&amp;lt;span id=&amp;quot;hands_desc&amp;quot;&amp;gt;&amp;lt;/span&amp;gt; [[File:Hands.png|350px|link=Hands|right]]&lt;br /&gt;
&amp;lt;span id=&amp;quot;head_desc&amp;quot;&amp;gt;&amp;lt;/span&amp;gt; [[File:Head.png|350px|link=Head|left]]&lt;br /&gt;
&amp;lt;span id=&amp;quot;headband_desc&amp;quot;&amp;gt;&amp;lt;/span&amp;gt; [[File:Headband.png|350px|link=Headband|right]]&lt;br /&gt;
&amp;lt;span id=&amp;quot;neck_desc&amp;quot;&amp;gt;&amp;lt;/span&amp;gt; [[File:Neck.png|350px|link=Neck|left]]&lt;br /&gt;
&amp;lt;span id=&amp;quot;shoulders_desc&amp;quot;&amp;gt;&amp;lt;/span&amp;gt; [[File:Shoulders.png|350px|link=Shoulders|right]]&lt;br /&gt;
&amp;lt;span id=&amp;quot;wrists_desc&amp;quot;&amp;gt;&amp;lt;/span&amp;gt; [[File:Wrists.png|350px|link=Wrists|left]]&lt;br /&gt;
&amp;lt;span id=&amp;quot;slotless_desc&amp;quot;&amp;gt;&amp;lt;/span&amp;gt; [[File:Slotless.png|350px|link=Slotless|right]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Admin]][[Category:Magic_Items]]&lt;/div&gt;</summary>
		<author><name>Typhoon</name></author>
	</entry>
	<entry>
		<id>http://www.tenebraemush.net/index.php?title=Head&amp;diff=18001</id>
		<title>Head</title>
		<link rel="alternate" type="text/html" href="http://www.tenebraemush.net/index.php?title=Head&amp;diff=18001"/>
		<updated>2015-03-21T23:57:47Z</updated>

		<summary type="html">&lt;p&gt;Typhoon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WondrousTableMain}}&lt;br /&gt;
{{T01}}&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; | &amp;lt;span id=&amp;quot;head_table&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;'''Head'''&lt;br /&gt;
{{T02}}&lt;br /&gt;
| '''Head'''&lt;br /&gt;
| '''Market Price'''&lt;br /&gt;
|-&lt;br /&gt;
| [[Head#Mask of stony demeanor|Mask of stony demeanor]]||500 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Head#Cap of human guise|Cap of human guise]]||800 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Head#Cap of light|Cap of light]]||900 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Head#Hat of disguise|Hat of disguise]]||1,800 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Head#Buffering cap|Buffering cap]]||2,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Head#Circlet of persuasion|Circlet of persuasion]]||4,500 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Head#Grappler's mask|Grappler's mask]]||5,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Head#Helm of fearsome mien|Helm of fearsome mien]]||5,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Head#Jingasa of the fortunate soldier|Jingasa of the fortunate soldier]]||5,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Head#Helm of comprehend languages and read magic|Helm of comprehend languages and read magic]]||5,200 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Head#Crown of swords|Crown of swords]]||6,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Head#Crown of blasting, minor|Crown of blasting, minor]]||6,480 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Head#Mask of the krenshar|Mask of the krenshar]]||7,200 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Head#Helm of the mammoth lord|Helm of the mammoth lord]]||8,500 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Head#Veil of fleeting glances|Veil of fleeting glances]]||9,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Head#Mask of a thousand tomes|Mask of a thousand tomes]]||10,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Head#Medusa mask|Medusa mask]]||10,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Head#Halo of inner calm|Halo of inner calm]]||16,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Head#Cat's eye crown|Cat's eye crown]]||18,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Head#Maw of the wyrm|Maw of the wyrm]]||18,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Head#Mitre of the heirophant|Mitre of the heirophant]]||18,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Head#Magician's hat|Magician's hat]]||20,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Head#Circlet of mindsight|Circlet of mindsight]]||22,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Head#Howling helm|Howling helm]]||22,600 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Head#Crown of blasting, major|Crown of blasting, major]]||23,760 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Head#Helm of underwater action|Helm of underwater action]]||24,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Head#Crown of conquest|Crown of conquest]]||24,600 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Head#Batrachian helm|Batrachian helm]]||26,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Head#Helm of telepathy|Helm of telepathy]]||27,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Head#Plague mask|Plague mask]]||27,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Head#Iron circlet of guarded souls|Iron circlet of guarded souls]]||30,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Head#Laurel of command|Laural of command]]||30,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Head#Mask of giants, lesser|Mask of giants, lesser]]||30,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Head#Steel-mind cap|Steel-mind cap]]||33,600 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Head#Stormlord's helm|Stormlord's helm]]||35,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Head#Helm of brilliance, lesser|Helm of brilliance, lesser]]||36,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Head#Judge's wig|Judge's wig]]||59,200 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Head#Helm of teleportation|Helm of teleportation]]||73,500 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Head#Halo of menace|Halo of menace]]||84,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Head#Mask of giants, greater|Mask of giants, greater]]||90,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Head#Helm of brilliance|Helm of brilliance]]||125,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Head#Helm of electric radiance|Helm of electric radiance]]||125,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| [[Head#Crown of heaven|Crown of heaven]]||150,000 gp&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Batrachian helm	&amp;quot;&amp;gt;	Batrachian helm	&amp;lt;/span&amp;gt;''''' 	(	26,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate transmutation	;	'''CL'''	10th	;	'''Weight'''	3 lbs.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This oily bronze helm is fashioned in the shape of a frog's head. Three times per day as a swift action, the helm fires an unerring tongue of force at a visible target within 20 feet. If the target is an unattended object weighing 250 pounds or less, it is pulled 20 feet toward the wearer. If the target is a creature of the wearer's size or smaller, the wearer may make a combat maneuver check as a free action to pull the target 20 feet toward him. If the target is a creature larger than the wearer, an unattended object weighing more than 250 pounds, or an immobile structure such as a wall, the wearer is pulled 20 feet toward the target. This movement does not provoke attacks of opportunity, and the object or creature stops if the movement would move it into a solid object or creature.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''telekinesis''	'''Cost'''	13,000 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Buffering cap	&amp;quot;&amp;gt;	Buffering cap	&amp;lt;/span&amp;gt;''''' 	(	2,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	faint conjuration	;	'''CL'''	1st	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This cloth hat is floppy and shapeless. It offers its wearer an unusual amount of protection against particularly devastating blows. Once per day when struck by a critical hit, the wearer can spend an immediate action to convert the bonus damage of the critical hit into nonlethal damage. The cap has no effect if the wearer is immune to nonlethal damage.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''shield''	'''Cost'''	1,000 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Cap of human guise	&amp;quot;&amp;gt;	Cap of human guise	&amp;lt;/span&amp;gt;'''''	(	800 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	faint illusion	;	'''CL'''	3rd	;	'''Weight'''	-	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This threadbare hat allows its wearer to alter her appearance at will as with a ''disguise'' self spell, except she can only appear as a plainly dressed Small human child, adult halfling, or adult gnome, such as a peasant, blacksmith, or shopkeeper. The wearer can slightly alter the cap's appearance as part of the disguise, but otherwise must match the overall unremarkable look of the illusory form. This threadbare hat allows its wearer to alter her appearance at will as with a disguise self spell, except she can only appear as a plainly dressed Small human child, adult halfling, or adult gnome, such as a peasant, blacksmith, or shopkeeper. The wearer can slightly alter the cap's appearance as part of the disguise, but otherwise must match the overall unremarkable look of the illusory form.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''disguise self''	'''Cost'''	400 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Cap of light	&amp;quot;&amp;gt;	Cap of light	&amp;lt;/span&amp;gt;'''''	(	900 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	faint evocation	;	'''CL'''	1st	;	'''Weight'''	-	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This small cloth skullcap resembles those some priests wear, but is topped with a small silver statue in the shape of a lit candle. The wearer can command the statue to radiate ''light'' (as the spell). The ''light'' can also be turned off on command.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''light''	'''Cost'''	450 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Cat's eye crown	&amp;quot;&amp;gt;	Cat's eye crown	&amp;lt;/span&amp;gt;'''''	(	18,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate divination	;	'''CL'''	10th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This slender silver crown is decorated with a single cat's eye gemstone as a centerpiece. When the gem is attached to the crown, its wearer gains darkvision 60 feet, or increases her darkvision by 60 feet if she already possesses that sense. The gemstone is detachable, and can be rolled into rooms, dropped into holes, thrown through windows, or planted on a creature. Once per day, on command, the crown's wearer gains the benefit of the ''clairaudience/clairvoyance'' spell, but uses the cat's eye gemstone as that spell's sensor and gains darkvision when viewing through that sensor. If the stone is held or carried by a creature, even within a sack or some other container, the creature wearing the crown uses the senses of the creature carrying the gemstone as the sensor instead, whether or not the creature carrying the gemstone is aware of the stone's true purpose or even its existence. Destroying the gem (hardness 8, hp 5) severs the link, but a new cat's eye gemstone worth at least 100 gp can be fashioned and attuned to the crown. The attunement process takes 24 hours.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''clairaudience/clairvoyance'', ''darkvision'', creator must be catfolk	'''Cost'''	9,000 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Circlet of mindsight	&amp;quot;&amp;gt;	Circlet of mindsight	&amp;lt;/span&amp;gt;'''''	(	22,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate divination	;	'''CL'''	9th	;	'''Weight'''	-	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This elaborate circlet of gold-and-platinum filigree bears tiny gems in settings that look disturbingly like human eyes. When worn, the circlet lets the wearer sense the presence of other thinking creatures in her immediate area. The wearer gains the benefits of blindsense 30 feet, but only against creatures with an Intelligence score that are susceptible to mind-affecting effects. Undead, constructs, and mindless creatures like most oozes and vermin cannot be perceived when using the circlet, nor can creatures under the effects of ''mind blank'' or a ''ring of mind shielding''. The circlet does not interfere with the wearer's ability to see normally. If the wearer has blindsense or blindsight, he is able to differentiate creatures detected with those senses from creatures detected with the circlet of mindsight.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''clairaudience/clairvoyance'', ''detect thoughts''	'''Cost'''	11,000 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Circlet of persuasion	&amp;quot;&amp;gt;	Circlet of persuasion	&amp;lt;/span&amp;gt;'''''	(	4,500 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	faint transmutation	;	'''CL'''	5th	;	'''Weight'''	-	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This delicately engraved silver headband grants its wearer a +3 competence bonus on Charisma-based checks.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''eagle's spendor''	'''Cost'''	2,250 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Crown of blasting, major	&amp;quot;&amp;gt;	Crown of blasting, major	&amp;lt;/span&amp;gt;'''''	(	23,760 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	strong evocation	;	'''CL'''	17th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	On command, this elaborate golden crown projects a blast of ''searing light'' (5d8 maximized for 40 points of damage) once per day.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, Maximize Spell, ''searing light''	'''Cost'''	11,880 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Crown of blasting, minor	&amp;quot;&amp;gt;	Crown of blasting, minor	&amp;lt;/span&amp;gt;'''''	(	6,480 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate evocation	;	'''CL'''	6th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	On command, this simple golden crown projects a blast of ''searing light'' (3d8 points of damage) once per day.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''searing light''	'''Cost'''	3,240 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Crown of conquest	&amp;quot;&amp;gt;	Crown of conquest	&amp;lt;/span&amp;gt;'''''	(	24,600 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate enchantment	;	'''CL'''	7th	;	'''Weight'''	3 lbs.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This crown of steel and gold projects an aura of menacing power. The wearer gains a +4 competence bonus on Intimidate checks, and whenever he confirms a critical hit, the crown creates a ''prayer'' effect centered on the crown's wearer (caster level 5th). If the wearer of the crown has the Leadership feat, he gains a +1 bonus to his Leadership score and any follower or cohort of the wearer gains a +1 bonus on attack rolls and saving throws against fear effects while within line of sight of the wearer.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''bless'', ''eagle's spendor'', ''prayer''	'''Cost'''	12,300 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Crown of heaven	&amp;quot;&amp;gt;	Crown of heaven	&amp;lt;/span&amp;gt;'''''	(	150,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate abjuration	;	'''CL'''	10th	;	'''Weight'''	5 lbs.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This slim golden diadem, bejeweled with diamonds and sapphires, grants its wearer fluency in Celestial and allows her to detect evil at will and use ''tongues'' once per day, both on command. She also gains a +5 sacred bonus on Knowledge (planes) checks regarding outsiders with the good or evil subtypes, and any effect she creates with the good descriptor takes effect at +1 caster level. A ''crown'', an ''orb'', and a ''scepter of heaven''—collectively known as a ''regalia of heaven''—increase in power when used together. If the wearer of a ''crown of heaven'' wields an ''orb'' or ''scepter of heaven'', effects she creates with the good descriptor gain an additional +1 caster level, and she gains a +1 sacred bonus to AC and on saves against attacks or effects created by evil creatures. She also radiates an aura of menace in a 20-foot radius. Any evil creature within this aura takes a –2 penalty on attack rolls, on saving throws, and to AC until it successfully hits the wearer of the regalia (DC 20 Will negates). A creature that saves is immune to this effect for 24 hours. If the aura is dispelled, the wearer can restore it as a standard action. If the crown is worn while the wearer is wielding both an orb and scepter of heaven, the crown's caster level increases to 15th, effects the wearer creates with the good descriptor gain an additional +1 caster level increase, and her sacred bonus to AC and saves increases to +2. In addition, as a full-round action, the wearer can create an ''aura of sanctity'' for as long as she concentrates. This aura provides a +4 deflection bonus to AC and a +4 resistance bonus on saving throws against attacks made or effects created by evil creatures, as well as the benefits of a ''magic circle against evil'' and a ''lesser globe of invulnerability''. A ''crown of heaven'' bestows one negative level on any evil creature bearing it, which cannot be removed or overcome while carrying the crown. If the same creature carries an ''orb'' or ''scepter of heaven'', it gains one additional negative level per object. An evil creature intentionally donning a ''crown of heaven'' gains an additional negative level and is affected as bestow curse (DC 17) immediately and every 24 hours that the crown is worn. A neutral character can attempt a DC 17 Fortitude save to avoid gaining these negative levels.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''aura of doom'', ''detect evil'', ''dispel evil'', ''magic circle against evil'', ''tongues''	'''Cost'''	75,000 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Crown of swords	&amp;quot;&amp;gt;	Crown of swords	&amp;lt;/span&amp;gt;'''''	(	6,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	faint evocation	;	'''CL'''	3rd	;	'''Weight'''	3 lbs.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This radiant crown of steel is bedecked with miniature mithral swords. A ''crown of swords'' can be used up to 10 times per day. When struck in combat, the wearer may spend one use as an immediate action to create a longsword-shaped ''spiritual weapon'' that then attacks her attacker. On the wearer's next turn, she may spend one additional use each round to continue attacking that target with the ''spiritual weapon''; the ''spiritual weapon'' cannot be redirected and disappears if the target is killed or moves out of range. Multiple ''spiritual weapons'' may be created (even attacking the same target) if the wearer is attacked in subsequent rounds.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''spiritual weapon''	'''Cost'''	3,000 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Grappler's mask	&amp;quot;&amp;gt;	Grappler's mask	&amp;lt;/span&amp;gt;'''''	(	5,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	faint transmutation	;	'''CL'''	1st	;	'''Weight'''	2 lbs.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This mask is fashioned from dark leather decorated with geometrical patterns that emphasize the wearer's fearsomeness. It covers the wearer's face, but leaves his mouth and eyes uncovered. The wearer may attempt to bull rush and grapple without provoking attacks of opportunity.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''bull's strength'', ''cat's grace'', ''expeditious retreat''	'''Cost'''	2,500 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Halo of inner calm	&amp;quot;&amp;gt;	Halo of inner calm	&amp;lt;/span&amp;gt;'''''	(	16,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	strong abjuration	;	'''CL'''	15th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This silvery ring looks like a halo. When worn by a tiefling it hovers just above his head, though it still uses the head magic item slot. It helps to calm the baser emotions and the dark whispers that plague tieflings, granting the wearer a +4 resistance bonus on saving throws against all spells with the emotion descriptor. When worn by a tiefling of a good alignment, it provides spell resistance 13 against spells with the evil descriptor and a +2 sacred bonus on saving throws.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''holy aura'', creator must be a tiefling of good alignment	'''Cost'''	8,000 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Halo of menace	&amp;quot;&amp;gt;	Halo of menace	&amp;lt;/span&amp;gt;'''''	(	84,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	strong enchantment	;	'''CL'''	9th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	When placed over the head, this halo of shimmering polished steel floats above it, though it still takes up the head slot. The halo constantly radiates a 20-foot-radius aura from its wearer. Any hostile creature within the aura must succeed at a DC 20 Will save or take a –2 penalty on attack rolls, on saving throws, and to AC for the next 24 hours or until it hits the wearer with an attack or damages it with a spell, spell-like ability, or supernatural ability. Chaotic creatures take a –2 penalty on this saving throw. A creature that has resisted or broken the effect of the ''halo of menace'' cannot be affected by the same wearer's aura for 24 hours. The aura is a mind-affecting effect.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''order's wrath'', creator must be an assimar or an archon	'''Cost'''	42,000 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Hat of disguise	&amp;quot;&amp;gt;	Hat of disguise	&amp;lt;/span&amp;gt;'''''	(	1,800 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	faint illusion	;	'''CL'''	1st	;	'''Weight'''	-	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This apparently normal hat allows its wearer to alter her appearance as with a ''disguise self'' spell. As part of the disguise, the hat can be changed to appear as a comb, ribbon, headband, cap, coif, hood, helmet, or other headwear.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''disguise self''	'''Cost'''	900 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Helm of brilliance	&amp;quot;&amp;gt;	Helm of brilliance	&amp;lt;/span&amp;gt;'''''	(	125,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	strong varied	;	'''CL'''	13th	;	'''Weight'''	3 lbs.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This normal-looking helm takes its true form and manifests its powers when the user dons it and speaks the command word. Made of brilliant silver and polished steel, a newly created helm is set with large magic gems: 10 diamonds, 20 rubies, 30 fire opals, and 40 opals. When struck by bright light, the helm scintillates and sends forth reflective rays in all directions from its crown-like, gem-tipped spikes. The jewels' functions are as follows:&lt;br /&gt;
*Diamond: ''Prismatic spray'' (save DC 20)&lt;br /&gt;
*Ruby: ''Wall of fire''&lt;br /&gt;
*Fire opal: ''Fireball'' (10d6, Reflex DC 20 half)&lt;br /&gt;
*Opal: ''Daylight''&lt;br /&gt;
The helm may be used once per round, but each gem can perform its spell-like power just once. Until all its jewels are depleted, a ''helm of brilliance'' also has the following magical properties when activated.&lt;br /&gt;
It emanates a bluish light when undead are within 30 feet. This light causes 1d6 points of damage per round to all such creatures within that range.&lt;br /&gt;
The wearer may command any weapon he wields to become a ''flaming'' weapon. This is in addition to whatever abilities the weapon may already have (unless the weapon already is a ''flaming'' weapon). The command takes 1 round to take effect.&lt;br /&gt;
The helm provides fire resistance 30. This protection does not stack with similar protection from other sources.&lt;br /&gt;
Once all its jewels have lost their magic, the helm loses its powers and the gems turn to worthless powder. Removing a jewel destroys it.&lt;br /&gt;
If a creature wearing the helm is damaged by magical fire (after the fire protection is taken into account) and fails an additional DC 15 Will save, the remaining gems on the helm overload and detonate. Remaining diamonds become prismatic sprays that each randomly target a creature within range (possibly the wearer), rubies become straight-line ''walls of fire'' extending outward in a random direction from the helm wearer, and fire opals become fireballs centered on the helm wearer. The opals and the helm itself are destroyed.&lt;br /&gt;
&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''detect undead'', ''fireball'', ''flame blade'', ''daylight'', ''prismatic spray'', ''protection from energy'', ''wall of fire''	'''Cost'''	62,500 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Helm of brilliance, lesser	&amp;quot;&amp;gt;	Helm of brilliance, lesser	&amp;lt;/span&amp;gt;'''''	(	36,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate varied	;	'''CL'''	5th	;	'''Weight'''	3 lbs.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This helm functions like a helm of brilliance but is lower-powered. Instead of the standard helm's allotment of gems, the lesser helm has 10 diamonds (''fireball'', 10d6 damage, Reflex DC 20 half), 20 corals (''flaming sphere''), 30 garnets (''scorching ray''), and 40 agates (''light''). It still glows near and harms undead, has the flaming weapon special ability, and provides fire resistance (though only 20 instead of 30). Just like the standard helm, the wearer risks detonation if damaged by magical fire; diamonds become ''fireballs'' centered on the wearer, corals become ''flaming spheres'' in and adjacent to the wearer's space, garnets become ''scorching rays'' that fire randomly at creatures in range, and the agates and the helm itself are destroyed.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''detect undead'', ''fireball'', ''flame blade'', ''flaming sphere'', ''light'', ''protection from energy'', ''scorching ray''	'''Cost'''	18,000 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Helm of comprehend languages and read magic	&amp;quot;&amp;gt;	Helm of comprehend languages and read magic	&amp;lt;/span&amp;gt;'''''	(	5,200 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	faint divination	;	'''CL'''	4th	;	'''Weight'''	3 lbs.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	Appearing as a normal helmet, a ''helm of comprehend languages and read magic'' grants its wearer the ability to understand the spoken words of any creature and to read text in any language and any magical writing. The wearer gains a +5 competence bonus on Linguistics checks to understand messages written in incomplete, archaic, or exotic forms. Note that understanding a magical text does not necessarily imply ability to use its spells.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''comprehend languages'', ''read magic''	'''Cost'''	2,600 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Helm of electric radiance	&amp;quot;&amp;gt;	Helm of electric radiance	&amp;lt;/span&amp;gt;'''''	(	125,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	strong varied	;	'''CL'''	13th	;	'''Weight'''	3 lbs.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	The ''helm of electric radiance'' is similar to a ''helm of brilliance'', except its spells focus on electricity rather than fire. Other aspects of the helm, such as detecting and damaging undead, remain unchanged. The helm has 10 sapphires that can be used for ''chain lightning'', 20 pieces of amber that can be used for ''lightning bolt'', 30 pieces of petrified wood that can be used for ''shocking sphere'' (as ''flaming sphere'' but dealing electricity damage), and 40 opals that can be used for ''daylight''. In addition, the wearer gains resistance to electricity 30 and his weapons become shocking weapons instead of flaming weapons.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''chain lightning'', ''daylight'', ''detect undead'', ''flaming sphere'', ''lightning bolt'', ''protection from energy'', ''shocking grasp''	'''Cost'''	62,500 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Helm of fearsome mien	&amp;quot;&amp;gt;	Helm of fearsome mien	&amp;lt;/span&amp;gt;'''''	(	5,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	faint necromancy	;	'''CL'''	1st	;	'''Weight'''	4 lbs.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This metal helm is made to look like the wearer has large fangs and other features resembling those of a fearsome predator. If the wearer is a barbarian, she can use the intimidating glare rage power whenever she rages. The helm has no effect if the wearer is not a barbarian (or another class with the rage class feature).	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''cause fear''	'''Cost'''	2,500 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Helm of telepathy	&amp;quot;&amp;gt;	Helm of telepathy	&amp;lt;/span&amp;gt;'''''	(	27,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	faint divination and enchantment	;	'''CL'''	5th	;	'''Weight'''	3 lbs.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This pale metal or ivory helm covers much of the head when worn. The wearer can use ''detect thoughts'' at will. Furthermore, he can send a telepathic message to anyone whose surface thoughts he is reading (allowing two-way communication). Once per day, the wearer of the helm can implant a ''suggestion'' (as the spell, Will DC 14 negates) along with his telepathic message.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''detect thoughts'', ''suggestion''	'''Cost'''	13,500 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Helm of teleportation	&amp;quot;&amp;gt;	Helm of teleportation	&amp;lt;/span&amp;gt;'''''	(	73,500 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate conjuration	;	'''CL'''	9th	;	'''Weight'''	3 lbs.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	A character wearing this helm may ''teleport'' three times per day, instantly transporting himself and objects he might be carrying on his person to a designated destination, exactly as if he had cast the spell of the same name.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''teleport''	'''Cost'''	36,750 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Helm of the mammoth lord	&amp;quot;&amp;gt;	Helm of the mammoth lord	&amp;lt;/span&amp;gt;'''''	(	8,500 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	faint transmutation	;	'''CL'''	5th	;	'''Weight'''	3 lbs.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This hide helm is set with plates of ivory carved with primitive runes, with a pair of tusks curving down on either side of the wearer's face for cheek guards. The tusks of the helm provide a gore attack dealing 1d6 points of damage for a Medium wearers (or 1d4 points of damage for Small wearers) and counts as a magic weapon for the purposes of overcoming damage reduction. The ''helm of the mammoth lord'' also protects the wearer from cold environments as the endure elements spell. Furthermore, it provides a +5 competence bonus to Handle Animal, Ride, and wild empathy checks with elephants, mammoths, mastodons, and other similar elephant-like creatures. On command, the wearer may use ''detect animals or plants'', but can only detect elephant-like creatures. On command, the wearer may use ''speak with animals'', but only to communicate with elephant-like creatures.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''beast shape I'', ''charm animal'', ''detect animals or plants'', ''speak with animals'', creator must have 5 ranks in Handle Animal and Ride	'''Cost'''	4,250 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Helm of underwater action	&amp;quot;&amp;gt;	Helm of underwater action	&amp;lt;/span&amp;gt;'''''	(	24,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	faint transmutation	;	'''CL'''	5th	;	'''Weight'''	3 lbs.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	The wearer of this helmet can see underwater. Drawing the small lenses in compartments on either side into position before the wearer's eyes activates the visual properties of the helm, allowing her to see five times farther than water and light conditions would allow for normal human vision. (Weeds, obstructions, and the like block vision in the usual manner.) If the command word is spoken, the helm of underwater action gives the wearer a 30-foot swim speed and creates a globe of air around the wearer's head and maintains it until the command word is spoken again, enabling her to breathe freely.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''water breathing''	'''Cost'''	12,000 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Howling helm	&amp;quot;&amp;gt;	Howling helm	&amp;lt;/span&amp;gt;'''''	(	22,600 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	faint conjuration	;	'''CL'''	5th	;	'''Weight'''	2 lbs.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	The wearer of this helm, crafted from a beast's skull, gains the ability to communicate with dogs, wolves, dire wolves, foxes, jackals, coyotes, and similar canine animals as the ''speak with animals'' spell. The wearer gains a +2 competence bonus on Diplomacy checks and Charisma checks to influence wolf-like magical beasts such as blink dogs, winter wolves, and worgs. On command three times per day, the wearer can unleash a terrifying howl. When he does so, he makes a single Intimidate check to demoralize all opponents within 30 feet that can hear the howl. At the start of the wearer's following turn, 1d3 wolves appear as if summoned by the spell ''summon nature's ally III''. They act on the wearer's initiative and follow her instructions (or attacking her opponents, if she cannot communicate with them) for 5 rounds before vanishing in a swirl of pine needles and snow.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''speak with animals'', ''summon nature's ally III''	'''Cost'''	11,300 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Iron circlet of guarded souls	&amp;quot;&amp;gt;	Iron circlet of guarded souls	&amp;lt;/span&amp;gt;'''''	(	30,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate abjuration	;	'''CL'''	11th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This simple cold iron circle has no markings or ornamentation upon it, and is always slightly cool to the touch. The circle shields both the wearer's soul and his identity from mystic intrusion. The wearer is immune to effects that target souls (such as ''trap the soul'') or that would be foiled by a ''nondetection'' spell (unlike ''nondetection'', the diviner's caster cannot attempt a spell resistance check to overcome this effect). If the wearer is slain, he cannot be restored to life by magic (save by a miracle, wish, or divine intervention) until the circlet is removed.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''nondetection'', ''trap the soul''	'''Cost'''	15,000 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Jingasa of the fortunate soldier	&amp;quot;&amp;gt;	Jingasa of the fortunate soldier	&amp;lt;/span&amp;gt;'''''	(	5,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	strong divination	;	'''CL'''	15th	;	'''Weight'''	3 lbs.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This conical iron jingasa, or war hat, grants the wearer a +1 luck bonus to AC. Once per day when struck by a critical hit or sneak attack, the wearer can spend an immediate action to negate the critical hit or sneak attack (similar to the ''fortification'' armor special ability, but without requiring a roll). The damage is instead rolled normally.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''divine favor'', ''moment of prescience''	'''Cost'''	2,500 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Judge's wig	&amp;quot;&amp;gt;	Judge's wig	&amp;lt;/span&amp;gt;'''''	(	59,200 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate divination	;	'''CL'''	7th	;	'''Weight'''	-	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This flowing wig of white ringlets grants its wearer an unmistakable impression of dignity and gravitas. This grants a +4 competence bonus on Diplomacy and Intimidate checks. At will, the wearer can concentrate on a creature within 30 feet to scrutinize it with ''discern lies''.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''discern lies''	'''Cost'''	29,600 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Laurel of command	&amp;quot;&amp;gt;	Laurel of command	&amp;lt;/span&amp;gt;'''''	(	30,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	faint enchantment	;	'''CL'''	3rd	;	'''Weight'''	-	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	Laurel leaves crafted from fine gold decorate this circlet that imparts powers of persuasion and leadership. The wearer's voice carries great authority and can inspire others to victory. As a swift action, the wearer can speak words of encouragement or advice to an ally within 30 feet. That ally gains a +2 morale bonus on attack rolls, saving throws, skill checks, and ability checks until the start of the wearer's next turn. The wearer can use the laurel to grant this bonus to himself. A creature cannot gain this bonus more than once per day.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''heroism''	'''Cost'''	15,000 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Magician's hat	&amp;quot;&amp;gt;	Magician's hat	&amp;lt;/span&amp;gt;'''''	(	20,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate transmutation	;	'''CL'''	10th	;	'''Weight'''	-	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	Mystic symbols embroidered in gold thread decorate this conical hat. Three times per day as a free action when casting a spell, the wearer can shift metamagic feats on prepared spells. The wearer can either move a metamagic feat from another prepared spell to a spell being cast or from the spell being cast to another prepared spell. In either case, the spell that gains the metamagic feat can't exceed the spell slot of the spell that originally had the metamagic feat. For example, a wizard with ''detect thoughts'', ''silent dispel magic'', and ''dimension door'' prepared could cast a ''silent detect thoughts'' (and would now have ''dispel magic'' prepared), but could not cast ''silent dimension door''. Moving metamagic feats does not increase spell casting time, even for quickened spells. The hat provides no benefit to spontaneous casting or spell-like abilities.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''mnemonic enhancer''	'''Cost'''	10,000 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Mask of a thousand tomes	&amp;quot;&amp;gt;	Mask of a thousand tomes	&amp;lt;/span&amp;gt;'''''	(	10,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	faint divination	;	'''CL'''	5th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	The random snippets of script that write across the surface of this parchment-colored eyeless mask hint at the knowledge of the many tomes stored within. The mask grants its wearer a +10 competence bonus on all Knowledge skill checks, but the wearer is blinded while wearing the mask. The mask must be worn for 10 minutes before the wearer gains its bonus.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''clairaudience/clairvoyance''	'''Cost'''	5,000 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Mask of giants, greater	&amp;quot;&amp;gt;	Mask of giants, greater	&amp;lt;/span&amp;gt;'''''	(	90,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	strong transmutation	;	'''CL'''	13th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	A ''greater mask of giants'' has all the powers of a ''lesser mask of giants'', plus it grants additional abilities in giant form. If the form has any of the following abilities, the wearer gains the listed ability: rend (2d6 damage), regeneration 5 (acid or fire), rock catching, rock throwing (range 60 feet, 2d6 damage). If the chosen giant form has immunity or resistance to any energy type, the wearer gains resistance 20 to that energy type when in giant form. If the giant form has vulnerability to an energy type, the wearer gains that vulnerability when in giant form. In giant form, the wearer gains a +6 size bonus to Strength, a –2 penalty to Dexterity, a +4 size bonus to Constitution, and a +4 natural armor bonus.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''giant form I''	'''Cost'''	45,000 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Mask of giants, lesser	&amp;quot;&amp;gt;	Mask of giants, lesser	&amp;lt;/span&amp;gt;''''' 	(	30,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate transmutation	;	'''CL'''	6th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This wooden mask depicts a leering humanoid with an oversized nose and ears. If the wearer has the wild shape class feature, the mask allows her to use wild shape to take the form of a humanoid with the giant subtype. The forms allowed by a ''lesser mask of giants'' are ogre, troll, fire giant, frost giant, and stone giant. If the form has any of the following abilities, the wearer gains the listed ability: darkvision 60 feet, low-light vision, scent. In giant form, the wearer gains a +4 size bonus to Strength, a –2 penalty to Dexterity, and a +1 natural armor bonus.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''giant form I''	'''Cost'''	15,000 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Mask of stony demeanor	&amp;quot;&amp;gt;	Mask of stony demeanor	&amp;lt;/span&amp;gt;''''' 	(	500 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate transmutation	;	'''CL'''	6th	;	'''Weight'''	4 lbs.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	When worn, this mask transforms the wearer's face into a stone statue and its voice into an emotionless monotone. Though it allows the wearer to speak, its facial expressions and voice betray little emotion, granting a +10 competence bonus on Bluff checks made to lie and a +5 competence bonus on Bluff checks made to feint, but also imposing a –5 penalty on Bluff checks made to pass a hidden message.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''innocence'', ''stone shape''	'''Cost'''	250 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Mask of the krenshar	&amp;quot;&amp;gt;	Mask of the krenshar	&amp;lt;/span&amp;gt;''''' 	(	7,200 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	faint illusion	;	'''CL'''	3rd	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This simple leather mask depicts an earless catlike creature. When worn, it melds into its wearer's face and vanishes, leaving the wearer's face just as it looked before. Three times per day the wearer can command the mask to appear to retract the wearer's skin, revealing an illusion of the wearer's glistening skull and musculature. Creatures within 100 feet who see this display must succeed at a DC 13 Will save or become frightened (if the target has 6 or fewer Hit Dice) or shaken (if the target has more than 6 HD) for 1d4 rounds. This is a mind-affecting fear effect and a glamer. Anyone who can see through illusions (such as by ''true seeing'') is unaffected.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''disguise self'', ''scare''	'''Cost'''	3,600 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Maw of the wyrm	&amp;quot;&amp;gt;	Maw of the wyrm	&amp;lt;/span&amp;gt;'''''	(	18,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate evocation	;	'''CL'''	7th	;	'''Weight'''	3 lbs.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This fearsome helm, wrought into the shape of a roaring dragon's maw, has dozens of glittering dragon scales across its surface. The helm's wearer gains a +4 competence bonus on Intimidate checks and a +4 insight bonus on saves to resist a dragon's frightful presence aura. Each helm is modeled after a particular type of chromatic or metallic dragon. Once per day on command, the wearer can breathe out a blast of energy, as the ''dragon's breath'' spell to mimic the breath weapon of the dragon the helm is modeled after (7d6 points of damage, Reflex DC 16 half).	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''dragon's breath''	'''Cost'''	9,000 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Medusa mask	&amp;quot;&amp;gt;	Medusa mask	&amp;lt;/span&amp;gt;'''''	(	10,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate transmutation	;	'''CL'''	11th	;	'''Weight'''	1 lb	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This intricate mask is made of gold-plated iron. Writhing snake tails radiate from a gemstone upon the brow, almost as if they were medusa-like hair. The mask grants a +4 bonus on all saving throws against visual effects, including gaze attacks and sight-based illusions. Once per day as a standard action, the wearer can cause the central gemstone to glow with pale green light, at which point she may target any one creature within 30 feet. The targeted creature must succeed at a DC 15 Fortitude save or be petrified for 1 minute, as if by ''flesh to stone''.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''flesh to stone'', ''resistance''	'''Cost'''	5,000 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Mitre of the heirophant	&amp;quot;&amp;gt;	Mitre of the heirophant	&amp;lt;/span&amp;gt;'''''	(	18,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate divination	;	'''CL'''	9th	;	'''Weight'''	2 lbs.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This ostentatious hat functions only for a wearer who can cast divine spells. The wearer gains a +5 competence bonus on Diplomacy and Knowledge(religion) checks. Once per day on command, the wearer can ask a single question of her patron deity, as if by using ''commune''. Once per week on command, the wearer can touch a creature, atoning it for past misdeeds as if using an ''atonement'' spell.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''attonement'', ''commune'', ''guidance''	'''Cost'''	9,000 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Plague mask	&amp;quot;&amp;gt;	Plague mask	&amp;lt;/span&amp;gt;'''''	(	27,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	faint necromancy	;	'''CL'''	5th	;	'''Weight'''	2 lbs.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This stylized bird mask consists of a pair of goggles attached to a ceramic beak that covers the nose and mouth. The goggles are not magic and can be replaced with other goggles or eye slot items. It grants the wearer a +4 resistance bonus on saving throws against disease. Once per day on command, the user can ''remove disease'' (as the spell) on a single creature touched.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''remove disease''	'''Cost'''	13,500 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Steel-mind cap	&amp;quot;&amp;gt;	Steel-mind cap	&amp;lt;/span&amp;gt;'''''	(	33,600 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate abjuration	;	'''CL'''	9th	;	'''Weight'''	3 lbs.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	Ruined scraps of various constructs were repurposed and combined to form this ornate iron helmet. Though the helmet is not intelligent, it has a brute mechanical cunning that allows it to assert control whenever the wearer's mind is overwhelmed. The helmet takes control of the wearer's body anytime he is dazed or stunned. Whenever the wearer would be dazed, he is instead confused. Whenever the wearer would be stunned, he is instead confused and staggered. Time spent under the cap's influence counts against the duration of the daze or stun effect. The cap functions for up to 5 rounds per day. These rounds do not need to be consecutive. The cap stops asserting control over its wearer when the duration of the daze or stun effect ends, or when the cap's 5 rounds of duration are expended.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''surmount affliction''	'''Cost'''	16,800 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Stormlord's helm	&amp;quot;&amp;gt;	Stormlord's helm	&amp;lt;/span&amp;gt;'''''	(	35,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	strong transmutation	;	'''CL'''	10th	;	'''Weight'''	3 lbs.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	Two large horns jut from the sides of this iron helm, each of them carved with runes representing storms, thunder, and lightning. The runes give the wearer the ability to control the elements and bring forth a great storm. Once per day, the wearer can call upon the magic of the helm to call a thunderstorm, as if casting the ''control weather'' spell. Like that spell, it takes 10 minutes to call the weather and an additional 10 minutes for the thunderstorm to manifest. Once it does, the wearer can ''call lighting'' (as the spell) for 10 minutes or until the wearer dismisses the thunderstorm with a standard action.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''call lightning'', ''control weather''	'''Cost'''	17,500 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Veil of fleeting glances	&amp;quot;&amp;gt;	Veil of fleeting glances	&amp;lt;/span&amp;gt;'''''	(	9,000 gp	)&amp;lt;br /&amp;gt;	'''Aura'''	faint divination	;	'''CL'''	3rd	;	'''Weight'''	-	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	In addition to hiding the face, this fine lace veil protects the wearer against gaze attacks. The wearer has a 50% chance to avoid making a saving throw against a gaze attack even when not averting her eyes. If the wearer averts her eyes, she rolls twice (once for the veil, once for averting her eyes) and uses the more favorable result. Against patterns, visual figments, and other vision-based effects and attacks that cannot affect blind creatures, the veil grants the wearer a +4 circumstance bonus on saving throws. The veil does not otherwise impede the wearer's vision in any way.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''blindness/deafness'', ''true strike''	'''Cost'''	4,500 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Admin]][[Category:Magic_Items]]&lt;/div&gt;</summary>
		<author><name>Typhoon</name></author>
	</entry>
	<entry>
		<id>http://www.tenebraemush.net/index.php?title=Template:ClericSpellList&amp;diff=17899</id>
		<title>Template:ClericSpellList</title>
		<link rel="alternate" type="text/html" href="http://www.tenebraemush.net/index.php?title=Template:ClericSpellList&amp;diff=17899"/>
		<updated>2015-03-18T02:55:35Z</updated>

		<summary type="html">&lt;p&gt;Typhoon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TableMain}}&lt;br /&gt;
{{T02}}&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; | Cleric Spells&lt;br /&gt;
|-&lt;br /&gt;
|0&lt;br /&gt;
|[http://paizo.com/pathfinderRPG/prd/spells/bleed.html#_bleed Bleed], [http://paizo.com/pathfinderRPG/prd/spells/createWater.html#_create-water Create Water], [http://paizo.com/pathfinderRPG/prd/spells/detectMagic.html#_detect-magic Detect Magic], [http://paizo.com/pathfinderRPG/prd/spells/detectPoison.html#_detect-poison Detect Poison], [http://paizo.com/pathfinderRPG/prd/spells/guidance.html#_guidance Guidance], [http://paizo.com/pathfinderRPG/prd/spells/light.html#_light Light], [http://paizo.com/pathfinderRPG/prd/spells/mending.html#_mending Mending], [http://paizo.com/pathfinderRPG/prd/spells/purifyFoodAndDrink.html#_purify-food-and-drink Purify Food and Drink], [http://paizo.com/pathfinderRPG/prd/spells/readMagic.html#_read-magic Read Magic], [http://paizo.com/pathfinderRPG/prd/spells/resistance.html#_resistance Resistance], [http://paizo.com/pathfinderRPG/prd/spells/stabilize.html#_stabilize Stabilize], [http://paizo.com/pathfinderRPG/prd/spells/virtue.html#_virtue Virtue], [http://paizo.com/pathfinderRPG/prd/advanced/spells/spark.html#spark- Spark]&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
|[http://paizo.com/pathfinderRPG/prd/spells/bane.html#_bane Bane], [http://paizo.com/pathfinderRPG/prd/spells/bless.html#_bless Bless], [http://paizo.com/pathfinderRPG/prd/spells/blessWater.html#_bless-water Bless Water], [http://paizo.com/pathfinderRPG/prd/spells/causeFear.html#_cause-fear Cause Fear], [http://paizo.com/pathfinderRPG/prd/spells/command.html#_command Command], [http://paizo.com/pathfinderRPG/prd/spells/comprehendLanguages.html#_comprehend-languages Comprehend Languages], [http://paizo.com/pathfinderRPG/prd/spells/cureLightWounds.html#_cure-light-wounds Cure Light Wounds], [http://paizo.com/pathfinderRPG/prd/spells/curseWater.html#_curse-water Curse Water], [http://paizo.com/pathfinderRPG/prd/spells/deathwatch.html Deathwatch], [http://paizo.com/pathfinderRPG/prd/spells/detectChaos.html#_detect-chaos Detect Chaos/Evil/Good/Law], [http://paizo.com/pathfinderRPG/prd/spells/detectUndead.html#_detect-undead Detect Undead], [http://paizo.com/pathfinderRPG/prd/spells/divineFavor.html#_divine-favor Divine Favor], [http://paizo.com/pathfinderRPG/prd/spells/doom.html#_doom Doom], [http://paizo.com/pathfinderRPG/prd/spells/endureElements.html#_endure-elements Endure Elements], [http://paizo.com/pathfinderRPG/prd/spells/entropicShield.html#_entropic-shield Entropic Shield], [http://paizo.com/pathfinderRPG/prd/spells/hideFromUndead.html#_hide-from-undead Hide from Undead], [http://paizo.com/pathfinderRPG/prd/spells/inflictLightWounds.html#_inflict-light-wounds Inflict Light Wounds], [http://paizo.com/pathfinderRPG/prd/spells/magicStone.html#_magic-stone Magic Stone], [http://paizo.com/pathfinderRPG/prd/spells/magicWeapon.html#_magic-weapon Magic Weapon], [http://paizo.com/pathfinderRPG/prd/spells/obscuringMist.html#_obscuring-mist Obscuring Mist], [http://paizo.com/pathfinderRPG/prd/spells/protectionFromEvil.html#_protection-from-evil Protection from Chaos/Evil/Good/Law], [http://paizo.com/pathfinderRPG/prd/spells/removeFear.html#_remove-fear Remove Fear], [http://paizo.com/pathfinderRPG/prd/spells/sanctuary.html#_sanctuary Sanctuary], [http://paizo.com/pathfinderRPG/prd/spells/shieldOfFaith.html#_shield-of-faith Shield of Faith], [http://paizo.com/pathfinderRPG/prd/spells/summonMonster.html#_summon-monster-i Summon Monster I], [http://paizo.com/pathfinderRPG/prd/advanced/spells/antHaul.html#ant-haul- Ant Haul], [http://paizo.com/pathfinderRPG/prd/advanced/spells/dancingLantern.html#dancing-lantern- Dancing Lantern], [http://paizo.com/pathfinderRPG/prd/ultimateCombat/spells/peacebond.html Peacebond], [http://paizo.com/pathfinderRPG/prd/ultimateCombat/spells/liberatingCommand.html Liberating Command]&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
|[http://paizo.com/pathfinderRPG/prd/spells/aid.html#_aid Aid], [http://paizo.com/pathfinderRPG/prd/spells/alignWeapon.html#_align-weapon Align Weapon], [http://paizo.com/pathfinderRPG/prd/spells/augury.html#_augury Augury], [http://paizo.com/pathfinderRPG/prd/spells/bearSEndurance.html#_bear-s-endurance Bear's Endurance], [http://paizo.com/pathfinderRPG/prd/spells/bullSStrength.html#_bull-s-strength Bull's Strength], [http://paizo.com/pathfinderRPG/prd/spells/calmEmotions.html#_calm-emotions Calm Emotions], [http://paizo.com/pathfinderRPG/prd/spells/consecrate.html#_consecrate Consecrate], [http://paizo.com/pathfinderRPG/prd/spells/cureModerateWounds.html#_cure-moderate-wounds Cure Moderate Wounds], [http://paizo.com/pathfinderRPG/prd/spells/darkness.html#_darkness Darkness], [http://paizo.com/pathfinderRPG/prd/spells/deathKnell.html#_death-knell Death Knell], [http://paizo.com/pathfinderRPG/prd/spells/delayPoison.html#_delay-poison Delay Poison], [http://paizo.com/pathfinderRPG/prd/spells/desecrate.html#_desecrate Desecrate], [http://paizo.com/pathfinderRPG/prd/spells/eagleSSplendor.html#_eagle-s-splendor Eagle's Splendor], [http://paizo.com/pathfinderRPG/prd/spells/enthrall.html#_enthrall Enthrall], [http://paizo.com/pathfinderRPG/prd/spells/findTraps.html#_find-traps Find Traps], [http://paizo.com/pathfinderRPG/prd/spells/gentleRepose.html#_gentle-repose Gentle Repose], [http://paizo.com/pathfinderRPG/prd/spells/holdPerson.html#_hold-person Hold Person], [http://paizo.com/pathfinderRPG/prd/spells/inflictModerateWounds.html#_inflict-moderate-wounds Inflict Moderate Wounds], [http://paizo.com/pathfinderRPG/prd/spells/makeWhole.html#_make-whole Make Whole], [http://paizo.com/pathfinderRPG/prd/spells/owlSWisdom.html#_owl-s-wisdom Owl's Wisdom], [http://paizo.com/pathfinderRPG/prd/spells/removeParalysis.html#_remove-paralysis Remove Paralysis], [http://paizo.com/pathfinderRPG/prd/spells/resistEnergy.html#_resist-energy Resist Energy], [http://paizo.com/pathfinderRPG/prd/spells/restoration.html#_restoration-lesser Lesser Restoration], [http://paizo.com/pathfinderRPG/prd/spells/shatter.html#_shatter Shatter], [http://paizo.com/pathfinderRPG/prd/spells/shieldOther.html#_shield-other Shield Other], [http://paizo.com/pathfinderRPG/prd/spells/silence.html#_silence Silence], [http://paizo.com/pathfinderRPG/prd/spells/soundBurst.html#_sound-burst Sound Burst], [http://paizo.com/pathfinderRPG/prd/spells/spiritualWeapon.html#_spiritual-weapon Spiritual Weapon], [http://paizo.com/pathfinderRPG/prd/spells/status.html#_status Status], [http://paizo.com/pathfinderRPG/prd/spells/summonMonster.html#_summon-monster-ii Summon Monster II], [http://paizo.com/pathfinderRPG/prd/spells/undetectableAlignment.html#_undetectable-alignment Undetectable Alignment], [http://paizo.com/pathfinderRPG/prd/spells/zoneOfTruth.html#_zone-of-truth Zone of Truth], [http://paizo.com/pathfinderRPG/prd/advanced/spells/blessingOfCourageAndLife.html#blessing-of-courage-and-life Blessing of Courage and Life], [http://paizo.com/pathfinderRPG/prd/advanced/spells/ghostbaneDirge.html#ghostbane-dirge Ghostbane Dirge], [http://paizo.com/pathfinderRPG/prd/advanced/spells/grace.html#grace Grace], [http://paizo.com/pathfinderRPG/prd/advanced/spells/instantArmor.html#instant-armor- Instant Armor], [http://paizo.com/pathfinderRPG/prd/advanced/spells/shareLanguage.html#share-language- Share Language], [http://paizo.com/pathfinderRPG/prd/advanced/spells/weaponOfAwe.html#weapon-of-awe Weapon of Awe], [http://www.d20pfsrd.com/magic/all-spells/m/martyr-s-bargain Martyr's Bargain]&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|[http://paizo.com/pathfinderRPG/prd/spells/animateDead.html#_animate-dead Animate Dead], [http://paizo.com/pathfinderRPG/prd/spells/bestowCurse.html#_bestow-curse Bestow Curse], [http://paizo.com/pathfinderRPG/prd/spells/blindnessDeafness.html#_blindness-deafness Blindness/Deafness], [http://paizo.com/pathfinderRPG/prd/spells/contagion.html#_contagion Contagion], [http://paizo.com/pathfinderRPG/prd/spells/continualFlame.html#_continual-flame Continual Flame], [http://paizo.com/pathfinderRPG/prd/spells/createFoodAndWater.html#_create-food-and-water Create Food and Water], [http://paizo.com/pathfinderRPG/prd/spells/cureSeriousWounds.html#_cure-serious-wounds Cure Serious Wounds], [http://paizo.com/pathfinderRPG/prd/spells/daylight.html#_daylight Daylight], [http://paizo.com/pathfinderRPG/prd/spells/deeperDarkness.html#_deeper-darkness Deeper Darkness], [http://paizo.com/pathfinderRPG/prd/spells/dispelMagic.html#_dispel-magic Dispel Magic], [http://paizo.com/pathfinderRPG/prd/spells/glyphOfWarding.html#_glyph-of-warding Glyph of Warding], [http://paizo.com/pathfinderRPG/prd/spells/helpingHand.html#_helping-hand Helping Hand], [http://paizo.com/pathfinderRPG/prd/spells/inflictSeriousWounds.html#_inflict-serious-wounds Inflict Serious Wounds], [http://paizo.com/pathfinderRPG/prd/spells/invisibilityPurge.html#_invisibility-purge Invisibility Purge], [http://paizo.com/pathfinderRPG/prd/spells/locateObject.html#_locate-object Locate Object], [http://paizo.com/pathfinderRPG/prd/spells/magicCircleAgainstChaos.html#_magic-circle-against-chaos Magic Circle against Chaos/Evil/Good/Law], [http://paizo.com/pathfinderRPG/prd/spells/magicVestment.html#_magic-vestment Magic Vestment], [http://paizo.com/pathfinderRPG/prd/spells/meldIntoStone.html#_meld-into-stone Meld into Stone], [http://paizo.com/pathfinderRPG/prd/spells/obscureObject.html#_obscure-object Obscure Object], [http://paizo.com/pathfinderRPG/prd/spells/prayer.html#_prayer Prayer], [http://paizo.com/pathfinderRPG/prd/spells/protectionFromEnergy.html#_protection-from-energy Protection from Energy], [http://paizo.com/pathfinderRPG/prd/spells/removeBlindnessDeafness.html#_remove-blindness-deafness Remove Blindness/Deafness], [http://paizo.com/pathfinderRPG/prd/spells/removeCurse.html#_remove-curse Remove Curse], [http://paizo.com/pathfinderRPG/prd/spells/removeDisease.html#_remove-disease Remove Disease], [http://paizo.com/pathfinderRPG/prd/spells/searingLight.html#_searing-light Searing Light], [http://paizo.com/pathfinderRPG/prd/spells/speakWithDead.html#_speak-with-dead Speak with Dead], [http://paizo.com/pathfinderRPG/prd/spells/stoneShape.html#_stone-shape Stone Shape], [http://paizo.com/pathfinderRPG/prd/spells/summonMonster.html#_summon-monster-iii Summon Monster III], [http://paizo.com/pathfinderRPG/prd/spells/waterBreathing.html#_water-breathing Water Breathing], [http://paizo.com/pathfinderRPG/prd/spells/waterWalk.html#_water-walk Water Walk], [http://paizo.com/pathfinderRPG/prd/spells/windWall.html#_wind-wall Wind Wall], [http://paizo.com/pathfinderRPG/prd/advanced/spells/enterImage.html#enter-image- Enter Image], [http://paizo.com/pathfinderRPG/prd/advanced/spells/guidingStar.html#guiding-star- Guiding Star], [http://paizo.com/pathfinderRPG/prd/advanced/spells/sacredBond.html#sacred-bond Sacred Bond], [http://paizo.com/pathfinderRPG/prd/advanced/spells/wrathfulMantle.html#wrathful-mantle Wrathful Mantle], [http://paizo.com/pathfinderRPG/prd/ultimateCombat/spells/deadlyJuggernaut.html Deadly Juggernaut]&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|[http://paizo.com/pathfinderRPG/prd/spells/airWalk.html#_air-walk Air Walk], [http://paizo.com/pathfinderRPG/prd/spells/chaosHammer.html#_chaos-hammer Chaos Hammer], [http://paizo.com/pathfinderRPG/prd/spells/controlWater.html#_control-water Control Water], [http://paizo.com/pathfinderRPG/prd/spells/cureCriticalWounds.html#_cure-critical-wounds Cure Critical Wounds], [http://paizo.com/pathfinderRPG/prd/spells/deathWard.html#_death-ward Death Ward], [http://paizo.com/pathfinderRPG/prd/spells/dimensionalAnchor.html#_dimensional-anchor Dimensional Anchor], [http://paizo.com/pathfinderRPG/prd/spells/discernLies.html#_discern-lies Discern Lies], [http://paizo.com/pathfinderRPG/prd/spells/dismissal.html#_dismissal Dismissal], [http://paizo.com/pathfinderRPG/prd/spells/divination.html#_divination Divination], [http://paizo.com/pathfinderRPG/prd/spells/divinePower.html#_divine-power Divine Power], [http://paizo.com/pathfinderRPG/prd/spells/freedomOfMovement.html#_freedom-of-movement Freedom of Movement], [http://paizo.com/pathfinderRPG/prd/spells/giantVermin.html#_giant-vermin Giant Vermin], [http://paizo.com/pathfinderRPG/prd/spells/holySmite.html#_holy-smite Holy Smite], [http://paizo.com/pathfinderRPG/prd/spells/imbueWithSpellAbility.html#_imbue-with-spell-ability Imbue with Spell Ability], [http://paizo.com/pathfinderRPG/prd/spells/inflictCriticalWounds.html#_inflict-critical-wounds Inflict Critical Wounds], [http://paizo.com/pathfinderRPG/prd/spells/magicWeapon.html#_magic-weapon-greater Greater Magic Weapon], [http://paizo.com/pathfinderRPG/prd/spells/neutralizePoison.html#_neutralize-poison Neutralize Poison], [http://paizo.com/pathfinderRPG/prd/spells/orderSWrath.html#_order-s-wrath Order's Wrath], [http://paizo.com/pathfinderRPG/prd/spells/planarAlly.html#_planar-ally-lesser Lesser Planar Ally], [http://paizo.com/pathfinderRPG/prd/spells/poison.html#_poison Poison], [http://paizo.com/pathfinderRPG/prd/spells/repelVermin.html#_repel-vermin Repel Vermin], [http://paizo.com/pathfinderRPG/prd/spells/restoration.html#_restoration Restoration], [http://paizo.com/pathfinderRPG/prd/spells/sending.html#_sending Sending], [http://paizo.com/pathfinderRPG/prd/spells/spellImmunity.html#_spell-immunity Spell Immunity], [http://paizo.com/pathfinderRPG/prd/spells/summonMonster.html#_summon-monster-iv Summon Monster IV], [http://paizo.com/pathfinderRPG/prd/spells/tongues.html#_tongues Tongues], [http://paizo.com/pathfinderRPG/prd/spells/unholyBlight.html#_unholy-blight Unholy Blight], [http://paizo.com/pathfinderRPG/prd/advanced/spells/planarAdaptation.html#planar-adaptation Planar Adaptation], [http://paizo.com/pathfinderRPG/prd/advanced/spells/spiritualAlly.html#spiritual-ally Spiritual Ally], [https://paizo.com/pathfinderRPG/prd/ultimateMagic/spells/controlSummonedCreature.html Control Summoned Creature], [http://paizo.com/pathfinderRPG/prd/advanced/spells/blessingOfFervor.html Blessing of Fervor]&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|[http://paizo.com/pathfinderRPG/prd/spells/atonement.html#_atonement Atonement], [http://paizo.com/pathfinderRPG/prd/spells/breakEnchantment.html#_break-enchantment Break Enchantment], [http://paizo.com/pathfinderRPG/prd/spells/breathOfLife.html#_breath-of-life Breath of Life]&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;, [http://paizo.com/pathfinderRPG/prd/spells/command.html#_command-greater Greater Command], [http://paizo.com/pathfinderRPG/prd/spells/commune.html#_commune Commune], [http://paizo.com/pathfinderRPG/prd/spells/cureLightWounds.html#_cure-light-wounds-mass Mass Cure Light Wounds], [http://paizo.com/pathfinderRPG/prd/spells/dispelEvil.html#_dispel-evil Dispel Chaos/Evil/Good/Law], [http://paizo.com/pathfinderRPG/prd/spells/disruptingWeapon.html#_disrupting-weapon Disrupting Weapon], [http://paizo.com/pathfinderRPG/prd/spells/flameStrike.html#_flame-strike Flame Strike], [http://paizo.com/pathfinderRPG/prd/spells/hallow.html#_hallow Hallow], [http://paizo.com/pathfinderRPG/prd/spells/inflictLightWounds.html#_inflict-light-wounds-mass Mass Inflict Light Wounds], [http://paizo.com/pathfinderRPG/prd/spells/insectPlague.html#_insect-plague Insect Plague], [http://paizo.com/pathfinderRPG/prd/spells/markOfJustice.html#_mark-of-justice Mark of Justice], [http://paizo.com/pathfinderRPG/prd/spells/planeShift.html#_plane-shift Plane Shift], [http://paizo.com/pathfinderRPG/prd/spells/raiseDead.html#_raise-dead Raise Dead], [http://paizo.com/pathfinderRPG/prd/spells/righteousMight.html#_righteous-might Righteous Might], [http://paizo.com/pathfinderRPG/prd/spells/scrying.html#_scrying Scrying], [http://paizo.com/pathfinderRPG/prd/spells/slayLiving.html#_slay-living Slay Living], [http://paizo.com/pathfinderRPG/prd/spells/spellResistance.html#_spell-resistance Spell Resistance], [http://paizo.com/pathfinderRPG/prd/spells/summonMonster.html#_summon-monster-v Summon Monster V], [http://paizo.com/pathfinderRPG/prd/spells/symbolOfPain.html#_symbol-of-pain Symbol of Pain], [http://paizo.com/pathfinderRPG/prd/spells/symbolOfSleep.html#_symbol-of-sleep Symbol of Sleep], [http://paizo.com/pathfinderRPG/prd/spells/trueSeeing.html#_true-seeing True Seeing], [http://paizo.com/pathfinderRPG/prd/spells/unhallow.html#_unhallow Unhallow], [http://paizo.com/pathfinderRPG/prd/spells/wallOfStone.html#_wall-of-stone Wall of Stone], [http://paizo.com/pathfinderRPG/prd/advanced/spells/ghostbaneDirge.html#ghostbane-dirge,-mass Mass Ghostbane Dirge], [http://paizo.com/pathfinderRPG/prd/advanced/spells/lifeBubble.html#life-bubble- Life Bubble], [http://paizo.com/pathfinderRPG/prd/advanced/spells/pillarOfLife.html#pillar-of-life Pillar of Life], [http://paizo.com/pathfinderRPG/prd/advanced/spells/snakeStaff.html#snake-staff Snake Staff]&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|[http://paizo.com/pathfinderRPG/prd/spells/animateObjects.html#_animate-objects Animate Objects], [http://paizo.com/pathfinderRPG/prd/spells/antilifeShell.html#_antilife-shell Antilife Shell], [http://paizo.com/pathfinderRPG/prd/spells/banishment.html#_banishment Banishment], [http://paizo.com/pathfinderRPG/prd/spells/bearSEndurance.html#_bear-s-endurance-mass Mass Bear's Endurance], [http://paizo.com/pathfinderRPG/prd/spells/bladeBarrier.html#_blade-barrier Blade Barrier], [http://paizo.com/pathfinderRPG/prd/spells/bullSStrength.html#_bull-s-strength-mass Mass Bull's Strength], [http://paizo.com/pathfinderRPG/prd/spells/createUndead.html#_create-undead Create Undead], [http://paizo.com/pathfinderRPG/prd/spells/cureModerateWounds.html#_cure-moderate-wounds-mass Mass Cure Moderate Wounds], [http://paizo.com/pathfinderRPG/prd/spells/dispelMagic.html#_dispel-magic-greater Greater Dispel Magic], [http://paizo.com/pathfinderRPG/prd/spells/eagleSSplendor.html#_eagle-s-splendor-mass Mass Eagle's Splendor], [http://paizo.com/pathfinderRPG/prd/spells/findThePath.html#_find-the-path Find the Path], [http://paizo.com/pathfinderRPG/prd/spells/forbiddance.html#_forbiddance Forbiddance], [http://paizo.com/pathfinderRPG/prd/spells/geasQuest.html#_geas-quest Geas/Quest], [http://paizo.com/pathfinderRPG/prd/spells/glyphOfWarding.html#_glyph-of-warding-greater Greater Glyph of Warding], [http://paizo.com/pathfinderRPG/prd/spells/harm.html#_harm Harm], [http://paizo.com/pathfinderRPG/prd/spells/heal.html#_heal Heal], [http://paizo.com/pathfinderRPG/prd/spells/heroesFeast.html#_heroes-feast Heroes' Feast], [http://paizo.com/pathfinderRPG/prd/spells/cureModerateWounds.html#_cure-moderate-wounds-mass Mass Inflict Moderate Wounds], [http://paizo.com/pathfinderRPG/prd/spells/owlSWisdom.html#_owl-s-wisdom-mass Mass Owl's Wisdom], [http://paizo.com/pathfinderRPG/prd/spells/planarAlly.html#_planar-ally Planar Ally], [http://paizo.com/pathfinderRPG/prd/spells/summonMonster.html#_summon-monster-vi Summon Monster VI], [http://paizo.com/pathfinderRPG/prd/spells/symbolOfFear.html#_symbol-of-fear Symbol of Fear], [http://paizo.com/pathfinderRPG/prd/spells/symbolOfPersuasion.html#_symbol-of-persuasion Symbol of Persuasion], [http://paizo.com/pathfinderRPG/prd/spells/undeathToDeath.html#_undeath-to-death Undeath to Death], [http://paizo.com/pathfinderRPG/prd/spells/windWalk.html#_wind-walk Wind Walk], [http://paizo.com/pathfinderRPG/prd/spells/wordOfRecall.html#_word-of-recall Word of Recall], [http://paizo.com/pathfinderRPG/prd/advanced/spells/planarAdaptation.html#planar-adaptation,-mass Mass Planar Adaptation]&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|[http://paizo.com/pathfinderRPG/prd/spells/blasphemy.html#_blasphemy Blasphemy], [http://paizo.com/pathfinderRPG/prd/spells/controlWeather.html#_control-weather Control Weather], [http://paizo.com/pathfinderRPG/prd/spells/cureSeriousWounds.html#_cure-serious-wounds-mass Mass Cure Serious Wounds], [http://paizo.com/pathfinderRPG/prd/spells/destruction.html#_destruction Destruction], [http://paizo.com/pathfinderRPG/prd/spells/dictum.html#_dictum Dictum], [http://paizo.com/pathfinderRPG/prd/spells/etherealJaunt.html#_ethereal-jaunt Ethereal Jaunt], [http://paizo.com/pathfinderRPG/prd/spells/holyWord.html#_holy-word Holy Word], [http://paizo.com/pathfinderRPG/prd/spells/inflictSeriousWounds.html#_inflict-serious-wounds-mass Mass Inflict Serious Wounds], [http://paizo.com/pathfinderRPG/prd/spells/refuge.html#_refuge Refuge], [http://paizo.com/pathfinderRPG/prd/spells/regenerate.html#_regenerate Regenerate], [http://paizo.com/pathfinderRPG/prd/spells/repulsion.html#_repulsion Repulsion], [http://paizo.com/pathfinderRPG/prd/spells/restoration.html#_restoration-greater Greater Restoration], [http://paizo.com/pathfinderRPG/prd/spells/resurrection.html#_resurrection Resurrection], [http://paizo.com/pathfinderRPG/prd/spells/scrying.html#_scrying-greater Greater Scrying], [http://paizo.com/pathfinderRPG/prd/spells/summonMonster.html#_summon-monster-vii Summon Monster VII], [http://paizo.com/pathfinderRPG/prd/spells/symbolOfStunning.html#_symbol-of-stunning Symbol of Stunning], [http://paizo.com/pathfinderRPG/prd/spells/symbolOfWeakness.html#_symbol-of-weakness Symbol of Weakness], [http://paizo.com/pathfinderRPG/prd/spells/wordOfChaos.html#_word-of-chaos Word of Chaos], [http://paizo.com/pathfinderRPG/prd/ultimateMagic/spells/bestowGraceOfTheChampion.html Bestow Grace of the Champion], [http://paizo.com/pathfinderRPG/prd/ultimateMagic/spells/lunarVeil.html Lunar Veil], [http://paizo.com/pathfinderRPG/prd/ultimateMagic/spells/circleOfClarity.html Circle of Clarity]&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|[http://paizo.com/pathfinderRPG/prd/spells/antimagicField.html#_antimagic-field Antimagic Field], [http://paizo.com/pathfinderRPG/prd/spells/cloakOfChaos.html#_cloak-of-chaos Cloak of Chaos], [http://paizo.com/pathfinderRPG/prd/spells/createGreaterUndead.html#_create-greater-undead Create Greater Undead], [http://paizo.com/pathfinderRPG/prd/spells/cureCriticalWounds.html#_cure-critical-wounds-mass Mass Cure Critical Wounds], [http://paizo.com/pathfinderRPG/prd/spells/dimensionalLock.html#_dimensional-lock Dimensional Lock], [http://paizo.com/pathfinderRPG/prd/spells/discernLocation.html#_discern-location Discern Location], [http://paizo.com/pathfinderRPG/prd/spells/earthquake.html#_earthquake Earthquake], [http://paizo.com/pathfinderRPG/prd/spells/fireStorm.html#_fire-storm Fire Storm], [http://paizo.com/pathfinderRPG/prd/spells/holyAura.html#_holy-aura Holy Aura], [http://paizo.com/pathfinderRPG/prd/spells/inflictCriticalWounds.html#_inflict-critical-wounds-mass Mass Inflict Critical Wounds], [http://paizo.com/pathfinderRPG/prd/spells/planarAlly.html#_planar-ally-greater Greater Planar Ally], [http://paizo.com/pathfinderRPG/prd/spells/shieldOfLaw.html#_shield-of-law Shield of Law], [http://paizo.com/pathfinderRPG/prd/spells/spellImmunity.html#_spell-immunity-greater Greater Spell Immunity], [http://paizo.com/pathfinderRPG/prd/spells/summonMonster.html#_summon-monster-viii Summon Monster VIII], [http://paizo.com/pathfinderRPG/prd/spells/symbolOfDeath.html#_symbol-of-death Symbol of Death], [http://paizo.com/pathfinderRPG/prd/spells/symbolOfInsanity.html#_symbol-of-insanity Symbol of Insanity], [http://paizo.com/pathfinderRPG/prd/spells/unholyAura.html#_unholy-aura Unholy Aura], [http://paizo.com/pathfinderRPG/prd/advanced/spells/stormbolts.html#stormbolts Stormbolts], [http://paizo.com/pathfinderRPG/prd/advanced/spells/euphoricTranquility.html Euphoric Tranquility]&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|[http://paizo.com/pathfinderRPG/prd/spells/astralProjection.html#_astral-projection Astral Projection], [http://paizo.com/pathfinderRPG/prd/spells/energyDrain.html#_energy-drain Energy Drain], [http://paizo.com/pathfinderRPG/prd/spells/etherealness.html#_etherealness Etherealness], [http://paizo.com/pathfinderRPG/prd/spells/gate.html#_gate Gate], [http://paizo.com/pathfinderRPG/prd/spells/heal.html#_heal-mass Mass Heal], [http://paizo.com/pathfinderRPG/prd/spells/implosion.html#_implosion Implosion], [http://paizo.com/pathfinderRPG/prd/spells/miracle.html#_miracle Miracle], [http://paizo.com/pathfinderRPG/prd/spells/soulBind.html#_soul-bind Soul Bind], [http://paizo.com/pathfinderRPG/prd/spells/stormOfVengeance.html#_storm-of-vengeance Storm of Vengeance], [http://paizo.com/pathfinderRPG/prd/spells/summonMonster.html#_summon-monster-ix Summon Monster IX], [http://paizo.com/pathfinderRPG/prd/spells/trueResurrection.html#_true-resurrection True Resurrection], [http://paizo.com/pathfinderRPG/prd/advanced/spells/windsOfVengeance.html#winds-of-vengeance Winds of Vengeance], [https://paizo.com/pathfinderRPG/prd/ultimateMagic/spells/overwhelmingPresence.html Overwhelming Presence], [https://paizo.com/pathfinderRPG/prd/ultimateMagic/spells/polarMidnight.html Polar Midnight]&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Typhoon</name></author>
	</entry>
	<entry>
		<id>http://www.tenebraemush.net/index.php?title=Template:DruidSpellList&amp;diff=17898</id>
		<title>Template:DruidSpellList</title>
		<link rel="alternate" type="text/html" href="http://www.tenebraemush.net/index.php?title=Template:DruidSpellList&amp;diff=17898"/>
		<updated>2015-03-18T02:54:05Z</updated>

		<summary type="html">&lt;p&gt;Typhoon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TableMain}}&lt;br /&gt;
{{T02}}&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; | Druid Spells&lt;br /&gt;
|-&lt;br /&gt;
| 0&lt;br /&gt;
|[http://paizo.com/pathfinderRPG/prd/spells/createWater.html#_create-water Create Water], [http://paizo.com/pathfinderRPG/prd/spells/detectMagic.html#_detect-magic Detect Magic], [http://paizo.com/pathfinderRPG/prd/spells/detectPoison.html#_detect-poison Detect Poison], [http://paizo.com/pathfinderRPG/prd/spells/flare.html#_flare Flare], [http://paizo.com/pathfinderRPG/prd/spells/guidance.html#_guidance Guidance], [http://paizo.com/pathfinderRPG/prd/spells/knowDirection.html#_know-direction Know Direction], [http://paizo.com/pathfinderRPG/prd/spells/light.html#_light Light], [http://paizo.com/pathfinderRPG/prd/spells/mending.html#_mending Mending], [http://paizo.com/pathfinderRPG/prd/spells/purifyFoodAndDrink.html#_purify-food-and-drink Purify Food and Drink], [http://paizo.com/pathfinderRPG/prd/spells/readMagic.html#_read-magic Read Magic], [http://paizo.com/pathfinderRPG/prd/spells/resistance.html#_resistance Resistance], [http://paizo.com/pathfinderRPG/prd/spells/stabilize.html#_stabilize Stabilize], [http://paizo.com/pathfinderRPG/prd/spells/virtue.html#_virtue Virtue], [http://paizo.com/pathfinderRPG/prd/advanced/spells/spark.html#spark- Spark]&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|[http://paizo.com/pathfinderRPG/prd/spells/calmAnimals.html#_calm-animals Calm Animals], [http://paizo.com/pathfinderRPG/prd/spells/charmAnimal.html#_charm-animal Charm Animal], [http://paizo.com/pathfinderRPG/prd/spells/cureLightWounds.html#_cure-light-wounds Cure Light Wounds], [http://paizo.com/pathfinderRPG/prd/spells/detectAnimalsOrPlants.html#_detect-animals-or-plants Detect Animals or Plants], [http://paizo.com/pathfinderRPG/prd/spells/detectSnaresAndPits.html#_detect-snares-and-pits Detect Snares and Pits], [http://paizo.com/pathfinderRPG/prd/spells/endureElements.html#_endure-elements Endure Elements], [http://paizo.com/pathfinderRPG/prd/spells/entangle.html#_entangle Entangle], [http://paizo.com/pathfinderRPG/prd/spells/faerieFire.html#_faerie-fire Faerie Fire], [http://paizo.com/pathfinderRPG/prd/spells/goodberry.html#_goodberry Goodberry], [http://paizo.com/pathfinderRPG/prd/spells/hideFromAnimals.html#_hide-from-animals Hide from Animals], [http://paizo.com/pathfinderRPG/prd/spells/jump.html#_jump Jump], [http://paizo.com/pathfinderRPG/prd/spells/longstrider.html#_longstrider Longstrider], [http://paizo.com/pathfinderRPG/prd/spells/magicFang.html#_magic-fang Magic Fang], [http://paizo.com/pathfinderRPG/prd/spells/magicStone.html#_magic-stone Magic Stone], [http://paizo.com/pathfinderRPG/prd/spells/obscuringMist.html#_obscuring-mist Obscuring Mist], [http://paizo.com/pathfinderRPG/prd/spells/passWithoutTrace.html#_pass-without-trace Pass without Trace], [http://paizo.com/pathfinderRPG/prd/spells/produceFlame.html#_produce-flame Produce Flame], [http://paizo.com/pathfinderRPG/prd/spells/shillelagh.html#_shillelagh Shillelagh], [http://paizo.com/pathfinderRPG/prd/spells/speakWithAnimals.html#_speak-with-animals Speak with Animals], [http://paizo.com/pathfinderRPG/prd/spells/summonNatureSAlly.html#_summon-nature-s-ally-i Summon Nature's Ally I], [http://paizo.com/pathfinderRPG/prd/advanced/spells/antHaul.html#ant-haul- Ant Haul], [http://paizo.com/pathfinderRPG/prd/advanced/spells/aspectOfTheFalcon.html#aspect-of-the-falcon Aspect of the Falcon], [http://paizo.com/pathfinderRPG/prd/advanced/spells/callAnimal.html#call-animal Call Animal], [http://paizo.com/pathfinderRPG/prd/advanced/spells/cloakOfShade.html#cloak-of-shade Cloak of Shade], [http://paizo.com/pathfinderRPG/prd/advanced/spells/detectAberration.html#detect-aberration Detect Aberration], [http://paizo.com/pathfinderRPG/prd/advanced/spells/expeditiousExcavation.html#expeditious-excavation Expeditious Excavation], [http://paizo.com/pathfinderRPG/prd/advanced/spells/flareBurst.html#flare-burst Flare Burst], [http://paizo.com/pathfinderRPG/prd/advanced/spells/keenSenses.html#keen-senses Keen Senses], [http://paizo.com/pathfinderRPG/prd/advanced/spells/negateAroma.html#negate-aroma Negate Aroma], [http://paizo.com/pathfinderRPG/prd/advanced/spells/stoneFist.html#stone-fist Stone Fist], [http://paizo.com/pathfinderRPG/prd/advanced/spells/touchOfTheSea.html#touch-of-the-sea Touch of the Sea], [http://paizo.com/pathfinderRPG/prd/advanced/spells/expeditiousExcavation.html#_expeditious-excavation Expeditious Excavation], [http://paizo.com/pathfinderRPG/prd/advanced/spells/hydraulicPush.html#_hydraulic-push- Hydraulic Push], [http://paizo.com/pathfinderRPG/prd/ultimateCombat/spells/liberatingCommand.html Liberating Command]&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|[http://paizo.com/pathfinderRPG/prd/spells/animalMessenger.html#_animal-messenger Animal Messenger], [http://paizo.com/pathfinderRPG/prd/spells/animalTrance.html#_animal-trance Animal Trance], [http://paizo.com/pathfinderRPG/prd/spells/barkskin.html#_barkskin Barkskin], [http://paizo.com/pathfinderRPG/prd/spells/bearSEndurance.html#_bear-s-endurance Bear's Endurance], [http://paizo.com/pathfinderRPG/prd/spells/bullSStrength.html#_bull-s-strength Bull's Strength], [http://paizo.com/pathfinderRPG/prd/spells/catSGrace.html#_cat-s-grace Cat's Grace], [http://paizo.com/pathfinderRPG/prd/spells/chillMetal.html#_chill-metal Chill Metal], [http://paizo.com/pathfinderRPG/prd/spells/delayPoison.html#_delay-poison Delay Poison], [http://paizo.com/pathfinderRPG/prd/spells/fireTrap.html#_fire-trap Fire Trap], [http://paizo.com/pathfinderRPG/prd/spells/flameBlade.html#_flame-blade Flame Blade], [http://paizo.com/pathfinderRPG/prd/spells/flamingSphere.html#_flaming-sphere Flaming Sphere], [http://paizo.com/pathfinderRPG/prd/spells/fogCloud.html Fog Cloud], [http://paizo.com/pathfinderRPG/prd/spells/gustOfWind.html#_gust-of-wind Gust of Wind], [http://paizo.com/pathfinderRPG/prd/spells/heatMetal.html#_heat-metal Heat Metal], [http://paizo.com/pathfinderRPG/prd/spells/holdAnimal.html#_hold-animal Hold Animal], [http://paizo.com/pathfinderRPG/prd/spells/owlSWisdom.html#_owl-s-wisdom Owl's Wisdom], [http://paizo.com/pathfinderRPG/prd/spells/reduceAnimal.html#_reduce-animal Reduce Animal], [http://paizo.com/pathfinderRPG/prd/spells/resistEnergy.html#_resist-energy Resist Energy], [http://paizo.com/pathfinderRPG/prd/spells/restoration.html#_restoration-lesser Lesser Restoration], [http://paizo.com/pathfinderRPG/prd/spells/softenEarthAndStone.html#_soften-earth-and-stone Soften Earth and Stone], [http://paizo.com/pathfinderRPG/prd/spells/spiderClimb.html#_spider-climb Spider Climb], [http://paizo.com/pathfinderRPG/prd/spells/summonNatureSAlly.html#_summon-nature-s-ally-ii Summon Nature's Ally II], [http://paizo.com/pathfinderRPG/prd/spells/summonSwarm.html#_summon-swarm Summon Swarm], [http://paizo.com/pathfinderRPG/prd/spells/treeShape.html#_tree-shape Tree Shape], [http://paizo.com/pathfinderRPG/prd/spells/warpWood.html#_warp-wood Warp Wood], [http://paizo.com/pathfinderRPG/prd/spells/woodShape.html#_wood-shape Wood Shape], [http://paizo.com/pathfinderRPG/prd/advanced/spells/acceleratePoison.html#accelerate-poison Accelerate Poison], [http://paizo.com/pathfinderRPG/prd/advanced/spells/aspectOfTheBear.html#aspect-of-the-bear Aspect of the Bear], [http://paizo.com/pathfinderRPG/prd/advanced/spells/burningGaze.html#burning-gaze Burning Gaze], [http://paizo.com/pathfinderRPG/prd/advanced/spells/eagleEye.html#eagle-eye Eagle Eye], [http://paizo.com/pathfinderRPG/prd/advanced/spells/feastOfAshes.html#feast-of-ashes Feast of Ashes], [http://paizo.com/pathfinderRPG/prd/advanced/spells/glide.html#glide- Glide], [http://paizo.com/pathfinderRPG/prd/advanced/spells/poxPustules.html#pox-pustules Pox Pustules], [http://paizo.com/pathfinderRPG/prd/advanced/spells/scentTrail.html#scent-trail- Scent Trail], [http://paizo.com/pathfinderRPG/prd/advanced/spells/shareLanguage.html#share-language- Share Language], [http://paizo.com/pathfinderRPG/prd/advanced/spells/slipstream.html#slipstream Slipstream], [http://paizo.com/pathfinderRPG/prd/advanced/spells/stoneCall.html#stone-call Stone Call], [https://paizo.com/pathfinderRPG/prd/ultimateMagic/spells/unshakableChill.html Unshakable Chill]&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|[http://paizo.com/pathfinderRPG/prd/spells/callLightning.html#_call-lightning Call Lightning], [http://paizo.com/pathfinderRPG/prd/spells/contagion.html#_contagion Contagion], [http://paizo.com/pathfinderRPG/prd/spells/cureModerateWounds.html#_cure-moderate-wounds Cure Moderate Wounds], [http://paizo.com/pathfinderRPG/prd/spells/daylight.html#_daylight Daylight], [http://paizo.com/pathfinderRPG/prd/spells/diminishPlants.html#_diminish-plants Diminish Plants], [http://paizo.com/pathfinderRPG/prd/spells/dominateAnimal.html#_dominate-animal Dominate Animal], [http://paizo.com/pathfinderRPG/prd/spells/magicFang.html#_magic-fang-greater Greater Magic Fang], [http://paizo.com/pathfinderRPG/prd/spells/meldIntoStone.html#_meld-into-stone Meld into Stone], [http://paizo.com/pathfinderRPG/prd/spells/neutralizePoison.html#_neutralize-poison Neutralize Poison], [http://paizo.com/pathfinderRPG/prd/spells/plantGrowth.html#_plant-growth Plant Growth], [http://paizo.com/pathfinderRPG/prd/spells/poison.html#_poison Poison], [http://paizo.com/pathfinderRPG/prd/spells/protectionFromEnergy.html#_protection-from-energy Protection from Energy], [http://paizo.com/pathfinderRPG/prd/spells/quench.html#_quench Quench], [http://paizo.com/pathfinderRPG/prd/spells/removeDisease.html#_remove-disease Remove Disease], [http://paizo.com/pathfinderRPG/prd/spells/sleetStorm.html#_sleet-storm Sleet Storm], [http://paizo.com/pathfinderRPG/prd/spells/snare.html#_snare Snare], [http://paizo.com/pathfinderRPG/prd/spells/speakWithPlants.html#_speak-with-plants Speak with Plants], [http://paizo.com/pathfinderRPG/prd/spells/spikeGrowth.html#_spike-growth Spike Growth], [http://paizo.com/pathfinderRPG/prd/spells/stoneShape.html#_stone-shape Stone Shape], [http://paizo.com/pathfinderRPG/prd/spells/summonNatureSAlly.html#_summon-nature-s-ally-iii Summon Nature's Ally III], [http://paizo.com/pathfinderRPG/prd/spells/waterBreathing.html#_water-breathing Water Breathing], [http://paizo.com/pathfinderRPG/prd/spells/windWall.html#_wind-wall Wind Wall], [http://paizo.com/pathfinderRPG/prd/advanced/spells/aqueousOrb.html#aqueous-orb Aqueous Orb], [http://paizo.com/pathfinderRPG/prd/advanced/spells/cloakOfWinds.html#cloak-of-winds Cloak of Winds], [http://paizo.com/pathfinderRPG/prd/advanced/spells/cupOfDust.html#cup-of-dust Cup of Dust], [http://paizo.com/pathfinderRPG/prd/advanced/spells/hideCampsite.html#hide-campsite Hide Campsite], [http://paizo.com/pathfinderRPG/prd/advanced/spells/lilyPadStride.html#lily-pad-stride Lily Pad Stride], [http://paizo.com/pathfinderRPG/prd/advanced/spells/natureSExile.html#nature%27s-exile Nature's Exile], [http://paizo.com/pathfinderRPG/prd/advanced/spells/shiftingSand.html#shifting-sand Shifting Sand]&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|[http://paizo.com/pathfinderRPG/prd/spells/airWalk.html#_air-walk Air Walk], [http://paizo.com/pathfinderRPG/prd/spells/antiplantShell.html#_antiplant-shell Antiplant Shell], [http://paizo.com/pathfinderRPG/prd/spells/blight.html#_blight Blight], [http://paizo.com/pathfinderRPG/prd/spells/commandPlants.html#_command-plants Command Plants], [http://paizo.com/pathfinderRPG/prd/spells/controlWater.html#_control-water Control Water], [http://paizo.com/pathfinderRPG/prd/spells/cureSeriousWounds.html#_cure-serious-wounds Cure Serious Wounds], [http://paizo.com/pathfinderRPG/prd/spells/dispelMagic.html#_dispel-magic Dispel Magic], [http://paizo.com/pathfinderRPG/prd/spells/flameStrike.html#_flame-strike Flame Strike], [http://paizo.com/pathfinderRPG/prd/spells/freedomOfMovement.html#_freedom-of-movement Freedom of Movement], [http://paizo.com/pathfinderRPG/prd/spells/giantVermin.html#_giant-vermin Giant Vermin], [http://paizo.com/pathfinderRPG/prd/spells/iceStorm.html#_ice-storm Ice Storm], [http://paizo.com/pathfinderRPG/prd/spells/reincarnate.html#_reincarnate Reincarnate] (modified), [http://paizo.com/pathfinderRPG/prd/spells/repelVermin.html#_repel-vermin Repel Vermin], [http://paizo.com/pathfinderRPG/prd/spells/rustingGrasp.html#_rusting-grasp Rusting Grasp], [http://paizo.com/pathfinderRPG/prd/spells/scrying.html#_scrying Scrying], [http://paizo.com/pathfinderRPG/prd/spells/spikeStones.html#_spike-stones Spike Stones], [http://paizo.com/pathfinderRPG/prd/spells/summonNatureSAlly.html#_summon-nature-s-ally-iv Summon Nature's Ally IV], [http://paizo.com/pathfinderRPG/prd/advanced/spells/aspectOfTheStag.html#aspect-of-the-stag Aspect of the Stag], [http://paizo.com/pathfinderRPG/prd/advanced/spells/ballLightning.html#ball-lightning Ball Lightning], [http://paizo.com/pathfinderRPG/prd/advanced/spells/geyser.html#geyser- Geyser], [http://paizo.com/pathfinderRPG/prd/advanced/spells/groveOfRespite.html#grove-of-respite Grove of Respite], [http://paizo.com/pathfinderRPG/prd/advanced/spells/lifeBubble.html#life-bubble Life Bubble],&lt;br /&gt;
[http://paizo.com/pathfinderRPG/prd/advanced/spells/riverOfWind.html#river-of-wind River of Wind], [http://paizo.com/pathfinderRPG/prd/advanced/spells/trueForm.html#true-form True Form], [http://paizo.com/pathfinderRPG/prd/advanced/spells/moonstruck.html#_moonstruck Moonstruck]&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|[http://paizo.com/pathfinderRPG/prd/spells/animalGrowth.html#_animal-growth Animal Growth], [http://paizo.com/pathfinderRPG/prd/spells/atonement.html#_atonement Atonement], [http://paizo.com/pathfinderRPG/prd/spells/awaken.html#_awaken Awaken], [http://paizo.com/pathfinderRPG/prd/spells/balefulPolymorph.html#_baleful-polymorph Baleful Polymorph], [http://paizo.com/pathfinderRPG/prd/spells/callLightningStorm.html#_call-lightning-storm Call Lightning Storm], [http://paizo.com/pathfinderRPG/prd/spells/communeWithNature.html#_commune-with-nature Commune with Nature], [http://paizo.com/pathfinderRPG/prd/spells/controlWinds.html#_control-winds Control Winds], [http://paizo.com/pathfinderRPG/prd/spells/cureCriticalWounds.html#_cure-critical-wounds Cure Critical Wounds], [http://paizo.com/pathfinderRPG/prd/spells/deathWard.html#_death-ward Death Ward], [http://paizo.com/pathfinderRPG/prd/spells/hallow.html#_hallow Hallow], [http://paizo.com/pathfinderRPG/prd/spells/insectPlague.html#_insect-plague Insect Plague], [http://paizo.com/pathfinderRPG/prd/spells/stoneskin.html#_stoneskin Stoneskin], [http://paizo.com/pathfinderRPG/prd/spells/summonNatureSAlly.html#_summon-nature-s-ally-v Summon Nature's Ally V], [http://paizo.com/pathfinderRPG/prd/spells/transmuteMudToRock.html#_transmute-mud-to-rock Transmute Mud to Rock], [http://paizo.com/pathfinderRPG/prd/spells/transmuteRockToMud.html#_transmute-rock-to-mud Transmute Rock to Mud], [http://paizo.com/pathfinderRPG/prd/spells/treeStride.html#_tree-stride Tree Stride], [http://paizo.com/pathfinderRPG/prd/spells/unhallow.html#_unhallow Unhallow], [http://paizo.com/pathfinderRPG/prd/spells/wallOfFire.html#_wall-of-fire Wall of Fire], [http://paizo.com/pathfinderRPG/prd/spells/wallOfThorns.html#_wall-of-thorns Wall of Thorns], [http://paizo.com/pathfinderRPG/prd/advanced/spells/aspectOfTheWolf.html#aspect-of-the-wolf Aspect of the Wolf], [http://paizo.com/pathfinderRPG/prd/advanced/spells/fireSnake.html#fire-snake Fire Snake], [http://paizo.com/pathfinderRPG/prd/ultimateMagic/spells/raiseAnimalCompanion.html#_raise-animal-companion Raise Animal Companion], [http://paizo.com/pathfinderRPG/prd/advanced/spells/snakeStaff.html#snake-staff Snake Staff], Breath of Life (modified), [http://paizo.com/pathfinderRPG/prd/advanced/spells/restEternal.html#_rest-eternal Rest Eternal]&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|[http://paizo.com/pathfinderRPG/prd/spells/antilifeShell.html#_antilife-shell Antilife Shell], [http://paizo.com/pathfinderRPG/prd/spells/bearSEndurance.html#_bear-s-endurance-mass Mass Bear's Endurance], [http://paizo.com/pathfinderRPG/prd/spells/bullSStrength.html#_bull-s-strength-mass Mass Bull's Strength], [http://paizo.com/pathfinderRPG/prd/spells/catSGrace.html#_cat-s-grace-mass Mass Cat's Grace], [http://paizo.com/pathfinderRPG/prd/spells/cureLightWounds.html#_cure-light-wounds-mass Mass Cure Light Wounds], [http://paizo.com/pathfinderRPG/prd/spells/dispelMagic.html#_dispel-magic-greater Greater Dispel Magic], [http://paizo.com/pathfinderRPG/prd/spells/findThePath.html#_find-the-path Find the Path], [http://paizo.com/pathfinderRPG/prd/spells/fireSeeds.html#_fire-seeds Fire Seeds], [http://paizo.com/pathfinderRPG/prd/spells/ironwood.html#_ironwood Ironwood], [http://paizo.com/pathfinderRPG/prd/spells/liveoak.html#_liveoak Liveoak], [http://paizo.com/pathfinderRPG/prd/spells/moveEarth.html#_move-earth Move Earth], [http://paizo.com/pathfinderRPG/prd/spells/owlSWisdom.html#_owl-s-wisdom-mass Mass Owl's Wisdom], [http://paizo.com/pathfinderRPG/prd/spells/repelWood.html#_repel-wood Repel Wood], [http://paizo.com/pathfinderRPG/prd/spells/spellstaff.html#_spellstaff Spellstaff], [http://paizo.com/pathfinderRPG/prd/spells/stoneTell.html#_stone-tell Stone Tell], [http://paizo.com/pathfinderRPG/prd/spells/summonNatureSAlly.html#_summon-nature-s-ally-vi Summon Nature's Ally VI], [http://paizo.com/pathfinderRPG/prd/spells/transportViaPlants.html#_transport-via-plants Transport via Plants], [http://paizo.com/pathfinderRPG/prd/spells/wallOfStone.html#_wall-of-stone Wall of Stone], [http://paizo.com/pathfinderRPG/prd/advanced/spells/sirocco.html Sirocco]&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|[http://paizo.com/pathfinderRPG/prd/spells/animatePlants.html#_animate-plants Animate Plants], [http://paizo.com/pathfinderRPG/prd/spells/changestaff.html#_changestaff Changestaff], [http://paizo.com/pathfinderRPG/prd/spells/controlWeather.html#_control-weather Control Weather], [http://paizo.com/pathfinderRPG/prd/spells/creepingDoom.html#_creeping-doom Creeping Doom], [http://paizo.com/pathfinderRPG/prd/spells/cureModerateWounds.html#_cure-moderate-wounds-mass Mass Cure Moderate Wounds], [http://paizo.com/pathfinderRPG/prd/spells/fireStorm.html#_fire-storm Fire Storm], [http://paizo.com/pathfinderRPG/prd/spells/heal.html#_heal Heal], [http://paizo.com/pathfinderRPG/prd/spells/scrying.html#_scrying-greater Greater Scrying], [http://paizo.com/pathfinderRPG/prd/spells/summonNatureSAlly.html#_summon-nature-s-ally-vii Summon Nature's Ally VII], [http://paizo.com/pathfinderRPG/prd/spells/sunbeam.html#_sunbeam Sunbeam], [http://paizo.com/pathfinderRPG/prd/spells/transmuteMetalToWood.html#_transmute-metal-to-wood Transmute Metal to Wood], [http://paizo.com/pathfinderRPG/prd/spells/trueSeeing.html#_true-seeing True Seeing], [http://paizo.com/pathfinderRPG/prd/spells/windWalk.html#_wind-walk Wind Walk], [http://paizo.com/pathfinderRPG/prd/advanced/spells/rampart.html#rampart Rampart], [http://paizo.com/pathfinderRPG/prd/advanced/spells/vortex.html#vortex Vortex], [http://paizo.com/pathfinderRPG/prd/ultimateMagic/spells/lunarVeil.html Lunar Veil]&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|[http://paizo.com/pathfinderRPG/prd/spells/animalShapes.html#_animal-shapes Animal Shapes], [http://paizo.com/pathfinderRPG/prd/spells/controlPlants.html#_control-plants Control Plants], [http://paizo.com/pathfinderRPG/prd/spells/cureSeriousWounds.html#_cure-serious-wounds-mass Mass Cure Serious Wounds], [http://paizo.com/pathfinderRPG/prd/spells/earthquake.html#_earthquake Earthquake], [http://paizo.com/pathfinderRPG/prd/spells/fingerOfDeath.html#_finger-of-death Finger of Death], [http://paizo.com/pathfinderRPG/prd/spells/repelMetalOrStone.html#_repel-metal-or-stone Repel Metal or Stone], [http://paizo.com/pathfinderRPG/prd/spells/reverseGravity.html#_reverse-gravity Reverse Gravity], [http://paizo.com/pathfinderRPG/prd/spells/summonNatureSAlly.html#_summon-nature-s-ally-viii Summon Nature's Ally VIII], [http://paizo.com/pathfinderRPG/prd/spells/sunburst.html#_sunburst Sunburst], [http://paizo.com/pathfinderRPG/prd/spells/whirlwind.html#_whirlwind Whirlwind], [http://paizo.com/pathfinderRPG/prd/spells/wordOfRecall.html#_word-of-recall Word of Recall], [http://paizo.com/pathfinderRPG/prd/advanced/spells/seamantle.html#seamantle Seamantle], [http://paizo.com/pathfinderRPG/prd/advanced/spells/stormbolts.html#stormbolts Stormbolts], [http://paizo.com/pathfinderRPG/prd/advanced/spells/euphoricTranquility.html Euphoric Tranquility]&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|[http://paizo.com/pathfinderRPG/prd/spells/antipathy.html#_antipathy Antipathy], [http://paizo.com/pathfinderRPG/prd/spells/cureCriticalWounds.html#_cure-critical-wounds-mass Mass Cure Critical Wounds], [http://paizo.com/pathfinderRPG/prd/spells/elementalSwarm.html#_elemental-swarm Elemental Swarm], [http://paizo.com/pathfinderRPG/prd/spells/foresight.html#_foresight Foresight], [http://paizo.com/pathfinderRPG/prd/spells/regenerate.html#_regenerate Regenerate], [http://paizo.com/pathfinderRPG/prd/spells/shambler.html#_shambler Shambler], [http://paizo.com/pathfinderRPG/prd/spells/shapechange.html#_shapechange Shapechange], [http://paizo.com/pathfinderRPG/prd/spells/stormOfVengeance.html#_storm-of-vengeance Storm of Vengeance], [http://paizo.com/pathfinderRPG/prd/spells/summonNatureSAlly.html#_summon-nature-s-ally-ix Summon Nature's Ally IX], [http://paizo.com/pathfinderRPG/prd/spells/sympathy.html#_sympathy Sympathy], [http://paizo.com/pathfinderRPG/prd/advanced/spells/clashingRocks.html#clashing-rocks Clashing Rocks, Tsunami, Winds of Vengeance], [http://paizo.com/pathfinderRPG/prd/advanced/spells/worldWave.html#_world-wave- World Wave], [https://paizo.com/pathfinderRPG/prd/ultimateMagic/spells/polarMidnight.html Polar Midnight]&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Typhoon</name></author>
	</entry>
	<entry>
		<id>http://www.tenebraemush.net/index.php?title=High_Sun_in_Dragonier&amp;diff=17897</id>
		<title>High Sun in Dragonier</title>
		<link rel="alternate" type="text/html" href="http://www.tenebraemush.net/index.php?title=High_Sun_in_Dragonier&amp;diff=17897"/>
		<updated>2015-03-18T00:33:38Z</updated>

		<summary type="html">&lt;p&gt;Typhoon: Created page with &amp;quot;-=--=--=--=--=--=--=--=&amp;lt;* Roleplay Nexus: Havenwood *&amp;gt;-=--=--=--=--=--=--=--=-  The town of Havenwood has surely seen better days. The various buildings appear loved but run-d...&amp;quot;&lt;/p&gt;
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&lt;div&gt;-=--=--=--=--=--=--=--=&amp;lt;* Roleplay Nexus: Havenwood *&amp;gt;-=--=--=--=--=--=--=--=-&lt;br /&gt;
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The town of Havenwood has surely seen better days. The various buildings appear loved but run-down as the townfolk fix things as they break. Most of the homes and buildings sit on the east side of the river that crosses through the center of the area that is deemed Havenwood. However, several of the homes and farmsteads are also on the west. Two covered bridges provide easy access for crossing. &lt;br /&gt;
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In the center of the village is a lovely gazebo that seems to be the center of life here as well. All around the gazebo are various shops, the jail, even the town hall. Across the river is a local Temple to Vardama, set aside to tend to the souls of the village, and those who have departed. Outside of the center of town are several posts that display the local news, along with all the farms that feed the villagers.&lt;br /&gt;
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Overlooking this somewhat peaceful village is a husk of a large stone building on the hill. It is large and imposing, with a sagging roof in the main part of the structure. A partially overgrown path leads from the southern edge of the village, which winds its way around the base of the hill, and back along it's southern slope to the prison itself.&lt;br /&gt;
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-=--=--=--=--=--=--=--=--=--=--=-- Contents --=--=--=--=--=--=--=--=--=--=--=-&lt;br /&gt;
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Smythly         Stone faced Goblin. With a big hammer.                15s  23h&lt;br /&gt;
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Jibbom          Steel Von Ironblood, Bane of the Night.               9m   1h&lt;br /&gt;
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Jahnavi         An egalrin feathered in grays                         0s   8m&lt;br /&gt;
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Katyana         A dirty, singed, dark elf with goggles.               10s  1h&lt;br /&gt;
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Typhoon         A spinning mass of wind, water, and smurfs            6s   1h&lt;br /&gt;
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-=--=--=--=--=--=--=--=--=--=--=--= Exits -=--=--=--=--=--=--=--=--=--=--=--=-&lt;br /&gt;
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Roleplay Nexus &amp;lt;RN&amp;gt;       &lt;br /&gt;
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The High Sun of Daeus is a big affair here in Havenwood, though they actually don't have a temple to Daeus here, instead a Temple to Vardama. However, the idea of spring, and the start of the core farming season is a big thing for the folks here. Thanks to recent pushes for Dragonier, the forces have set up a teleport and have encouraged people to celebrate with Havenwood. &lt;br /&gt;
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:There have been games going on, beer is freely flowing and a barn raising was done earlier in the day. It's been a beautiful one, the sun shining, a bit of a chill to the air, but that's typically for the start of spring.&lt;br /&gt;
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:There is one odd thing about this town that's not hard to miss. Over the whole of the village, even out to several of the farms, one can see a slight sheen to the sky, one that isn't seen anywhere else. Anyone who asks is told that it's always been there and no one questions it.&lt;br /&gt;
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Godwyn steps through the portal, eyes closed as she sets foot on solid ground again. As she opens her eyes, the Althean takes a look around with a grin. &amp;quot;This...&amp;quot; She glances over her right shoulder. &amp;quot;This is how it should look, isn't it? This is how Dragonier used to be, I think.&amp;quot;&lt;br /&gt;
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Someone's staring at the sky. The egalrin does. She makes a Sign of Warding, her feathers twitching the whole while. &amp;quot;Not right,&amp;quot; she says underneath her breath. &amp;quot;Not RIGHT.&amp;quot; She's dyed her grayish feathers golden at the edges, in honor of the Sun and Spring. She also has the usual marks, indicating she works for martial hire. ...mercenaries. Opportunists.&lt;br /&gt;
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&amp;quot;I can't believe someplace like this still exists in Dragonier,&amp;quot; says Smythly. Incidentally, he is sitting on the back of a very large, very brown bear who seems to serve as his steed. A steed he's patting on the back and feeeding some fish to when he has the chance. &lt;br /&gt;
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:&amp;quot;Good Muddy,&amp;quot; he tells said bear. He all but disappears on its back from time to time.&lt;br /&gt;
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Sophia nods slightly, stepping through a few moments after Godwyn, &amp;quot;Yes, very much so.&amp;quot; She glances back and forth, then she looks up at the sky, and at the egalrin's comments, narrows her eyes as she notices, well, that sky. &amp;quot;Well, maybe not completely...&amp;quot;&lt;br /&gt;
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With her head bowed, Namira gives a kiss to both of the burn marks on her forearms, then crosses her arms and seems to push the kisses towards the temple. She's wearing her temple robes and her sword on her waist as she turns towards the festivities...and a white mare bumps her muzzle against Namira. &amp;quot;yeah, Llamrei. Give me a moment and I'll find you an apple.&amp;quot; She says as she strokes the hore's neck.&lt;br /&gt;
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A new place. A new time. Rhar wouldn't miss that. And not when her Cyootie is going. And it's a celebration, too! So through the teleportification comes the four. Gurr, Rhar, Rhar's prominent fur-covered belly, and there's even still room for the mighty Steel von Ironblood! Without whom, deific celebrations simply can't properly commence!&lt;br /&gt;
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Ceres came early, to mingle and possibly make connections with other, musically inclined locals - but for right now, it is time to meander near the 'port, and see who comes to join in the festivities. To celebrate the day, her normal outfit has accents of sun-gold here and there, nothing overwhelming, but nicely complimented to the colors of the forest and moonlight.&lt;br /&gt;
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Godwyn glances toward the sky. &amp;quot;You're right... the sky does look interesting. But it's fair enough for me.&amp;quot; She gives Namira a sideward glance before smiling toward the Vardaman. &amp;quot;So then Sophia, what should we be doing first?&amp;quot; She glances down at her dress. &amp;quot;You don't think I'm being ostentatious with this, do you?&amp;quot;&lt;br /&gt;
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Jibbom makes his dramatic entrance right alongisde Rhar, seemingly no more frazzled than usual as a result of the teleportation. &amp;quot;Citizens, behold!&amp;quot; He declares, spreading his wings as he bellows to those present, one arm still around Rhar. &amp;quot;It is us! Steel Von Ironblood and Rhar, the Bane and Baness of Night! Alexandrian Heroes!&amp;quot;&lt;br /&gt;
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Jahnavi rubs at her forearms and shudders, after others' words confirm she isn't just seeing things, after another long and baleful look at the not-right Sky. She steps forward to join the celebrations, but is still somewhat wobbly from the teleport, so the step ends a half-stutter. A second half-stutter at the sight of the von Ironbloods.&lt;br /&gt;
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Sophia just arches a brow at the rather dramatic entrance, but doesn't comment, instead looking over towards Godwyn with a wry expression, &amp;quot;And why are you taking direction for me in this? It isn't exactly like we are in the temple, no?&amp;quot;&lt;br /&gt;
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Ssylrath has arrived.&lt;br /&gt;
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Godwyn chuckles. &amp;quot;I can't help it. You do know more than I do.&amp;quot; She sighs and glances toward the festivities. &amp;quot;Let's get moving then. We came to celebrate the restoration of this place, and restoration is Althea's domain.&amp;quot;&lt;br /&gt;
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Most of those from Alexandria get a glance over or a bit of a smile - but a couple get a slight bow of greeting, in the case of a certain cleric, or in the case of The Bane, a laughing hello. The rest is all rather vague - possibly due to the various liquid refreshments possibly found here or there - or just because it's an elf.&lt;br /&gt;
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Rhar waves paws excitedly following Cyootie's introduction. &amp;quot;Hi hi!&amp;quot; She then pats Gurr so he stops. Rhar hops down from his back. Lands a little off-balance. Flails her arms as she wobbles. But she doesn't tip over! Because gurr grabs her by the scrugg of her furs to steady her. &amp;quot;Sky funny!&amp;quot;&lt;br /&gt;
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&amp;quot;Well said, my eloquent wife!&amp;quot; Jibbom enthuses to Rhar. &amp;quot;Now, let us party in heroic fashion! It is expected of the Bane and Baness of Night, after all.&amp;quot; His gaze sweeps over those assembled. &amp;quot;To where shall we go and spread our heroic good cheer?&amp;quot;&lt;br /&gt;
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Godwyn chuckles at Jibbom's antics and makes her way toward Rhar. She kneels and taps the lucht on her right shoulder. &amp;quot;Matron bless you, my good friend. How are you faring?&amp;quot;&lt;br /&gt;
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Jahnavi continues on to the beverage bar. As she does, she slows at the sight of... &amp;quot;Does it hurt?&amp;quot; she asks Rhar and Godwyn, without preamble. Because egalrin are some of the most polite people in the world. Yes. &amp;quot;I heard the other races carried eggs inside their bellies. It hurts?&amp;quot;&lt;br /&gt;
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Ssylrath arrives, as usual, atop his swiftclaw Thaliss. He stands in the saddle to survey the place with a critical eye and then he notices Gurr. And then Rhar. He rides closer and Thaliss dips her head to sniffle at the wolf as the rider raises an open hand in traditional greeting. &amp;quot;Peace on your Nessst, Packmate Rhar.&amp;quot; He pauses for a fraction. &amp;quot;Othersss as well.&amp;quot;&lt;br /&gt;
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Sophia glances over towards Jahnavi, and chuckles, &amp;quot;Though it's not something I've personally experienced, it can be rather painful if one is not properly prepared for it.&amp;quot;&lt;br /&gt;
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Being here upon the back of Muddy, Ssylrath's former steed, Smythly nudges the bear over towards him, moseying on in. &amp;quot;Hello, Ssylrath. IT is good to see you again.&amp;quot; &lt;br /&gt;
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:The bear grunts. Onc. Then it attemmpts to butt its head against Ssylrath's side. &lt;br /&gt;
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:&amp;quot;I'm still surprised. How did these people survive against Heth?&amp;quot;&lt;br /&gt;
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Walking over towards one of the shops, Namira finally finds an apple...a red one. She holds it up to her horse and it shakes it's head. &amp;quot;Blast Llamrei...you're a hard head.&amp;quot; She then gets a green one and gives it to Llamrei. The mare crunches the apple happily and Namira pays for it.&lt;br /&gt;
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Everyone from Alexandira are gladly welcomed to the village. The Councilmembers are friendy, eager to see such new faces. Shops are opened for all to come in and explore the wares that are there, though nothing as extravagant as Alexandria. At the gazebo there is commotion as there are several men of the village setting something up.&lt;br /&gt;
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On the outskirts of the village, sleeping while leaning against the sides of the wagon, is Korrani. As the horse-drawn cart carrying extra celebration provisions goes over a few bumpy rocks, Korrani is rocked side to side, but doesn't waken until the cart finally stops. She yawns and stretches stiffly, then gives thanks to the cart driver before bracing her hand on the lip of the wagon and hopping off the side of it. She straigthens her gear, adjusts some of the belts that shifted while sleeping and from the jump, then walks towards the party. The half-oruchess gathers up her dreadlocked raven-colored hair and starts pulling it back to tie it in a leather thong. It's meant to make her look more tidy and civilized. But really, the pony tail is disturbed by the shorter dreads that jut out in funny directions.&lt;br /&gt;
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Rhar laughs. &amp;quot;Cubs no hurt Rhar. Make walk hard. Rhar no see feet!&amp;quot; She can still walk, she's just not so light on what she can't see. Could be the whole center of gravity thing, too. &amp;quot;Rhar, cubs, strong!&amp;quot;&lt;br /&gt;
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Godwyn nods. &amp;quot;That's good. If you need anyone by your side when the time comes, besides your quite enthusiastic husband, let me know.&amp;quot; She stands and walks over to Sinaa, running a hand along the scales of her neck. &amp;quot;Been a while since I saw you, pretty.&amp;quot; Godwyn looks up at Svarshan. &amp;quot;The Naming is close, am I correct? I trust I am invited...?&amp;quot;&lt;br /&gt;
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Ssylrath smiles at Smythly and the bear. &amp;quot;I am glad that you are well, both of you.&amp;quot; He scritches Muddy behind the ears just where he likes it. &amp;quot;Thisss place needs protectors to sssurvive, you are also one, yesss?&amp;quot;&lt;br /&gt;
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&amp;quot;It's funny you should ask!&amp;quot; Jibbom declares, fluttering over to Smythly. &amp;quot;For it is quite a heroic tale! I, Steel Von Ironblood, the Bane of the Night, brought a handful of my most trusted associates into the depths of Heth's horrible undead horde! Then I unleashed my amazing arcane might to destroy them in a truly awesome feat of heroics!&amp;quot; He puffs out his chest proudly.&lt;br /&gt;
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Godwyn nods. &amp;quot;That's good. If you need anyone by your side when the time comes, besides your quite enthusiastic husband, let me know.&amp;quot; She stands and walks over to Sinaa, running a hand along the scales of her neck. &amp;quot;Been a while since I saw you, pretty.&amp;quot; Godwyn looks up at Ssylrath. &amp;quot;And I haven't seen you in forever either. What have you been up to?&amp;quot;&lt;br /&gt;
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Jahnavi stares at the rounded form in the unblinking way of birds. Then blinks once, rapidly, and leans back. &amp;quot;It is so odd,&amp;quot; she says. She tilts her head to the side in curiosity at the others, and then stares at the laughing Rhar--then looks to the others. &amp;quot;Odd. ...are you going to build a nest?&amp;quot; to Rhar. To Jibbom. &amp;quot;He has wings. They're...glowing. They--&amp;quot; She takes a step back from Jibbom and his glowy-wings!&lt;br /&gt;
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:Sign of WARDING!&lt;br /&gt;
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&amp;quot;Is he for real?&amp;quot; asks Smythly to Ssylrath of Jibbom. He's Jibbom, after all. He scratches his head, shrugs his shouldes, then adds, &amp;quot;Well... yes. We're doing quite well. I've been spending a great deal of time learning to ride a bear of all things. But I heard about this town and their... celebration. I thought it best to make myself a presence here to offer it what I can.&amp;quot; The goblin is doing his best to keep his voice from aproaching the shrill volumes typically associated with his race.&lt;br /&gt;
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Godwyn pats Sinaa's neck and moves toward Namira. &amp;quot;And it's been a while since I've seen you as well. I trust you've been busy?&amp;quot; She smiles. &amp;quot;Then again, we all have. This is a good break.&amp;quot;&lt;br /&gt;
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There may be a bit of a grin at seeing Jibbom - but at the overheard mention - and glance of - impending fatherhood, and Ceres is changing direction somewhat. Specifically, to a rather enterprising local who is selling a skewer of some sort. &amp;quot;Too much wine, not enough food.&amp;quot;&lt;br /&gt;
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Ssylrath shrugs to Smythly. &amp;quot;It appearsss that he is. Rhar ssseems to like him which means he can not be... how he is.&amp;quot; The Sith is struggling to find the right words. &amp;quot;I am told he can be helpful.&amp;quot;&lt;br /&gt;
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&amp;quot;Steel Von Ironblood, Bane of the Night, has a reputation for awesome heroics known far and wide!&amp;quot; Jibbom chipperly declares, still fluttering about in a vaguely annoying sort of manner. Jahnavi's horror at his appearance is entirely ignored.&lt;br /&gt;
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Stjepan is there, honest, buying skewers of meat and vegetables. He acquires a few before doing much else.&lt;br /&gt;
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Jahnavi takes another step back. Between the ghostly wings and the Wrong Sky, the egalrin is just going to have a bad day. She takes Several More steps back, and heads towards the Wine.&lt;br /&gt;
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The sun starts to set, and the shimmer in the sky becomes more present in the way it reflects the light. Partway as the sun sets, there's a great shimmer in the sky from whatever barrier is there. &lt;br /&gt;
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:Suddenly there is a loud and horrific, definitely inhuman scream that comes from the south, in the direction of the prison ruins. The villagers stop and just STARE in that direction, unsure of what that is about. &lt;br /&gt;
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:As the scream goes on, the shimmer in the sky seems to 'break' as lines and cracks appear then it is gone, the sky is normal like anywhere else. Then the scream ends.&lt;br /&gt;
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:People speak in hushed and very worried tones, before starting to flee for their homes.&lt;br /&gt;
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Godwyn winces as the sound tears the jovial atmosphere apart. Then she turns and faces the prison ruins. &amp;quot;Okay... what has decided to ruin our party.&amp;quot;&lt;br /&gt;
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Jibbom goes wide-eyed at the screaming. &amp;quot;Adventure is afoot!&amp;quot; He spreads his wings again. &amp;quot;Associates, assemble! Steel Von Ironblood and his courageous fellow heroes shall right all wrongs!&amp;quot;&lt;br /&gt;
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Stjepan stops, meat half to his mouth. &amp;quot;That wasn't supposed to happen, was it? No primal shouting?&amp;quot; He mutters under his breath about 'shorties not knowing how to party'.&lt;br /&gt;
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Jahnavi looks up from her wine. Which is clutched in her talons.&lt;br /&gt;
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:The glass breaks.&lt;br /&gt;
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:&amp;quot;I am not the only one who heard that,&amp;quot; she says, halfway to herself. &amp;quot;I am not the only one.&amp;quot; Deeper breath. And well, creepywings is calling on them to assemble. She screws her eyes shut and licks the wine off of her talons. I wish there was more of you, sweet, sweet beverage, that says.&lt;br /&gt;
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Ssylrath raises himself in the saddle again and peers upward, silent. The leather banner suspended from the back of his lizard mount is somehow reassuring that things will turn out all right. His mount jitters a couple of steps sideways before calming again at his touch.&lt;br /&gt;
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Ceres blinks out of her food - then sort of weaves. &amp;quot;... oh dear. I definately did not ration food and drink properly. Have fun storming the cast...er.. pris... no, no, that isn't right either. Ah! Have fun hitting the sky!&amp;quot; And then the bard promptly passes out next to the skewer-food guy. Or at least looses her balance enough to fake it.&lt;br /&gt;
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Godwyn's eyes narrow. &amp;quot;All right, let's go see what decided to break up the party.&amp;quot; She moves toward the direction of the ruins, now wary that the sky is suddenly back to normal. She figured something was up with that, and now that she knows it's a barrier...&lt;br /&gt;
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:...this day has just turned bad.&lt;br /&gt;
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Namira is right with Godwyn, left hand on her sword for now. To note, she's right handed. the left hand is to keep the sword from flopping around.&lt;br /&gt;
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Stjepan licks his fingers, then just eyes Godwyn. He looks at her for a long moment, then glances at Jibbom. &amp;quot;You're rubbing off.&amp;quot; Nonetheless, he forms up to go exploring.&lt;br /&gt;
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Jahnavi brushes off the last drop, and then hefting her own blade, begins that way. She casts the occasional, worried look at the glowywings, and at the Cursed Sky. Shudders. Does her best to keep walking forward and cautiously, towards the source of the noise.&lt;br /&gt;
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Ssylrath urges Thaliss, his swiftclaw, into a trot and she covers the ground extremely quickly as the pair head up the hill toward the source of the sound. &amp;quot;This isss not good.&amp;quot; Understatement is the Sith-makar way.&lt;br /&gt;
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Jibbom flutters and waddles towards the source of the danger as swiftly as his chubby physique allows him. &amp;quot;Forward, associates! To heroism!&amp;quot; He bellows, undeterred.&lt;br /&gt;
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Stjepan heads along after the group, finishing off his skewers as he goes, before wiping his hands thoroughly.&lt;br /&gt;
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Approaching the old prison they first come across a stone memorial, a statue of a man, facing the river. Going past also is a very small home, almost a hovel, that someone seems to live in and is hiding in. Up the overgrown path, around the hill then up it, sits the old Havenwood prison, a stone monstrocity that appears burnt out from an old fire. &lt;br /&gt;
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:A sagging wood and metal gate set between a pair of stone guard towers once barred entrance into Havenwood Prison, but the gates now hang negligently open, creaking softly in what wind touches the ruined bars&lt;br /&gt;
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:A two-story stone building looms in the center of the prison grounds. Ivy and moss cling tenaciously to the walls, while above the wooden shingles of the roof are often missing entirely, exposing the wooden rafters of the upper structure to the sky. Here and there, leering stone gargoyles perch on the eaves, once functioning as drainspouts and decorations but now seeming almost to serve a more ominous role of sentinels. Many of these stone decorations have crumbled away and lie in ruined piles on the soggy ground below. Windows in the building's facade are narrow and blooed by grills of rusty iron bars. Stone columns support a slumping wooden balocny over the building's wooden front doors, both of which hang askew and reveal dark glimpses of chambers within.&lt;br /&gt;
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Jahnavi looks over the grounds. It takes her a while to get to the central building. When she does, she draws still for the barest moment before moving forward. &amp;quot;It's missing most of its roof. Rotting windows.&amp;quot; Turns to the others, &amp;quot;We could get in here easily.&amp;quot; A sidelong look at the gargoyles almost asks: but do we really want to...&lt;br /&gt;
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&amp;quot;No, that isn't ominous looking.&amp;quot; Namira says as she sees the doors. &amp;quot;Come on Godwyn.&amp;quot; She then looks to Ssylrath. &amp;quot;you too. And I'ms taying up here cuz I can see in the dark.&amp;quot;&lt;br /&gt;
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Stjepan heads forwards, peering towards the building. &amp;quot;Shit. This reminds me of this ruined keep where the spirits of dead children walked.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Ssylrath shrugs in his plate armor. &amp;quot;Dark. Light. Is all sssame.&amp;quot; He grins raggedly at Jahnavi and urges his swiftclaw through the sagging gate.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The important thing is that it can be cleansed with my amazing heroic powers!&amp;quot; Jibbom enthuses. &amp;quot;Stand fast, associates! We shall confront the evil before long!&amp;quot; So much for a stealthy approach.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The egalrin shudders once, and sends the sith-makar a sidelong look. The way she draws back is reminiscent of a raptor going to higher ground. ...and then looking overhead, as she espies the building a second time. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:...takes a few more steps away from glowywings. The Sparkles are Catching!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Ssylrath's mount picks her way forward and through the sagging doors, knocking them aside if necessary.&lt;br /&gt;
&lt;br /&gt;
Namira pushes her way in as well along with Ssylrath. She has good eyesight in the darkness....&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Jibbom makes his way in behind the initial group, stumbling and fluttering with his usual lack of grace.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Thaliss didn't get very far, nor did Namira, as suddenly the doors that were hanging on the hinges were just fine and shut firmly. Both react quickly enough that they don't get hurt by the doors, and now seem set and firm in their mountings.&lt;br /&gt;
&lt;br /&gt;
Stjepan follows up behind Jibbom, chin down, ducking to come inside.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I think someone doesn't want us to come in.&amp;quot; namira says rather bluntly....and pondering something before actually kicking the door.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Jahnavi jumps when the doors slam close. She leans forward, her wings lifting--and then flatting, slamming against her back. Damnit. Damnit! &amp;quot;No.&amp;quot; She says, and looks up. Egalrin always look up. &amp;quot;...but the roof has no hinges to close.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Stjepan looks at Jahnavi. &amp;quot;If you want to. Or I'll just break the door down.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Wings aren't that strong yet,&amp;quot; comes the terse reply. They remain clamped to Jahnavi's back.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Bust it down! Heorically!&amp;quot; Jibbom enthuses.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Ssylrath steadies himself after the door slamming. &amp;quot;Do not worry Thaliss, they will not hurt you.&amp;quot; He sizes up the door speculatively and draws his adamantine falchion. &amp;quot;Perhaps we ssshould try knocking? It is only polite I am told.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Stjepan shrugs. &amp;quot;Up to you. If you need it broken, you know where I am.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Just like that, Namira thumps on the door....loudly. 'helllooooooooo&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There was no answer. In fact, there was a roar from the gargoyles, a rather unwelcoming one.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Ssylrath looks up at the gargoyles. &amp;quot;Is that normal? I thought that those were usually just ssstatues.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Namira says, &amp;quot;Some can be ensorcelled by spells.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Jahnavi stumbles back. The raptor's beak opens in a hiss as she glowers at the gargoyles, the wings still clamped at her back. &amp;quot;Statues. Who knows.&amp;quot; Another hiss.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Stjepan cracks his neck. &amp;quot;Unhappy, but intimidation is usually a sign that it's worth entering.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Namira says, &amp;quot;Intimidation doesn't work on swords of faith.&amp;quot; She says looking the area over. &amp;quot;Ssylrath...right?&amp;quot; She says gesturing towards the Sith-makar on the swiftclaw.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Ssylrath looks surprised. &amp;quot;Swords of faith? I am not one of thossse paladins of some godling, I ssserve the Green through my strength and that of Thaliss alone.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Namira chuckles. &amp;quot;I am, Ssylrath. Anyways......see what people you can gather to take a look into this. This may require more than just us.&amp;quot; She then kicks the door again. &amp;quot;and....it doesn't look like we're getting in this way.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The egalrin picks up a rock, and hurls it at one of the gargoyles. And then backs away. No one accused the harrier-race of being even-tempered. You know. Ever.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;quot;...well.... this is interesting,&amp;quot; says Smythly. &amp;quot;I've patrolled the fringes of the village,&amp;quot; he adds, having returned on hi bear. &amp;quot;I've not een anything else unsuaul so far.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Ssylrath looks all round. &amp;quot;Well. Sssomeone does not want us to enter. Sssomeone broke the skyshield. Sssomeone has power and is noisy. This is not my area of exsspertise.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Namira says, &amp;quot;and I'm not in my armor, this would end badly for me as well. Let's get other people into this.&amp;quot; She then looks to Ssylrath. &amp;quot;can you find a Mourner or a wizard from Rune or something like that?&amp;quot;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Stjepan looks upwards, at the sky. &amp;quot;Or, maybe just someone to fix the sky.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;quot;....IN THE NAME OF REOS, I DEMAND YOU LET US PASS!&amp;quot; Smyhtly had to try it. He totally managed to even yell it with a straight face.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;quot;We are amazing heroes!&amp;quot; Jibbom yells, apparently feeling that this should carry a lot of weight.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
And the prison just sits there... not responding in the slightest.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;quot;...that always works in the tales,&amp;quot; mutters Smyhtly, &amp;quot;Am I missing the password somewhere?&amp;quot; He looks over his shoulder, &amp;quot;What do the towns folk make of it?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Jahnavi narrow-eyes the gargoyle. She resists picking up another rock...and then heads back towards the festivities. And the Wine. Surely no good can come of this. Surely.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Ssylrath humphs. &amp;quot;Call if anything happensss, I am goin to go and check the perimeter. This could be a dissstraction.&amp;quot; He turns and his mount paces away.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Stjepan eyes the door. &amp;quot;Something needs to happen with this. This is a god's damned provocation.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;quot;That' true, but it doesn't need to happen now, necessarily. IT simply just... might not. But there are perhaps things that we need to discover. The twonspeople may know more,&amp;quot; suggests Smyhtly, worriedly.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Stjepan nods towards Smythly. &amp;quot;Right. So, shall we gather. It's usually best if I don't ask polite questions to people who don't need to be scared into answering.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[[Category:Dragonier]][[Category:Logs]]&lt;/div&gt;</summary>
		<author><name>Typhoon</name></author>
	</entry>
	<entry>
		<id>http://www.tenebraemush.net/index.php?title=Recent_Logs&amp;diff=17896</id>
		<title>Recent Logs</title>
		<link rel="alternate" type="text/html" href="http://www.tenebraemush.net/index.php?title=Recent_Logs&amp;diff=17896"/>
		<updated>2015-03-18T00:32:35Z</updated>

		<summary type="html">&lt;p&gt;Typhoon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Logs]]&lt;br /&gt;
Roleplay is central to Tenebrae, and consists of a mix of scenes, grid, and PrPs. Here you may read some of the logs our players have posted, or wanted to share. This page may also be used to post logs for PrPs, to share an item for staff review, or to tell players about a great scene. Remember too, if you're RPing in a public area, a log may end up on this site.  ''Roleplay Rooms are not private spaces.'' Most recent logs are at the '''bottom.'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Our Logs==&lt;br /&gt;
{{TableMain}}&lt;br /&gt;
{{T02}}&lt;br /&gt;
|Date&lt;br /&gt;
|Log&lt;br /&gt;
|People&lt;br /&gt;
|-&lt;br /&gt;
|August 22th, 2013&lt;br /&gt;
|[[PrP: Goblintown Sewers]]&lt;br /&gt;
|[[Thora]], [[Albain]], [[Elessa]], [[Randek]], [[Gwendolyn]]&lt;br /&gt;
|-&lt;br /&gt;
|August 24th, 2013&lt;br /&gt;
|[[PrP: The Duty of Shadows]]&lt;br /&gt;
|[[Tatyannah]], [[Gwendolyn]], [[Laoise]], [[Schneider]], [[Solace]]&lt;br /&gt;
|-&lt;br /&gt;
|August 28th, 2013&lt;br /&gt;
|[[Munch's Workshop]]&lt;br /&gt;
|[[Solace]], [[Munch]], [[Sandy]], [[Svarshan]]&lt;br /&gt;
|-&lt;br /&gt;
|September 10th, 2013&lt;br /&gt;
|[[PrP: General Bloodeyes Appears]]&lt;br /&gt;
|[[Ferawyn]], [[Mikilos]], [[Oates]], [[Nadara]], [[Arik]]&lt;br /&gt;
|-&lt;br /&gt;
|September 16th, 2013&lt;br /&gt;
|[[PrP: The Wild Hunt]]&lt;br /&gt;
|[[Jibbom]], [[Jareth]], [[Oates]], [[Teppus]], [[Munch]]&lt;br /&gt;
|-&lt;br /&gt;
|September 17th, 2013&lt;br /&gt;
|[[Wild Inn]]&lt;br /&gt;
|[[Arik]], [[Kira]], [[Mikilos]], [[Valadhiel]], [[Zaxx]], [[Kravar]], [[Kranya]]&lt;br /&gt;
|-&lt;br /&gt;
|September 23rd, 2013&lt;br /&gt;
|[[Steel Festival]]&lt;br /&gt;
|[[Jibbom]], [[Jessa]], [[Mikilos]], [[Ulharilti Wiivai]]&lt;br /&gt;
|-&lt;br /&gt;
|September 24th, 2013&lt;br /&gt;
|[[PrP: The Galena Lode - Part 1]]&lt;br /&gt;
|[[Jensine]], [[Jonan]], [[Mel]], [[Zippo]]&lt;br /&gt;
|-&lt;br /&gt;
|September 26th, 2013&lt;br /&gt;
|[[Meat Market]]&lt;br /&gt;
|[[Jame]], [[Mikilos]], [[Garak]], [[Boshter]], [[Ol' Mags]], [[Constantin]]&lt;br /&gt;
|-&lt;br /&gt;
|September 29th, 2013&lt;br /&gt;
|[[Lizard Lunch at the Ox]]&lt;br /&gt;
|[[Mikilos]], [[Mel]], [[Zalara]], [[Ulharilti Wiivai]]&lt;br /&gt;
|-&lt;br /&gt;
|October 11th, 2013&lt;br /&gt;
|[[Feegot]]&lt;br /&gt;
|[[Dinala]], [[Boshter]], [[Schneider]], [[Mikilos]]&lt;br /&gt;
|-&lt;br /&gt;
|October 12th, 2013&lt;br /&gt;
|[[Rescue Party]]&lt;br /&gt;
|[[Benthus]], [[Eligar]], [[Schneider]], [[Ulharilti Wiivai]]&lt;br /&gt;
|-&lt;br /&gt;
|October 12th, 2013&lt;br /&gt;
|[[Gunpowder Whisky]]&lt;br /&gt;
|[[Svarshan]], [[Myrana]], [[Mikilos]]&lt;br /&gt;
|-&lt;br /&gt;
|October 14th, 2013&lt;br /&gt;
|[[Dire Consequences]]&lt;br /&gt;
|[[Benthus]], [[Garak]], [[Jame]], [[Kiroth]], [[Styrner]]&lt;br /&gt;
|-&lt;br /&gt;
|October 16th, 2013&lt;br /&gt;
|[[Hanging Out]]&lt;br /&gt;
|[[Boshter]], [[Mikilos]], [[Alexander]], [[Jibbom]], [[Elessa]], [[Jessa]], [[Kiroth]], [[Sonja]]&lt;br /&gt;
|-&lt;br /&gt;
|October 19th, 2013&lt;br /&gt;
|[[Bennet's Arrival]]&lt;br /&gt;
|[[Bennet]], [[Kerbasy]]&lt;br /&gt;
|-&lt;br /&gt;
|October 25th, 2013&lt;br /&gt;
|[[Way Down in the Hole]]&lt;br /&gt;
|[[Munch]], [[Fishbelly]], [[Kravar]], [[Elessa]], [[Kojot]]&lt;br /&gt;
|-&lt;br /&gt;
|October 25th, 2013&lt;br /&gt;
|[[Race]]&lt;br /&gt;
|[[Azog]], [[Boshter]], [[Munch]], [[Renfrey]]&lt;br /&gt;
|-&lt;br /&gt;
|October 27th, 2013&lt;br /&gt;
|[[Day After]]&lt;br /&gt;
|[[Munch]], [[Benthus]], [[Vennan]], [[Jessa]], [[Kira]], [[Serene]]&lt;br /&gt;
|-&lt;br /&gt;
|November 14th, 2013&lt;br /&gt;
|[[Pies]]&lt;br /&gt;
|[[Bennet]], [[Svarshan]], [[Renfrey]], [[Sandy]], [[Ulharilti Wiivai]], [[Raethon]] &lt;br /&gt;
|-&lt;br /&gt;
|November 15th, 2013&lt;br /&gt;
|[[Rubble]]&lt;br /&gt;
|[[Munch]], [[Svarshan]], [[Sandy]], [[Garak]]&lt;br /&gt;
|-&lt;br /&gt;
|November 16, 2013&lt;br /&gt;
|[[Redemption]]&lt;br /&gt;
|[[Fishbelly]], [[Kira]], [[Kiroth]], [[Mel]]&lt;br /&gt;
|-&lt;br /&gt;
|November 22nd, 2013&lt;br /&gt;
|[[Apple Pie]]&lt;br /&gt;
|[[Myrana]], [[Elycia]], [[Svarshan]], [[Bennet]], [[Benthus]]&lt;br /&gt;
|-&lt;br /&gt;
|November 24, 2013&lt;br /&gt;
|[[End of the Queen]]&lt;br /&gt;
|Lots&lt;br /&gt;
|-&lt;br /&gt;
|November 25th, 2013&lt;br /&gt;
|[[Clean up]]&lt;br /&gt;
|[[Elessa]], [[Cesran]], [[Verna]], [[Mikilos]], [[Benthus]]&lt;br /&gt;
|-&lt;br /&gt;
|November 27th, 2013&lt;br /&gt;
|[[Market Recovery]]&lt;br /&gt;
|[[Mikilos]], [[Arngrim]], [[Myrana]], [[Rhodes]], [[Argos]], [[Benthus]], [[Verna]]&lt;br /&gt;
|-&lt;br /&gt;
|December 3, 2013&lt;br /&gt;
|[[Bureaucracy]]&lt;br /&gt;
|[[Elessa]], [[Renfrey]], [[Mikilos]]&lt;br /&gt;
|-&lt;br /&gt;
|December 6, 2013&lt;br /&gt;
|[[PRP: Mine over Matter]]&lt;br /&gt;
|[[Corra]], [[Duncan]], [[Ssylrath]], [[Takiyah]], [[Zippo]]&lt;br /&gt;
|-&lt;br /&gt;
|December 7th, 2013&lt;br /&gt;
|[[Circle Sweat]]&lt;br /&gt;
|[[Mikilos]], [[Vuk]], [[Kiroth]]&lt;br /&gt;
|-&lt;br /&gt;
|December 8, 2013&lt;br /&gt;
|[[PRP: Freezing Caravan Duty]]&lt;br /&gt;
|[[Zaxx]], [[Bennet]], [[Kiroth]], [[Benthus]]&lt;br /&gt;
|-&lt;br /&gt;
|December 9, 2013&lt;br /&gt;
|[[PRP: Strange Sightings]]&lt;br /&gt;
|[[Oates]], [[Kravar]], [[Tak]], [[Aurala]], [[Tatyannah]], [[Cesran]]&lt;br /&gt;
|-&lt;br /&gt;
|December 9th, 2013&lt;br /&gt;
|[[Board Plaza]]&lt;br /&gt;
|[[Selia]], [[Kiroth]], [[Benthus]]&lt;br /&gt;
|-&lt;br /&gt;
|Decembter 10th, 2013&lt;br /&gt;
|[[PRP: Ants!]]&lt;br /&gt;
|[[Kiroth]], [[Takiyah]], [[Kirranelion]]&lt;br /&gt;
|-&lt;br /&gt;
|December 11th, 2013&lt;br /&gt;
|[[PRP: The Retrieval Job]]&lt;br /&gt;
|[[Abrahil]], [[Jibbom]], [[Halani]], [[Tatyannah]], [[Teppus]]&lt;br /&gt;
|-&lt;br /&gt;
|December 16th, 2013&lt;br /&gt;
|[[PRP: Escapee]]&lt;br /&gt;
|[[Vuk]], [[Rhar]], [[Ssylrath]], [[Kiroth]], [[Larron]], [[Renfrey]]&lt;br /&gt;
|-&lt;br /&gt;
|December 17th, 2013&lt;br /&gt;
|[[Time in the Tavern]]&lt;br /&gt;
|[[Elessa]], [[Vuk]], [[Mikilos]], [[Kiroth]], [[Larron]], [[Myrana]], [[Svarshan]]&lt;br /&gt;
|-&lt;br /&gt;
|December 19th, 2013&lt;br /&gt;
|[[Jessa's Lions]]&lt;br /&gt;
|[[Mikilos]], [[Jessa]] &lt;br /&gt;
|-&lt;br /&gt;
|December 21st, 2013&lt;br /&gt;
|[[PRP: Finding some Dirty Rats]]&lt;br /&gt;
|[[Vuk]], [[Bennet]], [[Kade]], [[Zippo]], [[Ulharilti Wiivai]], [[Takiyah]]&lt;br /&gt;
|-&lt;br /&gt;
|December 23rd, 2013&lt;br /&gt;
|[[Cleaning Up]]&lt;br /&gt;
|[[Vuk]], [[Zaxx]], [[Ssylrath]], [[Corra]], [[Larron]], [[Takiyah]], [[Zippo]]&lt;br /&gt;
|-&lt;br /&gt;
|December 19th &amp;amp; 26th, 2013&lt;br /&gt;
|[[PRP: Storming the Monastery]]&lt;br /&gt;
|[[Cesran]], [[Teppus]], [[Tak]], [[Kravar]], [[Aurala]], [[Jibbom]]&lt;br /&gt;
|-&lt;br /&gt;
|January 1st, 2014&lt;br /&gt;
|[[Nobel Snow]]&lt;br /&gt;
|[[Svarshan]], [[Renfrey]], [[Mikilos]]&lt;br /&gt;
|-&lt;br /&gt;
|January 5th, 2014&lt;br /&gt;
|[[Stone Carving]]&lt;br /&gt;
|[[Munch]], [[Fazahd]], [[Azog]], [[Cesran]], [[Elycia]], [[Aurala]], [[Findrago]]&lt;br /&gt;
|-&lt;br /&gt;
|January 5th, 2014&lt;br /&gt;
|[[House Punching]]&lt;br /&gt;
|[[Selia]], [[Boshter]], [[Fazahd]], [[Whysper]], [[Renfrey]]&lt;br /&gt;
|-&lt;br /&gt;
|January 6th, 2014&lt;br /&gt;
|[[Chest Opening]]&lt;br /&gt;
|[[Fazahd]], [[Oates]], [[Vennan]], [[Elessa]], [[Zalara]], [[Tatyannah]], [[Findrago]], [[Renfrey]], [[Dragomir]], [[Selia]], [[Aenyn]]&lt;br /&gt;
|-&lt;br /&gt;
|January 12, 2014&lt;br /&gt;
|[[Forward to the Past]]&lt;br /&gt;
|[[Myrana]], [[Sandy]], [[Jareth]], [[Svarshan]], [[Karelin]]&lt;br /&gt;
|-&lt;br /&gt;
|January 13, 2014&lt;br /&gt;
|[[Bump in the Night]]&lt;br /&gt;
|[[Findrago]], [[Stirling]], [[Conjan]], [[Verna]]&lt;br /&gt;
|-&lt;br /&gt;
|January 14, 2014&lt;br /&gt;
|[[Fernwood Fluff]]&lt;br /&gt;
|[[Mikilos]], [[Rhodes]], [[Corra]], [[Kerbasy]], [[Cesran]]&lt;br /&gt;
|-&lt;br /&gt;
|January 15, 2014&lt;br /&gt;
|[[Over the Moon]]&lt;br /&gt;
|[[Sandy]],  [[Svarshan]], [[Myrana]], [[Mikilos]]&lt;br /&gt;
|-&lt;br /&gt;
|January 17, 2014&lt;br /&gt;
|[[Trouble at the Farm]]&lt;br /&gt;
|[[Caris]], [[Kilian]], [[Rayne]], [[Rhodes]],[[Vuk]]&lt;br /&gt;
|-&lt;br /&gt;
|January 18, 2014&lt;br /&gt;
|[[Hugging, Chili, and Demon Fish]]&lt;br /&gt;
|[[Azog]], [[Bennet]], [[Findrago]], [[Rayne]], [[Vuk]]&lt;br /&gt;
|-&lt;br /&gt;
|January 21, 2014&lt;br /&gt;
|[[Jibbom-s-]]&lt;br /&gt;
|[[Vuk]], [[Jibbom]], [[Ormarr]], [[Mikilos]], [[Leisel]], [[Zaxx]]&lt;br /&gt;
|-&lt;br /&gt;
|Janurary 22, 2014&lt;br /&gt;
|[[Salt pork]]&lt;br /&gt;
|[[Selia]], [[Vuk]]&lt;br /&gt;
|-&lt;br /&gt;
|January 25, 2014&lt;br /&gt;
|[[Cold Bones]]&lt;br /&gt;
|[[Kiroth]], [[Vuk]], [[Schneider]], [[Bennet]], [[Rhodes]], [[Brom]]&lt;br /&gt;
|-&lt;br /&gt;
|January 26, 2014&lt;br /&gt;
|[[PRP: Hunting Party]]&lt;br /&gt;
|[[Duroc]], [[Ferawyn]], [[Takiyah]], [[Ssylrath]], [[Vuk]]&lt;br /&gt;
|-&lt;br /&gt;
|January 27, 2014&lt;br /&gt;
|[[PRP: Adventure Time!]]&lt;br /&gt;
|[[Colrick]], [[Rhodes]], [[Vuk]], [[Zalara]]&lt;br /&gt;
|-&lt;br /&gt;
|January 28, 2014&lt;br /&gt;
|[[PRP: Trouble on the Road]]&lt;br /&gt;
|[[Vuk]], [[Hilal]], [[Namira]], [[Elessa]], [[Zaxx]], [[Zalara]]&lt;br /&gt;
|-&lt;br /&gt;
|January 26, 2014&lt;br /&gt;
|[[PRP: The Gamekeeper's Manor]]&lt;br /&gt;
|[[Duncan]], [[Kade]], [[Kiroth]], [[Rayne]], [[Ssylrath]], [[Zippo]]&lt;br /&gt;
|-&lt;br /&gt;
|January 30, 2014&lt;br /&gt;
|[[Festival Fun]]&lt;br /&gt;
|[[Cesran]], [[Munch]], [[Namira]]&lt;br /&gt;
|-&lt;br /&gt;
|January 31, 2014&lt;br /&gt;
|[[Head Butts]]&lt;br /&gt;
|[[Azog]], [[Kravar]], [[Fa'lere]], [[Boshter]], [[Mikilos]], [[Jibbom]], [[Zaxx]] &lt;br /&gt;
|-&lt;br /&gt;
|February 1, 2014&lt;br /&gt;
|[[Dark Rituals]]&lt;br /&gt;
|[[Duncan]],  [[Kiroth]], [[Fa'lere]], [[Renfrey]], [[Vuk]]&lt;br /&gt;
|-&lt;br /&gt;
|February 2, 2014&lt;br /&gt;
|[[PRP: Adventure Time 2: The Second Try]]&lt;br /&gt;
|[[Corra]],  [[Lorien]], [[Namira]], [[Styrner]]&lt;br /&gt;
|-&lt;br /&gt;
|February 4, 2014&lt;br /&gt;
|[[At the Market]]&lt;br /&gt;
|[[Vuk]], [[Namira]], [[Valadhiel]], [[Mikilos]]&lt;br /&gt;
|-&lt;br /&gt;
|February 6, 2014&lt;br /&gt;
|[[Advertisement]]&lt;br /&gt;
|[[Albain]], [[Brianna]], [[Percival]], [[Charlotte]], [[Mikilos]]&lt;br /&gt;
|-&lt;br /&gt;
|February 7, 2014&lt;br /&gt;
|[[Paperworks]]&lt;br /&gt;
|[[Kerbasy]], [[Verna]], [[Mikilos]]&lt;br /&gt;
|-&lt;br /&gt;
|February 7, 2014&lt;br /&gt;
|[[PrP: The Merchant Ambush]]&lt;br /&gt;
|[[Conjan]],  [[Ranth]], [[Selerik]], [[Zippo]], [[Rhar]], [[Charlotte]], [[Stirling]]&lt;br /&gt;
|-&lt;br /&gt;
|February 7, 2014&lt;br /&gt;
|[[Roadside Greet]]&lt;br /&gt;
|[[Munch]], [[Moonshadow]], [[Ranth]], [[Percival]]&lt;br /&gt;
|-&lt;br /&gt;
|February 8, 2014&lt;br /&gt;
|[[Pruning]]&lt;br /&gt;
|[[Munch]], [[Rhar]]&lt;br /&gt;
|-&lt;br /&gt;
|February 11, 2014&lt;br /&gt;
|[[Chat Spice]]&lt;br /&gt;
|[[Zoob]], [[Cesran]], [[Bennet]]&lt;br /&gt;
|-&lt;br /&gt;
|February 12, 2014&lt;br /&gt;
|[[PrP: The Costumes and the Manor]]&lt;br /&gt;
|[[Vuk]], [[Garak]], [[Lorien]], [[Charlotte]], [[Ranth]]&lt;br /&gt;
|-&lt;br /&gt;
|February 15, 2014&lt;br /&gt;
|[[Foodies]]&lt;br /&gt;
|[[Munch]], [[Ssylrath]]&lt;br /&gt;
|-&lt;br /&gt;
|Febuary 20, 2014&lt;br /&gt;
|[[Gun Talk]]&lt;br /&gt;
|[[Bennet]], [[Zoob]]&lt;br /&gt;
|-&lt;br /&gt;
|February 24, 2014&lt;br /&gt;
|[[A Riding Wolf and a Chance Meeting]]&lt;br /&gt;
|[[Percival]], [[Elycia]]&lt;br /&gt;
|-&lt;br /&gt;
|February 27, 2014&lt;br /&gt;
|[[Vardama Ritual]]&lt;br /&gt;
|[[Verna]], [[Kerbasy]], [[Bennet]], [[Boshter]], [[Namira]], [[Rhodes]]&lt;br /&gt;
|-&lt;br /&gt;
|February 28, 2014&lt;br /&gt;
|[[Beast Market]]&lt;br /&gt;
|[[Mikilos]], [[Moonshadow]], [[Fishbelly]], [[Boshter]]&lt;br /&gt;
|-&lt;br /&gt;
|March 3, 2014&lt;br /&gt;
|[[Hoverbike]]&lt;br /&gt;
|[[Coppervolt]], [[Zalara]], [[Mikilos]]&lt;br /&gt;
|-&lt;br /&gt;
|March 4, 2014&lt;br /&gt;
|[[Staffy]]&lt;br /&gt;
|[[Mikilos]], [[Cesran]], [[Namira]]&lt;br /&gt;
|-&lt;br /&gt;
|March 5, 2014&lt;br /&gt;
|[[Fern Chat]]&lt;br /&gt;
|[[Selia]], [[Corra]]&lt;br /&gt;
|-&lt;br /&gt;
|March 6, 2014&lt;br /&gt;
|[[Candy Cannon]]&lt;br /&gt;
|[[Vuk]], [[Zoob]]&lt;br /&gt;
|-&lt;br /&gt;
|March 6, 2014&lt;br /&gt;
|[[Visit to Mictlan]]&lt;br /&gt;
|[[Rhodes]], [[Svarshan]], [[Renfrey]], [[Ssylrath]]&lt;br /&gt;
|-&lt;br /&gt;
|March 8, 2014&lt;br /&gt;
|[[Nevermind the Bollocks]]&lt;br /&gt;
|[[Rhar]], [[Zoob]], [[Mel]], [[Duncan]]&lt;br /&gt;
|-&lt;br /&gt;
|March 10, 2014&lt;br /&gt;
|[[Before Parliament, part 1]]&lt;br /&gt;
|Many&lt;br /&gt;
|-&lt;br /&gt;
|March 12, 2014&lt;br /&gt;
|[[Fried Boshter]]&lt;br /&gt;
|[[Mikilos]], [[Boshter]], [[Myrana]], [[Zoob]], [[Elycia]], [[Rayne]]&lt;br /&gt;
|-&lt;br /&gt;
|March 14, 2014&lt;br /&gt;
|[[Reversal of Fortunes]]&lt;br /&gt;
|[[Vuk]], [[Nadara]], [[Verna]], [[Schneider]]&lt;br /&gt;
|-&lt;br /&gt;
|March 15, 2014&lt;br /&gt;
|[[Celebration for the Gods]]&lt;br /&gt;
|[[Vuk]], [[Azog]], [[Lorien]], [[Cesran]], [[Ssylrath]]&lt;br /&gt;
|-&lt;br /&gt;
|March 15, 2014&lt;br /&gt;
|[[Arena Chat]]&lt;br /&gt;
|[[Boshter]], [[Azog]], [[Munch]]&lt;br /&gt;
|-&lt;br /&gt;
|March 15, 2014&lt;br /&gt;
|[[Green Word]]&lt;br /&gt;
|[[Munch]], [[Ssylrath]], [[Ferawyn]]&lt;br /&gt;
|-&lt;br /&gt;
|March 19th, 2014&lt;br /&gt;
|[[Farm Aid]]&lt;br /&gt;
|[[Dragomir]], [[Lorien]], [[Zoob]], [[Smythly]], [[Rhar]]&lt;br /&gt;
|-&lt;br /&gt;
|March 19, 2014&lt;br /&gt;
|[[PrP: Cellar Centipedes]]&lt;br /&gt;
|[[Moonshadow]], [[Savengriff]], [[Verna]]&lt;br /&gt;
|-&lt;br /&gt;
|March 18, 2014&lt;br /&gt;
|[[In the Guild]]&lt;br /&gt;
|[[Savengriff]], [[Verna]], [[Moonshadow]], [[Altar]], [[Azog]], [[Fishbelly]], [[Bennet]], [[Zoob]]&lt;br /&gt;
|-&lt;br /&gt;
|March 19, 2014&lt;br /&gt;
|[[PRP: Kulthus Ruins]]&lt;br /&gt;
|[[Verna]], [[Munch]], [[Brom]], [[Gragnar]]&lt;br /&gt;
|-&lt;br /&gt;
|March 20, 2014&lt;br /&gt;
|[[PRP: Fire! Fire!]]&lt;br /&gt;
|[[Verna]], [[Corra]], [[Savengriff]]&lt;br /&gt;
|-&lt;br /&gt;
|March 20, 2014&lt;br /&gt;
|[[War Talk]]&lt;br /&gt;
|[[Vuk]], [[Selia]]&lt;br /&gt;
|-&lt;br /&gt;
|March 21, 2014&lt;br /&gt;
|[[PRP: Choose Your Own Adventure]]&lt;br /&gt;
|[[Charlotte]], [[Johan]], [[Lorien]], [[Verna]]&lt;br /&gt;
|-&lt;br /&gt;
|March 22, 2014&lt;br /&gt;
|[[Enigmatic Magical Troupe 5000]]&lt;br /&gt;
|[[Altar]], [[Lorien]], [[Rhar]], [[Duncan]], [[Zippo]], [[Mogrinaar]]&lt;br /&gt;
|-&lt;br /&gt;
|March 22, 2014&lt;br /&gt;
|[[Reversal of Fortunes, Pt 2]]&lt;br /&gt;
|[[Verna]], [[Vuk]], [[Schneider]], [[Rhodes]]&lt;br /&gt;
|-&lt;br /&gt;
|March 23, 2014&lt;br /&gt;
|[[PRP: Where There's Smoke...]]&lt;br /&gt;
|[[Johan]], [[Namira]], [[Schneider]], [[Corra]], [[Rayne]], [[Rhar]]&lt;br /&gt;
|-&lt;br /&gt;
|March 23, 2014&lt;br /&gt;
|[[prp: Silly Leprechaun]]&lt;br /&gt;
|[[Vuk]], [[Altar]], [[Smythly]]&lt;br /&gt;
|-&lt;br /&gt;
|March 23, 2014&lt;br /&gt;
|[[PRP: Choose Your Own Adventure II]]&lt;br /&gt;
|[[Corra]], [[Jane]], [[Rhar]]&lt;br /&gt;
|-&lt;br /&gt;
|March 24, 2014&lt;br /&gt;
|[[Artifice]]&lt;br /&gt;
|[[Vuk]], [[Munch]], [[Brianna]], [[Lorien]], [[Zalara]]&lt;br /&gt;
|-&lt;br /&gt;
|March 25, 2014&lt;br /&gt;
|[[PRP: Hold The Line!]]&lt;br /&gt;
|[[Verna]], [[Hassan]], [[Aurala]], [[Duncan]]&lt;br /&gt;
|-&lt;br /&gt;
|March 24th, 2014&lt;br /&gt;
|[[Tested]]&lt;br /&gt;
|[[Mikilos]], [[Kyson]]&lt;br /&gt;
|-&lt;br /&gt;
|March 31, 2014&lt;br /&gt;
|[[Fernly Chat]]&lt;br /&gt;
|[[Selia]], [[Kyson]]&lt;br /&gt;
|-&lt;br /&gt;
|April 1st, 2014&lt;br /&gt;
|[[PRP: Into the Breach!]]&lt;br /&gt;
|[[Verna]], [[Altar]], [[Corra]], [[Zalara]]&lt;br /&gt;
|-&lt;br /&gt;
|April 3, 2014&lt;br /&gt;
|[[Unique]]&lt;br /&gt;
|[[Moonshadow]], [[Kyson]], [[Vuk]], [[Mikilos]], [[Brianna]]&lt;br /&gt;
|-&lt;br /&gt;
|April 3rd, 2014&lt;br /&gt;
|[[Grand Theft Arcana]]&lt;br /&gt;
|[[Verna]], [[Altar]], [[Smythly]], [[Lilyth]]&lt;br /&gt;
|-&lt;br /&gt;
|April 4th, 2014&lt;br /&gt;
|[[Choose Your Own Adventure III]]&lt;br /&gt;
|[[Brianna]], [[Mel]], [[Rhar]], [[Savengriff]]&lt;br /&gt;
|-&lt;br /&gt;
|April 11, 2014&lt;br /&gt;
|[[Roasted Nuts]]&lt;br /&gt;
|[[Altar]], [[Mikilos]], [[Tyrianna]]&lt;br /&gt;
|-&lt;br /&gt;
|April 11th, 2014&lt;br /&gt;
|[[Grand Theft Arcana - Spice City]]&lt;br /&gt;
|[[Sargon]], [[Altar]], [[Rhar]], [[Bennet]] &lt;br /&gt;
|-&lt;br /&gt;
|April 13th, 2014&lt;br /&gt;
|[[Were Bats, Were Rats]]&lt;br /&gt;
|-&lt;br /&gt;
|April 14, 2014&lt;br /&gt;
|[[DragonFly]]&lt;br /&gt;
|[[Fishbelly]], [[Tyrianna]], [[Rayne]], [[Coppervolt]], [[Mikilos]], [[Altar]]&lt;br /&gt;
|-&lt;br /&gt;
|April 18, 2014&lt;br /&gt;
|[[Trade Stuffs]]&lt;br /&gt;
|[[Mikilos]], [[Brianna]]&lt;br /&gt;
|-&lt;br /&gt;
|April 18th, 2014&lt;br /&gt;
|[[Cairn I Barrow A Cup?]]&lt;br /&gt;
|[[Fishbelly]], [[Kravar]], [[Ssylrath]], [[Vuk]]&lt;br /&gt;
|-&lt;br /&gt;
|April 18, 2014&lt;br /&gt;
|[[FUNeral]]&lt;br /&gt;
|[[Lots]]&lt;br /&gt;
|-&lt;br /&gt;
|April 19, 2014&lt;br /&gt;
|[[Ale Chat]]&lt;br /&gt;
|[[Mikilos]], [[Pendleton]], [[Zoob]]&lt;br /&gt;
|-&lt;br /&gt;
|April 19, 2014&lt;br /&gt;
|[[Munch Toss]]&lt;br /&gt;
|[[Munch]], [[Sandy]], [[Talon]], [[Kerbasy]], [[Crow]], [[Pendleton]]&lt;br /&gt;
|-&lt;br /&gt;
|April 22, 2014&lt;br /&gt;
|[[Dock Talk]]&lt;br /&gt;
|[[Boshter]], [[Selia]], [[Naneth]]&lt;br /&gt;
|-&lt;br /&gt;
|April 22nd, 2014&lt;br /&gt;
|[[Bordering Felwood]]&lt;br /&gt;
|[[Talon]], [[Crow]], [[Altar]], [[Belladona]], [[Naneth]]&lt;br /&gt;
|-&lt;br /&gt;
|April 22, 2014&lt;br /&gt;
|[[Calimari]]&lt;br /&gt;
|[[Dur'ankar]], [[Redmane]], [[Verna]], [[Rhodes]], [[Mikilos]], [[Kerbasy]], [[Embrey]], [[Achala]]&lt;br /&gt;
|-&lt;br /&gt;
|April 24th, 2014&lt;br /&gt;
|[[Goblin Treasure]]&lt;br /&gt;
|[[Alice]], [[Orion]], [[Kirran]], [[Cressida ]]&lt;br /&gt;
|-&lt;br /&gt;
|April 24th, 2014&lt;br /&gt;
|[[Guilds, Bazoombas and lingual Difficulties]]&lt;br /&gt;
|[[Moonshadow]], [[Naneth]], [[Redmane]]&lt;br /&gt;
|-&lt;br /&gt;
|April 24th, 2014&lt;br /&gt;
|[[Into the Woods: Bordering Felwood pt 2]]&lt;br /&gt;
|[[Lorien]], [[Naneth]], [[Talon]], [[Verna]] [[Belladona]]&lt;br /&gt;
|-&lt;br /&gt;
|April 26th, 2014&lt;br /&gt;
|[[Midnight Meat Train]]&lt;br /&gt;
|[[Alice]], [[Orion]], [[Cressida]], [[Kirran]]&lt;br /&gt;
|-&lt;br /&gt;
|April 26th, 2014&lt;br /&gt;
|[[Down by the Docks]]&lt;br /&gt;
|[[Coppervolt]], [[Argos]], [[Constantin]]&lt;br /&gt;
|-&lt;br /&gt;
|April 30th, 2014&lt;br /&gt;
|[[Sea Hag and her Crab]]&lt;br /&gt;
|[[Alice]], [[Orion]], [[Cressida]]. [[Lydia]]&lt;br /&gt;
|-&lt;br /&gt;
|May 3rd, 2014&lt;br /&gt;
|[[So Wrong it's Wight]]&lt;br /&gt;
|[[Aurala]], [[Colrick]], [[Elessa]], [[Hassan]], [[Schneider]], [[Vennan]], [[Verna]]&lt;br /&gt;
|-&lt;br /&gt;
|May 5, 2014&lt;br /&gt;
|[[Bor Market]]&lt;br /&gt;
|[[Klythos]], [[Mikilos]], [[Bor]], [[Aurala]], [[Svarshan]]&lt;br /&gt;
|-&lt;br /&gt;
|May 6th, 2014&lt;br /&gt;
|[[Drip Drip 1]]&lt;br /&gt;
|[[Barbalau]], [[Hassan]], [[Klythos]], [[Redmane]]. Run by [[Pendleton]]&lt;br /&gt;
|-&lt;br /&gt;
|May 6, 2014&lt;br /&gt;
|[[Visiting the Green]]&lt;br /&gt;
|[[Svarshan]], [[Crow]], [[Kirran]], [[Belladona]]&lt;br /&gt;
|-&lt;br /&gt;
|May 7, 2014&lt;br /&gt;
|[[Goblin Cheaters]]&lt;br /&gt;
|[[Alice]], [[Orion]], [[Cressida]]. [[Lydia]]&lt;br /&gt;
|-&lt;br /&gt;
|May 8, 2014&lt;br /&gt;
|[[Relics, Tomes, Blood, and Bones]]&lt;br /&gt;
|Aevarr, [[Bor]], Klythos, Lilyth, Lorien, Stirling&lt;br /&gt;
|-&lt;br /&gt;
|May 12, 2014&lt;br /&gt;
|[[Melons]]&lt;br /&gt;
|[[Munch]], [[Stjepan]]&lt;br /&gt;
|-&lt;br /&gt;
|May 12, 2014&lt;br /&gt;
|[[Drip Drip 2]]&lt;br /&gt;
|[[Klythos]], [[Redmane]]. Run by [[Pendleton]]&lt;br /&gt;
|-&lt;br /&gt;
|May 12, 2014&lt;br /&gt;
|[[Raising Elessa]]&lt;br /&gt;
|-&lt;br /&gt;
|May 14, 2014&lt;br /&gt;
|[[A Rot in Telbridge]]&lt;br /&gt;
|[[Alakton]], [[Klythos]], [[Laefwyn]], [[Naneth]]. Run by [[Pendleton]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|May 14, 2014&lt;br /&gt;
|[[Tournament Paramount]]&lt;br /&gt;
|[[Radek]]  [[Djelka]]  [[Fishbelly]]  [[Munch]]    [[Smythly]]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|May 16, 2014&lt;br /&gt;
|[[Runes in Rune]]&lt;br /&gt;
|[[Kiroth]], [[Schneider]], [[Tak]], [[Teppus]], [[Verna]]&lt;br /&gt;
|-&lt;br /&gt;
|May 17, 2014&lt;br /&gt;
|[[Sacred Hunt]]&lt;br /&gt;
|[[Naneth]], [[Fishbelly]], [[Kathryn]], [[Lorien]], [[Azog]]&lt;br /&gt;
|-&lt;br /&gt;
|May 18, 2014&lt;br /&gt;
|[[Blood and Apples]]&lt;br /&gt;
|[[Cressida]], [[Alice]], [[Orion]], [[Silvana]], [[Smythly]], [[Stjepan]], [[Stirling]]&lt;br /&gt;
|-&lt;br /&gt;
|May 19, 2014&lt;br /&gt;
|[[A Simple Test]]&lt;br /&gt;
|[[Smythly]], [[Stirling]], [[Tywulf]], [[Taika]], [[Klythos]]&lt;br /&gt;
|-&lt;br /&gt;
|May 19, 2014&lt;br /&gt;
|[[More Ox]]&lt;br /&gt;
|[[Sandy]], [[Bor]], [[Svarshan]], [[Munch]], [[Jibbom]], [[Verna]], [[Pendleton]]&lt;br /&gt;
|-&lt;br /&gt;
|May 20, 2014&lt;br /&gt;
|[[A Rent Party]]&lt;br /&gt;
|[[Lorien]], [[Lothos]], [[Naneth]], [[Redmane]], [[Taika]], [[Tywulf]]; hosted by [[Pendleton]]&lt;br /&gt;
|-&lt;br /&gt;
|May 20, 2014&lt;br /&gt;
|[[Trouble at the Homestead - Cesran Run]]&lt;br /&gt;
|[[Orion]], [[Tywulf]], [[Alice]], [[Cressida]], [[Taika]], [[Stjepan]]&lt;br /&gt;
|-&lt;br /&gt;
|May 24, 2014&lt;br /&gt;
|[[Gate Chat]]&lt;br /&gt;
|[[Azog]], [[Selia]]&lt;br /&gt;
|-&lt;br /&gt;
|May 27, 2014&lt;br /&gt;
|[[Clearing the Village]]&lt;br /&gt;
|[[Orion]], [[Alice]]. [[Cressida]]. [[Eilora]]&lt;br /&gt;
|-&lt;br /&gt;
|May 27, 2014&lt;br /&gt;
|[https://dl.dropboxusercontent.com/u/803826/Logs/dd3.txt Drip Drip 3]&lt;br /&gt;
|[[Alakton]], [[Klythos]], [[Laefwyn]], [[Pavanna]], [[Solace]]; hosted by [[Pendleton]]&lt;br /&gt;
|-&lt;br /&gt;
|May 20, 2014&lt;br /&gt;
|[[Trouble at the Homestead - Jeor Run]]&lt;br /&gt;
|[[Rayne]], [[Lorien]], [[Belladona]], [[Klythos]], [[Mitneisk]], [[Corra]]&lt;br /&gt;
|-&lt;br /&gt;
|May 28, 2014&lt;br /&gt;
|[[Roundup]]&lt;br /&gt;
|[[Alice]], [[Cressida]], [[Lorien]], [[Orion]], [[Smythly]], [[Silvana]]&lt;br /&gt;
|-&lt;br /&gt;
|June 1, 2014&lt;br /&gt;
|[[Sith-makar Open Meeting]]&lt;br /&gt;
|[[Dur'ankar]], [[Orion]], [[Ssylrath]], and [[Svarshan]]&lt;br /&gt;
|-&lt;br /&gt;
|June 3, 2014&lt;br /&gt;
|[[Guild Meet]]&lt;br /&gt;
|[[Autumn]], [[Munch]], [[Cessida]], [[Lorien]]&lt;br /&gt;
|-&lt;br /&gt;
|June 3, 2014&lt;br /&gt;
|[https://dl.dropboxusercontent.com/u/803826/Logs/beer1.txt Spring Beer]&lt;br /&gt;
|[[Solace]], [[Lothos]]; hosted by [[Pendleton]]&lt;br /&gt;
|-&lt;br /&gt;
|June 4, 2014&lt;br /&gt;
|[[Broken Library]]&lt;br /&gt;
|[[Autumn]], [[Mikilos]], [[MoonShadow]]&lt;br /&gt;
|-&lt;br /&gt;
|June 4, 2014&lt;br /&gt;
|[[Centaur Raiders]]&lt;br /&gt;
|[[Alice]], [[Cressida]], [[Lorien]], [[Orion]], [[Smythly]], [[Pavanna]], [[Nicolai]][[Category:Admin]]&lt;br /&gt;
|-&lt;br /&gt;
|June 6, 2014&lt;br /&gt;
|[[Coffee]]&lt;br /&gt;
|[[Selia]], [[Taika]], [[Tywulf]]&lt;br /&gt;
|-&lt;br /&gt;
|June 6, 2014&lt;br /&gt;
|[[PrP: Live Catch]]&lt;br /&gt;
|Run by [[Mikilos]], with [[Belladona]], [[Bor]], [[Eilora]], [[Lorien]], [[Lothos]]&lt;br /&gt;
|-&lt;br /&gt;
|June 11, 2014&lt;br /&gt;
|[[PrP: Strange Creatures]]&lt;br /&gt;
|[[Alice]],  [[Orion]], [[Cressida]], [[Duncan]], [[Smythly ]]&lt;br /&gt;
|-&lt;br /&gt;
|June 11, 2014&lt;br /&gt;
|[[Dragon Bones]]&lt;br /&gt;
|[[Aurala]], [[Klythos]], [[Lorien]], [[Munch]], [[Ormarr]], [[Ssylrath]], [[Tatyannah]], [[Ulharilti Wiivai]], and [[Vennan]]&lt;br /&gt;
|-&lt;br /&gt;
|June 17, 2014&lt;br /&gt;
|[[Lava Juice]]&lt;br /&gt;
|[[Belladona]], [[Mikilos]]&lt;br /&gt;
|-&lt;br /&gt;
|June 17, 2014&lt;br /&gt;
|[[Clankers]]&lt;br /&gt;
|[[Zoob]], [[Zalara]], [[Mikilos]]&lt;br /&gt;
|-&lt;br /&gt;
|June 23, 2014&lt;br /&gt;
|[[Jousting]]&lt;br /&gt;
|[[Sandy]], [[Ssylrath]], [[Mikilios]], [[Sophia]], [[Aurala]], [[MoonShadow]], [[Elessa]]&lt;br /&gt;
|-&lt;br /&gt;
|June 26, 2014&lt;br /&gt;
|[[Fire!]]&lt;br /&gt;
|[[Alice]],  [[Orion]], [[Cressida]], [[Drisdane]], [[Smythly ]], [[Nicolai]], [[Uraug]]&lt;br /&gt;
|-&lt;br /&gt;
|June 29, 2012&lt;br /&gt;
|[[Jibbom's Wedding]]&lt;br /&gt;
|Many&lt;br /&gt;
|-&lt;br /&gt;
|June 28, 2014&lt;br /&gt;
|[[PrP: Live Catch 2]]&lt;br /&gt;
|Run by:  [[Mikilos]], with [[Vuk]], [[Hassan]], [[Aurala]], [[Verna]], [[Klythos]]&lt;br /&gt;
|-&lt;br /&gt;
|July 3, 2014&lt;br /&gt;
|[[Phallic Towers]]&lt;br /&gt;
|[[Pavel]], [[Solace]], [[Mikilos]], [[Sandy]], [[Aurala]], [[Stjepan]], [[Dylan]]&lt;br /&gt;
|-&lt;br /&gt;
|July 5, 2014&lt;br /&gt;
|[[PrP: Choose Your Own Adventure IV]]&lt;br /&gt;
|[[Corra]], [[Dylan]], and [[Pavel]]&lt;br /&gt;
|-&lt;br /&gt;
|July 6, 2014&lt;br /&gt;
|[[PrP: Testing]]&lt;br /&gt;
|Run by [[Mikilos]], with [[Elessa]], [[Hassan]], [[Klythos]], [[Oates]], [[Tatyannah]], [[Verna]]&lt;br /&gt;
|-&lt;br /&gt;
|July 10, 2014&lt;br /&gt;
|[[Pudding]]&lt;br /&gt;
|[[Cesran]], [[Sandy]], and [[Zoob]]&lt;br /&gt;
|-&lt;br /&gt;
|July 11, 2014&lt;br /&gt;
|[[Gobber Clankfest]]&lt;br /&gt;
|[[Craft]], [[Klythos]], [[Selia]], [[Smythly]], [[Takiyah]], and [[Zoob]]&lt;br /&gt;
|-&lt;br /&gt;
|July 12th, 2014&lt;br /&gt;
|[[The Big Lebunski]]&lt;br /&gt;
|[[Corra]], [[Rhar]], [[Solace]], [[Zoob]]&lt;br /&gt;
|-&lt;br /&gt;
|July 12th, 2014&lt;br /&gt;
|[[Rune Tactics]]&lt;br /&gt;
|[[Garak]], [[Hassan]], [[Smythly]], [[Solace]], and [[Zoob]]&lt;br /&gt;
|-&lt;br /&gt;
|July 15th, 2014&lt;br /&gt;
|[[The Grapes of Rath]]&lt;br /&gt;
|[[Autumn]], [[Corra]], [[Nicolai]], [[Klythos]]&lt;br /&gt;
|-&lt;br /&gt;
|July 9 and 16th, 2014&lt;br /&gt;
|[[Death Match]]&lt;br /&gt;
|[[Autumn]], [[Cressida ]], [[Orion]], [[Stjepan]], [[Silvana]], [[Lorien]], [[Celestine]]&lt;br /&gt;
|-&lt;br /&gt;
|July 13, 2014&lt;br /&gt;
|[[Banner]]&lt;br /&gt;
|[[Mikilos]], [[Selerik]]&lt;br /&gt;
|-&lt;br /&gt;
|July 21, 2014&lt;br /&gt;
|[[Taint Talk]]&lt;br /&gt;
|[[Munch]], [[Svarshan]]&lt;br /&gt;
|-&lt;br /&gt;
|July 23, 2014&lt;br /&gt;
|[[A Tarienite Distraction]]&lt;br /&gt;
|Many&lt;br /&gt;
|-&lt;br /&gt;
|July 24, 2014&lt;br /&gt;
|[[Chat Rune]]&lt;br /&gt;
|[[Cesran]], [[Mikilos]], [[Valadhiel]]&lt;br /&gt;
|-&lt;br /&gt;
|July 25, 2014&lt;br /&gt;
|[https://dl.dropboxusercontent.com/u/803826/Logs/Meetup.txt Meetup - Eidolon Hymn]&lt;br /&gt;
|[[Benthus]], [[Charlotte]], [[Garrin]], [[Terri]], [[Ormarr]]. Hosted by [[Pendleton]]&lt;br /&gt;
|-&lt;br /&gt;
|July 29, 2014&lt;br /&gt;
|[[Charnese Cuisine]]&lt;br /&gt;
|[[Solace]], [[Selia]], [[Svarshan]], [[Bellna]], [[Benthus]]&lt;br /&gt;
|-&lt;br /&gt;
|July 29, 2014&lt;br /&gt;
|[[MEETUP: Sith and Am'shere Gathering]]&lt;br /&gt;
|[[Bellna]], [[Dur'ankar]], [[Ssylrath]], [[Svarshan]], and [[Zarr]]&lt;br /&gt;
|-&lt;br /&gt;
|July 30, 2014&lt;br /&gt;
|[https://dl.dropboxusercontent.com/u/803826/Logs/Beerdispenser3000.txt Beer Dispenser 3000!]&lt;br /&gt;
|[[Alakton]], [[Laefwyn]], and [[Lothos]]. Hosted by [[Pendleton]]&lt;br /&gt;
|-&lt;br /&gt;
|August 1, 2014&lt;br /&gt;
|[[Meetup: Mage]]&lt;br /&gt;
|Many.  hosted by [[Mikilos]]&lt;br /&gt;
|-&lt;br /&gt;
|August 3, 2014&lt;br /&gt;
|[[Meetup: Roughriders roll-call]]&lt;br /&gt;
|[[Duncan]], [[Svarshan]], [[Ssylrath]], [[Smythly]], [[Zalara]].  hosted by [[Duncan]]&lt;br /&gt;
|-&lt;br /&gt;
|August 6, 2014&lt;br /&gt;
|[https://dl.dropboxusercontent.com/u/803826/Logs/GroaningDelve1.txt Groaning Delve 1]&lt;br /&gt;
|[[Elycia]], [[Klythos]], and [[Mikilos]]. Hosted by [[Pendleton]]&lt;br /&gt;
|-&lt;br /&gt;
| August 13, 2014&lt;br /&gt;
|[[Hightail It]]&lt;br /&gt;
|[[Jibbom]], [[Oates]], [[Elessa]], [[Tatyannah]], [[Kerbasy]], [[Aurala]], [[Jareth]]&lt;br /&gt;
|-&lt;br /&gt;
|August 17, 2014&lt;br /&gt;
|[[Farmers Market]]&lt;br /&gt;
|[[Mikilos]], [[Moonshadow]], [[Cesran]], [[Godwyn]]&lt;br /&gt;
|-&lt;br /&gt;
|August 20, 2014&lt;br /&gt;
|[[Toy Fishing]]&lt;br /&gt;
|[[Katja]], [[Valadhiel]], [[Mikilos]]&lt;br /&gt;
|-&lt;br /&gt;
| August 25, 2014&lt;br /&gt;
|[[Flyby]]&lt;br /&gt;
|[[Alice]], [[Orion]], [[Benthus]], [[Cressida]], [[Duncan]], [[Smythly]]&lt;br /&gt;
|-&lt;br /&gt;
| August 26, 2014&lt;br /&gt;
|[[Where all life goes]]&lt;br /&gt;
|[[Tsunetomo]], [[Solace]]&lt;br /&gt;
|-&lt;br /&gt;
| August 30, 2014&lt;br /&gt;
|[[Dinosaur Hunt]]&lt;br /&gt;
|[[Alice]], [[Lothos]], [[Taro]], and [[Tsunetomo]]&lt;br /&gt;
|-&lt;br /&gt;
| September 5, 2014&lt;br /&gt;
|[[MEETUP: Druids Sith and Wards Oh My!]]&lt;br /&gt;
|[[Belladona]], [[Ferawyn]], [[Godwyn]], [[Ssylrath]], and [[Svarshan]]&lt;br /&gt;
|-&lt;br /&gt;
| September 6, 2014&lt;br /&gt;
|[[PRP: The Farm]]&lt;br /&gt;
|[[Taro]], [[Yngvild]], [[Arlean]]&lt;br /&gt;
|-&lt;br /&gt;
| September 6, 2014&lt;br /&gt;
|[[MEETUP: Science Fair!]]&lt;br /&gt;
|[[Coppervolt]], [[Stirling]], [[Jareth]], [[Klythos]], [[Munch]] and [[Zalara]]&lt;br /&gt;
|-&lt;br /&gt;
|September 10, 2014&lt;br /&gt;
|[[Pink Hearts]]&lt;br /&gt;
|[[Mikilos]], [[Solace]], [[Godwyn]], [[Fiore]], [[Fazahd]], [[Boshter]], [[Benthus]], [[Daromu]]&lt;br /&gt;
|-&lt;br /&gt;
|September 11, 2014&lt;br /&gt;
|[[Book Vendor]]&lt;br /&gt;
|[[Talitha]], [[Azog]], [[Benthus]], [[Mikilos]], [[Solace]], [[Godwyn]]&lt;br /&gt;
|-&lt;br /&gt;
|September 12, 2014&lt;br /&gt;
|[[Chatter in the Temple]]&lt;br /&gt;
|[[Selia]], [[Godwyn]], [[Sophia]]&lt;br /&gt;
|-&lt;br /&gt;
| September 13, 2014&lt;br /&gt;
|[[PRP: Trip on the Wild Side]]&lt;br /&gt;
|[[Kelia]], [[Sargon]]&lt;br /&gt;
|-&lt;br /&gt;
| September 14, 2014&lt;br /&gt;
|[[PRP: Investigate]]&lt;br /&gt;
|[[Belladona]], [[Lothos]], [[Yngvild]], [[Godwyn]], [[Elspeth]]&lt;br /&gt;
|-&lt;br /&gt;
|September 16, 2014&lt;br /&gt;
|[[Concussion]]&lt;br /&gt;
|[[Munch]], [[Benthus]], [[Namira]], [[Godwyn]], [[Taurmuindyr]]&lt;br /&gt;
|-&lt;br /&gt;
|September 18, 2014&lt;br /&gt;
|[[Park Nap]]&lt;br /&gt;
|[[Selia]], [[Arlean]]&lt;br /&gt;
|-&lt;br /&gt;
| September 20, 2014&lt;br /&gt;
|[[PRP: Operation Unwavering Blade]]&lt;br /&gt;
|[[Taro]], [[Torak]], [[Silvana]], [[Godwyn]], [[Stjepan]], [[Belladona]]&lt;br /&gt;
|-&lt;br /&gt;
| September 20, 2014&lt;br /&gt;
|[[PRP: Following a Lead]]&lt;br /&gt;
|[[Godwyn]], [[Hethyr]], [[Bennet]], [[Fiore]]&lt;br /&gt;
|-&lt;br /&gt;
| September 27, 2014&lt;br /&gt;
|[[PRP: Shock and Awe]]&lt;br /&gt;
|[[Munch]], [[Kojot]], [[Moonshadow]], [[Klythos]], [[Lorien]]&lt;br /&gt;
|-&lt;br /&gt;
| September 27, 2014&lt;br /&gt;
| [[MEETUP: Landlord Throw Away That Cork!]]&lt;br /&gt;
| [[Arlean]], [[Svarshan]], [[Godwyn]], [[Selia]], [[Solace]], [[Boshter]]&lt;br /&gt;
|-&lt;br /&gt;
|September 28, 2014&lt;br /&gt;
|[[Shield Market]]&lt;br /&gt;
|[[Kelia]], [[Mikilos]]&lt;br /&gt;
|-&lt;br /&gt;
|September 29, 2014&lt;br /&gt;
|[[RPP: Adventure Scout Troop 405]]&lt;br /&gt;
|[[Sandy]], [[Svarshan]], [[Roland]], and [[Cesran]]&lt;br /&gt;
|-&lt;br /&gt;
|September 30, 2014&lt;br /&gt;
|[[Bank Chatter]]&lt;br /&gt;
|[[Arlean]], [[Cressida]], [[Mikilos]], [[Godwyn]], [[Autumn]]&lt;br /&gt;
|-&lt;br /&gt;
|October 2, 2014&lt;br /&gt;
|[[PrP: The Derelict]]&lt;br /&gt;
|[[Hethyr]], [[Rhar]], [[Jokul]], [[Bennet]], [[Deanna]]&lt;br /&gt;
|-&lt;br /&gt;
|October 6, 2014&lt;br /&gt;
|[[PrP: The Farm Revisited]]&lt;br /&gt;
|[[Mel]], [[Stirling]], [[Jokul]]&lt;br /&gt;
|-&lt;br /&gt;
|October 6, 2014&lt;br /&gt;
|[[PrP: Haunted House]]&lt;br /&gt;
|[[Cressida]], [[Alice]], [[Godwyn]], [[Kiroth]], [[Orion]], [[Zoob]]&lt;br /&gt;
|-&lt;br /&gt;
|October 10, 2014&lt;br /&gt;
|[[Smith Time]]&lt;br /&gt;
|[[Munch]], [[Fazahd]], [[Arlean]], [[Iuriel]]&lt;br /&gt;
|-&lt;br /&gt;
|October 18, 2014&lt;br /&gt;
|[[PrP: Rattle Hum Thump]]&lt;br /&gt;
|[[Rhar]], [[Korrani]], [[Hethyr]], [[Fiore]], [[Mel]], [[Lyrana]], [[Taro]]&lt;br /&gt;
|-&lt;br /&gt;
|October 21, 2014&lt;br /&gt;
|[[PrP: Cowled Dock Knight]]&lt;br /&gt;
|[[Godwyn]], [[Aldean]], [[Lothos]], [[Terewin]], [[Zoob]], [[Kirran]], [[Taro]]&lt;br /&gt;
|-&lt;br /&gt;
|October 21, 2014&lt;br /&gt;
|[[PrP: Dire Forecast]]&lt;br /&gt;
|[[Belladona]], [[Taro]], [[Korrani]], [[Brianna]], [[Rhar]]&lt;br /&gt;
|-&lt;br /&gt;
|October 23, 2014&lt;br /&gt;
|[[Gravedigger Shindig|Gravedigger's Shindig]]&lt;br /&gt;
|Eirene, Iuriel, Namira, Verna, Bennet, Garak, Rhodes, Ionus, Boshter, Godwyn, Kerbasy, Fazahd&lt;br /&gt;
|-&lt;br /&gt;
|October 23, 2014&lt;br /&gt;
|[[PrP: Dead Rising: Return]]&lt;br /&gt;
|[[Autumn]], [[Lyrana]], [[Lilyth]], [[Zlegvog]], [[Kidda]]&lt;br /&gt;
|-&lt;br /&gt;
|October 23, 2014&lt;br /&gt;
|[[PrP: Dire Expectations]]&lt;br /&gt;
|[[Lothos]], [[Curugorm]], [[Lyrana]], [[Taro]], [[Alba]],[[Gragnar]],[[Iuriel]]&lt;br /&gt;
|-&lt;br /&gt;
|October 29, 2014&lt;br /&gt;
|[[PrP: Jungle Hunt]]&lt;br /&gt;
|[[Jahnavi]], [[Kilian]], and [[Talazia]]&lt;br /&gt;
|-&lt;br /&gt;
|October 30, 2014&lt;br /&gt;
|[[PrP: The Derelict II]]&lt;br /&gt;
|[[Hethyr]], [[Smythly]], [[Korrani]], [[Nuanna]], [[Bennet]]&lt;br /&gt;
|-&lt;br /&gt;
|November 2, 2014&lt;br /&gt;
|[[PrP: The Derelict II]]&lt;br /&gt;
|[[Lothos]], [[Mel]], [[Korrani]], [[Alba]], [[Aevarr]]&lt;br /&gt;
|-&lt;br /&gt;
|November 2, 2014&lt;br /&gt;
|[[PrP: Dead Approaching]]&lt;br /&gt;
|[[Lothos]], [[Mel]], [[Korrani]], [[Alba]], [[Aevarr]]&lt;br /&gt;
|-&lt;br /&gt;
|November 3, 2014&lt;br /&gt;
|[[PrP:Gone Astray]]&lt;br /&gt;
|[[Hethyr]], [[Benthus]], [[Autumn]], [[Kirran]], [[Schneider]], [[Kilian]]&lt;br /&gt;
|-&lt;br /&gt;
|November 9, 2014&lt;br /&gt;
|[[PrP:Uninvited Guest]]&lt;br /&gt;
|[[Azog]], [[Elessa]], [[Uneth]], [[Korrani]]&lt;br /&gt;
|-&lt;br /&gt;
|November 10, 2014&lt;br /&gt;
|[[PrP: Sinkhole I]]&lt;br /&gt;
|[[Kidda]],[[Thanix]],[[Dragomir]],[[Samson]],[[Lyrana]],[[Lilyth]]&lt;br /&gt;
|-&lt;br /&gt;
|November 14, 2014&lt;br /&gt;
|[[Challenges]]&lt;br /&gt;
|[[Munch]], [[Yngvild]], [[Kravar]], [[Azog]], [[Solace]], [[Talazia]], [[Benthus]], [[Godwyn]]&lt;br /&gt;
|-&lt;br /&gt;
|November 15, 2014&lt;br /&gt;
|[[Stickball]]&lt;br /&gt;
|[[Munch]], [[Cesran]], [[Gorag]]&lt;br /&gt;
|-&lt;br /&gt;
|November 15, 2014&lt;br /&gt;
|[[Thunderstorm]]&lt;br /&gt;
|[[Yngvild]], [[Verna]], [[Aldean]], [[Talazia]], [[Solace]], [[Mikilos]]&lt;br /&gt;
|-&lt;br /&gt;
|November 18, 2014&lt;br /&gt;
|[[PrP: Sinkhole Part 2]]&lt;br /&gt;
|[[Jahnavi]], [[Kidda]], [[Thanix]], [[Samson]], [[Yngvild]]&lt;br /&gt;
|-&lt;br /&gt;
|November 19, 2014&lt;br /&gt;
|[[PrP: Sabotage!]]&lt;br /&gt;
|[[Nuanna]], [[Rayne]], [[Kirran]], [[Aevarr]], [[Aldean]], [[Korrani]]&lt;br /&gt;
|-&lt;br /&gt;
|November 20, 2014&lt;br /&gt;
|[[Minstrel MEETUP:  Charity Concert for Adventure Scout Troop 405]]&lt;br /&gt;
|[[Abrahil]], [[Aldean]], [[Butters]], [[Cesran]], [[Godwyn]], [[Pendleton]],[[Renfrey]],[[Roland]],[[Sandy]],[[Selia]],[[Silmeria]],[[Tatyannah]],[[Vroole]]&lt;br /&gt;
|-&lt;br /&gt;
|November 22, 2014&lt;br /&gt;
|[[Meetup: Harvest Festival]]&lt;br /&gt;
|-&lt;br /&gt;
|November 22, 2014&lt;br /&gt;
|[[PrP: Dire Discovery]]&lt;br /&gt;
|[[Verna]], [[Lyrana]], [[Jessamy]]&lt;br /&gt;
|-&lt;br /&gt;
|November 23, 2014&lt;br /&gt;
|[[PrP: Diplomatic Chaos]]&lt;br /&gt;
|[[Aevarr]], [[Mel]], [[Aldean]]&lt;br /&gt;
|-&lt;br /&gt;
|November 23, 2014&lt;br /&gt;
|[[PrP: Decoy]]&lt;br /&gt;
|[[Corra]], [[Lothos]], [[Rhar]]&lt;br /&gt;
|-&lt;br /&gt;
|November 23, 2014&lt;br /&gt;
|[[Meetup: Wilderness and Am'shere]]&lt;br /&gt;
|[[Belladona]], [[Ferawyn]], [[Lothos]], [[Svarshan]], and [[Uneth]]. Hosted by [[Ssylrath]].&lt;br /&gt;
|-&lt;br /&gt;
|November, 25th, 2014&lt;br /&gt;
|[[PrP: Attack on Brighton]]&lt;br /&gt;
|[[Takiyah]], [[Lyrana]], [[Alba]], [[Vroole]]&lt;br /&gt;
|-&lt;br /&gt;
|November 27, 2014&lt;br /&gt;
|[[PrP: Rescue the Orphans]]&lt;br /&gt;
|[[Godwyn]], [[Ionus]], [[Kravar]], [[Aldean]],[[Lorien]],[[Schneider]]&lt;br /&gt;
|-&lt;br /&gt;
|November ?, 2014&lt;br /&gt;
|[[PrP:Autumn Murder!]]&lt;br /&gt;
|[[Benthus]], [[Azog]], [[Oates]]&lt;br /&gt;
|-&lt;br /&gt;
|November 28, 2014&lt;br /&gt;
|[[Gates]]&lt;br /&gt;
|[[Renfrey]], [[Svarshan]], [[Mikilos]], [[Sandy]], [[Fa'lere]], [[Ganbaatar]], [[Vroole]]&lt;br /&gt;
|-&lt;br /&gt;
|November 29, 2014&lt;br /&gt;
|[[PrP: Rapid Reaction Force]]&lt;br /&gt;
|[[Nuanna]], [[Korrani]], [[Aevarr]], [[Curugorm]]&lt;br /&gt;
|-&lt;br /&gt;
|December 3, 2014&lt;br /&gt;
|[[PrP: Sinkhole Part 2a]]&lt;br /&gt;
|[[Kidda]],[[Thanix]],[[Kroth]],[[Yngvild]]&lt;br /&gt;
|-&lt;br /&gt;
|December 5, 2014&lt;br /&gt;
|[[Commitee]]&lt;br /&gt;
|[[Kiroth]], [[Meihui]], [[Mikilos]]&lt;br /&gt;
|-&lt;br /&gt;
|December 6, 2014&lt;br /&gt;
|[[MEETUP: Snowball Fight!]]&lt;br /&gt;
|[[Aldean]], [[Godwyn]], [[Ionus]], [[Kidda]], [[Meihui]], [[Silmeria]], [[Jibbom]], [[Lorien]], [[Benthus]], [[Arixillo]], [[Vroole]], [[Abrahil]], [[Munch]], [[Mikilos]], [[Zalara]], [[Stirling]], [[Talazia]]&lt;br /&gt;
|-&lt;br /&gt;
|December 9, 2014&lt;br /&gt;
|[[PrP: Decoy (part 2)]]&lt;br /&gt;
|[[Jessamy]], [[Jahnavi]]&lt;br /&gt;
|-&lt;br /&gt;
|December 11,2014&lt;br /&gt;
|[[Snow Play]]&lt;br /&gt;
|[[Mikilos]], [[Rhar]], [[Autumn]], [[Aldean]], [[Amithil]]&lt;br /&gt;
|-&lt;br /&gt;
|December 12, 2014&lt;br /&gt;
|[[PrP: Pickety Pickety]]&lt;br /&gt;
|[[Nuanna]], [[Jal]], [[Amithil]], [[Vroole]], [[Thanix]]&lt;br /&gt;
|-&lt;br /&gt;
|December 13, 2014&lt;br /&gt;
|[[PrP: Milk Run]]&lt;br /&gt;
|[[X]], [[X]], [[X]], [[X]]&lt;br /&gt;
|-&lt;br /&gt;
|December 13, 2014&lt;br /&gt;
|[[PrP: Ambush]]&lt;br /&gt;
|[[Schneider]], [[Lothos]], [[Aldean]], [[Kiroth]]&lt;br /&gt;
|-&lt;br /&gt;
|December 14, 2014&lt;br /&gt;
|[[PrP: Trade Route]]&lt;br /&gt;
|[[Jahnavi]], [[Alba]], [[Amithil]], [[Jal]], [[Aevarr]], [[Tiasa]]&lt;br /&gt;
|-&lt;br /&gt;
|December 14, 2014&lt;br /&gt;
|[[Poetic Souls]]&lt;br /&gt;
|[[Tiasa]], [[Alba]], [[Raethon]], [[Stirling]], [[Bahken]]&lt;br /&gt;
|-&lt;br /&gt;
|December 16, 2014&lt;br /&gt;
|[[PrP: Pookems and Snookems]]&lt;br /&gt;
|[[Belladona]], [[Kroth]], [[Amithil]]&lt;br /&gt;
|-&lt;br /&gt;
|December 20, 2014&lt;br /&gt;
|[[PrP: Supplies!]]&lt;br /&gt;
|[[Aurala]], [[Benthus]], [[Oates]], [[Rhar]], [[Tatyannah]], and [[Zalara]]. Run by [[Ssylrath]].&lt;br /&gt;
|-&lt;br /&gt;
|December, 2014&lt;br /&gt;
|[[A Series of Sad Bars]]&lt;br /&gt;
|[[Talazia]], [[Svarshan]], [[Aldean]], [[Godwyn]]&lt;br /&gt;
|-&lt;br /&gt;
|December 22, 2014&lt;br /&gt;
|[[Bandit Trouble]]&lt;br /&gt;
|[[Azariah]], [[Brianna]], [[Kroth]], [[Vroole]], [[Yngvild]]&lt;br /&gt;
|-&lt;br /&gt;
|December 22, 2014&lt;br /&gt;
|[[PrP: Finding Rachel]]&lt;br /&gt;
|[[Eligar]], [[Aevarr]]&lt;br /&gt;
|-&lt;br /&gt;
|December 24, 2014&lt;br /&gt;
|[[PrP: Think of the Children!]]&lt;br /&gt;
|[[Jessamy]], [[Raethon]], [[Takiyah]], [[Tiasa]], and [[Vroole]], run by [[Ssylrath]]&lt;br /&gt;
|-&lt;br /&gt;
|December 25, 2014&lt;br /&gt;
|[[PrP: Dying Paladin]]&lt;br /&gt;
|[[Sophia]], [[Munch]], [[Lothos]]&lt;br /&gt;
|-&lt;br /&gt;
|December 26, 2014&lt;br /&gt;
|[[PrP: It's Always Bugs]]&lt;br /&gt;
|[[Benthus]], [[Corra]], and [[Kravar]], run by [[Ssylrath]]&lt;br /&gt;
|-&lt;br /&gt;
|December 29, 2014&lt;br /&gt;
|[[PrP: Rescue the Orphans 2]]&lt;br /&gt;
|[[Corra]], [[Godwyn]], [[Aldean]]&lt;br /&gt;
|-&lt;br /&gt;
|December 31, 2014&lt;br /&gt;
|[[PrP: Unwanted Residents]]&lt;br /&gt;
|[[Yrqeem]], [[Uraug]], [[Tiasa]],[[Kroth]]&lt;br /&gt;
|-&lt;br /&gt;
| January 2, 2015&lt;br /&gt;
|[[PrP: Breeding Grounds]]&lt;br /&gt;
|[[Silmeria]], [[Kroth]], [[Thanix]], [[Taro]]&lt;br /&gt;
|-&lt;br /&gt;
|January 4, 2015&lt;br /&gt;
|[[PrP: Guardians at the Gate]]&lt;br /&gt;
|[[Laefwyn]], [[Alakton]], [[Renfrey]], [[Pips]], [[Taro]], [[Rhar]]&lt;br /&gt;
|-&lt;br /&gt;
|January 6, 2015&lt;br /&gt;
|[[PrP: Scouts or just Wolves]]&lt;br /&gt;
|[[Alba]],[[Dain]],[[Belladona]]&lt;br /&gt;
|-&lt;br /&gt;
|January 7, 2015&lt;br /&gt;
|[[PrP: Do you wanna chomp a snowman?]]&lt;br /&gt;
|[[Aevarr]],[[Kroth]],[[Smythly]]&lt;br /&gt;
|-&lt;br /&gt;
|January 8, 2015&lt;br /&gt;
|[[PrP: Barney the Bear]]&lt;br /&gt;
|[[Kroth]], [[Terewin]], [[Blackjack]], [[Arkun]]&lt;br /&gt;
|-&lt;br /&gt;
|January 8, 2015&lt;br /&gt;
|[[PrP: Breeding Grounds 2]]&lt;br /&gt;
|[[Silmeria]], [[Pips]], [[Charis]], [[Taro]]&lt;br /&gt;
|-&lt;br /&gt;
|January 8, 2015&lt;br /&gt;
|[[Pubbing]]&lt;br /&gt;
|[[Vroole]], [[Oliver]], [[Cesran]], [[Mikilos]], [[Stjepan]]&lt;br /&gt;
|-&lt;br /&gt;
|January 9, 2015&lt;br /&gt;
|[[PrP: The Cairn]]&lt;br /&gt;
|[[Terewin]], [[Faiza]], [[Blackjack]], [[Pips]], [[Belladona]]&lt;br /&gt;
|-&lt;br /&gt;
|January 11, 2015&lt;br /&gt;
|[[PrP: Missing Husband]]&lt;br /&gt;
|[[Bahken]], [[Flicker]]&lt;br /&gt;
|-&lt;br /&gt;
|January 11, 2015&lt;br /&gt;
|[[Theater Front]]&lt;br /&gt;
|[[Aldean]], [[Flicker]], [[Basil]], [[Mikilos]], [[Benthus]]&lt;br /&gt;
|-&lt;br /&gt;
|January 10, 2015&lt;br /&gt;
|[[PrP:_Goblins%3F_Bandits%3F_Stolen_babies!|PrP: Goblins and Stolen Babies]]&lt;br /&gt;
|Silmeria, Dain, Charis, Barsool-um&lt;br /&gt;
|-&lt;br /&gt;
|January 12, 2015&lt;br /&gt;
|[[Market Crash]]&lt;br /&gt;
|[[Tiasa]], [[Te'Andra]], [[Solace]], [[Selia]], [[Ivy]], [[Cesran]], [[Basil]], [[Flicker]], [[Audax]]&lt;br /&gt;
|-&lt;br /&gt;
|January 16, 2015&lt;br /&gt;
|[[PrP: Haunted Playhouse]]&lt;br /&gt;
|[[Belladona]], [[Yngvild]], [[Flicker]], [[Faiza]]&lt;br /&gt;
|-&lt;br /&gt;
|January 17, 2015&lt;br /&gt;
|[[PrP:Walk in the Woods]]&lt;br /&gt;
|[[Silmeria]], [[Kroth]], [[Dain]], [[Morasha]]&lt;br /&gt;
|-&lt;br /&gt;
|January 17th, 2015&lt;br /&gt;
|[[PrP: Doge Day Afternoon]]&lt;br /&gt;
|[[Faiza]], [[Terewin]], [[Rayne]], [[Bahken]], [[Tiasa]]&lt;br /&gt;
|-&lt;br /&gt;
|January 18, 2015&lt;br /&gt;
|[[PrP: Danger Close]]&lt;br /&gt;
|[[Zalara]], [[Rhar]], [[Lothos]], [[Margaret]]&lt;br /&gt;
|-&lt;br /&gt;
|January 18, 2015&lt;br /&gt;
|[[PrP: Lost Tower]]&lt;br /&gt;
|[[Zalara]], [[Rhar]], [[Renfrey]], [[Valadhiel]]&lt;br /&gt;
|-&lt;br /&gt;
|January 20, 2015&lt;br /&gt;
|[[PrP: A Beautiful Mine]]&lt;br /&gt;
|[[Kroth]], [[Silmeria]], [[Yngvild]], [[Jahnavi]], [[Morasha]], [[Daromu]]&lt;br /&gt;
|-&lt;br /&gt;
|January 21, 2015&lt;br /&gt;
|[[Meetup: Angoron Party!]]&lt;br /&gt;
|[[Yngvild]], [[Jibbom]], [[Morasha]], [[Munch]], [[Kroth]], [[Bahken]], [[Hrist]], [[Nicolai]], [[Boshter]], [[Halani]], [[Stjepan]], [[Rayne]]&lt;br /&gt;
|-&lt;br /&gt;
|January 22, 2015&lt;br /&gt;
|[[PrP: An Apprentice Problem]]&lt;br /&gt;
|[[Kiroth]], [[Lothos]], [[Rhar]], [[Margaret]]&lt;br /&gt;
|-&lt;br /&gt;
|January 25, 2015&lt;br /&gt;
|[[PrP: Hunter and Prey]]&lt;br /&gt;
|[[Lily]], [[Latenat]]&lt;br /&gt;
|-&lt;br /&gt;
|January 26, 2015&lt;br /&gt;
|[[A Suddenly Bad Day]]&lt;br /&gt;
|[[Elessa]], [[Tatyannah]], [[Lily]], [[Benthus]]&lt;br /&gt;
|-&lt;br /&gt;
|January 26, 2015&lt;br /&gt;
|[[Mountain Rest]]&lt;br /&gt;
|[[Mikilos]], [[Jahnavi]]&lt;br /&gt;
|-&lt;br /&gt;
|January 27, 2015&lt;br /&gt;
|[[Recruitment Efforts]]&lt;br /&gt;
|[[Elessa]], [[Kerbasy]], [[Aldean]], [[Silmeria]], [[Cesran]]&lt;br /&gt;
|-&lt;br /&gt;
|January 30, 2015&lt;br /&gt;
|[[PrP: The Diary]]&lt;br /&gt;
|[[Charis]], [[Aevarr]], [[Stjepan]], [[Yngvild]], [[Gareth]], [[Oliver]], [[Faiza]], [[Belladona]]&lt;br /&gt;
|-&lt;br /&gt;
|January 30, 2015&lt;br /&gt;
|[[PrP: Portal Trouble]]&lt;br /&gt;
|[[Bahken]], [[Duncan]], [[Lothos]], [[Lyrana]], and [[Zarr]]. Run by [[Ssylrath]]&lt;br /&gt;
|-&lt;br /&gt;
|January 22, 2015&lt;br /&gt;
|[[PrP: Yippee Ki Yay]]&lt;br /&gt;
|[[Kroth]], [[Bennet]], [[Mara]], [[Belladona]]&lt;br /&gt;
|-&lt;br /&gt;
|January 31, 2015&lt;br /&gt;
|[[PrP: Clearing the Cache]]&lt;br /&gt;
|[[Aldean]], [[Renfrey]], [[Kiroth]], [[Margaret]]&lt;br /&gt;
|-&lt;br /&gt;
|January 31, 2015&lt;br /&gt;
|[[PRP: Monkey Business]]&lt;br /&gt;
|[[Aldean]], [[Lothos]], [[Godwyn]], [[Corra]], [[Abrahil]], [[Rhar]]&lt;br /&gt;
|-&lt;br /&gt;
|February 1, 2015&lt;br /&gt;
|[[PrP: Donations]]&lt;br /&gt;
|[[Margaret]], [[Bahken]]&lt;br /&gt;
|-&lt;br /&gt;
|February 2, 2015&lt;br /&gt;
|[[PrP: Attack of the Daeodon]]&lt;br /&gt;
|[[Audax]], [[Eligar]], [[Gareth]], [[Mara]], [[Nuanna]], [[Rakim]]&lt;br /&gt;
|-&lt;br /&gt;
|February 4, 2015&lt;br /&gt;
|[[PrP: Dotting the Eyes]]&lt;br /&gt;
|[[Corra]], [[Godwyn]], [[Kojot]], [[Verna]]&lt;br /&gt;
|-&lt;br /&gt;
|February 7, 2015&lt;br /&gt;
|[[PrP: Rescue the Orphans Ending]]&lt;br /&gt;
|[[Godywn]],[[Kravar]],[[Cesran]]&lt;br /&gt;
|-&lt;br /&gt;
|February 8, 2015&lt;br /&gt;
|[[PrP: A Mine-or Task]]&lt;br /&gt;
|[[Faiza]], [[Jian]], [[Bahken]], [[Uneth]], [[Lothos]]&lt;br /&gt;
|-&lt;br /&gt;
|February 13, 2015&lt;br /&gt;
|[[Delve]]&lt;br /&gt;
|[[Yrqemm]], [[Abigail]], [[Aldean]], [[Mikilos]], [[Zyla]]&lt;br /&gt;
|-&lt;br /&gt;
|February 18, 2015&lt;br /&gt;
|[[Meetup: Kegger Fest!]]&lt;br /&gt;
|[[Dain]], [[Sandy]], [[Xiuhcoatl]], [[Myrana]], [[Cesran]], [[Sophia]], [[Godwyn]], [[Jibbom]], [[Daromu]]&lt;br /&gt;
|-&lt;br /&gt;
|February 18, 2015&lt;br /&gt;
|[[Return]]&lt;br /&gt;
|[[Rayne]], [[Aldean]], [[Mikilos]]&lt;br /&gt;
|-&lt;br /&gt;
|February 19, 2015&lt;br /&gt;
|[[A Play]]&lt;br /&gt;
|[[Jessamy]], [[Bahken]], [[Xiuhcoatl]], [[Svarshan]], [[Cesran]], [[Mikilos]], [[Sandy]], [[Myrana]], [[Godwyn]], [[Stjepan]], [[Zyla]]&lt;br /&gt;
|-&lt;br /&gt;
|February 24, 2015&lt;br /&gt;
|[[PrP: Deathwatch on the Border of Dragonier]]&lt;br /&gt;
|[[Lothos]], [[Bennet]], [[Belladona]]&lt;br /&gt;
|-&lt;br /&gt;
|March 11, 2015&lt;br /&gt;
|[[Shamans Blessing for Hatchlings|A Shaman's Blessing for Hatchlings]]&lt;br /&gt;
|[[Iuitl]], [[Xiuhcoatl]], [[Svarshan]]&lt;br /&gt;
|-&lt;br /&gt;
|March 11, 2015&lt;br /&gt;
|[[Midnight Menagerie|PRP: Midnight Menagerie]]&lt;br /&gt;
|[[Blackjack]], [[Bahken]], [[Arkun]], [[Lilyth]]&lt;br /&gt;
|-&lt;br /&gt;
|March 15, 2015&lt;br /&gt;
|[[High Sun in Dragonier]]&lt;br /&gt;
|[[Smythly]], [[Jibbom]], [[Rhar]], [[Jahnavi]], [[Katyana]], [[Korrani]], [[Godwyn]], [[Ssylrath]], [[Sophia]], [[Namira]], [[Ceres]], [[Stjepan]]&lt;br /&gt;
|}&lt;br /&gt;
[[Category:Logs]]&lt;/div&gt;</summary>
		<author><name>Typhoon</name></author>
	</entry>
	<entry>
		<id>http://www.tenebraemush.net/index.php?title=Slotless&amp;diff=17273</id>
		<title>Slotless</title>
		<link rel="alternate" type="text/html" href="http://www.tenebraemush.net/index.php?title=Slotless&amp;diff=17273"/>
		<updated>2015-02-13T22:23:14Z</updated>

		<summary type="html">&lt;p&gt;Typhoon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''''&amp;lt;span id=&amp;quot;crab&amp;quot;&amp;gt;APPARATUS OF THE CRAB&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
&lt;br /&gt;
'''Aura''' strong evocation and transmutation; '''CL''' 19th&lt;br /&gt;
&lt;br /&gt;
'''Slot''' none; '''Price''' 90,000 gp; '''Weight''' 500 lbs.&lt;br /&gt;
&lt;br /&gt;
''DESCRIPTION''&lt;br /&gt;
&lt;br /&gt;
At first glance, an inactive ''apparatus of the crab'' appears to be a large, sealed iron barrel big enough to hold two Medium creatures. Close examination, and a DC 20 Perception check, reveals a secret catch that opens a hatch at one end. Anyone who crawls inside finds 10 (unlabeled) levers and seating for two Medium or Small occupants. These levers allow those inside to activate and control the apparatus's movements and actions.&lt;br /&gt;
{{WondrousTableMain}}&lt;br /&gt;
{{T01}}&lt;br /&gt;
{{T02}}&lt;br /&gt;
| '''Lever (1d10)'''&lt;br /&gt;
| '''Lever Function'''&lt;br /&gt;
|-&lt;br /&gt;
| 1||Extend/retract legs and tail&lt;br /&gt;
|-&lt;br /&gt;
| 2||Uncover/cover forward porthole&lt;br /&gt;
|-&lt;br /&gt;
| 3||Uncover/cover side portholes&lt;br /&gt;
|-&lt;br /&gt;
| 4||Extend/retract pincers and feelers&lt;br /&gt;
|-&lt;br /&gt;
| 5||Snap pincers&lt;br /&gt;
|-&lt;br /&gt;
| 6||Move forward/backward&lt;br /&gt;
|-&lt;br /&gt;
| 7||Turn left/right&lt;br /&gt;
|-&lt;br /&gt;
| 8||Open/close “eyes” with continual flame inside&lt;br /&gt;
|-&lt;br /&gt;
| 9||Rise/sink in water&lt;br /&gt;
|-&lt;br /&gt;
| 10||Open/close hatch&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Operating a lever is a full-round action, and no lever may be operated more than once per round. However, since two characters can fit inside, the apparatus can move and attack in the same round. The device can function in water up to 900 feet deep. It holds enough air for a crew of two to survive 1d4+1 hours (twice as long for a single occupant). When activated, the apparatus looks something like a giant lobster.&lt;br /&gt;
&lt;br /&gt;
When active, an apparatus of the crab has the following characteristics: hp 200; hardness 15; Spd 20 ft., swim 20 ft.; AC 20 (–1 size, +11 natural); Attack 2 pincers +12 melee (2d8); CMB +14; CMD 24.&lt;br /&gt;
&lt;br /&gt;
''CONSTRUCTION''&lt;br /&gt;
&lt;br /&gt;
'''Requirements''' Craft Wondrous Item, ''animate objects'', ''continual flame'', creator must have 8 ranks in Knowledge (engineering); '''Cost''' 45,000 gp&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''''&amp;lt;span id=&amp;quot;holding&amp;quot;&amp;gt;BAG OF HOLDING&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
&lt;br /&gt;
'''Aura''' moderate conjuration; '''CL''' 9th&lt;br /&gt;
&lt;br /&gt;
'''Slot''' none; '''Price''' see below; '''Weight''' see below&lt;br /&gt;
&lt;br /&gt;
''DESCRIPTION''&lt;br /&gt;
&lt;br /&gt;
This appears to be a common cloth sack about 2 feet by 4 feet in size. The ''bag of holding'' opens into a nondimensional space: its inside is larger than its outside dimensions. Regardless of what is put into the bag, it weighs a fixed amount. This weight, and the limits in weight and volume of the bag's contents, depend on the bag's type, as shown on the table below.&lt;br /&gt;
{{WondrousTableMain}}&lt;br /&gt;
{{T01}}&lt;br /&gt;
{{T02}}&lt;br /&gt;
| '''Bag'''||'''Bag Weight'''||'''Contents Limit'''||'''Contents Volume Limit'''||'''Market Price'''&lt;br /&gt;
|-&lt;br /&gt;
| Type I||15 lbs.||250 lbs.||30 cubic ft.||2,500 gp&lt;br /&gt;
|-&lt;br /&gt;
| Type II||25 lbs.||500 lbs.||70 cubic ft.||5,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| Type III||35 lbs.||1,000 lbs.||150 cubic ft.||7,400 gp&lt;br /&gt;
|-&lt;br /&gt;
| Type IV||60 lbs.||1,500 lbs.||250 cubic ft.||10,000 gp&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If a bag of holding is overloaded, or if sharp objects pierce it (from inside or outside), the bag immediately ruptures and is ruined, and all contents are lost forever. If a bag of holding is turned inside out, all of its contents spill out, unharmed, but the bag must be put right before it can be used again. If living creatures are placed within the bag, they can survive for up to 10 minutes, after which time they suffocate. Retrieving a specific item from a bag of holding is a move action, unless the bag contains more than an ordinary backpack would hold, in which case retrieving a specific item is a full-round action. Magic items placed inside the bag do not offer any benefit to the character carrying the bag.&lt;br /&gt;
&lt;br /&gt;
If a bag of holding is placed within a portable hole, a rift to the Astral Plane is torn in the space: bag and hole alike are sucked into the void and forever lost. If a portable hole is placed within a bag of holding, it opens a gate to the Astral Plane: the hole, the bag, and any creatures within a 10-foot radius are drawn there, destroying the portable hole and bag of holding in the process.&lt;br /&gt;
&lt;br /&gt;
''CONSTRUCTION''&lt;br /&gt;
&lt;br /&gt;
'''Requirements''' Craft Wondrous Item, ''secret chest''; '''Cost''' 1,250 gp (type I), 2,500 gp (type II), 3,700 gp (type III), 5,000 gp (type IV)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''''&amp;lt;span id=&amp;quot;tricks&amp;quot;&amp;gt;BAG OF TRICKS&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
&lt;br /&gt;
'''Aura''' faint (gray or rust) or moderate (tan) conjuration; '''CL''' 3rd (gray), 5th (rust), 9th (tan)&lt;br /&gt;
&lt;br /&gt;
'''Slot''' none; '''Price''' 3,400 gp (gray); 8,500 gp (rust); 16,000 gp (tan)&lt;br /&gt;
&lt;br /&gt;
''DESCRIPTION''&lt;br /&gt;
&lt;br /&gt;
This small sack appears empty. Anyone reaching into the bag feels a small, fuzzy ball. If the ball is removed and tossed up to 20 feet &lt;br /&gt;
away, it turns into an animal. The animal serves the character who drew it from the bag for 10 minutes (or until slain or ordered back &lt;br /&gt;
into the bag), at which point it disappears. It can follow any of the commands described in the Handle Animal skill. Each of the three &lt;br /&gt;
kinds of ''bags of tricks'' produces a different set of animals. Use the following tables to determine what animals can be drawn out of &lt;br /&gt;
each.&lt;br /&gt;
&lt;br /&gt;
{{WondrousTableMain}}&lt;br /&gt;
{{T01}}&lt;br /&gt;
{{T02}}&lt;br /&gt;
| '''Gray Bag'''|| ||'''Rust Bag'''|| ||'''Tan Bag'''&lt;br /&gt;
|-&lt;br /&gt;
| '''d%'''||'''Animal'''||'''d%'''||'''Animal'''||'''d%'''||'''Animal'''&lt;br /&gt;
|-&lt;br /&gt;
| 01–30||Bat||01–30||Wolverine||01–30||Grizzly bear&lt;br /&gt;
|-&lt;br /&gt;
| 31–60||Rat||31–60||Wolf||31–60||Lion&lt;br /&gt;
|-&lt;br /&gt;
| 61–75||Cat||61–85||Boar||61–80||Heavy horse&lt;br /&gt;
|-&lt;br /&gt;
| 76–90||Weasel||86–100||Leopard||81–90||Tiger&lt;br /&gt;
|-&lt;br /&gt;
| 91–100||Riding dog||—||91–100||Rhinoceros&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The heavy horse appears with harness and tack and accepts the character who drew it from the bag as a rider.&lt;br /&gt;
&lt;br /&gt;
Animals produced are always random, and only one may exist at a time. Up to 10 animals can be drawn from the bag each week, but no more &lt;br /&gt;
than two per day.&lt;br /&gt;
&lt;br /&gt;
''CONSTRUCTION''&lt;br /&gt;
&lt;br /&gt;
'''Requirements''' Craft Wondrous Item, ''summon nature's ally II'' (gray), ''summon nature's ally III'' (rust), or ''summon nature's ally V'' (tan); '''Cost''' 1,700 gp (gray); 4,250 gp (rust); 8,000 gp (tan)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''''&amp;lt;span id=&amp;quot;force&amp;quot;&amp;gt;BEAD OF FORCE&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
&lt;br /&gt;
'''Aura''' moderate evocation; '''CL''' 10th&lt;br /&gt;
&lt;br /&gt;
'''Slot''' none; '''Price''' 3,000 gp; '''Weight''' —&lt;br /&gt;
&lt;br /&gt;
''DESCRIPTION''&lt;br /&gt;
&lt;br /&gt;
This small black sphere appears to be a lusterless pearl. A ''bead of force'' can be thrown up to 60 feet with no range penalties. Upon sharp impact, the bead explodes, sending forth a burst that deals 5d6 points of force damage to all creatures within a 10-foot radius.&lt;br /&gt;
&lt;br /&gt;
Once thrown, a ''bead of force'' functions like a ''resilient sphere'' spell (Reflex DC 16 negates) with a radius of 10 feet and a duration of 10 minutes. A globe of shimmering force encloses a creature, provided the latter is small enough to fit within the diameter of the sphere. The sphere contains its subject for the spell's duration. The sphere is not subject to damage of any sort except from a ''rod of cancellation'', a ''rod of negation'', ''disintegrate'', or a targeted ''dispel magic'' spell. These effects destroy the sphere without harm to the subject. Nothing can pass through the sphere, inside or out, though the subject can breathe normally. The subject may struggle, but the globe cannot be physically moved either by people outside it or by the struggles of those within. The explosion completely consumes the bead, making this a one-use item.&lt;br /&gt;
&lt;br /&gt;
''CONSTRUCTION''&lt;br /&gt;
&lt;br /&gt;
'''Requirements''' Craft Wondrous Item, ''resilient sphere''; '''Cost''' 1,500 gp&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''''&amp;lt;span id=&amp;quot;bless&amp;quot;&amp;gt;BLESSED BOOK&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
&lt;br /&gt;
'''Aura''' moderate transmutation; '''CL''' 7th&lt;br /&gt;
&lt;br /&gt;
'''Slot''' none; '''Price''' 12,500 gp; '''Weight''' 1 lb.&lt;br /&gt;
&lt;br /&gt;
''DESCRIPTION''&lt;br /&gt;
&lt;br /&gt;
This well-made tome is always of small size, typically no more than 12 inches tall, 8 inches wide, and 1 inch thick. All such books are durable, waterproof, bound with iron overlaid with silver, and locked.&lt;br /&gt;
&lt;br /&gt;
A wizard can fill the 1,000 pages of a blessed book with spells without paying the material cost. This book is never found as randomly generated treasure with spells already inscribed in it.&lt;br /&gt;
&lt;br /&gt;
''CONSTRUCTION''&lt;br /&gt;
&lt;br /&gt;
'''Requirements''' Craft Wondrous Item, ''secret page''; '''Cost''' 6,250 gp&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''''&amp;lt;span id=&amp;quot;boat&amp;quot;&amp;gt;BOAT, FOLDING&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
&lt;br /&gt;
'''Aura''' moderate transmutation; '''CL''' 6th&lt;br /&gt;
&lt;br /&gt;
'''Slot''' none; '''Price''' 7,200 gp; '''Weight''' 4 lbs.&lt;br /&gt;
&lt;br /&gt;
''DESCRIPTION''&lt;br /&gt;
&lt;br /&gt;
A ''folding boat'' looks like a small wooden box about 12 inches long, 6 inches wide, and 6 inches deep when it is inactive. In this mode, it can be used to store items just like any other box. Yet when the proper command word is given, the box unfolds itself rapidly in the space of a single round to form a boat 10 feet long, 4 feet wide, and 2 feet in depth. A second command word causes it to unfold even further into a ship 24 feet long, 8 feet wide, and 6 feet deep. The folding boat cannot unfold if there isn't enough open space for it to occupy once unfolded. Any objects formerly stored in the box now rest inside the boat or ship.&lt;br /&gt;
&lt;br /&gt;
In its smaller form, the boat has one pair of oars, an anchor, a mast, and a lateen sail. In its larger form, the boat has a deck, single rowing seats, five sets of oars, a rudder, an anchor, a deck cabin, and a mast with a square sail. The boat can hold 4 people comfortably, while the ship carries 15 with ease.&lt;br /&gt;
&lt;br /&gt;
A third word of command causes the boat or ship to fold itself into a box once again, but only when it is unoccupied.&lt;br /&gt;
&lt;br /&gt;
''CONSTRUCTION''&lt;br /&gt;
&lt;br /&gt;
'''Requirements''' Craft Wondrous Item, ''fabricate'', creator must have 2 ranks in the Craft (ships) skill; '''Cost''' 3,600 gp&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''''&amp;lt;span id=&amp;quot;air&amp;quot;&amp;gt;BOTTLE OF AIR&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
&lt;br /&gt;
'''Aura''' moderate transmutation; '''CL''' 7th&lt;br /&gt;
&lt;br /&gt;
'''Slot''' none; '''Price''' 7,250 gp; '''Weight''' 2 lbs.&lt;br /&gt;
&lt;br /&gt;
''DESCRIPTION''&lt;br /&gt;
&lt;br /&gt;
This item appears to be a normal glass bottle with a cork. When taken to any airless environment, it retains air within it at all times, continually renewing its contents. This means that a character can draw air out of the bottle to breathe. The bottle can even be shared by multiple characters who pass it around. Breathing out of the bottle is a standard action, but a character so doing can then act for as long as she can hold her breath.&lt;br /&gt;
&lt;br /&gt;
''CONSTRUCTION''&lt;br /&gt;
&lt;br /&gt;
'''Requirements''' Craft Wondrous Item, ''water breathing''; '''Cost''' 3,625 gp&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''''&amp;lt;span id=&amp;quot;broom&amp;quot;&amp;gt;BROOM OF FLYING&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
&lt;br /&gt;
'''Aura''' moderate transmutation; '''CL''' 9th&lt;br /&gt;
&lt;br /&gt;
'''Slot''' none; '''Price''' 17,000 gp; '''Weight''' 3 lbs.&lt;br /&gt;
&lt;br /&gt;
''DESCRIPTION''&lt;br /&gt;
&lt;br /&gt;
This broom is able to fly through the air as if affected by an ''overland flight'' spell (+4 on Fly skill checks) for up to 9 hours per day (split up as its owner desires). The broom can carry 200 pounds and fly at a speed of 40 feet, or up to 400 pounds at a speed at 30 feet. In addition, the broom can travel alone to any destination named by the owner as long as she has a good idea of the location and layout of that destination. It flies to its owner from as far away as 300 yards when she speaks the command word. The ''broom of flying'' has a speed of 40 feet when it has no rider.&lt;br /&gt;
&lt;br /&gt;
''CONSTRUCTION''&lt;br /&gt;
&lt;br /&gt;
'''Requirements''' Craft Wondrous Item, ''overland flight'', ''permanency''; '''Cost''' 8,500 gp&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''''&amp;lt;span id=&amp;quot;invocation&amp;quot;&amp;gt;CANDLE OF INVOCATION&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
&lt;br /&gt;
'''Aura''' strong conjuration; '''CL''' 17th&lt;br /&gt;
&lt;br /&gt;
'''Slot''' none; '''Price''' 8,400 gp; '''Weight''' 1/2 lb.&lt;br /&gt;
&lt;br /&gt;
''DESCRIPTION''&lt;br /&gt;
&lt;br /&gt;
Each of these special tapers is dedicated to one of the nine alignments. Simply burning the candle generates a favorable aura for the individual if the candle's alignment matches that of the character. Characters of the same alignment as the burning candle add a +2 morale bonus on attack rolls, saving throws, and skill checks while within 30 feet of the flame.&lt;br /&gt;
&lt;br /&gt;
A cleric whose alignment matches the candle's operates as if two levels higher for purposes of determining spells per day if he burns the candle during or just prior to his spell preparation time. He can even cast spells normally unavailable to him as if he were of that higher level, but only so long as the candle continues to burn. Except in special cases (see below), a candle burns for 4 hours. It is possible to extinguish the candle simply by blowing it out, so users often place it in a lantern to protect it from drafts and the like. Doing this doesn't interfere with its magical properties.&lt;br /&gt;
&lt;br /&gt;
In addition, burning a candle also allows the owner to cast a ''gate'' spell, the respondent being of the same alignment as the candle, but the taper is immediately consumed in the process.&lt;br /&gt;
&lt;br /&gt;
''CONSTRUCTION''&lt;br /&gt;
&lt;br /&gt;
'''Requirements''' Craft Wondrous Item, ''gate'', creator must be same alignment as candle created; '''Cost''' 4,200 gp&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''''&amp;lt;span id=&amp;quot;truth&amp;quot;&amp;gt;CANDLE OF TRUTH&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
&lt;br /&gt;
'''Aura''' faint enchantment; '''CL''' 3rd&lt;br /&gt;
&lt;br /&gt;
'''Slot''' none; '''Price''' 2,500 gp; '''Weight''' 1/2 lb.&lt;br /&gt;
&lt;br /&gt;
''DESCRIPTION''&lt;br /&gt;
&lt;br /&gt;
This white tallow candle, when burned, calls into place a ''zone of truth'' spell (Will DC 13 negates) in a 5-foot radius centered on the candle. The zone lasts for 1 hour, while the candle burns. If the candle is snuffed before that time, the effect is canceled and the candle ruined.&lt;br /&gt;
&lt;br /&gt;
''CONSTRUCTION''&lt;br /&gt;
&lt;br /&gt;
'''Requirements''' Craft Wondrous Item, ''zone of truth''; '''Cost''' 1,250 gp&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''''&amp;lt;span id=&amp;quot;carpet&amp;quot;&amp;gt;CARPET OF FLYING&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
&lt;br /&gt;
'''Aura''' moderate transmutation; '''CL''' 10th&lt;br /&gt;
&lt;br /&gt;
'''Slot''' none; '''Price''' varies; '''Weight''' —&lt;br /&gt;
&lt;br /&gt;
''DESCRIPTION''&lt;br /&gt;
&lt;br /&gt;
This rug is able to fly through the air as if affected by an ''overland flight'' spell of unlimited duration. The size, carrying capacity, and speed of the different carpets of flying are shown on the table below. Beautifully and intricately made, each carpet has its own command word to activate it—if the device is within voice range, the command word activates it, whether the speaker is on the rug or not. The carpet is then controlled by spoken directions.&lt;br /&gt;
&lt;br /&gt;
{{WondrousTableMain}}&lt;br /&gt;
{{T01}}&lt;br /&gt;
{{T02}}&lt;br /&gt;
| Size||Capacity||Speed||Weight||Market Price&lt;br /&gt;
|-&lt;br /&gt;
| 5 ft. by 5 ft.||200 lbs.||40 ft.||8 lbs.||20,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| 5 ft. by 10 ft.||400 lbs.||40 ft.||10 lbs.||35,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| 10 ft. by 10 ft.||800 lbs.||40 ft.||15 lbs.||60,000 gp&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A ''carpet of flying'' can carry up to double its capacity, but doing so reduces its speed to 30 feet. A ''carpet of flying'' can hover without making a Fly skill check and gives a +5 bonus to other Fly checks.&lt;br /&gt;
&lt;br /&gt;
''CONSTRUCTION''&lt;br /&gt;
&lt;br /&gt;
'''Requirements''' Craft Wondrous Item, ''overland flight''; '''Cost''' 10,000 gp (5 ft. by 5 ft.), 17,500 gp (5 ft. by 10 ft.), 30,000 gp (10 ft. by 10 ft.)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''''&amp;lt;span id=&amp;quot;interruption&amp;quot;&amp;gt;CHIME OF INTERRUPTION&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
&lt;br /&gt;
'''Aura''' moderate evocation; '''CL''' 7th&lt;br /&gt;
&lt;br /&gt;
'''Slot''' none; '''Price''' 16,800 gp; '''Weight''' 1 lb.&lt;br /&gt;
&lt;br /&gt;
''DESCRIPTION''&lt;br /&gt;
&lt;br /&gt;
This instrument can be struck once every 10 minutes, and its resonant tone lasts for 3 full minutes.&lt;br /&gt;
&lt;br /&gt;
While the chime is resonating, no spell requiring a verbal component can be cast within a 30-foot radius of it unless the caster can make a concentration check (DC 15 + the spell's level).&lt;br /&gt;
&lt;br /&gt;
''CONSTRUCTION''&lt;br /&gt;
&lt;br /&gt;
'''Requirements''' Craft Wondrous Item, ''shout''; '''Cost''' 8,400 gp&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''''&amp;lt;span id=&amp;quot;open&amp;quot;&amp;gt;CHIME OF OPENING&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
&lt;br /&gt;
'''Aura''' moderate transmutation; '''CL''' 11th&lt;br /&gt;
&lt;br /&gt;
'''Slot''' none; '''Price''' 3,000 gp; '''Weight''' 1 lb.&lt;br /&gt;
&lt;br /&gt;
''DESCRIPTION''&lt;br /&gt;
&lt;br /&gt;
A ''chime of opening'' is a hollow mithral tube about 1 foot long. When struck, it sends forth magical vibrations that cause locks, lids, doors, valves, and portals to open. The device functions against normal bars, shackles, chains, bolts, and so on. A ''chime of opening'' also automatically dispels a ''hold portal'' spell or even an ''arcane lock'' cast by a wizard of lower than 15th level.&lt;br /&gt;
&lt;br /&gt;
The chime must be pointed at the item or gate to be loosed or opened (which must be visible and known to the user). The chime is then struck and a clear tone rings forth. The wielder can make a caster level check against the lock or binding, using the chime's caster level of 11th. The DC of this check is equal to the Disable Device DC to open the lock or binding. Each sounding only opens one form of locking, so if a chest is chained, padlocked, locked, and ''arcane locked'', it takes four successful uses of a ''chime of opening'' to get it open. A silence spell negates the power of the device. A brand-new chime can be used a total of 10 times before it cracks and becomes useless.&lt;br /&gt;
&lt;br /&gt;
''CONSTRUCTION''&lt;br /&gt;
&lt;br /&gt;
'''Requirements''' Craft Wondrous Item, ''knock''; '''Cost''' 1,500 gp&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''''&amp;lt;span id=&amp;quot;crystal&amp;quot;&amp;gt;CRYSTAL BALL&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
&lt;br /&gt;
'''Aura''' moderate divination; '''CL''' 10th&lt;br /&gt;
&lt;br /&gt;
'''Slot''' none; '''Price''' varies; '''Weight''' 7 lbs.&lt;br /&gt;
&lt;br /&gt;
''DESCRIPTION''&lt;br /&gt;
&lt;br /&gt;
This is the most common form of scrying device, a crystal sphere about 6 inches in diameter. So well-known are these items that many so-called oracles or fortune-tellers use similar appearing (but completely non-magical) replicas of these items to ply their trades. A character can use a magical ''crystal ball'' to see over virtually any distance or into other planes of existence, as with the spell ''scrying'' (Will DC 16 negates). A crystal ball can be used multiple times per day, but the DC to resist its power decreases by 1 for each additional use.&lt;br /&gt;
&lt;br /&gt;
Certain ''crystal balls'' have additional powers that can be used through the ''crystal ball'' on the target viewed.&lt;br /&gt;
&lt;br /&gt;
{{WondrousTableMain}}&lt;br /&gt;
{{T01}}&lt;br /&gt;
{{T02}}&lt;br /&gt;
| '''Crystal Ball Type'''||'''Market Price'''&lt;br /&gt;
|-&lt;br /&gt;
| Crystal ball||42,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| Crystal ball with ''see invisibility''||50,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| Crystal ball with ''telepathy''*||70,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| Crystal ball with ''true seeing''||80,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| Crystal ball with ''detect thoughts'' (Will DC 13 negates)||51,000 gp&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* The viewer is able to send and receive silent mental messages with the person appearing in the ''crystal ball''. Once per day, the character may attempt to implant a ''suggestion'' (as the spell, Will DC 14 negates) as well.&lt;br /&gt;
&lt;br /&gt;
''CONSTRUCTION''&lt;br /&gt;
&lt;br /&gt;
'''Requirements''' Craft Wondrous Item, ''scrying'' (plus any additional spells put into item); '''Cost''' 21,000 gp (standard), 25,000 (with ''see invisibility''), 25,500 gp (with ''detect thoughts''), 35,000 gp (with ''telepathy''), 40,000 gp (with ''true seeing'')&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''''&amp;lt;span id=&amp;quot;force&amp;quot;&amp;gt;CUBE OF FORCE&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
&lt;br /&gt;
'''Aura''' moderate evocation; '''CL''' 10th&lt;br /&gt;
&lt;br /&gt;
'''Slot''' none; '''Price''' 62,000 gp; '''Weight''' 1/2 lb.&lt;br /&gt;
&lt;br /&gt;
''DESCRIPTION''&lt;br /&gt;
&lt;br /&gt;
This device is just under an inch across and can be made of ivory, bone, or any hard mineral. Typically, each of the cube's faces are polished smooth, but sometimes they are etched with runes. The device enables its possessor to put up a special cube made up of 6 individual ''wall of force'' spells, 10 feet on a side around her person. This cubic screen moves with the character and is impervious to the attack forms mentioned on the table below. The cube has 36 charges when fully charged—charges used are automatically renewed each day. The possessor presses one face of the cube to activate a particular type of screen or to deactivate the device. Each effect costs a certain number of charges to maintain for every minute (or portion of a minute) it is in operation. Also, when an effect is active, the possessor's speed is limited to the maximum value given on the table.&lt;br /&gt;
&lt;br /&gt;
When the ''cube of force'' is active, attacks dealing more than 30 points of damage drain 1 charge for every 10 points of damage beyond 30 that they deal. The charge cost to maintain each of the cube's six walls is summarized below.&lt;br /&gt;
&lt;br /&gt;
{{WondrousTableMain}}&lt;br /&gt;
{{T01}}&lt;br /&gt;
{{T02}}&lt;br /&gt;
| Cube Face||Charge Cost per Minute||Max. Speed||Effect&lt;br /&gt;
|-&lt;br /&gt;
| 1||1||30 ft.||Keeps out gases, wind, etc.&lt;br /&gt;
|-&lt;br /&gt;
| 2||2||20 ft.||Keeps out nonliving matter&lt;br /&gt;
|-&lt;br /&gt;
| 3||3||15 ft.||Keeps out living matter&lt;br /&gt;
|-&lt;br /&gt;
| 4||4||10 ft.||Keeps out magic&lt;br /&gt;
|-&lt;br /&gt;
| 5||6||10 ft.||Keeps out all things&lt;br /&gt;
|-&lt;br /&gt;
| 6||0||As normal||Deactivates&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Spells that affect the integrity of the screen also drain extra charges. These spells cannot be cast into or out of the cube.&lt;br /&gt;
&lt;br /&gt;
{{WondrousTableMain}}&lt;br /&gt;
{{T01}}&lt;br /&gt;
{{T02}}&lt;br /&gt;
| Attack Form||Extra Charges&lt;br /&gt;
|-&lt;br /&gt;
| Disintegrate||6&lt;br /&gt;
|-&lt;br /&gt;
| Horn of blasting||6&lt;br /&gt;
|-&lt;br /&gt;
| Passwall||3&lt;br /&gt;
|-&lt;br /&gt;
| Phase door||5&lt;br /&gt;
|-&lt;br /&gt;
| Prismatic spray||7&lt;br /&gt;
|-&lt;br /&gt;
| Wall of fire||2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
''CONSTRUCTION''&lt;br /&gt;
&lt;br /&gt;
'''Requirements''' Craft Wondrous Item, ''wall of force''; '''Cost''' 31,000 gp&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''''&amp;lt;span id=&amp;quot;frost&amp;quot;&amp;gt;CUBE OF FROST RESISTANCE&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
&lt;br /&gt;
'''Aura''' faint abjuration; '''CL''' 5th&lt;br /&gt;
&lt;br /&gt;
'''Slot''' none; '''Price''' 27,000 gp; '''Weight''' 2 lbs.&lt;br /&gt;
&lt;br /&gt;
''DESCRIPTION''&lt;br /&gt;
&lt;br /&gt;
This cube is activated or deactivated by pressing one side. When activated, it creates a cube-shaped area 10 feet on a side centered on the possessor (or on the cube itself, if the item is later placed on a surface). The temperature within this area is always at least 65° F. The field absorbs all cold-based attacks. However, if the field is subjected to more than 50 points of cold damage in 1 round (from one or multiple attacks), it collapses and cannot be reactivated for 1 hour. If the field absorbs more than 100 points of cold damage in a 10-round period, the cube is destroyed.&lt;br /&gt;
&lt;br /&gt;
''CONSTRUCTION''&lt;br /&gt;
&lt;br /&gt;
'''Requirements''' Craft Wondrous Item, ''protection from energy''; '''Cost''' 13,500 gp&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''''&amp;lt;span id=&amp;quot;cubicgate&amp;quot;&amp;gt;CUBIC GATE&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
&lt;br /&gt;
'''Aura''' strong conjuration; '''CL''' 13th&lt;br /&gt;
&lt;br /&gt;
'''Slot''' none; '''Price''' 164,000 gp; '''Weight''' 2 lbs.&lt;br /&gt;
&lt;br /&gt;
''DESCRIPTION''&lt;br /&gt;
&lt;br /&gt;
This potent magical item is a small cube fashioned from carnelian. Each of the six sides of the cube is keyed to a different plane of existence or dimension, one of which is the Material Plane. The character creating the item chooses the planes to which the other five sides are keyed.&lt;br /&gt;
&lt;br /&gt;
If a side of the ''cubic gate'' is pressed once, it opens a gate to a random point on the plane keyed to that side. There is a 10% chance per minute that an outsider from that plane (determine randomly) comes through it looking for food, fun, or trouble. Pressing the side a second time closes the ''gate''. It is impossible to open more than one gate at a time.&lt;br /&gt;
&lt;br /&gt;
If a side is pressed twice in quick succession, the character so doing is transported to a random point on the other plane, along with all creatures in adjacent squares. The other creatures may avoid this fate by succeeding on DC 23 Will saves.&lt;br /&gt;
&lt;br /&gt;
''CONSTRUCTION''&lt;br /&gt;
&lt;br /&gt;
'''Requirements''' Craft Wondrous Item, ''plane shift''; '''Cost''' 82,000 gp&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''''&amp;lt;span id=&amp;quot;skull&amp;quot;&amp;gt;DARKSKULL&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
&lt;br /&gt;
'''Aura''' moderate evocation [evil]; '''CL''' 9th&lt;br /&gt;
&lt;br /&gt;
'''Slot''' none; '''Price''' 60,000 gp; '''Weight''' 5 lbs.&lt;br /&gt;
&lt;br /&gt;
''DESCRIPTION''&lt;br /&gt;
&lt;br /&gt;
This skull, carved from ebony, is wholly evil. Wherever the skull goes, the area around it is treated as though an ''unhallow'' spell had been cast with the skull as the touched point of origin. Each ''darkskull'' has a single spell effect tied to it. This spell is from the standard list given in the ''unhallow'' spell description, and it cannot be changed.&lt;br /&gt;
&lt;br /&gt;
''CONSTRUCTION''&lt;br /&gt;
&lt;br /&gt;
'''Requirements''' Craft Wondrous Item, ''unhallow'', creator must be evil; '''Cost''' 30,000 gp&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''''&amp;lt;span id=&amp;quot;decanter&amp;quot;&amp;gt;DECANTER OF ENDLESS WATER&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
&lt;br /&gt;
'''Aura''' moderate transmutation; '''CL''' 9th&lt;br /&gt;
&lt;br /&gt;
'''Slot''' none; '''Price''' 9,000 gp; '''Weight''' 2 lbs.&lt;br /&gt;
&lt;br /&gt;
''DESCRIPTION''&lt;br /&gt;
&lt;br /&gt;
If the stopper is removed from this ordinary-looking flask and a command word spoken, an amount of fresh or salt water pours out. Separate command words determine the type of water as well as the volume and velocity.&lt;br /&gt;
&lt;br /&gt;
*“Stream” pours out 1 gallon per round.&lt;br /&gt;
*“Fountain” produces a 5-foot-long stream at 5 gallons per round.&lt;br /&gt;
*“Geyser” produces a 20-foot-long, 1-foot-wide stream at 30 gallons per round.&lt;br /&gt;
&lt;br /&gt;
The geyser effect exerts considerable pressure, requiring the holder to make a DC 12 Strength check to avoid being knocked down each round the effect is maintained. In addition, the powerful force of the geyser deals 1d4 points of damage per round to a creature that is subjected to it. The geyser can only affect one target per round, but the user can direct the beam of water without needing to make an attack role to strike the target since the geyser's constant flow allows for ample opportunity to aim. Creatures with the fire subtype take 2d4 points of damage per round from the geyser rather than 1d4. The command word must be spoken to stop it.&lt;br /&gt;
&lt;br /&gt;
''CONSTRUCTION''&lt;br /&gt;
&lt;br /&gt;
'''Requirements''' Craft Wondrous Item, ''control water''; '''Cost''' 4,500 gp&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''''&amp;lt;span id=&amp;quot;deck&amp;quot;&amp;gt;DECK OF ILLUSIONS&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
&lt;br /&gt;
'''Aura''' moderate illusion; '''CL''' 6th&lt;br /&gt;
&lt;br /&gt;
'''Slot''' none; '''Price''' 8,100 gp; '''Weight''' 1/2 lb.&lt;br /&gt;
&lt;br /&gt;
''DESCRIPTION''&lt;br /&gt;
&lt;br /&gt;
This set of parchment cards is usually found in an ivory, leather, or wooden box. A full deck consists of 34 cards. When a card is drawn at random and thrown to the ground, a ''major image'' of a creature is formed. The figment lasts until dispelled. The illusory creature cannot move more than 30 feet away from where the card landed, but otherwise moves and acts as if it were real. At all times it obeys the desires of the character who drew the card. When the illusion is dispelled, the card becomes blank and cannot be used again. If the card is picked up, the illusion is automatically and instantly dispelled. The cards in a deck and the illusions they bring forth are summarized on the following table. (Use one of the first two columns to simulate the contents of a full deck using either ordinary playing cards or tarot cards.)&lt;br /&gt;
&lt;br /&gt;
{{WondrousTableMain}}&lt;br /&gt;
{{T01}}&lt;br /&gt;
{{T02}}&lt;br /&gt;
| '''Playing Card'''||'''Tarot Card'''||'''Creature'''&lt;br /&gt;
|-&lt;br /&gt;
| Ace of hearts||IV. The Emperor||Red dragon&lt;br /&gt;
|-&lt;br /&gt;
| King of hearts||Knight of swords||Male human fighter and four guards&lt;br /&gt;
|-&lt;br /&gt;
| Queen of hearts||Queen of staves||Female human wizard&lt;br /&gt;
|-&lt;br /&gt;
| Jack of hearts||King of staves||Male human druid&lt;br /&gt;
|-&lt;br /&gt;
| Ten of hearts||VII. The Chariot||Cloud giant&lt;br /&gt;
|-&lt;br /&gt;
| Nine of hearts||Page of staves||Ettin&lt;br /&gt;
|-&lt;br /&gt;
| Eight of hearts||Ace of cups||Bugbear&lt;br /&gt;
|-&lt;br /&gt;
| Two of hearts||Five of staves||Goblin&lt;br /&gt;
|}&lt;br /&gt;
{{WondrousTableMain}}&lt;br /&gt;
{{T01}}&lt;br /&gt;
{{T02}}&lt;br /&gt;
| '''Playing Card'''||'''Tarot Card'''||'''Creature'''&lt;br /&gt;
|-&lt;br /&gt;
| Ace of diamonds||III. The Empress||Glabrezu (demon)&lt;br /&gt;
|-&lt;br /&gt;
| King of diamonds||Two of cups||Male elf wizard and female apprentice&lt;br /&gt;
|-&lt;br /&gt;
| Queen of diamonds||Queen of swords||Half-elf ranger&lt;br /&gt;
|-&lt;br /&gt;
| Jack of diamonds||XIV. Temperance||Harpy&lt;br /&gt;
|-&lt;br /&gt;
| Ten of diamonds||Seven of staves||Male half-orc barbarian&lt;br /&gt;
|-&lt;br /&gt;
| Nine of diamonds||Four of pentacles||Ogre mage&lt;br /&gt;
|-&lt;br /&gt;
| Eight of diamonds||Ace of pentacles||Gnoll&lt;br /&gt;
|-&lt;br /&gt;
| Two of diamonds||Six of pentacles||Kobold&lt;br /&gt;
|}&lt;br /&gt;
{{WondrousTableMain}}&lt;br /&gt;
{{T01}}&lt;br /&gt;
{{T02}}&lt;br /&gt;
| '''Playing Card'''||'''Tarot Card'''||'''Creature'''&lt;br /&gt;
|-&lt;br /&gt;
| Ace of spades||II. The High Priestess||Lich&lt;br /&gt;
|-&lt;br /&gt;
| King of spades||Three of staves||Three human clerics&lt;br /&gt;
|-&lt;br /&gt;
| Queen of spades||Four of cups||Medusa&lt;br /&gt;
|-&lt;br /&gt;
| Jack of spades||Knight of pentacles||Male dwarf paladin&lt;br /&gt;
|-&lt;br /&gt;
| Ten of spades||Seven of swords||Frost giant&lt;br /&gt;
|-&lt;br /&gt;
| Nine of spades||Three of swords||Troll&lt;br /&gt;
|-&lt;br /&gt;
| Eight of spades||Ace of swords||Hobgoblin&lt;br /&gt;
|-&lt;br /&gt;
| Two of spades||Five of cups||Goblin&lt;br /&gt;
|}&lt;br /&gt;
{{WondrousTableMain}}&lt;br /&gt;
{{T01}}&lt;br /&gt;
{{T02}}&lt;br /&gt;
| '''Playing Card'''||'''Tarot Card'''||'''Creature'''&lt;br /&gt;
|-&lt;br /&gt;
| Ace of clubs||VIII. Strength||Iron golem&lt;br /&gt;
|-&lt;br /&gt;
| King of clubs||Page of pentacles||Three halfling rogues&lt;br /&gt;
|-&lt;br /&gt;
| Queen of clubs||Ten of cups||Pixies&lt;br /&gt;
|-&lt;br /&gt;
| Jack of clubs||Nine of pentacles||Half-elf bard&lt;br /&gt;
|-&lt;br /&gt;
| Ten of clubs||Nine of staves||Hill giant&lt;br /&gt;
|-&lt;br /&gt;
| Nine of clubs||King of swords||Ogre&lt;br /&gt;
|-&lt;br /&gt;
| Eight of clubs||Ace of staves||Orc&lt;br /&gt;
|-&lt;br /&gt;
| Two of clubs||Five of cups||Kobold&lt;br /&gt;
|}&lt;br /&gt;
{{WondrousTableMain}}&lt;br /&gt;
{{T01}}&lt;br /&gt;
{{T02}}&lt;br /&gt;
| '''Playing Card'''||'''Tarot Card'''||'''Creature'''&lt;br /&gt;
|-&lt;br /&gt;
| Joker||Two of pentacles||Illusion of deck's owner&lt;br /&gt;
|-&lt;br /&gt;
| Joker (with trademark)||Two of staves||Illusion of deck's owner (sex reversed)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A randomly generated deck is usually complete (11–100 on d%), but may be discovered (01–10) with 1d20 of its cards missing. If cards are missing, reduce the price by a corresponding amount.&lt;br /&gt;
&lt;br /&gt;
''CONSTRUCTION''&lt;br /&gt;
&lt;br /&gt;
'''Requirements''' Craft Wondrous Item, ''major image''; '''Cost''' 4,050 gp&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''''&amp;lt;span id=&amp;quot;drums&amp;quot;&amp;gt;DRUMS OF PANIC&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
&lt;br /&gt;
'''Aura''' moderate necromancy; '''CL''' 7th&lt;br /&gt;
&lt;br /&gt;
'''Slot''' none; '''Price''' 30,000 gp; '''Weight''' 10 lbs. for the pair.&lt;br /&gt;
&lt;br /&gt;
''DESCRIPTION''&lt;br /&gt;
&lt;br /&gt;
These drums are kettle drums (hemispheres about 1-1/2 feet in diameter on stands). They come in pairs and are unremarkable in appearance. If both of the pair are sounded, all creatures within 120 feet (with the exception of those within a 20-foot-radius safe zone around the drums) are affected as by a ''fear'' spell (Will DC 16 partial). ''Drums of panic'' can be used once per day.&lt;br /&gt;
&lt;br /&gt;
''CONSTRUCTION''&lt;br /&gt;
&lt;br /&gt;
'''Requirements''' Craft Wondrous Item, ''fear''; '''Cost''' 15,000 gp&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''''&amp;lt;span id=&amp;quot;appearance&amp;quot;&amp;gt;DUST OF APPEARANCE&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
&lt;br /&gt;
'''Aura''' faint conjuration; '''CL''' 5th&lt;br /&gt;
&lt;br /&gt;
'''Slot''' none; '''Price''' 1,800 gp; '''Weight''' —&lt;br /&gt;
&lt;br /&gt;
''DESCRIPTION''&lt;br /&gt;
&lt;br /&gt;
This powder appears to be a very fine, very light metallic dust. A single handful of this substance flung into the air coats objects within a 10-foot radius, making them visible even if they are invisible. It likewise negates the effects of ''blur'' and ''displacement''. In this, it works just like the faerie fire spell. The dust also reveals figments, mirror images, and projected images for what they are. A creature coated with the dust takes a –30 penalty on its Stealth checks. The dust's effect lasts for 5 minutes.&lt;br /&gt;
&lt;br /&gt;
''Dust of appearance'' is typically stored in small silk packets or hollow bone tubes.&lt;br /&gt;
&lt;br /&gt;
''CONSTRUCTION''&lt;br /&gt;
&lt;br /&gt;
'''Requirements''' Craft Wondrous Item, ''glitterdust''; '''Cost''' 900 gp&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''''&amp;lt;span id=&amp;quot;disappearance&amp;quot;&amp;gt;DUST OF DISAPPEARANCE&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
&lt;br /&gt;
'''Aura''' moderate illusion; '''CL''' 7th&lt;br /&gt;
&lt;br /&gt;
'''Slot''' none; '''Price''' 3,500 gp; '''Weight''' —&lt;br /&gt;
&lt;br /&gt;
''DESCRIPTION''&lt;br /&gt;
&lt;br /&gt;
This dust looks like ''dust of appearance'' and is typically stored in the same manner. A creature or object touched by it becomes invisible (as ''greater invisibility''). Normal vision can't see dusted creatures or objects, nor can they be detected by magical means, including ''see invisibility'' or ''invisibility purge''. ''Dust of appearance'', however, does reveal people and objects made invisible by ''dust of disappearance''. Other factors, such as sound and smell, also allow possible detection. The ''greater invisibility'' bestowed by the dust lasts for 2d6 rounds. The invisible creature doesn't know when the duration will end.&lt;br /&gt;
&lt;br /&gt;
''CONSTRUCTION''&lt;br /&gt;
&lt;br /&gt;
'''Requirements''' Craft Wondrous Item, ''greater invisibility''; '''Cost''' 1,750 gp&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''''&amp;lt;span id=&amp;quot;dryness&amp;quot;&amp;gt;DUST OF DRYNESS&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
&lt;br /&gt;
'''Aura''' moderate transmutation; '''CL''' 11th&lt;br /&gt;
&lt;br /&gt;
'''Slot''' none; '''Price''' 850 gp; '''Weight''' —&lt;br /&gt;
&lt;br /&gt;
''DESCRIPTION''&lt;br /&gt;
&lt;br /&gt;
This special dust has many uses. If it is thrown into water, a volume of as much as 100 gallons is instantly transformed into nothingness, and the dust becomes a marble-sized pellet, floating or resting where it was thrown. If this pellet is hurled, it breaks and releases the same volume of water. The dust affects only water (fresh, salt, alkaline), not other liquids.&lt;br /&gt;
&lt;br /&gt;
If the dust is employed against an outsider with the elemental and water subtypes, the creature must make a DC 18 Fortitude save or be destroyed. The dust deals 5d6 points of damage to the creature even if its saving throw succeeds.&lt;br /&gt;
&lt;br /&gt;
''CONSTRUCTION''&lt;br /&gt;
&lt;br /&gt;
'''Requirements''' Craft Wondrous Item, ''control water''; '''Cost''' 425 gp&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''''&amp;lt;span id=&amp;quot;illusion&amp;quot;&amp;gt;DUST OF ILLUSION&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
&lt;br /&gt;
'''Aura''' moderate illusion; '''CL''' 6th&lt;br /&gt;
&lt;br /&gt;
'''Slot''' —; '''Price''' 1,200 gp; '''Weight''' —&lt;br /&gt;
&lt;br /&gt;
''DESCRIPTION''&lt;br /&gt;
&lt;br /&gt;
This unremarkable powder resembles chalk dust or powdered graphite. Stare at it, however, and the dust changes color and form. Put ''dust of illusion'' on a creature, and that creature is affected as if by a ''disguise self'' glamer, with the individual who sprinkles the dust envisioning the illusion desired. An unwilling target is allowed a DC 11 Reflex save to avoid the dust. The glamer lasts for 2 hours.&lt;br /&gt;
&lt;br /&gt;
''CONSTRUCTION''&lt;br /&gt;
&lt;br /&gt;
'''Requirements''' Craft Wondrous Item, ''disguise self''; '''Cost''' 600 gp&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''''&amp;lt;span id=&amp;quot;trace&amp;quot;&amp;gt;DUST OF TRACELESSNESS&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
&lt;br /&gt;
'''Aura''' faint transmutation; '''CL''' 3rd&lt;br /&gt;
&lt;br /&gt;
'''Slot''' none; '''Price''' 250 gp; '''Weight''' —&lt;br /&gt;
&lt;br /&gt;
''DESCRIPTION''&lt;br /&gt;
&lt;br /&gt;
This normal-seeming dust is actually a magic powder that can conceal the passage of its possessor and his companions. Tossing a handful of this dust into the air causes a chamber of up to 100 square feet of floor space to become as dusty, dirty, and cobweb-laden as if it had been abandoned and disused for a decade.&lt;br /&gt;
&lt;br /&gt;
A handful of dust sprinkled along a trail causes evidence of the passage of as many as a dozen men and horses to be obliterated for 250 feet back into the distance. The results of the dust are instantaneous, and no magical aura lingers afterward from this use of the dust. Survival checks made to track a quarry across an area affected by this dust have a DC 20 higher than normal.&lt;br /&gt;
&lt;br /&gt;
''CONSTRUCTION''&lt;br /&gt;
&lt;br /&gt;
'''Requirements''' Craft Wondrous Item, ''pass without trace''; '''Cost''' 125 gp&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''''&amp;lt;span id=&amp;quot;quiver&amp;quot;&amp;gt;EFFICIENT QUIVER&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
&lt;br /&gt;
'''Aura''' moderate conjuration; '''CL''' 9th&lt;br /&gt;
&lt;br /&gt;
'''Slot''' none; '''Price''' 1,800 gp; '''Weight''' 2 lbs.&lt;br /&gt;
&lt;br /&gt;
''DESCRIPTION''&lt;br /&gt;
&lt;br /&gt;
This appears to be a typical arrow container capable of holding about 20 arrows. It has three distinct portions, each with a nondimensional space allowing it to store far more than would normally be possible. The first and smallest one can contain up to 60 objects of the same general size and shape as an arrow. The second slightly longer compartment holds up to 18 objects of the same general size and shape as a javelin. The third and longest portion of the case contains as many as 6 objects of the same general size and shape as a bow (spears, staves, or the like). Once the owner has filled it, the quiver can quickly produce any item she wishes that is within the quiver, as if from a regular quiver or scabbard. The efficient quiver weighs the same no matter what's placed inside it.&lt;br /&gt;
&lt;br /&gt;
''CONSTRUCTION''&lt;br /&gt;
&lt;br /&gt;
'''Requirements''' Craft Wondrous Item, ''secret chest''; '''Cost''' 900 gp&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''''&amp;lt;span id=&amp;quot;efreeti&amp;quot;&amp;gt;EFREETI BOTTLE&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
&lt;br /&gt;
'''Aura''' strong conjuration; '''CL''' 14th&lt;br /&gt;
&lt;br /&gt;
'''Slot''' none; '''Price''' 145,000 gp; '''Weight''' 1 lb.&lt;br /&gt;
&lt;br /&gt;
''DESCRIPTION''&lt;br /&gt;
&lt;br /&gt;
This item is typically fashioned of brass or bronze, with a lead stopper bearing special seals. Periodically, a thin stream of bitter-smelling smoke issues from the bottle's top. The bottle can be opened once per day. When opened, the efreeti imprisoned within issues from the bottle instantly amid a cloud of noxious smoke. There is a 10% chance (01–10 on d%) that the efreeti is insane and attacks immediately upon being released. There is also a 10% chance (91–100) that the efreeti of the bottle grants ''three'' wishes. In either case, afterward the efreeti disappears forever, and the bottle becomes nonmagical. The other 80% of the time (11–90), the inhabitant of the bottle loyally serves the character for up to 10 minutes per day (or until the efreeti's death), doing as she commands. Roll each day the bottle is opened for that day's effect.&lt;br /&gt;
&lt;br /&gt;
''CONSTRUCTION''&lt;br /&gt;
&lt;br /&gt;
'''Requirements''' Craft Wondrous Item, ''planar binding''; '''Cost''' 72,500 gp&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''''&amp;lt;span id=&amp;quot;elemental&amp;quot;&amp;gt;ELEMENTAL GEM&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
&lt;br /&gt;
'''Aura''' moderate conjuration; '''CL''' 11th&lt;br /&gt;
&lt;br /&gt;
'''Slot''' none; '''Price''' 2,250 gp; '''Weight''' —&lt;br /&gt;
&lt;br /&gt;
''DESCRIPTION''&lt;br /&gt;
&lt;br /&gt;
An ''elemental gem'' comes in one of four different varieties. Each contains a conjuration spell attuned to a specific elemental plane (Air, Earth, Fire, or Water).&lt;br /&gt;
&lt;br /&gt;
When the gem is crushed, smashed, or broken (a standard action), a Large elemental appears as if summoned by a ''summon nature's ally'' spell. The elemental is under the control of the creature that broke the gem.&lt;br /&gt;
&lt;br /&gt;
The coloration of the gem varies with the type of elemental it summons. Air elemental gems are transparent, earth elemental gems are light brown, fire elemental gems are reddish orange, and water elemental gems are blue-green.&lt;br /&gt;
&lt;br /&gt;
''CONSTRUCTION''&lt;br /&gt;
&lt;br /&gt;
'''Requirements''' Craft Wondrous Item, ''summon monster V'' or ''summon nature's ally V''; '''Cost''' 1,125 gp&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''''&amp;lt;span id=&amp;quot;firebreath&amp;quot;&amp;gt;ELIXIR OF FIRE BREATH&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
&lt;br /&gt;
'''Aura''' moderate evocation; '''CL''' 11th&lt;br /&gt;
&lt;br /&gt;
'''Slot''' none; '''Price''' 1,100 gp; '''Weight''' —&lt;br /&gt;
&lt;br /&gt;
''DESCRIPTION''&lt;br /&gt;
&lt;br /&gt;
This strange bubbling elixir bestows upon the drinker the ability to spit gouts of flame. He can breathe fire up to three times, each time dealing 4d6 points of fire damage to a single target up to 25 feet away. The victim can attempt a DC 13 Reflex save for half damage. Unused blasts of fire dissipate 1 hour after the liquid is consumed.&lt;br /&gt;
&lt;br /&gt;
''CONSTRUCTION''&lt;br /&gt;
&lt;br /&gt;
'''Requirements''' Craft Wondrous Item, ''scorching ray''; '''Cost''' 550 gp&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''''&amp;lt;span id=&amp;quot;hiding&amp;quot;&amp;gt;ELIXIR OF HIDING&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
&lt;br /&gt;
'''Aura''' faint illusion; '''CL''' 5th&lt;br /&gt;
&lt;br /&gt;
'''Slot''' none; '''Price''' 250 gp; '''Weight''' —&lt;br /&gt;
&lt;br /&gt;
''DESCRIPTION''&lt;br /&gt;
&lt;br /&gt;
A character drinking this liquid gains an intuitive ability to sneak and hide (+10 competence bonus on Stealth checks for 1 hour).&lt;br /&gt;
&lt;br /&gt;
''CONSTRUCTION''&lt;br /&gt;
&lt;br /&gt;
'''Requirements''' Craft Wondrous Item, ''invisibility''; '''Cost''' 125 gp&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''''&amp;lt;span id=&amp;quot;love&amp;quot;&amp;gt;ELIXIR OF LOVE&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
&lt;br /&gt;
'''Aura''' faint enchantment; '''CL''' 4th&lt;br /&gt;
&lt;br /&gt;
'''Slot''' none; '''Price''' 150 gp; '''Weight''' —&lt;br /&gt;
&lt;br /&gt;
''DESCRIPTION''&lt;br /&gt;
&lt;br /&gt;
This sweet-tasting liquid causes the character drinking it to become enraptured with the first creature she sees after consuming the draft (as charm person—the drinker must be a humanoid of Medium or smaller size, Will DC 14 negates). The charm effect wears off in 1d3 hours.&lt;br /&gt;
&lt;br /&gt;
''CONSTRUCTION''&lt;br /&gt;
&lt;br /&gt;
'''Requirements''' Craft Wondrous Item, ''charm person''; '''Cost''' 75 gp&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''''&amp;lt;span id=&amp;quot;swim&amp;quot;&amp;gt;ELIXIR OF SWIMMING&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
&lt;br /&gt;
'''Aura''' faint transmutation; '''CL''' 2nd&lt;br /&gt;
&lt;br /&gt;
'''Slot''' none; '''Price''' 250 gp; '''Weight''' —&lt;br /&gt;
&lt;br /&gt;
''DESCRIPTION''&lt;br /&gt;
&lt;br /&gt;
This elixir bestows swimming ability. An almost imperceptible magic sheath surrounds the drinker, allowing him to glide through the water easily (+10 competence bonus on Swim checks for 1 hour).&lt;br /&gt;
&lt;br /&gt;
''CONSTRUCTION''&lt;br /&gt;
&lt;br /&gt;
'''Requirements''' Craft Wondrous Item, creator must have 5 ranks in the Swim skill; '''Cost''' 125 gp&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''''&amp;lt;span id=&amp;quot;truth&amp;quot;&amp;gt;ELIXIR OF TRUTH&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
&lt;br /&gt;
'''Aura''' faint enchantment; '''CL''' 5th&lt;br /&gt;
&lt;br /&gt;
'''Slot''' none; '''Price''' 500 gp; '''Weight''' —&lt;br /&gt;
&lt;br /&gt;
''DESCRIPTION''&lt;br /&gt;
&lt;br /&gt;
This elixir forces the drinker it to say nothing but the truth for 10 minutes (Will DC 13 negates). She must answer any questions put to her in that time, but with each question she can make a separate DC 13 Will save. If one of these secondary saves is successful, she doesn't break free of the truth-compelling enchantment but also doesn't have to answer that particular question (if she does answer, she must tell the truth). No more than one question can be asked each round. This is a mind-affecting compulsion enchantment.&lt;br /&gt;
&lt;br /&gt;
''CONSTRUCTION''&lt;br /&gt;
&lt;br /&gt;
'''Requirements''' Craft Wondrous Item, ''zone of truth''; '''Cost''' 250 gp&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''''&amp;lt;span id=&amp;quot;tumbling&amp;quot;&amp;gt;ELIXIR OF TUMBLING&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
&lt;br /&gt;
'''Aura''' faint transmutation; '''CL''' 5th&lt;br /&gt;
&lt;br /&gt;
'''Slot''' none; '''Price''' 250 gp; '''Weight''' —&lt;br /&gt;
&lt;br /&gt;
''DESCRIPTION''&lt;br /&gt;
&lt;br /&gt;
This draught of liquid grants the drinker the ability to tumble about, avoiding attacks and moving carefully across nearly any surface, granting a +10 competence bonus on Acrobatics checks for 1 hour.&lt;br /&gt;
&lt;br /&gt;
''CONSTRUCTION''&lt;br /&gt;
&lt;br /&gt;
'''Requirements''' Craft Wondrous Item, ''cat's grace''; '''Cost''' 125 gp&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''''&amp;lt;span id=&amp;quot;vision&amp;quot;&amp;gt;ELIXIR OF VISION&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
&lt;br /&gt;
'''Aura''' faint divination; '''CL''' 2nd&lt;br /&gt;
&lt;br /&gt;
'''Slot''' none; '''Price''' 250 gp; '''Weight''' —&lt;br /&gt;
&lt;br /&gt;
''DESCRIPTION''&lt;br /&gt;
&lt;br /&gt;
Drinking this elixir grants the imbiber the ability to notice acute details with great accuracy (+10 competence bonus on Perception checks for 1 hour).&lt;br /&gt;
&lt;br /&gt;
''CONSTRUCTION''&lt;br /&gt;
&lt;br /&gt;
'''Requirements''' Craft Wondrous Item, ''true seeing''; '''Cost''' 125 gp&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''''&amp;lt;span id=&amp;quot;smoke&amp;quot;&amp;gt;EVERSMOKING BOTTLE&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
&lt;br /&gt;
'''Aura''' faint transmutation; '''CL''' 3rd&lt;br /&gt;
&lt;br /&gt;
'''Slot''' none; '''Price''' 5,400 gp; '''Weight''' 1 lb.&lt;br /&gt;
&lt;br /&gt;
''DESCRIPTION''&lt;br /&gt;
&lt;br /&gt;
This metal urn is identical in appearance to an ''efreeti bottle'', except that it does nothing but smoke. The amount of smoke is great if the stopper is pulled out, pouring from the bottle and totally obscuring vision across a 50-foot spread in 1 round. If the bottle is left unstoppered, the smoke billows out another 10 feet per round until it has covered a 100-foot radius. This area remains smoke-filled until the ''eversmoking bottle'' is stoppered.&lt;br /&gt;
&lt;br /&gt;
The bottle must be resealed by a command word, after which the smoke dissipates normally. A moderate wind (11+ mph) disperses the smoke in 4 rounds; a strong wind (21+ mph) disperses the smoke in 1 round.&lt;br /&gt;
&lt;br /&gt;
''CONSTRUCTION''&lt;br /&gt;
&lt;br /&gt;
'''Requirements''' Craft Wondrous Item, ''pyrotechnics''; '''Cost''' 2,700 gp&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''''&amp;lt;span id=&amp;quot;feather&amp;quot;&amp;gt;FEATHER TOKEN&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
&lt;br /&gt;
'''Aura''' strong conjuration; '''CL''' 12th&lt;br /&gt;
&lt;br /&gt;
'''Slot''' none; '''Price''' 50 gp (anchor), 300 gp (bird), 200 gp (fan), 450 gp (swan boat), 400 gp (tree), 500 gp (whip); '''Weight''' —&lt;br /&gt;
&lt;br /&gt;
''DESCRIPTION''&lt;br /&gt;
&lt;br /&gt;
Each of these items is a small feather that has a power to suit a special need. The kinds of tokens are described below. Each token is usable once. A particular feather token has no specific features to identify it unless its magic aura is viewed—even tokens with identical powers can be wildly different in appearance.&lt;br /&gt;
&lt;br /&gt;
:''Anchor:'' A token that creates an anchor that moors a craft in water so as to render it immobile for up to 1 day.&lt;br /&gt;
&lt;br /&gt;
:''Bird:'' A token that creates a small bird that can be used to deliver a small written message unerringly to a designated target. The token lasts as long as it takes to carry the message.&lt;br /&gt;
&lt;br /&gt;
:''Fan:'' A token that forms a huge flapping fan, causing a breeze of sufficient strength to propel one ship (about 25 mph). This wind is not cumulative with existing wind speed. The token can, however, be used to lessen existing winds, creating an area of relative calm or lighter winds (but wave size in a storm is not affected). The fan can be used for up to 8 hours. It does not function on land.&lt;br /&gt;
&lt;br /&gt;
:''Swan Boat:'' A token that forms a swan-like boat capable of moving on water at a speed of 60 feet. It can carry eight horses and gear, 32 Medium characters, or any equivalent combination. The boat lasts for 1 day.&lt;br /&gt;
&lt;br /&gt;
:''Tree:'' A token that causes a great oak to spring into being (5-foot-diameter trunk, 60-foot height, 40-foot top diameter). This is an instantaneous effect.&lt;br /&gt;
&lt;br /&gt;
:''Whip:'' A token that forms into a huge leather whip and wields itself against any opponent desired just like a dancing weapon. The weapon has a +10 base attack bonus, does 1d6+1 points of nonlethal damage, has a +1 enhancement bonus on attack and damage rolls, and a makes a free grapple attack (with a +15 bonus on its combat maneuver checks) if it hits. The whip lasts no longer than 1 hour.&lt;br /&gt;
&lt;br /&gt;
''CONSTRUCTION''&lt;br /&gt;
&lt;br /&gt;
'''Requirements''' Craft Wondrous Item, ''major creation''; '''Cost''' 25 gp (anchor), 150 gp (bird), 100 gp (fan), 225 gp (swan boat), 200 gp (tree), 250 gp (whip)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''''&amp;lt;span id=&amp;quot;figurine&amp;quot;&amp;gt;FIGURINES OF WONDROUS POWER&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
&lt;br /&gt;
'''Aura''' varies; '''CL''' varies&lt;br /&gt;
&lt;br /&gt;
'''Slot''' none; '''Price''' 10,000 gp (bronze griffon), 10,000 gp (ebony fly), 16,500 gp (golden lions), 21,000 gp (ivory goats), 17,000 gp (marble elephant), 28,500 gp (obsidian steed), 15,500 gp (onyx dog), 9,100 gp (serpentine owl), 3,800 gp (silver raven); '''Weight''' 1 lb.&lt;br /&gt;
&lt;br /&gt;
''DESCRIPTION''&lt;br /&gt;
&lt;br /&gt;
Each of the several kinds of ''figurines of wondrous power'' appears to be a miniature statuette of a creature an inch or so high (with one exception). When the figurine is tossed down and the correct command word spoken, it becomes a living creature of normal size (except when noted otherwise below). The creature obeys and serves its owner. Unless stated otherwise, the creature understands Common but does not speak.&lt;br /&gt;
&lt;br /&gt;
If a ''figurine of wondrous power'' is broken or destroyed in its statuette form, it is forever ruined. All magic is lost, its power departed. If slain in animal form, the figurine simply reverts to a statuette that can be used again at a later time.&lt;br /&gt;
&lt;br /&gt;
'''Bronze Griffon:''' When animated, a bronze griffon acts in all ways like a normal griffon under the command of its possessor. The item can be used twice per week for up to 6 hours per use. When 6 hours have passed or when the command word is spoken, the bronze griffon once again becomes a tiny statuette. Moderate transmutation; CL 11th; Craft Wondrous Item, ''animate objects''.&lt;br /&gt;
&lt;br /&gt;
'''Ebony Fly:''' When animated, an ebony fly is the size of a pony and has all the statistics of a pegasus but can make no attacks. The item can be used three times per week for up to 12 hours per use. When 12 hours have passed or when the command word is spoken, the ebony fly again becomes a tiny statuette. Moderate transmutation; CL 11th; Craft Wondrous Item, ''animate objects''.&lt;br /&gt;
&lt;br /&gt;
'''Golden Lions:''' These figurines come in pairs. They become normal adult male lions. If slain in combat, the lions cannot be brought back from statuette form for 1 full week. Otherwise, they can be used once per day for up to 1 hour. They enlarge and shrink upon speaking the command word. Moderate transmutation; CL 11th; Craft Wondrous Item, a''nimate objects''.&lt;br /&gt;
&lt;br /&gt;
'''Ivory Goats:''' These figurines come in threes. Each goat of this trio looks slightly different from the others, and each has a different function:&lt;br /&gt;
&lt;br /&gt;
:*''The Goat of Traveling:'' This statuette provides a speedy and enduring mount equal to that of a heavy horse in every way except appearance. The goat can travel for a maximum of 1 day each week—continuously or in any combination of periods totaling 24 hours. At this point, or when the command word is uttered, it returns to its statuette form for no less than 1 day before it can again be used.&lt;br /&gt;
:*''The Goat of Travail:'' This statuette becomes an enormous creature, larger than a bull, with the statistics of a nightmare except for the addition of a pair of wicked horns of exceptional size (damage 1d8+4 for each horn). If it is charging to attack, it may only use its horns (but add 6 points of damage to each successful attack in that round). It can be called to life just once per month for up to 12 hours at a time.&lt;br /&gt;
:*''The Goat of Terror:'' When called upon with the proper command word, this statuette becomes a destrier-like mount with the statistics of a light horse. However, its rider can employ the goat's horns as weapons (one horn as a +3 heavy lance, the other as a +5 longsword). When ridden in an attack against an opponent, the goat of terror radiates fear as the spell in a 30-foot radius (Will DC 16 partial). It can be used once every 2 weeks for up to 3 hours per use. Moderate transmutation; CL 11th; Craft Wondrous Item, ''animate objects''.&lt;br /&gt;
&lt;br /&gt;
'''Marble Elephant:''' This is the largest of the figurines, the statuette being about the size of a human hand. Upon utterance of the command word, a marble elephant grows to the size and specifications of a true elephant. The animal created from the statuette is fully obedient to the figurine's owner, serving as a beast of burden, a mount, or a combatant. The statuette can be used four times per month for up to 24 hours at a time. Moderate transmutation; CL 11th; Craft Wondrous Item, ''animate objects''.&lt;br /&gt;
&lt;br /&gt;
'''Obsidian Steed:''' This figurine appears to be a small, shapeless lump of black stone. Only careful inspection reveals that it vaguely resembles some form of quadruped. On command, the near-formless piece of obsidian becomes a fantastic mount. Treat it as a heavy horse with the following additional powers usable once per round at will: overland flight, plane shift, and ethereal jaunt. The steed allows itself to be ridden, but if the rider is of good alignment, the steed is 10% likely per use to carry him to the lower planes and then return to its statuette form. The statuette can be used once per week for one continuous period of up to 24 hours. Note that when an obsidian steed becomes ethereal or plane shifts, its rider and his gear follow suit. Thus, the user can travel to other planes via this means. Strong conjuration and transmutation; CL 15th; Craft Wondrous Item, ''animate objects'', ''etherealness'', ''fly'', ''plane shift''.&lt;br /&gt;
&lt;br /&gt;
'''Onyx Dog:''' When commanded, this statuette changes into a creature with the same properties as a riding dog except that it is endowed with an Intelligence of 8, can communicate in Common, and has exceptional olfactory and visual abilities. It has the scent ability and adds +4 on its Perception checks. It has 60-foot darkvision, and it can see invisibility. An onyx dog can be used once per week for up to 6 hours. It obeys only its owner. Moderate transmutation; CL 11th; Craft Wondrous Item, ''animate objects''.&lt;br /&gt;
&lt;br /&gt;
'''Serpentine Owl:''' This figurine becomes either a normal-sized horned owl or a giant owl (use the stats for the giant eagle) according to the command word used. The transformation can take place once per day, with a maximum duration of 8 continuous hours. However, after three transformations into giant owl form, the statuette loses all its magical properties. The owl communicates with its owner by telepathic means, informing her of all it sees and hears. Moderate transmutation; CL 11th; Craft Wondrous Item, ''animate objects''.&lt;br /&gt;
&lt;br /&gt;
'''Silver Raven:''' This silver figurine turns into a raven on command (but it retains its metallic consistency, which gives it hardness 10). Another command sends it off into the air, bearing a message just like a creature affected by an animal messenger spell. If not commanded to carry a message, the raven obeys the commands of its owner, although it has no special powers or telepathic abilities. It can maintain its nonfigurine status for only 24 hours per week, but the duration need not be continuous. Moderate enchantment and transmutation; CL 6th; Craft Wondrous Item, animal messenger, ''animate objects''.&lt;br /&gt;
&lt;br /&gt;
''CONSTRUCTION''&lt;br /&gt;
&lt;br /&gt;
'''Requirements''' Craft Wondrous Item, ''animate objects'', additional spells, see text; '''Cost''' 5,000 gp (bronze griffon), 5,000 gp (ebony fly), 8,250 gp (golden lions), 10,500 gp (ivory goats), 8,500 gp (marble elephant), 14,250 gp (obsidian steed), 7,750 gp (onyx dog), 4,550 gp (serpentine owl), 1,900 gp (silver raven)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''''&amp;lt;span id=&amp;quot;bright&amp;quot;&amp;gt;GEM OF BRIGHTNESS&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
&lt;br /&gt;
'''Aura''' moderate evocation; '''CL''' 6th&lt;br /&gt;
&lt;br /&gt;
'''Slot''' none; '''Price''' 13,000 gp; '''Weight''' —&lt;br /&gt;
&lt;br /&gt;
''DESCRIPTION''&lt;br /&gt;
&lt;br /&gt;
This crystal appears to be a long, rough prism. Upon utterance of a command word, though, the gem's facets suddenly grow highly polished as the crystal emits bright light of one of three sorts.&lt;br /&gt;
&lt;br /&gt;
:*One command word causes the gem to shed light as a hooded lantern. This use of the gem does not expend any charges, and it continues to emit light until this command word is spoken a second time to extinguish the illumination.&lt;br /&gt;
:*Another command word causes the ''gem of brightness'' to send out a bright ray 1 foot in diameter and 50 feet long. This strikes as a ranged touch attack, and any creature struck by this beam is blinded for 1d4 rounds unless it makes a DC 14 Fortitude save. This use of the gem expends 1 charge.&lt;br /&gt;
:*The third command word causes the gem to flare in a blinding flash of light that fills a 30-foot cone. Although this glare lasts but a moment, any creature within the cone must make a DC 14 Fortitude save or be blinded for 1d4 rounds. This use expends 5 charges.&lt;br /&gt;
&lt;br /&gt;
A newly created ''gem of brightness'' has 50 charges. When all its charges are expended, the gem becomes nonmagical and its facets grow cloudy with a fine network of cracks.&lt;br /&gt;
&lt;br /&gt;
''CONSTRUCTION''&lt;br /&gt;
&lt;br /&gt;
'''Requirements''' Craft Wondrous Item, ''daylight''; '''Cost''' 6,500 gp&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''''&amp;lt;span id=&amp;quot;seeing&amp;quot;&amp;gt;GEM OF SEEING&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
&lt;br /&gt;
'''Aura''' moderate divination; '''CL''' 10th&lt;br /&gt;
&lt;br /&gt;
'''Slot''' none; '''Price''' 75,000 gp; '''Weight''' —&lt;br /&gt;
&lt;br /&gt;
''DESCRIPTION''&lt;br /&gt;
&lt;br /&gt;
This finely cut and polished stone is indistinguishable from an ordinary jewel in appearance. When it is gazed through, a ''gem of seeing'' enables the user to see as though she were affected by the ''true seeing'' spell. A ''gem of seeing'' can be used for as many as 30 minutes a day, in increments of 5 minutes. These increments do not need to be consecutive.&lt;br /&gt;
&lt;br /&gt;
''CONSTRUCTION''&lt;br /&gt;
&lt;br /&gt;
'''Requirements''' Craft Wondrous Item, ''true seeing''; '''Cost''' 37,500 gp&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''''&amp;lt;span id=&amp;quot;golem&amp;quot;&amp;gt;GOLEM MANUAL&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
&lt;br /&gt;
'''Aura''' varies; '''CL''' varies&lt;br /&gt;
&lt;br /&gt;
'''Slot''' none; '''Price''' 12,000 gp (clay), 8,000 gp (flesh), 35,000 gp (iron), 22,000 gp (stone), 44,000 gp (stone guardian); '''Weight''' 5 lbs.&lt;br /&gt;
&lt;br /&gt;
''DESCRIPTION''&lt;br /&gt;
&lt;br /&gt;
A ''golem manual'' contains information, incantations, and magical power that help a character to craft a golem. The instructions therein grant a +5 competence bonus on skill checks made to craft the golem's body. Each manual also holds the prerequisite spells needed for a specific golem (although these spells can only be used to create a golem and cannot be copied), effectively granting the builder use of the Craft Construct feat during the construction of the golem, and an increase to her caster level for the purpose of crafting a golem.&lt;br /&gt;
&lt;br /&gt;
The spells included in a ''golem manual'' require a spell trigger activation and can be activated only to assist in the construction of a golem. The cost of the book does not include the cost of constructing the golem's body. Once the golem is finished, the writing in the manual fades and the book is consumed in flames. When the book's ashes are sprinkled upon the golem, it becomes fully animated.&lt;br /&gt;
&lt;br /&gt;
''Clay Golem Manual:'' The book contains ''animate objects'', ''bless'', ''commune'', ''prayer'', and ''resurrection''. The reader may treat her caster level as two levels higher than normal for the purpose of crafting a clay golem. Moderate conjuration, divination, enchantment, and transmutation; CL 11th; Craft Construct, creator must be caster level 11th, ''animate objects'', ''commune'', ''prayer'', ''resurrection''.&lt;br /&gt;
&lt;br /&gt;
''Flesh Golem Manual:'' The book contains ''animate dead'', ''bull's strength'', ''geas/quest'', and ''limited wish''. The reader may treat her caster level as one level higher than normal for the purpose of crafting a flesh golem. Moderate enchantment, necromancy [evil], and transmutation; CL 8th; Craft Construct, creator must be caster level 8th, ''animate dead'', ''bull's strength'', ''geas/quest'', ''limited wish''.&lt;br /&gt;
&lt;br /&gt;
''Iron Golem Manual:'' The book contains ''cloudkill'', ''geas/quest'', ''limited wish'', and ''polymorph any object''. The reader may treat her caster level as four levels higher than normal for the purpose of crafting a iron golem. Strong conjuration, enchantment, and transmutation; CL 16th; Craft Construct, creator must be caster level 16th, ''cloudkill'', ''geas/quest'', ''limited wish'', ''polymorph any object''.&lt;br /&gt;
&lt;br /&gt;
''Stone Golem Manual:'' The book contains ''geas/quest'', ''limited wish'', ''polymorph any object'', and ''slow''. The reader may treat her caster level as three levels higher than normal for the purpose of crafting a stone golem. Strong abjuration and enchantment; CL 14th; Craft Construct, creator must be caster level 14th, ''antimagic field'', ''geas/quest'', ''limited wish'', ''symbol of stunning''.&lt;br /&gt;
&lt;br /&gt;
''Stone Golem Guardian Manual:'' The book contains ''geas/quest'', ''imbue with spell-like ability'', ''limited wish'', ''polymorph any object'', ''shield other'', and ''slow''. The reader may treat her caster level as three levels higher than normal for the purpose of crafting a stone golem guardian. Strong abjuration and enchantment; CL 14th; Craft Construct, creator must be caster level 14th, ''antimagic field'', ''geas/quest'', ''imbue with spell-like ability'', ''limited wish'', ''polymorph any object'', ''shield other'', ''slow''.&lt;br /&gt;
&lt;br /&gt;
''CONSTRUCTION''&lt;br /&gt;
&lt;br /&gt;
'''Requirements''' Craft Construct, caster must be of a specific level, additional spells; '''Cost''' 6,000 gp (clay), 4,000 gp (flesh), 17,500 gp (iron), 11,000 gp (stone), 22,000 gp (stone guardian)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''''&amp;lt;span id=&amp;quot;haversack&amp;quot;&amp;gt;HANDY HAVERSACK&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
&lt;br /&gt;
'''Aura''' moderate conjuration; '''CL''' 9th&lt;br /&gt;
&lt;br /&gt;
'''Slot''' none; '''Price''' 2,000 gp; '''Weight''' 5 lbs.&lt;br /&gt;
&lt;br /&gt;
''DESCRIPTION''&lt;br /&gt;
&lt;br /&gt;
A backpack of this sort appears to be well made, well used, and quite ordinary. It is constructed of finely tanned leather, and the straps have brass hardware and buckles. It has two side pouches, each of which appears large enough to hold about a quart of material. In fact, each is like a ''bag of holding'' and can actually hold material of as much as 2 cubic feet in volume or 20 pounds in weight. The large central portion of the pack can contain up to 8 cubic feet or 80 pounds of material. Even when so filled, the backpack always weighs only 5 pounds.&lt;br /&gt;
&lt;br /&gt;
While such storage is useful enough, the pack has an even greater power. When the wearer reaches into it for a specific item, that item is always on top. Thus, no digging around and fumbling is ever necessary to find what a haversack contains. Retrieving any specific item from a haversack is a move action, but it does not provoke the attacks of opportunity that retrieving a stored item usually does.&lt;br /&gt;
&lt;br /&gt;
''CONSTRUCTION''&lt;br /&gt;
&lt;br /&gt;
'''Requirements''' Craft Wondrous Item, ''secret chest''; '''Cost''' 1,000 gp&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''''&amp;lt;span id=&amp;quot;harp&amp;quot;&amp;gt;HARP OF CHARMING&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
&lt;br /&gt;
'''Aura''' faint enchantment; '''CL''' 5th&lt;br /&gt;
&lt;br /&gt;
'''Slot''' none; '''Price''' 7,500 gp; '''Weight''' 5 lbs.&lt;br /&gt;
&lt;br /&gt;
''DESCRIPTION''&lt;br /&gt;
&lt;br /&gt;
This beautiful and intricately carved harp can be held comfortably in one hand, but both hands are required to utilize its magic. When played, a ''harp of charming'' enables the performer to work one ''suggestion'' (as the spell, Will DC 14 negates) into the music for each 10 minutes of playing if he can succeed on a DC 14 Perform (string instruments) check. If the check fails, the audience cannot be affected by any further performances from the harpist for 24 hours.&lt;br /&gt;
&lt;br /&gt;
''CONSTRUCTION''&lt;br /&gt;
&lt;br /&gt;
'''Requirements''' Craft Wondrous Item, ''suggestion''; '''Cost''' 3,750 gp&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''''&amp;lt;span id=&amp;quot;blasting&amp;quot;&amp;gt;HORN OF BLASTING&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
&lt;br /&gt;
'''Aura''' moderate evocation; '''CL''' 7th&lt;br /&gt;
&lt;br /&gt;
'''Slot''' none; '''Price''' 20,000 gp; '''Weight''' 1 lb.&lt;br /&gt;
&lt;br /&gt;
''DESCRIPTION''&lt;br /&gt;
&lt;br /&gt;
This horn appears to be a normal trumpet. It can be sounded as a normal horn, but if the command word is spoken and the instrument is then played, it deals 5d6 points of sonic damage to creatures within a 40-foot cone and causes them to be deafened for 2d6 rounds (a DC 16 Fortitude save reduces the damage by half and negates the deafening). Crystalline objects and creatures take 7d6 points of sonic damage, with no save unless they're held, worn, or carried by creatures (Fortitude DC 16 negates).&lt;br /&gt;
&lt;br /&gt;
If a ''horn of blasting'' is used magically more than once in a given day, there is a 20% cumulative chance with each extra use that it explodes and deals 10d6 points of sonic damage to the person sounding it.&lt;br /&gt;
&lt;br /&gt;
''CONSTRUCTION''&lt;br /&gt;
&lt;br /&gt;
'''Requirements''' Craft Wondrous Item, ''shout''; '''Cost''' 10,000 gp&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''''&amp;lt;span id=&amp;quot;blastinggreater&amp;quot;&amp;gt;HORN OF BLASTING, GREATER&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
&lt;br /&gt;
'''Aura''' strong evocation; '''CL''' 16th&lt;br /&gt;
&lt;br /&gt;
'''Slot''' none; '''Price''' 70,000 gp; '''Weight''' 1 lb.&lt;br /&gt;
&lt;br /&gt;
''DESCRIPTION''&lt;br /&gt;
&lt;br /&gt;
This horn functions as a ''horn of blasting'', except that it deals 10d6 points of sonic damage, stuns creatures for 1 round, and deafens them for 4d6 rounds (a DC 19 Fortitude reduces the damage by half and negates the stunning and deafening). Crystalline objects take 16d6 points of sonic damage as described for the ''horn of blasting''. A ''greater horn of blasting'' also has a 20% cumulative chance of exploding for each usage beyond the first each day.&lt;br /&gt;
&lt;br /&gt;
''CONSTRUCTION''&lt;br /&gt;
&lt;br /&gt;
'''Requirements''' Craft Wondrous Item, ''greater shout''; '''Cost''' 35,000 gp&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''''&amp;lt;span id=&amp;quot;fog&amp;quot;&amp;gt;HORN OF FOG&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
&lt;br /&gt;
'''Aura''' faint conjuration; '''CL''' 3rd&lt;br /&gt;
&lt;br /&gt;
'''Slot''' none; '''Price''' 2,000 gp; '''Weight''' 1 lb.&lt;br /&gt;
&lt;br /&gt;
''DESCRIPTION''&lt;br /&gt;
&lt;br /&gt;
This small bugle allows its possessor to blow forth a thick cloud of heavy fog similar to that of an ''obscuring mist'' spell. The fog covers a 10-foot square next to the horn blower each round that the user continues to blow the horn; a fog cloud travels 10 feet each round in a straight line from the emanation point unless blocked by something substantial such as a wall. The device makes a deep, foghorn-like noise, with the note dropping abruptly to a lower register at the end of each blast. The fog dissipates after 3 minutes. A moderate wind (11+ mph) disperses the fog in 4 rounds; a strong wind (21+ mph) disperses the fog in 1 round.&lt;br /&gt;
&lt;br /&gt;
''CONSTRUCTION''&lt;br /&gt;
&lt;br /&gt;
'''Requirements''' Craft Wondrous Item, ''obscuring mist''; '''Cost''' 1,000 gp&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''''&amp;lt;span id=&amp;quot;goodevil&amp;quot;&amp;gt;HORN OF GOODNESS/EVIL&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
&lt;br /&gt;
'''Aura''' moderate abjuration; '''CL''' 6th&lt;br /&gt;
&lt;br /&gt;
'''Slot''' none; '''Price''' 6,500 gp; '''Weight''' 1 lb.&lt;br /&gt;
&lt;br /&gt;
''DESCRIPTION''&lt;br /&gt;
&lt;br /&gt;
This trumpet adapts itself to its owner, so it produces either a good or an evil effect depending on the owner's alignment. If the owner is neither good nor evil, the horn has no power whatsoever. If he is good, then blowing the horn has the effect of a ''magic circle against evil''. If he is evil, then blowing the horn has the effect of a ''magic circle against good''. In either case, this ward lasts for 1 hour. The horn can be blown once per day.&lt;br /&gt;
&lt;br /&gt;
''CONSTRUCTION''&lt;br /&gt;
&lt;br /&gt;
'''Requirements''' Craft Wondrous Item, ''magic circle against good'', ''magic circle against evil''; '''Cost''' 3,250 gp&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''''&amp;lt;span id=&amp;quot;valhalla&amp;quot;&amp;gt;HORN OF VALHALLA&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
&lt;br /&gt;
'''Aura''' strong conjuration; '''CL''' 13th&lt;br /&gt;
&lt;br /&gt;
'''Slot''' none; '''Price''' 50,000 gp; '''Weight''' 2 lbs.&lt;br /&gt;
&lt;br /&gt;
''DESCRIPTION''&lt;br /&gt;
&lt;br /&gt;
This magic instrument comes in four varieties. Each appears to be normal until someone speaks its command word and blows the horn. Then the horn summons a number of human barbarians to fight for the character who summoned them. Each horn can be blown just once every 7 days. Roll d% and refer to the table above to see what type of horn is found. The horn's type determines what barbarians are summoned and what prerequisite is needed to use the horn. Any character who uses a ''horn of Valhalla'' but doesn't have the prerequisite is attacked by the barbarians she herself summoned.&lt;br /&gt;
&lt;br /&gt;
{{WondrousTableMain}}&lt;br /&gt;
{{T01}}&lt;br /&gt;
|colspan =&amp;quot;5&amp;quot;|'''Horn of Valhalla'''&lt;br /&gt;
{{T02}}&lt;br /&gt;
| '''d%'''||'''Type of Horn'''|| '''Barbarians Summoned'''||'''Prerequisite'''&lt;br /&gt;
|-&lt;br /&gt;
| 01–40||Silver||2d4+2, 2nd-level||None&lt;br /&gt;
|-&lt;br /&gt;
| 41–75||Brass||2d4+1, 3rd-level||Spellcaster level 1st&lt;br /&gt;
|-&lt;br /&gt;
| 76–90||Bronze||2d4, 4th-level||Proficiency with all martial weapons or bardic performance ability&lt;br /&gt;
|-&lt;br /&gt;
| 91–100||Iron||1d4+1, 5th-level||Proficiency with all martial weapons or bardic performance ability&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Summoned barbarians are constructs, not actual people (though they seem to be); they arrive with the starting equipment for barbarians. They attack anyone the possessor of the horn commands them to fight until they or their opponents are slain or until 1 hour has elapsed, whichever comes first.&lt;br /&gt;
&lt;br /&gt;
''CONSTRUCTION''&lt;br /&gt;
&lt;br /&gt;
'''Requirements''' Craft Wondrous Item, ''summon monster VI''; '''Cost''' 25,000 gp&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''''&amp;lt;span id=&amp;quot;meditation&amp;quot;&amp;gt;INCENSE OF MEDITATION&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
&lt;br /&gt;
'''Aura''' moderate enchantment; '''CL''' 7th&lt;br /&gt;
&lt;br /&gt;
'''Slot''' none; '''Price''' 4,900 gp; '''Weight''' 1 lb.&lt;br /&gt;
&lt;br /&gt;
''DESCRIPTION''&lt;br /&gt;
&lt;br /&gt;
This small rectangular block of sweet-smelling incense is visually indistinguishable from nonmagical incense until lit. When it is burned, the special fragrance and pearly hued smoke of this special incense are recognizable by anyone making a DC 15 Spellcraft check.&lt;br /&gt;
&lt;br /&gt;
When a divine spellcaster lights a block of incense of meditation and then spends 8 hours praying and meditating nearby, the incense enables him to prepare all his spells as though affected by the Maximize Spell feat. However, all the spells prepared in this way are at their normal level, not at three levels higher (as with the regular metamagic feat).&lt;br /&gt;
&lt;br /&gt;
Each block of incense burns for 8 hours, and the effects persist for 24 hours.&lt;br /&gt;
&lt;br /&gt;
''CONSTRUCTION''&lt;br /&gt;
&lt;br /&gt;
'''Requirements''' Craft Wondrous Item, Maximize Spell, ''bless''; '''Cost''' 2,450 gp&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''''&amp;lt;span id=&amp;quot;fortress&amp;quot;&amp;gt;INSTANT FORTRESS&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
&lt;br /&gt;
'''Aura''' strong conjuration; '''CL''' 13th&lt;br /&gt;
&lt;br /&gt;
'''Slot''' none; '''Price''' 55,000 gp; '''Weight''' 1 lb.&lt;br /&gt;
&lt;br /&gt;
''DESCRIPTION''&lt;br /&gt;
&lt;br /&gt;
This metal cube is small, but when activated by speaking a command word it grows to form a tower 20 feet square and 30 feet high, with arrow slits on all sides and a crenellated battlement atop it. The metal walls extend 10 feet into the ground, rooting it to the spot and preventing it from being tipped over. The fortress has a small door that opens only at the command of the owner of the fortress—even ''knock'' spells can't open the door.&lt;br /&gt;
&lt;br /&gt;
The adamantine walls of an ''instant fortress'' have 100 hit points and hardness 20. The fortress cannot be repaired except by a ''wish'' or a ''miracle'', which restores 50 points of damage taken.&lt;br /&gt;
&lt;br /&gt;
The fortress springs up in just 1 round, with the door facing the device's owner. The door opens and closes instantly at his command. People and creatures nearby (except the owner) must be careful not to be caught by the fortress's sudden growth. Anyone so caught takes 10d10 points of damage (Reflex DC 19 half).&lt;br /&gt;
&lt;br /&gt;
The fortress is deactivated by speaking a command word (different from the one used to activate it). It cannot be deactivated unless it is empty.&lt;br /&gt;
&lt;br /&gt;
''CONSTRUCTION''&lt;br /&gt;
&lt;br /&gt;
'''Requirements''' Craft Wondrous Item, ''mage's magnificent mansion''; '''Cost''' 27,500 gp&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''''&amp;lt;span id=&amp;quot;ioun&amp;quot;&amp;gt;IOUN STONES&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
&lt;br /&gt;
'''Aura''' strong varied; '''CL''' 12th&lt;br /&gt;
&lt;br /&gt;
'''Slot''' none; '''Price''' varies; '''Weight''' —&lt;br /&gt;
&lt;br /&gt;
''DESCRIPTION''&lt;br /&gt;
&lt;br /&gt;
These crystalline stones always float in the air and must be within 3 feet of their owner to be of any use. When a character first acquires a stone, she must hold it and then release it, whereupon it takes up a circling orbit 1d3 feet from her head. Thereafter, a stone must be grasped or netted to separate it from its owner. The owner may voluntarily seize and stow a stone (to keep it safe while she is sleeping, for example), but she loses the benefits of the stone during that time. Ioun stones have AC 24, 10 hit points, and hardness 5. The powers of each stone vary depending on its color and shape (see the table).&lt;br /&gt;
&lt;br /&gt;
{{WondrousTableMain}}&lt;br /&gt;
{{T01}}&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot;| '''Ioun Stones'''&lt;br /&gt;
{{T02}}&lt;br /&gt;
| '''Color'''||'''Shape'''||'''Effect'''||'''Market Price'''&lt;br /&gt;
|-&lt;br /&gt;
| Torch || Varies || Burns like a torch || 75 gp&lt;br /&gt;
|-&lt;br /&gt;
| Clear||Spindle||Sustains creature without food or water||4,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| Dusty rose||Prism||+1 insight bonus to AC||5,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| Deep red||Sphere||+2 enhancement bonus to Dexterity||8,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| Incandescent blue||Sphere||+2 enhancement bonus to Wisdom||8,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| Pale blue||Rhomboid||+2 enhancement bonus to Strength||8,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| Pink||Rhomboid||+2 enhancement bonus to Constitution||8,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| Pink and green||Sphere||+2 enhancement bonus to Charisma||8,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| Scarlet and blue||Sphere||+2 enhancement bonus to Intelligence||8,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| Dark blue||Rhomboid||Alertness (as the feat)||10,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| Iridescent||Spindle||Sustains creature without air||18,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| Pale lavender||Ellipsoid||Absorbs spells of 4th level or lower*||20,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| Pearly white||Spindle||Regenerate 1 point of damage per 10 minutes||20,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| Pale green||Prism||+1 competence bonus on attack rolls, saves, skill checks, and ability checks||30,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| Orange||Prism||+1 caster level||30,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| Vibrant purple||Prism||Stores three levels of spells, as a ''ring of spell storing''||36,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| Lavender and green||Ellipsoid||Absorbs spells of 8th level or lower**||40,000 gp&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*After absorbing 20 spell levels, the stone burns out and turns to dull gray, forever useless.&lt;br /&gt;
**After absorbing 50 spell levels, the stone burns out and turns dull gray, forever useless.&lt;br /&gt;
&lt;br /&gt;
Regeneration from the pearly white ''ioun stone'' works like a ''ring of regeneration''. It only cures damage taken while the character is using the stone. The pale lavender and lavender-and-green stones work like a ''rod of absorption'', but absorbing a spell requires a readied action, and these stones cannot be used to empower spells. Stored spells in the vibrant purple stone must be placed by a spellcaster but can be used by anyone (see ''ring of minor spell storing'').&lt;br /&gt;
&lt;br /&gt;
''CONSTRUCTION''&lt;br /&gt;
&lt;br /&gt;
'''Requirements''' Craft Wondrous Item, creator must be 12th level; '''Cost''' half the market price&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''''&amp;lt;span id=&amp;quot;iron&amp;quot;&amp;gt;IRON BANDS OF BINDING&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
&lt;br /&gt;
'''Aura''' strong evocation; '''CL''' 13th&lt;br /&gt;
&lt;br /&gt;
'''Slot''' none; '''Price''' 26,000 gp; '''Weight''' 1 lb.&lt;br /&gt;
&lt;br /&gt;
''DESCRIPTION''&lt;br /&gt;
&lt;br /&gt;
This potent item appears to be a 3-inch-diameter rusty iron sphere with bandings on the globe.&lt;br /&gt;
&lt;br /&gt;
When the proper command word is spoken and the spherical iron device is hurled at an opponent, the bands expand and then contract to bind the target creature on a successful ranged touch attack. A single Large or smaller creature can be captured thus and held immobile (as if pinned) until the command word is spoken to bring the bands into spherical form again. The creature can break (and destroy) the bands with a DC 30 Strength check or escape them with a DC 30 combat maneuver check or Escape Artist check. ''Iron bands of binding'' are usable once per day.&lt;br /&gt;
&lt;br /&gt;
''CONSTRUCTION''&lt;br /&gt;
&lt;br /&gt;
'''Requirements''' Craft Wondrous Item, ''grasping hand''; '''Cost''' 13,000 gp&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''''&amp;lt;span id=&amp;quot;flask&amp;quot;&amp;gt;IRON FLASK&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
&lt;br /&gt;
'''Aura''' strong conjuration; '''CL''' 20th&lt;br /&gt;
&lt;br /&gt;
'''Slot''' none; '''Price''' 170,000 gp (empty); '''Weight''' 1 lb.&lt;br /&gt;
&lt;br /&gt;
''DESCRIPTION''&lt;br /&gt;
&lt;br /&gt;
These special containers are typically inlaid with runes of silver and stoppered by a brass plug bearing a seal engraved with sigils, glyphs, and special symbols. When the user speaks the command word, he can force any creature from another plane into the container, provided that creature fails a DC 19 Will save. The range of this effect is 60 feet. Only one creature at a time can be so contained. Loosing the stopper frees the captured creature.&lt;br /&gt;
&lt;br /&gt;
The command word can be used only once per day.&lt;br /&gt;
&lt;br /&gt;
If the individual freeing the captured creature speaks the command word, the creature can be forced to serve for 1 hour. If freed without the command word, the creature acts according to its natural inclinations. (It usually attacks the user, unless it perceives a good reason not to.) Any attempt to force the same creature into the flask a second time provides it a +2 bonus on its saving throw and makes it hostile. A newly discovered bottle might contain any of the following:&lt;br /&gt;
&lt;br /&gt;
{{WondrousTableMain}}&lt;br /&gt;
{{T01}&lt;br /&gt;
{{T02}}&lt;br /&gt;
| '''d%'''||'''Contents'''&lt;br /&gt;
|-&lt;br /&gt;
| 01–50||Empty&lt;br /&gt;
|-&lt;br /&gt;
| 51–54||Large air elemental&lt;br /&gt;
|-&lt;br /&gt;
| 55–58||Invisible stalker&lt;br /&gt;
|-&lt;br /&gt;
| 59–62||Large earth elemental&lt;br /&gt;
|-&lt;br /&gt;
| 63–66||Xorn&lt;br /&gt;
|-&lt;br /&gt;
| 67–70||Large fire elemental&lt;br /&gt;
|-&lt;br /&gt;
| 71–74||Salamander 95&lt;br /&gt;
|-&lt;br /&gt;
| 75–78||Large water elemental&lt;br /&gt;
|-&lt;br /&gt;
| 79–82||Xill&lt;br /&gt;
|-&lt;br /&gt;
| 83–85||Yeth hound&lt;br /&gt;
|-&lt;br /&gt;
| 86||Demon (shadow)&lt;br /&gt;
|-&lt;br /&gt;
| 87||Demon (vrock)&lt;br /&gt;
|-&lt;br /&gt;
| 88||Demon (hezrou)&lt;br /&gt;
|-&lt;br /&gt;
| 89||Demon (glabrezu)&lt;br /&gt;
|-&lt;br /&gt;
| 90||Demon (succubus)&lt;br /&gt;
|-&lt;br /&gt;
| 91||Devil (osyluth)&lt;br /&gt;
|-&lt;br /&gt;
| 92||Devil (barbazu)&lt;br /&gt;
|-&lt;br /&gt;
| 93||Devil (erinyes)&lt;br /&gt;
|-&lt;br /&gt;
| 94||Devil (cornugon)&lt;br /&gt;
|-&lt;br /&gt;
| 95||Agathion (avoral)&lt;br /&gt;
|-&lt;br /&gt;
| 96||Azata (ghaele)&lt;br /&gt;
|-&lt;br /&gt;
| 97||Archon (trumpet)&lt;br /&gt;
|-&lt;br /&gt;
| 98||Rakshasa&lt;br /&gt;
|-&lt;br /&gt;
| 99||Demon (balor)&lt;br /&gt;
|-&lt;br /&gt;
| 100||Devil (pit fiend)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
''CONSTRUCTION''&lt;br /&gt;
&lt;br /&gt;
'''Requirements''' Craft Wondrous Item, ''trap the soul''; '''Cost''' 85,000 gp&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''''&amp;lt;span id=&amp;quot;darkness&amp;quot;&amp;gt;LANTERN OF DARKNESS&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
&lt;br /&gt;
'''Aura''' Faint evocation; '''CL''' 4th&lt;br /&gt;
&lt;br /&gt;
'''Slot''' -; '''Price''' 1,440 gp; '''Weight''' 2 lbs.&lt;br /&gt;
&lt;br /&gt;
''DESCRIPTION''&lt;br /&gt;
&lt;br /&gt;
This item appears to be a normal hooded lantern and functions as such until the command word is spoken. When the command word is spoke, instead of emitting light the lantern acts as the centre of a Darkness spell as if cast by a 4th level wizard. The lantern can be used in this way only once a day, and doing so burns up all of the remaining oil in the lantern.&lt;br /&gt;
&lt;br /&gt;
''CONSTRUCTION''&lt;br /&gt;
&lt;br /&gt;
'''Requirements''' Craft Wondrous Item, ''darkness''; '''Cost''' 720 gp&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''''&amp;lt;span id=&amp;quot;reveal&amp;quot;&amp;gt;LANTERN OF REVEALING&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
&lt;br /&gt;
'''Aura''' faint evocation; '''CL''' 5th&lt;br /&gt;
&lt;br /&gt;
'''Slot''' none; '''Price''' 30,000 gp; '''Weight''' 2 lbs.&lt;br /&gt;
&lt;br /&gt;
''DESCRIPTION''&lt;br /&gt;
&lt;br /&gt;
This lantern operates as a normal hooded lantern. While it is lit, it also reveals all invisible creatures and objects within 25 feet of it, just like the spell ''invisibility purge''.&lt;br /&gt;
&lt;br /&gt;
''CONSTRUCTION''&lt;br /&gt;
&lt;br /&gt;
'''Requirements''' Craft Wondrous Item, ''invisibility purge''; '''Cost''' 15,000 gp&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''''&amp;lt;span id=&amp;quot;lyre&amp;quot;&amp;gt;LYRE OF BUILDING&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
&lt;br /&gt;
'''Aura''' moderate transmutation; '''CL''' 6th&lt;br /&gt;
&lt;br /&gt;
'''Slot''' none; '''Price''' 13,000 gp; '''Weight''' 5 lbs.&lt;br /&gt;
&lt;br /&gt;
''DESCRIPTION''&lt;br /&gt;
&lt;br /&gt;
This magical instrument is usually made of gold and inlaid with numerous gems. If the proper chords are struck, a single use of this lyre negates any attacks made against inanimate construction (walls, roof, floor, and so on) within 300 feet. This includes the effects of a ''horn of blasting'', a ''disintegrate'' spell, or an attack from a ram or similar siege weapon. The lyre can be used in this way once per day, with the protection lasting for 30 minutes.&lt;br /&gt;
&lt;br /&gt;
The lyre is also useful with respect to building. Once a week, its strings can be strummed so as to produce chords that magically construct buildings, mines, tunnels, ditches, etc. The effect produced in 30 minutes of playing is equal to the work of 100 humans laboring for 3 days. Each hour after the first, a character playing the lyre must make a DC 18 Perform (string instruments) check. If it fails, she must stop and cannot play the lyre again for this purpose until a week has passed.&lt;br /&gt;
&lt;br /&gt;
''CONSTRUCTION''&lt;br /&gt;
&lt;br /&gt;
'''Requirements''' Craft Wondrous Item, ''fabricate''; '''Cost''' 6,500 gp&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''''&amp;lt;span id=&amp;quot;body&amp;quot;&amp;gt;MANUAL OF BODILY HEALTH&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
&lt;br /&gt;
'''Aura''' strong evocation (if ''miracle'' is used); '''CL''' 17th&lt;br /&gt;
&lt;br /&gt;
'''Slot''' none; '''Price''' 27,500 gp (+1), 55,000 gp (+2), 82,500 gp (+3), 110,000 gp (+4), 137,500 gp (+5); '''Weight''' 5 lbs.&lt;br /&gt;
&lt;br /&gt;
''DESCRIPTION''&lt;br /&gt;
&lt;br /&gt;
This thick tome contains tips on health and fitness, but entwined within the words is a powerful magical effect. If anyone reads this book, which takes a total of 48 hours over a minimum of 6 days, he gains an inherent bonus from +1 to +5 (depending on the type of manual) to his Constitution score. Once the book is read, the magic disappears from the pages and it becomes a normal book.&lt;br /&gt;
&lt;br /&gt;
''CONSTRUCTION''&lt;br /&gt;
&lt;br /&gt;
'''Requirements''' Craft Wondrous Item, ''wish'' or ''miracle''; '''Cost''' 26,250 gp (+1), 52,500 gp (+2), 78,750 gp (+3), 105,000 gp (+4), 131,250 gp (+5)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''''&amp;lt;span id=&amp;quot;gain&amp;quot;&amp;gt;MANUAL OF GAINFUL EXERCISE&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
&lt;br /&gt;
'''Aura''' strong evocation (if ''miracle'' is used); '''CL''' 17th&lt;br /&gt;
&lt;br /&gt;
'''Slot''' none; '''Price''' 27,500 gp (+1), 55,000 gp (+2), 82,500 gp (+3), 110,000 gp (+4), 137,500 gp (+5); '''Weight''' 5 lbs.&lt;br /&gt;
&lt;br /&gt;
''DESCRIPTION''&lt;br /&gt;
&lt;br /&gt;
This thick tome contains exercise descriptions and diet suggestions, but entwined within the words is a powerful magical effect. If anyone reads this book, which takes a total of 48 hours over a minimum of 6 days, she gains an inherent bonus from +1 to +5 (depending on the type of manual) to her Strength score. Once the book is read, the magic disappears from the pages and it becomes a normal book.&lt;br /&gt;
&lt;br /&gt;
''CONSTRUCTION''&lt;br /&gt;
&lt;br /&gt;
'''Requirements''' Craft Wondrous Item, ''wish'' or ''miracle''; '''Cost''' 26,250 gp (+1), 52,500 gp (+2), 78,750 gp (+3), 105,000 gp (+4), 131,250 gp (+5)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''''&amp;lt;span id=&amp;quot;quick&amp;quot;&amp;gt;MANUAL OF QUICKNESS OF ACTION&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
&lt;br /&gt;
'''Aura''' strong evocation (if ''miracle'' is used); '''CL''' 17th&lt;br /&gt;
&lt;br /&gt;
'''Slot''' none; '''Price''' 27,500 gp (+1), 55,000 gp (+2), 82,500 gp (+3), 110,000 gp (+4), 137,500 gp (+5); '''Weight''' 5 lbs.&lt;br /&gt;
&lt;br /&gt;
''DESCRIPTION''&lt;br /&gt;
&lt;br /&gt;
This thick tome contains tips on coordination exercises and balance, but entwined within the words is a powerful magical effect. If anyone reads this book, which takes a total of 48 hours over a minimum of 6 days, he gains an inherent bonus from +1 to +5 (depending on the type of manual) to his Dexterity score. Once the book is read, the magic disappears from the pages and it becomes a normal book.&lt;br /&gt;
&lt;br /&gt;
''CONSTRUCTION''&lt;br /&gt;
&lt;br /&gt;
'''Requirements''' Craft Wondrous Item, ''wish'' or ''miracle''; '''Cost''' 26,250 gp (+1), 52,500 gp (+2), 78,750 gp (+3), 105,000 gp (+4), 131,250 gp (+5)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''''&amp;lt;span id=&amp;quot;pigments&amp;quot;&amp;gt;MARVELOUS PIGMENTS&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
&lt;br /&gt;
'''Aura''' strong conjuration; '''CL''' 15th&lt;br /&gt;
&lt;br /&gt;
'''Slot''' none; '''Price''' 4,000 gp; '''Weight''' —&lt;br /&gt;
&lt;br /&gt;
''DESCRIPTION''&lt;br /&gt;
&lt;br /&gt;
These pigments enable their possessor to create actual, permanent objects simply by depicting their form in two dimensions. The pigments are applied by a stick tipped with bristles, hair, or fur. The emulsion flows from the application to form the desired object as the artist concentrates on the image. One pot of ''marvelous pigments'' is sufficient to create a 1,000-cubic-foot object by depicting it two-dimensionally over a 100-square-foot surface.&lt;br /&gt;
&lt;br /&gt;
Only normal, inanimate objects can be created. Creatures can't be created. The pigments must be applied to a surface. It takes 10 minutes and a DC 15 Craft (painting) check to depict an object with the pigments. ''Marvelous pigments'' cannot create magic items. Objects of value depicted by the pigments—precious metals, gems, jewelry, ivory, and so on—appear to be valuable but are really made of tin, lead, glass, brass, bone, and other such inexpensive materials. The user can create normal weapons, armor, and any other mundane item (including foodstuffs) whose value does not exceed 2,000 gp. The effect is instantaneous.&lt;br /&gt;
&lt;br /&gt;
''CONSTRUCTION''&lt;br /&gt;
&lt;br /&gt;
'''Requirements''' Craft Wondrous Item, ''major creation''; '''Cost''' 2,000 gp&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''''&amp;lt;span id=&amp;quot;mattock&amp;quot;&amp;gt;MATTOCK OF THE TITANS&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
&lt;br /&gt;
'''Aura''' strong transmutation; '''CL''' 16th&lt;br /&gt;
&lt;br /&gt;
'''Slot''' none; '''Price''' 23,348 gp; '''Weight''' 120 lbs.&lt;br /&gt;
&lt;br /&gt;
''DESCRIPTION''&lt;br /&gt;
&lt;br /&gt;
This digging tool is 10 feet long. Any creature of at least Huge size can use it to loosen or tumble earth or earthen ramparts (a 10-foot cube every 10 minutes). It also smashes rock (a 10-foot cube per hour). If used as a weapon, it is the equivalent of a Gargantuan ''+3 adamantine warhammer'', dealing 4d6 points of base damage.&lt;br /&gt;
&lt;br /&gt;
''CONSTRUCTION''&lt;br /&gt;
&lt;br /&gt;
'''Requirements''' Craft Wondrous Item, Craft Magic Arms and Armor, ''move earth''; '''Cost''' 13,348 gp&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''''&amp;lt;span id=&amp;quot;maul&amp;quot;&amp;gt;MAUL OF THE TITANS&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
&lt;br /&gt;
'''Aura''' strong evocation; '''CL''' 15th&lt;br /&gt;
&lt;br /&gt;
'''Slot''' none; '''Price''' 25,305 gp; '''Weight''' 160 lbs.&lt;br /&gt;
&lt;br /&gt;
''DESCRIPTION''&lt;br /&gt;
&lt;br /&gt;
This mallet is 8 feet long. If used as a weapon, it is the equivalent of a ''+3 greatclub'' and deals triple damage against inanimate objects. The wielder must have a Strength of at least 18 to wield it properly. Otherwise, she takes a –4 penalty on attack rolls.&lt;br /&gt;
&lt;br /&gt;
''CONSTRUCTION''&lt;br /&gt;
&lt;br /&gt;
'''Requirements''' Craft Wondrous Item, Craft Magic Arms and Armor, ''clenched fist''; '''Cost''' 12,805 gp&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''''&amp;lt;span id=&amp;quot;trap&amp;quot;&amp;gt;MIRROR OF LIFE TRAPPING&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
&lt;br /&gt;
'''Aura''' strong abjuration; '''CL''' 17th&lt;br /&gt;
&lt;br /&gt;
'''Slot''' none; '''Price''' 200,000 gp; '''Weight''' 50 lbs.&lt;br /&gt;
&lt;br /&gt;
''DESCRIPTION''&lt;br /&gt;
&lt;br /&gt;
This crystal device is usually about 4 feet square and framed in metal or wood. The frame typically depicts dragons, demons, devils, genies, coiling nagas, or other powerful creatures that are well known for their magical powers. It can be hung or placed on a surface and then activated by giving a command word. The same command word deactivates the mirror. A ''mirror of life trapping'' has 15 extradimensional compartments within it. Any creature coming within 30 feet of the device and looking at its own reflection must make a DC 23 Will save or be trapped within the mirror in one of the cells. A creature not aware of the nature of the device always sees its own reflection. The probability of a creature seeing its reflection, and thus needing to make the saving throw, drops to 50% if the creature is aware that the mirror traps life and seeks to avoid looking at it (treat as a gaze attack).&lt;br /&gt;
&lt;br /&gt;
When a creature is trapped, it is taken bodily into the mirror. Size is not a factor, but constructs and undead are not trapped, nor are inanimate objects and other nonliving matter. A victim's equipment (including clothing and anything being carried) remains behind. If the mirror's owner knows the right command word, he can call the reflection of any creature trapped within to its surface and engage his powerless prisoner in conversation. Another command word frees the trapped creature. Each pair of command words is specific to each prisoner.&lt;br /&gt;
&lt;br /&gt;
If the mirror's capacity is exceeded, one victim (determined randomly) is set free in order to accommodate the latest one. If the mirror is destroyed (Hardness 1, 5 hit points), all victims currently trapped in it are freed.&lt;br /&gt;
&lt;br /&gt;
''CONSTRUCTION''&lt;br /&gt;
&lt;br /&gt;
'''Requirements''' Craft Wondrous Item, ''imprisonment''; '''Cost''' 100,000 gp&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''''&amp;lt;span id=&amp;quot;opposition&amp;quot;&amp;gt;MIRROR OF OPPOSITION&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
&lt;br /&gt;
'''Aura''' strong necromancy; '''CL''' 15th&lt;br /&gt;
&lt;br /&gt;
'''Slot''' none; '''Price''' 92,000 gp; '''Weight''' 45 lbs.&lt;br /&gt;
&lt;br /&gt;
''DESCRIPTION''&lt;br /&gt;
&lt;br /&gt;
This item resembles a normal mirror about 4 feet long and 3 feet wide. It can be hung or placed on a surface and then activated by speaking a command word. The same command word deactivates the mirror. If a creature sees its reflection in the mirror's surface, an exact duplicate of that creature comes into being. This opposite immediately attacks the original. The duplicate has all the possessions and powers of its original (including magic). Upon the defeat or destruction of either the duplicate or the original, the duplicate and its items disappear completely. The mirror functions up to four times per day. Destroying the mirror (Hardness 1, 5 hit points) causes all of the duplicates to immediately vanish.&lt;br /&gt;
&lt;br /&gt;
''CONSTRUCTION''&lt;br /&gt;
&lt;br /&gt;
'''Requirements''' Craft Wondrous Item, ''clone''; '''Cost''' 46,000 gp&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''''&amp;lt;span id=&amp;quot;orb&amp;quot;&amp;gt;ORB OF STORMS&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
&lt;br /&gt;
'''Aura''' strong varied; '''CL''' 18th&lt;br /&gt;
&lt;br /&gt;
'''Slot''' none; '''Price''' 48,000 gp; '''Weight''' 6 lbs.&lt;br /&gt;
&lt;br /&gt;
''DESCRIPTION''&lt;br /&gt;
&lt;br /&gt;
This glass sphere is 8 inches in diameter. The possessor can call forth all manner of weather, even supernaturally destructive storms. Once per day, she can call upon the orb to use a ''control weather'' spell. Once per month, she can conjure a ''storm of vengeance''. The possessor of the orb is continually protected by an ''endure elements'' effect.&lt;br /&gt;
&lt;br /&gt;
''CONSTRUCTION''&lt;br /&gt;
&lt;br /&gt;
'''Requirements''' Craft Wondrous Item, ''control weather'', ''endure elements'', ''storm of vengeance''; '''Cost''' 24,000 gp&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''''&amp;lt;span id=&amp;quot;pearl&amp;quot;&amp;gt;PEARL OF POWER&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
&lt;br /&gt;
'''Aura''' strong transmutation; '''CL''' 17th&lt;br /&gt;
&lt;br /&gt;
'''Slot''' none; '''Price''' 1,000 gp (1st), 4,000 gp (2nd), 9,000 gp (3rd), 16,000 gp (4th), 25,000 gp (5th), 36,000 gp (6th), 49,000 gp (7th), 64,000 gp (8th), 81,000 gp (9th), 70,000 gp (two spells); '''Weight''' —&lt;br /&gt;
&lt;br /&gt;
''DESCRIPTION''&lt;br /&gt;
&lt;br /&gt;
This seemingly normal pearl of average size and luster is a potent aid to all spellcasters who prepare spells (clerics, druids, rangers, paladins, and wizards). Once per day on command, a ''pearl of power'' enables the possessor to recall any one spell that she had prepared and then cast that day. The spell is then prepared again, just as if it had not been cast. The spell must be of a particular level, depending on the pearl. Different pearls exist for recalling one spell per day of each level from 1st through 9th and for the recall of two spells per day (each of a different level, 6th or lower).&lt;br /&gt;
&lt;br /&gt;
''CONSTRUCTION''&lt;br /&gt;
&lt;br /&gt;
'''Requirements''' Craft Wondrous Item, creator must be able to cast spells of the spell level to be recalled; '''Cost''' 500 gp (1st), 2,000 gp (2nd), 4,500 gp (3rd), 8,000 gp (4th), 12,500 gp (5th), 18,000 gp (6th), 24,500 gp (7th), 32,000 gp (8th), 40,500 gp (9th), 35,000 gp (two spells)&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
'''''&amp;lt;span id=&amp;quot;sirines&amp;quot;&amp;gt;PEARL OF THE SIRINES&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
&lt;br /&gt;
'''Aura''' moderate abjuration and transmutation; '''CL''' 8th&lt;br /&gt;
&lt;br /&gt;
'''Slot''' none; '''Price''' 15,300 gp; '''Weight''' —&lt;br /&gt;
&lt;br /&gt;
''DESCRIPTION''&lt;br /&gt;
&lt;br /&gt;
This pearl is worth at least 1,000 gp for its beauty alone, yet if it is clasped firmly in hand or held to the breast while the possessor attempts actions related to the pearl's powers, she understands and is able to employ the item.&lt;br /&gt;
&lt;br /&gt;
The pearl enables its possessor to breathe in water as if she were in clean, fresh air. Her swim speed is 60 feet, and she can cast spells and act underwater without hindrance.&lt;br /&gt;
&lt;br /&gt;
''CONSTRUCTION''&lt;br /&gt;
&lt;br /&gt;
'''Requirements''' Craft Wondrous Item, ''freedom of movement'', ''water breathing''; '''Cost''' 8,150 gp&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''''&amp;lt;span id=&amp;quot;haunting&amp;quot;&amp;gt;PIPES OF HAUNTING&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
&lt;br /&gt;
'''Aura''' faint necromancy; '''CL''' 4th&lt;br /&gt;
&lt;br /&gt;
'''Slot''' none; '''Price''' 6,000 gp; '''Weight''' 3 lbs.&lt;br /&gt;
&lt;br /&gt;
''DESCRIPTION''&lt;br /&gt;
&lt;br /&gt;
This magic item appears to be a small set of pan pipes. When played by a person who succeeds on a DC 15 Perform (wind instruments) check, the pipes create an eerie, spellbinding tune. Those within 30 feet who hear the tune must succeed on a DC 13 Will save or become frightened for 4 rounds. Creatures with 6 or more Hit Dice are unaffected. ''Pipes of haunting'' can be sounded twice a day.&lt;br /&gt;
&lt;br /&gt;
''CONSTRUCTION''&lt;br /&gt;
&lt;br /&gt;
'''Requirements''' Craft Wondrous Item, ''scare''; '''Cost''' 3,000 gp&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''''&amp;lt;span id=&amp;quot;sewers&amp;quot;&amp;gt;PIPES OF THE SEWERS&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
&lt;br /&gt;
'''Aura''' faint conjuration; '''CL''' 2nd&lt;br /&gt;
&lt;br /&gt;
'''Slot''' none; '''Price''' 1,150 gp; '''Weight''' 3 lbs.&lt;br /&gt;
&lt;br /&gt;
''DESCRIPTION''&lt;br /&gt;
&lt;br /&gt;
If the possessor learns the proper tune, he can use these pipes to attract 1d3 rat swarms if rats are within 400 feet. For each 50-foot distance the rats have to travel, there is a 1-round delay. The piper must continue playing until the rats appear, and when they do so, the piper must make a DC 10 Perform (wind instruments) check. Success means that they obey the piper's telepathic commands so long as he continues to play. Failure indicates that they turn on the piper. If for any reason the piper ceases playing, the rats leave immediately. The Perform DC increases by +5 for each time the rats have been successfully called in a 24-hour period.&lt;br /&gt;
&lt;br /&gt;
If the rats are under the control of another creature, add the HD of the controller to the Perform check DC. Once control is assumed, another check is required each round to maintain it if the other creature is actively seeking to reassert its control.&lt;br /&gt;
&lt;br /&gt;
''CONSTRUCTION''&lt;br /&gt;
&lt;br /&gt;
'''Requirements''' Craft Wondrous Item, ''charm animal'', ''summon nature's ally I'', ''wild empathy ability''; '''Cost''' 575 gp&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''''&amp;lt;span id=&amp;quot;sounding&amp;quot;&amp;gt;PIPES OF SOUNDING&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
&lt;br /&gt;
'''Aura''' faint illusion; '''CL''' 2nd&lt;br /&gt;
&lt;br /&gt;
'''Slot''' none; '''Price''' 1,800 gp; '''Weight''' 3 lbs.&lt;br /&gt;
&lt;br /&gt;
''DESCRIPTION''&lt;br /&gt;
&lt;br /&gt;
When played by a character who has the Perform (wind instruments) skill, these shiny metallic pan pipes create a variety of sounds. The figment sounds are the equivalent of ''ghost sound''.&lt;br /&gt;
&lt;br /&gt;
''CONSTRUCTION''&lt;br /&gt;
&lt;br /&gt;
'''Requirements''' Craft Wondrous Item, ''ghost sound''; '''Cost''' 900 gp&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''''&amp;lt;span id=&amp;quot;hole&amp;quot;&amp;gt;PORTABLE HOLE&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
&lt;br /&gt;
'''Aura''' strong conjuration; '''CL''' 12th&lt;br /&gt;
&lt;br /&gt;
'''Slot''' none; '''Price''' 20,000 gp; '''Weight''' —&lt;br /&gt;
&lt;br /&gt;
''DESCRIPTION''&lt;br /&gt;
&lt;br /&gt;
A ''portable hole'' is a circle of cloth spun from the webs of a phase spider interwoven with strands of ether and beams of starlight, resulting in a portable extradimensional space. When opened fully, a ''portable hole'' is 6 feet in diameter, but it can be folded up to be as small as a pocket handkerchief. When spread upon any surface, it causes an extradimensional space 10 feet deep to come into being. This hole can be picked up from inside or out by simply taking hold of the edges of the cloth and folding it up. Either way, the entrance disappears, but anything inside the hole remains, traveling with the item.&lt;br /&gt;
&lt;br /&gt;
The only air in the hole is that which enters when the hole is opened. It contains enough air to supply one Medium creature or two Small creatures for 10 minutes. The cloth does not accumulate weight even if its hole is filled. Each portable hole opens on its own particular nondimensional space. If a bag of holding is placed within a portable hole, a rift to the Astral Plane is torn in that place. Both the bag and the cloth are sucked into the void and forever lost. If a portable hole is placed within a bag of holding, it opens a gate to the Astral Plane. The hole, the bag, and any creatures within a 10-foot radius are drawn there, the portable hole and bag of holding being destroyed in the process.&lt;br /&gt;
&lt;br /&gt;
''CONSTRUCTION''&lt;br /&gt;
&lt;br /&gt;
'''Requirements''' Craft Wondrous Item, ''plane shift''; '''Cost''' 10,000 gp&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''''&amp;lt;span id=&amp;quot;ointment&amp;quot;&amp;gt;RESTORATIVE OINTMENT&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
&lt;br /&gt;
'''Aura''' faint conjuration; '''CL''' 5th&lt;br /&gt;
&lt;br /&gt;
'''Slot''' none; '''Price''' 4,000 gp; '''Weight''' 1/2 lb.&lt;br /&gt;
&lt;br /&gt;
''DESCRIPTION''&lt;br /&gt;
&lt;br /&gt;
A jar of this unguent is 3 inches in diameter and 1 inch deep, and contains five applications. Placed upon a poisoned wound or swallowed, the ointment detoxifies any poison (as ''neutralize poison'' with a +5 bonus on the check). Applied to a diseased area, it removes disease (as ''remove disease'' with a +5 bonus on the check). Rubbed on a wound, the ointment cures 1d8+5 points of damage (as ''cure light wounds'').&lt;br /&gt;
&lt;br /&gt;
''CONSTRUCTION''&lt;br /&gt;
&lt;br /&gt;
'''Requirements''' Craft Wondrous Item, ''cure light wounds'', ''neutralize poison'', ''remove disease''; '''Cost''' 2,000 gp&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''''&amp;lt;span id=&amp;quot;gates&amp;quot;&amp;gt;RING GATES&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
&lt;br /&gt;
'''Aura''' strong conjuration; '''CL''' 17th&lt;br /&gt;
&lt;br /&gt;
'''Slot''' none; '''Price''' 40,000 gp; '''Weight''' 1 lb. each.&lt;br /&gt;
&lt;br /&gt;
''DESCRIPTION''&lt;br /&gt;
&lt;br /&gt;
These always come in pairs—two iron rings, each about 18 inches in diameter. The rings must be on the same plane of existence and within 100 miles of each other to function. Whatever is put through one ring comes out the other, and up to 100 pounds of material can be transferred each day. (Objects only partially pushed through and then retracted do not count.) This useful device allows for instantaneous transport of items or messages, and even attacks. A character can reach through to grab things near the other ring, or even stab a weapon through if so desired. Alternatively, a character could stick his head through to look around. A spellcaster could even cast a spell through a ''ring gate''. A Small character can make a DC 13 Escape Artist check to slip through. Creatures of Tiny, Diminutive, or Fine size can pass through easily. Each ring has an “entry side” and an “exit side,” both marked with appropriate symbols.&lt;br /&gt;
&lt;br /&gt;
''CONSTRUCTION''&lt;br /&gt;
&lt;br /&gt;
'''Requirements''' Craft Wondrous Item, ''gate''; '''Cost''' 20,000 gp&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''''&amp;lt;span id=&amp;quot;climbing&amp;quot;&amp;gt;ROPE OF CLIMBING&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
&lt;br /&gt;
'''Aura''' faint transmutation; '''CL''' 3rd&lt;br /&gt;
&lt;br /&gt;
'''Slot''' none; '''Price''' 3,000 gp; '''Weight''' 3 lbs.&lt;br /&gt;
&lt;br /&gt;
''DESCRIPTION''&lt;br /&gt;
&lt;br /&gt;
A 60-foot-long ''rope of climbing'' is no thicker than a wand, but it is strong enough to support 3,000 pounds. Upon command, the rope snakes forward, upward, downward, or in any other direction at 10 feet per round, attaching itself securely wherever its owner desires. It can unfasten itself and return in the same manner.&lt;br /&gt;
&lt;br /&gt;
A ''rope of climbing'' can be commanded to knot or unknot itself. This causes large knots to appear at 1-foot intervals along the rope. Knotting shortens the rope to a 50-foot length until the knots are untied, but lowers the DC of Climb checks while using it by 10. A creature must hold one end of the rope when its magic is invoked.&lt;br /&gt;
&lt;br /&gt;
''CONSTRUCTION''&lt;br /&gt;
&lt;br /&gt;
'''Requirements''' Craft Wondrous Item, ''animate rope''; '''Cost''' 1,500 gp&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''''&amp;lt;span id=&amp;quot;entangle&amp;quot;&amp;gt;ROPE OF ENTANGLEMENT&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
&lt;br /&gt;
'''Aura''' strong transmutation; '''CL''' 12th&lt;br /&gt;
&lt;br /&gt;
'''Slot''' none; '''Price''' 21,000 gp; '''Weight''' 5 lbs.&lt;br /&gt;
&lt;br /&gt;
''DESCRIPTION''&lt;br /&gt;
&lt;br /&gt;
A ''rope of entanglement'' looks just like any other hempen rope about 30 feet long. Upon command, the rope lashes forward 20 feet or upward 10 feet to entangle a victim. An entangled creature can break free with a DC 20 Strength check or a DC 20 Escape Artist check.&lt;br /&gt;
&lt;br /&gt;
A ''rope of entanglement'' has AC 22, 12 hit points, hardness 10, and damage reduction 5/slashing. The rope repairs damage to itself at a rate of 1 point per 5 minutes, but if a ''rope of entanglement'' is severed (all 12 hit points lost to damage), it is destroyed.&lt;br /&gt;
&lt;br /&gt;
''CONSTRUCTION''&lt;br /&gt;
&lt;br /&gt;
'''Requirements''' Craft Wondrous Item, ''animate objects'', ''animate rope'' or ''entangle''; '''Cost''' 10,500 gp&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''''&amp;lt;span id=&amp;quot;slippery&amp;quot;&amp;gt;SALVE OF SLIPPERINESS&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
&lt;br /&gt;
'''Aura''' moderate conjuration; '''CL''' 6th&lt;br /&gt;
&lt;br /&gt;
'''Slot''' none; '''Price''' 1,000 gp; '''Weight''' —&lt;br /&gt;
&lt;br /&gt;
''DESCRIPTION''&lt;br /&gt;
&lt;br /&gt;
This substance provides a +20 competence bonus on all Escape Artist checks and combat maneuver checks made to escape from a grapple. The salve also grants a +10 competence bonus to the wearer's Combat Maneuver Defense for the purpose of avoiding grapple attempts. In addition, such obstructions as webs (magical or otherwise) do not affect an anointed individual. Magic ropes and the like do not avail against this salve. If it is smeared on a floor or on steps, the area should be treated as a long-lasting ''grease'' spell. The salve requires 8 hours to wear off normally, or it can be wiped off with an alcohol solution (even wine).&lt;br /&gt;
&lt;br /&gt;
''Salve of slipperiness'' is needed to coat the inside of a container meant to hold sovereign glue.&lt;br /&gt;
&lt;br /&gt;
''CONSTRUCTION''&lt;br /&gt;
&lt;br /&gt;
'''Requirements''' Craft Wondrous Item, ''grease''; '''Cost''' 500 gp&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''''&amp;lt;span id=&amp;quot;keen&amp;quot;&amp;gt;SCABBARD OF KEEN EDGES&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
&lt;br /&gt;
'''Aura''' faint transmutation; '''CL''' 5th&lt;br /&gt;
&lt;br /&gt;
'''Slot''' none; '''Price''' 16,000 gp; '''Weight''' 1 lb.&lt;br /&gt;
&lt;br /&gt;
''DESCRIPTION''&lt;br /&gt;
&lt;br /&gt;
This scabbard can shrink or enlarge to accommodate any knife, dagger, sword, or similar weapon up to and including a greatsword. Up to three times per day on command, the scabbard casts ''keen edge'' on any blade placed within it.&lt;br /&gt;
&lt;br /&gt;
''CONSTRUCTION''&lt;br /&gt;
&lt;br /&gt;
'''Requirements''' Craft Wondrous Item, ''keen edge''; '''Cost''' 8,000 gp&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''''&amp;lt;span id=&amp;quot;silversheen&amp;quot;&amp;gt;SILVERSHEEN&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
&lt;br /&gt;
'''Aura''' faint transmutation; '''CL''' 5th&lt;br /&gt;
&lt;br /&gt;
'''Slot''' none; '''Price''' 250 gp; '''Weight''' —&lt;br /&gt;
&lt;br /&gt;
''DESCRIPTION''&lt;br /&gt;
&lt;br /&gt;
This shimmering paste-like substance can be applied to a weapon as a standard action. It gives the weapon the properties of alchemical silver for 1 hour, replacing the properties of any other special material it might have. One vial coats a single melee weapon or 20 units of ammunition.&lt;br /&gt;
&lt;br /&gt;
''CONSTRUCTION''&lt;br /&gt;
&lt;br /&gt;
'''Requirements''' Craft Wondrous Item; '''Cost''' 125 gp&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''''&amp;lt;span id=&amp;quot;glue&amp;quot;&amp;gt;SOVEREIGN GLUE&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
&lt;br /&gt;
'''Aura''' strong transmutation; '''CL''' 20th&lt;br /&gt;
&lt;br /&gt;
'''Slot''' none; '''Price''' 2,400 gp (per ounce); '''Weight''' —&lt;br /&gt;
&lt;br /&gt;
''DESCRIPTION''&lt;br /&gt;
&lt;br /&gt;
This pale amber substance is thick and viscous. Because of its particular powers, it can be contained only in a flask whose inside has been coated with 1 ounce of ''salve of slipperiness'', and each time any of the bonding agent is poured from the flask, a new application of the ''salve of slipperiness'' must be put in the flask within 1 round to prevent the remaining glue from adhering to the side of the container. A flask of ''sovereign glue'', when found, holds anywhere from 1 to 7 ounces of the stuff (1d8–1, minimum 1), with the other ounce of the flask's capacity taken up by the ''salve of slipperiness''. One ounce of this adhesive covers 1 square foot of surface, bonding virtually any two substances together in a permanent union. The glue takes 1 round to set. If the objects are pulled apart (a move action) before that time has elapsed, that application of the glue loses its stickiness and is worthless. If the glue is allowed to set, then attempting to separate the two bonded objects has no effect, except when ''universal solvent'' is applied to the bond. ''Sovereign glue'' is dissolved by ''universal solvent''.&lt;br /&gt;
&lt;br /&gt;
''CONSTRUCTION''&lt;br /&gt;
&lt;br /&gt;
'''Requirements''' Craft Wondrous Item, ''make whole''; '''Cost''' 1,200 gp&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''''&amp;lt;span id=&amp;quot;alarm&amp;quot;&amp;gt;STONE OF ALARM&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
&lt;br /&gt;
'''Aura''' faint abjuration; '''CL''' 3rd&lt;br /&gt;
&lt;br /&gt;
'''Slot''' none; '''Price''' 2,700 gp; '''Weight''' 2 lbs.&lt;br /&gt;
&lt;br /&gt;
''DESCRIPTION''&lt;br /&gt;
&lt;br /&gt;
This stone cube, when given the command word, affixes itself to any object. If that object is touched thereafter by anyone who does not first speak that same command word, the stone emits a piercing screech for 1 hour that can be heard up to a quarter-mile away (assuming no intervening barriers).&lt;br /&gt;
&lt;br /&gt;
''CONSTRUCTION''&lt;br /&gt;
&lt;br /&gt;
'''Requirements''' Craft Wondrous Item, ''alarm''; '''Cost''' 1,350 gp&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''''&amp;lt;span id=&amp;quot;luck&amp;quot;&amp;gt;STONE OF GOOD LUCK (LUCKSTONE)&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
&lt;br /&gt;
'''Aura''' faint evocation; '''CL''' 5th&lt;br /&gt;
&lt;br /&gt;
'''Slot''' none; '''Price''' 20,000 gp; '''Weight''' —&lt;br /&gt;
&lt;br /&gt;
''DESCRIPTION''&lt;br /&gt;
&lt;br /&gt;
This small bit of agate grants its possessor a +1 luck bonus on saving throws, ability checks, and skill checks.&lt;br /&gt;
&lt;br /&gt;
''CONSTRUCTION''&lt;br /&gt;
&lt;br /&gt;
'''Requirements''' Craft Wondrous Item, ''divine favor''; '''Cost''' 10,000 gp&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''''&amp;lt;span id=&amp;quot;salve&amp;quot;&amp;gt;STONE SALVE&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
&lt;br /&gt;
'''Aura''' strong abjuration and transmutation; '''CL''' 13th&lt;br /&gt;
&lt;br /&gt;
'''Slot''' none; '''Price''' 4,000 gp per ounce; '''Weight''' —&lt;br /&gt;
&lt;br /&gt;
''DESCRIPTION''&lt;br /&gt;
&lt;br /&gt;
This ointment has two uses. If an ounce of it is applied to the flesh of a petrified creature, it returns the creature to flesh as the ''stone to flesh'' spell. If an ounce of it is applied to the flesh of a nonpetrified creature, it protects the creature as a ''stoneskin'' spell.&lt;br /&gt;
&lt;br /&gt;
''CONSTRUCTION''&lt;br /&gt;
&lt;br /&gt;
'''Requirements''' Craft Wondrous Item, ''stone to flesh'', ''stoneskin''; '''Cost''' 2,000 gp&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''''&amp;lt;span id=&amp;quot;prayer&amp;quot;&amp;gt;STRAND OF PRAYER BEADS&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
&lt;br /&gt;
'''Aura''' faint, moderate or strong (many schools); '''CL''' 1st (''blessing''), 5th (''healing''), 7th (''smiting''), 9th (''karma''), 11th (''wind walking''), 17th (''summons'')&lt;br /&gt;
&lt;br /&gt;
'''Slot''' none; '''Price''' 9,600 gp (lesser), 45,800 gp (standard), 95,800 gp (greater); '''Weight''' 1/2 lb.&lt;br /&gt;
&lt;br /&gt;
''DESCRIPTION''&lt;br /&gt;
&lt;br /&gt;
This item appears to be nothing more than a string of prayer beads until the owner casts a divine spell while the beads are carried. Once that occurs, the owner instantly knows the powers of the prayer beads and understands how to activate the strand's special magical beads. Each strand includes two or more special beads, each with a different magic power selected from the following list.&lt;br /&gt;
&lt;br /&gt;
{{WondrousTableMain}}&lt;br /&gt;
{{T01}}&lt;br /&gt;
{{T02}}	&lt;br /&gt;
| '''Special Bead Type'''||'''Special Bead Ability'''&lt;br /&gt;
|-&lt;br /&gt;
| ''Bead of blessing''||Wearer can cast ''bless''.&lt;br /&gt;
|-&lt;br /&gt;
| ''Bead of healing''||Wearer can cast his choice of ''cure serious wounds'', ''remove blindness/deafness'', or ''remove disease''.&lt;br /&gt;
|-&lt;br /&gt;
| ''Bead of karma''||Wearer casts his spells at +4 caster level. Effect lasts 10 minutes.&lt;br /&gt;
|-&lt;br /&gt;
| ''Bead of smiting''||Wearer can cast ''chaos hammer'', ''holy smite'', ''order's wrath'', or ''unholy blight'' (Will DC 17 partial).&lt;br /&gt;
|-&lt;br /&gt;
| ''Bead of summons''||Summons a powerful creature of appropriate alignment from the Outer Planes (an angel, devil, etc.) to aid the wearer for 1 day. (If the wearer uses the ''bead of summons'' to summon a deity's emissary frivolously, the deity takes that character's items and places a geas upon him as punishment at the very least.)&lt;br /&gt;
|-&lt;br /&gt;
| ''Bead of wind walking''||Wearer can cast ''wind walk''.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A ''lesser strand of prayer beads'' has a ''bead of blessing'' and a ''bead of healing''. A ''strand of prayer beads'' has a ''bead of healing'', a ''bead of karma'', and a ''bead of smiting''. A ''greater strand of prayer beads'' has a ''bead of healing'', a ''bead of karma'', a ''bead of summons'', and a ''bead of wind walking''.&lt;br /&gt;
&lt;br /&gt;
Each special bead can be used once per day, except for the ''bead of summons'', which works only once and then becomes nonmagical. The ''beads of blessing'', ''smiting'', and ''wind walking'' function as spell trigger items; the ''beads of karma'' and ''summons'' can be activated by any character capable of casting divine spells. The owner need not hold or wear the ''strand of prayer beads'' in any specific location, as long as he carries it somewhere on his person.&lt;br /&gt;
&lt;br /&gt;
The power of a special bead is lost if it is removed from the strand. Reduce the price of a strand of prayer beads that is missing one or more beads by the following amounts: ''bead of blessing'' –600 gp, ''bead of healing'' –9,000 gp, ''bead of karma'' –20,000 gp, ''bead of smiting'' –16,800 gp, ''bead of summons'' –20,000 gp, ''bead of wind walking'' –46,800 gp.&lt;br /&gt;
&lt;br /&gt;
''CONSTRUCTION''&lt;br /&gt;
&lt;br /&gt;
'''Requirements''' Craft Wondrous Item and one of the following spells per bead, as appropriate: ''bless'' (''blessing''); ''cure serious wounds'', ''remove blindness/ deafness'', or ''remove disease'' (''healing''); ''righteous might'' (''karma''); ''gate'' (''summons''); ''chaos hammer'', ''holy smite'', ''order's wrath'', or ''unholy blight'' (''smiting''), ''wind walk'' (''wind walking''); '''Cost''' 4,800 gp (lesser), 22,900 gp (standard), 47,900 gp (greater)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''''&amp;lt;span id=&amp;quot;spoon&amp;quot;&amp;gt;SUSTAINING SPOON&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
&lt;br /&gt;
'''Aura''' faint conjuration; '''CL''' 5th&lt;br /&gt;
&lt;br /&gt;
'''Slot''' none; '''Price''' 5,400 gp; '''Weight''' —&lt;br /&gt;
&lt;br /&gt;
''DESCRIPTION''&lt;br /&gt;
&lt;br /&gt;
If this unremarkable appearing utensil is placed in an empty container, the vessel fills with a thick, pasty gruel. Although the gruel tastes like warm, wet cardboard, it is highly nourishing and contains everything necessary to sustain any herbivorous, omnivorous, or carnivorous creature. The spoon can produce sufficient gruel each day to feed up to four humans.&lt;br /&gt;
&lt;br /&gt;
''CONSTRUCTION''&lt;br /&gt;
&lt;br /&gt;
'''Requirements''' Craft Wondrous Item, ''create food and water''; '''Cost''' 2,700 gp&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''''&amp;lt;span id=&amp;quot;thought&amp;quot;&amp;gt;TOME OF CLEAR THOUGHT&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
&lt;br /&gt;
'''Aura''' strong evocation (if ''miracle'' is used); '''CL''' 17th&lt;br /&gt;
&lt;br /&gt;
'''Slot''' none; '''Price''' 27,500 gp (+1), 55,000 gp (+2), 82,500 gp (+3), 110,000 gp (+4), 137,500 gp (+5); '''Weight''' 5 lbs.&lt;br /&gt;
&lt;br /&gt;
''DESCRIPTION''&lt;br /&gt;
&lt;br /&gt;
This heavy book contains instruction on improving memory and logic, but entwined within the words is a powerful magical effect. If anyone reads this book, which takes a total of 48 hours over a minimum of 6 days, she gains an inherent bonus from +1 to +5 (depending on the type of tome) to her Intelligence score. Once the book is read, the magic disappears from the pages and it becomes a normal book.&lt;br /&gt;
&lt;br /&gt;
''CONSTRUCTION''&lt;br /&gt;
&lt;br /&gt;
'''Requirements''' Craft Wondrous Item, ''miracle'' or ''wish''; '''Cost''' 26,250 gp (+1), 52,500 gp (+2), 78,750 gp (+3), 105,000 gp (+4), 131,250 gp (+5)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''''&amp;lt;span id=&amp;quot;leader&amp;quot;&amp;gt;TOME OF LEADERSHIP AND INFLUENCE&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
&lt;br /&gt;
'''Aura''' strong evocation (if ''miracle'' is used); '''CL''' 17th&lt;br /&gt;
&lt;br /&gt;
'''Slot''' none; '''Price''' 27,500 gp (+1), 55,000 gp (+2), 82,500 gp (+3), 110,000 gp (+4), 137,500 gp (+5); '''Weight''' 5 lbs.&lt;br /&gt;
&lt;br /&gt;
''DESCRIPTION''&lt;br /&gt;
&lt;br /&gt;
This ponderous book details suggestions for persuading and inspiring others, but entwined within the words is a powerful magical effect. If anyone reads this book, which takes a total of 48 hours over a minimum of 6 days, he gains an inherent bonus from +1 to +5 (depending on the type of tome) to his Charisma score. Once the book is read, the magic disappears from the pages and it becomes a normal book.&lt;br /&gt;
&lt;br /&gt;
''CONSTRUCTION''&lt;br /&gt;
&lt;br /&gt;
'''Requirements''' Craft Wondrous Item, ''miracle'' or ''wish''; '''Cost''' 26,250 gp (+1), 52,500 gp (+2), 78,750 gp (+3), 105,000 gp (+4), 131,250 gp (+5)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''''&amp;lt;span id=&amp;quot;understand&amp;quot;&amp;gt;TOME OF UNDERSTANDING&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
&lt;br /&gt;
'''Aura''' strong evocation (if ''miracle'' is used); '''CL''' 17th&lt;br /&gt;
&lt;br /&gt;
'''Slot''' none; '''Price''' 27,500 gp (+1), 55,000 gp (+2), 82,500 gp (+3), 110,000 gp (+4), 137,500 gp (+5); '''Weight''' 5 lbs.&lt;br /&gt;
&lt;br /&gt;
''DESCRIPTION''&lt;br /&gt;
&lt;br /&gt;
This thick book contains tips for improving instinct and perception, but entwined within the words is a powerful magical effect. If anyone reads this book, which takes a total of 48 hours over a minimum of 6 days, she gains an inherent bonus from +1 to +5 (depending on the type of tome) to her Wisdom score. Once the book is read, the magic disappears from the pages and it becomes a normal book.&lt;br /&gt;
&lt;br /&gt;
''CONSTRUCTION''&lt;br /&gt;
&lt;br /&gt;
'''Requirements''' Craft Wondrous Item, ''miracle'' or ''wish''; '''Cost''' 26,250 gp (+1), 52,500 gp (+2), 78,750 gp (+3), 105,000 gp (+4), 131,250 gp (+5)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''''&amp;lt;span id=&amp;quot;timeless&amp;quot;&amp;gt;UNGUENT OF TIMELESSNESS&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
&lt;br /&gt;
'''Aura''' faint transmutation; '''CL''' 3rd&lt;br /&gt;
&lt;br /&gt;
'''Slot''' none; '''Price''' 150 gp; '''Weight''' —&lt;br /&gt;
&lt;br /&gt;
''DESCRIPTION''&lt;br /&gt;
&lt;br /&gt;
When applied to any matter that was once alive, such as wood, paper, or a dead body, this ointment allows that substance to resist the passage of time. Each year of actual time affects the substance as if only a day had passed. The coated object gains a +1 resistance bonus on all saving throws. The unguent never wears off, although it can be magically removed (by dispelling the effect, for instance). One flask contains enough material to coat eight Medium or smaller objects. A Large object counts as two Medium objects, and a Huge object counts as four Medium objects.&lt;br /&gt;
&lt;br /&gt;
''CONSTRUCTION''&lt;br /&gt;
&lt;br /&gt;
'''Requirements''' Craft Wondrous Item, ''gentle repose''; '''Cost''' 75 gp&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''''&amp;lt;span id=&amp;quot;solvent&amp;quot;&amp;gt;UNIVERSAL SOLVENT&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
&lt;br /&gt;
'''Aura''' faint transmutation; '''CL''' 3rd&lt;br /&gt;
&lt;br /&gt;
'''Slot''' none; '''Price''' 50 gp; '''Weight''' —&lt;br /&gt;
&lt;br /&gt;
''DESCRIPTION''&lt;br /&gt;
&lt;br /&gt;
This substance has the unique property of being able to dissolve ''sovereign glue'', tanglefoot bags, and all other adhesives. Applying the solvent is a standard action.&lt;br /&gt;
&lt;br /&gt;
''CONSTRUCTION''&lt;br /&gt;
&lt;br /&gt;
'''Requirements''' Craft Wondrous Item, ''acid arrow''; '''Cost''' 25 gp&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''''&amp;lt;span id=&amp;quot;well&amp;quot;&amp;gt;WELL OF MANY WORLDS&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
&lt;br /&gt;
'''Aura''' strong conjuration; '''CL''' 17th&lt;br /&gt;
&lt;br /&gt;
'''Slot''' none; '''Price''' 82,000 gp; '''Weight''' —&lt;br /&gt;
&lt;br /&gt;
''DESCRIPTION''&lt;br /&gt;
&lt;br /&gt;
This strange, interdimensional device looks just like a ''portable hole''. Anything placed within it is immediately cast to another world—a parallel world, another planet, or a different plane (chosen randomly). If the well is moved, it opens to a new plane (also randomly determined). It can be picked up, folded, or rolled, just as a ''portable hole'' can be. Objects from the world the well touches can come through the opening just as easily—it is a two-way portal.&lt;br /&gt;
&lt;br /&gt;
''CONSTRUCTION''&lt;br /&gt;
&lt;br /&gt;
'''Requirements''' Craft Wondrous Item, ''gate''; '''Cost''' 41,000 gp&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''''&amp;lt;span id=&amp;quot;windfan&amp;quot;&amp;gt;WIND FAN&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
&lt;br /&gt;
'''Aura''' faint evocation; '''CL''' 5th&lt;br /&gt;
&lt;br /&gt;
'''Slot''' none; '''Price''' 5,500 gp; '''Weight''' —&lt;br /&gt;
&lt;br /&gt;
''DESCRIPTION''&lt;br /&gt;
&lt;br /&gt;
A ''wind fan'' appears to be nothing more than a wood and papyrus or cloth instrument with which to create a cooling breeze. By uttering the command word, its possessor causes the fan to duplicate a ''gust of wind'' spell. The fan can be used once per day with no risk. If it is used more frequently, there is a 20% cumulative chance per usage during that day that the device tears into useless, nonmagical tatters.&lt;br /&gt;
&lt;br /&gt;
''CONSTRUCTION''&lt;br /&gt;
&lt;br /&gt;
'''Requirements''' Craft Wondrous Item, ''gust of wind''; '''Cost''' 2,750 gp&lt;br /&gt;
&lt;br /&gt;
[[Category:Admin]][[Category:Magic_Items]]&lt;/div&gt;</summary>
		<author><name>Typhoon</name></author>
	</entry>
	<entry>
		<id>http://www.tenebraemush.net/index.php?title=Rumor_Archives&amp;diff=17148</id>
		<title>Rumor Archives</title>
		<link rel="alternate" type="text/html" href="http://www.tenebraemush.net/index.php?title=Rumor_Archives&amp;diff=17148"/>
		<updated>2015-02-04T23:34:51Z</updated>

		<summary type="html">&lt;p&gt;Typhoon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Ceriday, Khael 27, 1016===&lt;br /&gt;
====Escaped Animals====&lt;br /&gt;
&lt;br /&gt;
An event in Am'shere results in the arrival of several members of the explorers guild of Alexandria into the area. The explorers who were called forth were tasked in capturing six large creatures and one colossal insect that have escaped their perimeter.&lt;br /&gt;
&lt;br /&gt;
Of the six large creatures that have escaped, one was accidentally killed. The rest, including the colossal insect, were incapacitated and returned to where they came from.&lt;br /&gt;
&lt;br /&gt;
For more information, please look for [[Corra]], [[Kravar]] and [[Benthus]].&lt;br /&gt;
&lt;br /&gt;
:Posted by Benthus&lt;br /&gt;
&lt;br /&gt;
===Korday, Khael 25, 1016===&lt;br /&gt;
====Sandy Claws and Brutolph====&lt;br /&gt;
&amp;quot;It was like any other adventure, till that brute of a red nosed reindeer rose up with eight other reindeer... There was Basher and Cancer, Dander and Pigskin... Foppet and Lupid, Boner and Ritlin. But do you recall, the biggest reindeer of all... Brutolph the red nosed reindeer...&amp;quot; Or so that is how the war golem artificer known as Vroole was singing it around town for the little kiddies. Yes, yes he did give them all names even as nearby in the market they were roasting them up for all to share. On and on he went talking of Frosty the snow demon and Sandy claws and how he will never come to town again.&lt;br /&gt;
&lt;br /&gt;
:Posted by Vroole&lt;br /&gt;
===Kesenday, Khael 5, 1016===&lt;br /&gt;
====Weather Incoming?====&lt;br /&gt;
It's a crystal clear, chill evening in the Temple of Eluna, and an elderly Seer sits before the crystal-clear pool that never fails to show the stars above, no matter the weather. Her iron-grey hair flutters around long, pointed ears as she sprinkles a powder around the edge of the pool, then chants several lines in the sibilant Sildanyari tongue, spreading a hand over the pool. After a moment, it begins to glow softly, the powder vanishing from around it; it appears to be ... waiting.&lt;br /&gt;
&lt;br /&gt;
Satisfied, the woman lowers her hand, tucking up her heels next to her, and asks the pool, &amp;quot;What will the weather for this coming sevenday bring?&amp;quot; &lt;br /&gt;
&lt;br /&gt;
In answer, the pool pauses, then flashes a bright, clear, pristine white, with nothing else visible. The image holds a moment, then fades away, leaving two or three others who had come to watch startled and the elderly Seer chuckling. &amp;quot;Well, then. I hope the acolytes know where the shovels are.&amp;quot; With an effort, she gets to her feet, dusts herself off, and takes herself off into the recesses of the temple, leaving chatter of younger Seers and acolytes behind her.&lt;br /&gt;
:Aldean&lt;br /&gt;
&lt;br /&gt;
===Gilday, Khael 3, 1016===&lt;br /&gt;
====Damage Assessment====&lt;br /&gt;
Concerns about the recent rumors on the deserters-turned-raiders at the war front have risen from the Temple of Althea. Sentinel Godwyn Sylvan has stated interest to find out if these rumors have any truth to them, and is thus looking to form a reconnaissance team to find answers. Make for the Temple District for more information.&lt;br /&gt;
:Godwyn&lt;br /&gt;
&lt;br /&gt;
===Tariday, Khael 2, 1016===&lt;br /&gt;
====Another Celestial Appearance====&lt;br /&gt;
Rumors about 'Paladin Training Sessions' apparently were not unfounded. A man was said to've created an obstacle course and claimed that he could help those present 'prove themselves' paladins. When actual paladins objected to this and began explaining the nature of the calling, he questioned them. Several people tried the obstacle course and failed, but the paladins, working together, were able to cross it succesfully. When they did, the host of the event revealed himself to be some kind of Celestial being of light and wings and soon vanished thereafter, according to rumor. Some speculate that this may have been the same Celestial being that was behind the Braggart's Tavern contest before it was taken over and renamed Steel Von Ironbrew's.&lt;br /&gt;
:Whirlpool&lt;br /&gt;
&lt;br /&gt;
===Eliday, Quintoos 30, 1016===&lt;br /&gt;
====Rumors from the War Front====&lt;br /&gt;
Word starts to spread about one of Arendt's generals, Grey Gore. It seems he's been spotting a lot of omens that promise his defeat to Rune. An owl with the corpse of a raven in its claws. Grey Gore's personal weapon, rusted found in a bloodied personal banner of Grey Gore's. There has also been mentioned a spectre of death that seems to be haunting the man, wherever he goes. More than a few of his troops are starting to lose heart, and it's said that some of his troops have begun to desert. Even more damning, he's been unable to stop raiding in the countryside, unable to protect the people, and it's even being said that his troops are the ones doing the raiding. Grey Gore is losing control of himself, of his troops and Arendt is beginning to lose confidence and quietly starting to look for a replacement.&lt;br /&gt;
:Tatyannah&lt;br /&gt;
&lt;br /&gt;
===Variday, Quintoos 17, 1016===&lt;br /&gt;
====Justice or Vengeance?====&lt;br /&gt;
Over the last week, several people - mostly those who are known for being minor magical shysters of the nastier sorts - have reported being stalked, attacked, and forcibly branded by a woman tattooed with the symbol of Eluna. Their brands are seared into their foreheads, and their wounds otherwise are just enough to subdue them for the branding. Complaints about subverting proper justice procedures have been made to the Temple of Eluna, which has promised to take the situation under contemplation.&lt;br /&gt;
&lt;br /&gt;
(OOC: Want to know more, get involved in the cleansing of the streets, or chastize someone for taking the law into their own hands? Contact Meihui!)&lt;br /&gt;
:Meihui&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Eliday, Quintoos 16, 1016===&lt;br /&gt;
====Caldor Methis Found Alive!====&lt;br /&gt;
Rumors of the Councilman's death have been greatly exagerated. &lt;br /&gt;
 &lt;br /&gt;
In a brief statement issued by the Council of Alexandria, Caldor Methis has been located alive and returned to the city o f Alexandria by brave heroes who faced the fearsome Obsidian Syndicate, that had attempted to kidnap the councilman while he was attending to diplomatic business within Bludgun. Swift conemnations of the criminal organization by both governments followed. Caldor has been seen about town, sporting a very bad limp, but moving under his own power. No doubt these public appearances are to put to ease any who might doubt the story. &lt;br /&gt;
 &lt;br /&gt;
Of course, that's just the official story. &lt;br /&gt;
 &lt;br /&gt;
&amp;lt;&amp;lt;Questions can be ICly directed to Solace, Verna, Corra, Moonshadow, Rhodes, Godwyn, Kiroth and Constantin, as they all mysteriously returned to town around the same time for the keen observer! &amp;gt;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:Whirlpool&lt;br /&gt;
&lt;br /&gt;
====Adamantine Found!====&lt;br /&gt;
The coffers of Rune have received a much needed inflation of gold, as well as their war supplies having been bolstered. Indeed, an unknown quantity of Adamantine has been located by the city-state and is alrady beeing forged into the instruments of war to use against the so-scalled Iron Tide. One Runish Blacksmith can be heard to say, &amp;quot;Iron beats copper, Steel beats iron, and Adamantine carves them all to pieces.&amp;quot; &lt;br /&gt;
 &lt;br /&gt;
He thinks he's clever. &lt;br /&gt;
 &lt;br /&gt;
At any rate, Rune has received a much needed boost from this. &lt;br /&gt;
 &lt;br /&gt;
&amp;lt;&amp;lt;For a look behind the official story, talk to Jareth, Kerbasy, Verna, Ssylrath, Benthus, Aurala and Azog. &amp;gt;&amp;gt;&lt;br /&gt;
:Whirlpool&lt;br /&gt;
&lt;br /&gt;
====The Secure Panacea Wants You!====&lt;br /&gt;
The Secure Panacea, Khazadi trading company, is looking for adventurers who might be interested in helping them delvier a caravan of much needed supplies onto the frontier! &lt;br /&gt;
 &lt;br /&gt;
They are looking for several, reputable individuals. If you're interested, please contact the Guild of Explorers with your qualifications. &lt;br /&gt;
 &lt;br /&gt;
&amp;lt;@Mail Whirlpool&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:Whirlpool&lt;br /&gt;
&lt;br /&gt;
===Variday, Quintoos 10, 1016===&lt;br /&gt;
====A Door in Rune====&lt;br /&gt;
Earlier today, a door opened in Rune. No one knew what it was for, or where it went, and that's why adventurers were sent through it. The door lead to some sort of extraplanar location, where an obelisk dedicated to a Kulthian stood. Being brave adnveturers, it was said that they toppled the obelisk. Worse still, apparently, the bones of those who built were immured within. The door is said to be destabilizing, much like the pocket plane it leads to, but not before the Vardamans were summoned and the bones of many ancient individuals were retrieved for proper burial. &lt;br /&gt;
 &lt;br /&gt;
&amp;lt;&amp;lt;For information, seek out Aevarr, Korrani, Belladona, Aldean, Fa'lere and Dragomir! &amp;gt;&amp;gt;&lt;br /&gt;
:Whirlpool&lt;br /&gt;
&lt;br /&gt;
===Korday, Quintoos 6, 1016===&lt;br /&gt;
====Harvest Festival Announcement====&lt;br /&gt;
Talk of this year's Harvest Festival is beginning to spread around the Lower Markets. A general invitation to the Temple of Althea for a grand feast, for example. Soon enough, word should begin to reach the rest of the city.&lt;br /&gt;
&lt;br /&gt;
(OOC: Visit the Temple of Althea and speak to Godwyn for more details.)&lt;br /&gt;
:Godwyn&lt;br /&gt;
&lt;br /&gt;
===Tariday, Quintoos 4, 1016===&lt;br /&gt;
====Volcano Calms in Dran====&lt;br /&gt;
The volcano that had erupted recently in Dran just as suddenly stops it's huffing and puffing. The rains of ash that plagued the land and more have ceased and things have calmed down. A little. The Dranei force are still busy, thankfully for Rune, and it seems to've bought the beleagured city state time that it has needed to bolster its defenses and resupply. &lt;br /&gt;
 &lt;br /&gt;
The Piarliament of Rune continues to deny any involvement in the eruption while the so-called 'Iron Tide' continues to point fingers in their direction, claiming the timing was the work of wizardry and a clear indication that the wizards of Rune must be brought to heel. &lt;br /&gt;
 &lt;br /&gt;
In other news, preparations for the summit between Khazadi and Stormgaard's leaders are proceeding apace, with the final details in the process of being worked out.&lt;br /&gt;
:Whirlpool&lt;br /&gt;
&lt;br /&gt;
===Variday, Rhaltaas 20, 1016===&lt;br /&gt;
====Hunter's Call====&lt;br /&gt;
The High Hunt honors [[Gilead]]...and its celebrations explode into a world of culture and variety. The [[Egalrin|egalrin]] in their elder days celebrated it under the auspices of [[Caracoroth]], as scourges of the skies. Today it may take the form of spiritual hunts and sky dances, guided by their eldest shamans. Or for the warhawks among them, a confrontation against old blood--old traditions versus new in the darkest hunt of blood and talon and kin against kin.&lt;br /&gt;
&lt;br /&gt;
The [[Sildanyar|sildanyari]] have always celebrated it; their rituals go back to their race's birth, to the time when Gods walked upon Ea and the sildanyari's fae blood ran strong. [[Cosmology|Quelynos]]' unending forests opened before them and their blades of light stood against the blood hordes. For a night, legend says, they touch upon this ancient power and honor their histories. (Though, for [[Mul'niessa|mul'niessa]], it may be a time of mourning or mockery...through Taara's curse, no such light comes to them). The [[Sith-makar|sith-makar]] celebrate it with tribe-wide hunts against [[Am'shere]]'s terrors, eradicating threats to their tribal lands, and the [[Oruch|oruch]] with the beat of hunting drums in the Hound's honor, the air filled with their full-throated hunter's cries.&lt;br /&gt;
&lt;br /&gt;
Among the druids, legend says that the Hunt lessens the barriers between the [[Faiths_and_Pantheons#The_Green_Word|Green]] and the every day. Tales circulate (how true they are, no one can swear to) of pathways glimpsed to wilderness unknown, where forests run forever and great beasts thunder beneath the skies...for some among them, a pale and ghostly stag leads the way, and the hunters may do naught but follow. &lt;br /&gt;
&lt;br /&gt;
Among the [[Myrddion|Myrrish]], the holiday is more well-organized, with honorable targets chosen for the greater good. Among the [[Stormgarde]], endurance and survival are achievements of the greatest hunters, in contests and hunt-gatherings that take place in the mountains' coldest depths.&lt;br /&gt;
&lt;br /&gt;
Though celebrated worldwide, there has never been one way to do so. The High Hunt honors Gilead, it honors the Wild...with traditions both new, and those which trace their lineage to beginning times.&lt;br /&gt;
  &lt;br /&gt;
Against them all stands is Caracoroth, a force who  would end with blooded claw everything the Hunt embodies. His forces stand ready to slake the divine fields with hunters' own blood, to turn the tide against Gilead and turn its power towards His own means.&lt;br /&gt;
&lt;br /&gt;
OOC: This month, we invite you to run your own High Hunt, as well to bring RP to the grid. Explore and invent traditions, tales, and stories, sing the Wild Song, and ready your bow. The High Hunt officially occurs on the 31st, but feel free to celebrate it any day this month, via the power of Dramatic Time.&lt;br /&gt;
&lt;br /&gt;
===Gilday, Rhaltaas 15, 1016===&lt;br /&gt;
====Spiders Found Outside Temples, Gnomes Charged with Reckless Artificing====&lt;br /&gt;
Brundle and Fythe company was pleased to announce their new shrinking ray! &lt;br /&gt;
 &lt;br /&gt;
And enlarging ray. &lt;br /&gt;
 &lt;br /&gt;
Naturally, the two gnomes invention was a complete disaster and enlarged a pair of spiders to gigantic proportions. While there were no casualties and the spiders were swiftly squashed, Brundle and Fythe were still taken into custody on charges of Reckless Artificing.&lt;br /&gt;
&lt;br /&gt;
:Whirlpool&lt;br /&gt;
&lt;br /&gt;
===Eliday, Rhaltaas 12, 1016===&lt;br /&gt;
====A Poster Appears!====&lt;br /&gt;
Just having recovered from the Sendor War and the Time of Troubles, Alexandria faces a new foe in the form of Heth, in the form of Arendt. Its economy struggles to react and its populace waits on a precipice.&lt;br /&gt;
&lt;br /&gt;
That is why the gnomes have decided to help out.&lt;br /&gt;
&lt;br /&gt;
Known for their cheerfulness (as well as unfor--*delete delete delete* fortunate fortunes in local silver mining), the community of Happy Valley has come together with the Alexandrian Council to sponsor an unofficial Week of Heroism! Celebrations are encouraged, tales will be old, and dancing and drinking will be had and done, all in celebration of Alexandria's accomplishments, the heroism of its denizens and their brave deeds!&lt;br /&gt;
&lt;br /&gt;
Posters have magically appeared--as though by gnomish famous illusionary magic! all over the City announcing this. Some of them are animated; all of them are colorful and festive.&lt;br /&gt;
&lt;br /&gt;
So celebrate with us this week, raise a mug to Angoron, and a toast to what makes Alexandria great and good! Or at least what makes it fun!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Eliday, Rhaltaas 05, 1016===&lt;br /&gt;
====Demon Loosed!====&lt;br /&gt;
It was a tpyical day at the Soldier's Defense, with people streaming in and out to conduct their business, when a group of adventurrs fresh from some sort of exploit lost control of a demonic creature they'd captured. Rumor states it was quickly recaptured by several more adventurers who hapepned to be on scene, resulting in a scene like out of a greased pig contest with people trying to dive and grab it. Magic was evnetually used to bring it under control. But what could people want with such a creature, and why keep such a monstrosity alive?&lt;br /&gt;
&lt;br /&gt;
:Whirlpool&lt;br /&gt;
&lt;br /&gt;
===Tariday, Daeshen 30, 1016===&lt;br /&gt;
====Adventure Scout Troop====&lt;br /&gt;
Overheard by the washwomen of the city gathered to do laundry:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Did you hear that Lady Sandy has agreed to be the Den Mother of the local troop of Adventure Scouts?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;No I didn't...who are the Adventure Scouts?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Well I heard that they are a newly formed children's group that teaches children how to become adventurers one day.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;And Lady Sandy is leading them?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Yes, she has agreed to be the Den Mother.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Did she start this group?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Oh no...supposedly the children themselves did it after finding a Handbook in the library by the Most Famous Adventurer in all the World, Baron Alfonso Escabardo Gallient, esquire.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I've heard of him; he's more famous than Steel Von Ironblood!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;When does this group meet?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Three times a week at Lady Sandy's store, Prestigious Moon, now called &amp;quot;The Den&amp;quot; by the Adventure Scouts.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
:Cesran&lt;br /&gt;
&lt;br /&gt;
===Eliday, Daeshen 28, 1016===&lt;br /&gt;
====Summit!====&lt;br /&gt;
As everyone knows, the Khazadi nations have become a seat of powerful, mercantile interests. It should be of no surprise to anyone that negotiations between nations continue, even in these dark times. Hailed as a break-through, Lord Ygfried Hamergostd, the high ruler of Stormgard itself, is said to be travelling to the Khazad capital of Khazad Duin itself to meet with the High King of the United Dawrven peoples. Stormgaard has a great bounty of goods to trade, they say, and the economic development that the Khazad could help bring to the frozen north with their caravans could benefit both realms extensively. Some whisper that the Jarl is facing restlessness amongst the councils that constitute Stormgard's lower bodies of government and that has helped to prompt this move. &lt;br /&gt;
 &lt;br /&gt;
No official date has been yet set for the summit, but it will be the first time in this generation that such a meeting has taken place.&lt;br /&gt;
&lt;br /&gt;
===Gilday, Daeshen 24, 1016 ===&lt;br /&gt;
====Disaster in Dran====&lt;br /&gt;
Dark smoke fills the Dranei horizon and whispers of newly erupted volcano and a river of magma bursting from the earth and tearing through the countryside are rampant. The destruction of a nearby Dranei foundry and the evacuation of surrounding villages are causing some to point and whisper that the mages of Rune were behind it. &lt;br /&gt;
 &lt;br /&gt;
Statements from Parliament deny such accusations and point out that Dran has always been a vocanicly unstable region, and offers of assistance to the civilians of Dran are open ended to those who wish the aid of the Parliament in easing the suffering caused by this eruption. &lt;br /&gt;
 &lt;br /&gt;
This has greatly eased, for a time, the pressure on Rune's front lines as large number of forces have pulled back in the wake of the disaster, but all indications are that this is only temporary.&lt;br /&gt;
&lt;br /&gt;
===Tariday, Daeshen 23, 1016===&lt;br /&gt;
====Touch of War====&lt;br /&gt;
Rumors come swirling from the port city of Tashraan, across the sea from Alexandrai in the deserts of Veyshan. An entire family of merchants and their household came under attack and many members murdered in a brutal attack. Such warfare is often common in Tashraan, but it's the rumors of why that draw Alexandrian ears. They say that the merchant house, the HighHold Trading Company, were in negotiations to deliver supplies to Rune with representatives from that beleagured city-state. It is thought likely that the attack o nthem was a deliberate effort by forces acting on the payroll of the Iron Tide to intimidate those who might deal with Rune as well as to remove a potential player from the board. &lt;br /&gt;
 &lt;br /&gt;
Bloody reprisals are now on-going and bodies are being left in the streets and alleys of Tashraan. Again, not an uncommon thing, as Tashraan is said to be a hive of scum and villainy of all manner on the same level as Vandalheim, but this time it seems to be all about the war in Rune.&lt;br /&gt;
&lt;br /&gt;
===Tariday, Daeshen 16, 1016===&lt;br /&gt;
====Minor Arrest====&lt;br /&gt;
Several lucht were seen this last eve involved in a theft from a costume shop. Though apprehended by the guards, the theft appeared to be mostly in drunken, though good, spirits and an attempt to, &amp;quot;Show old Garsten some!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
They were apprehended by a pair of guards, one of them a sith-makar who was, according to quotes taken at the time, &amp;quot;Sstudying the lawsss of Alessandria.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
The lucht are currently being held at local cells.&lt;br /&gt;
&lt;br /&gt;
:Lahar&lt;br /&gt;
&lt;br /&gt;
===Variday, Daeshen 15, 1016===&lt;br /&gt;
====Battle Indecisive====&lt;br /&gt;
In what some are calling a victory for Rune, a recent battle was fought to standstill against the Dran forces in the abandoned village of Ortha. Dran forces are said to've pursued the Parilamentary Guard into the abandoned village and attempted to smoke out the defending force before being engaged and driven to retreat. Several prisoners were taken, and many more Dran were killed in this defeat. The Runish Parliamentary Guard is often though to be little more than an untrained militia, and thus, this victory is thought to be signfiant, if small, in proving that they can be an effective fighting force. &lt;br /&gt;
 &lt;br /&gt;
Rune has recently asked for more of its mercenary forces to take an active role in training the milita. &lt;br /&gt;
 &lt;br /&gt;
That said, the battle itself did have high casualties for the Guard, and thus, some others are sauing it's simply a sign of a contiuing lack of a decisive victory for either side.&lt;br /&gt;
&lt;br /&gt;
:Whirlpool&lt;br /&gt;
&lt;br /&gt;
===Gilday, Daeshen 03, 1016===&lt;br /&gt;
====Rumors on the Streets====&lt;br /&gt;
Two interesting rumours today. Firstly there was something of an incident at the infamous Goblin house of ill-repute, Ma Rosey's. Apparently local Goblinoid Criminal Two Toes was confronted by several large and well armed people about some kind of debt. After some destruction of property they seemed to reach some kind of agreement without any further violence.&lt;br /&gt;
&lt;br /&gt;
Secondly the temple of Althea seems to have had a small influx of orphans, brought in by Sentinel Godwyn. Grubby and malnourished they are being looked after by the clergy there.&lt;br /&gt;
&lt;br /&gt;
:Yngvild&lt;br /&gt;
&lt;br /&gt;
====Call for Stories!====&lt;br /&gt;
Lelian continues her quest to document the War and the effect it has had on people. She is willing to pay a small amount to hear your stories and record them for the future.&lt;br /&gt;
 &lt;br /&gt;
OOC: I'm almost always available for RP M/W/F during the day, T/Th and weekends are kinda iffy. I may be on, but doing other things. So, if you want to do an interview, just ping me. Or send me a @mail with a story.&lt;br /&gt;
&lt;br /&gt;
:Lelian&lt;br /&gt;
&lt;br /&gt;
===Ceriday, Callem 30, 1016 ===&lt;br /&gt;
====They Call Him, &amp;quot;The Skipper&amp;quot;====&lt;br /&gt;
They call him 'The Skipper' now. A child, can't be any more than ten years of age, is now regularly skipping and prancing his way through the lower trade district. It seems he can't move in any way/ but/ a skip. One moment he was moving along nicely through the district and the next... he was skipping to and fro while screaming about how he couldn't stop. He's been spotted a few times since then, still skipping along with a not-so-merry look on his face. &lt;br /&gt;
 &lt;br /&gt;
It's the third such unusual malady to strike a child in recent days.&lt;br /&gt;
&lt;br /&gt;
:Whirlpool&lt;br /&gt;
&lt;br /&gt;
===Korday, Callem 28, 1016===&lt;br /&gt;
====Disaster Averted in Rune!====&lt;br /&gt;
It was towards the end of another long day in the bleagured City State of Rune when the top floor of the tower of the School of Enchanting was engulfed in what appeared to be green hellflame. While this event quickly ended, reports of some sort of demonic attack on the school went far and wide. &lt;br /&gt;
 &lt;br /&gt;
The Parliamnet quickly issued the following statement: &lt;br /&gt;
 &lt;br /&gt;
&amp;quot;Treachery most foul nearly befell Rune tonight when a traitor to our ranks, a minor wizard by the name of Arnus Shagan, unleashed demons in an effort to decapitate the school of enchanting through clever manipulations. Shagan is now to be formerly tried for his crimes punished appropriately as per the rules of Rune. He had hoped, as all traitors do, to gain some monetary reward for his actions from Arendt. It would appear that no base treachery, no vile plan, and no scheme is too low for the enemy confronting Rune. Where has the fabled honor of the Dran gone when they back those would ply the trade of demon-summoning?&amp;quot; &lt;br /&gt;
 &lt;br /&gt;
Shan is being held in an 'undisclosed location'... which probably means he's not even on this plane anymore. &lt;br /&gt;
 &lt;br /&gt;
&amp;lt;RP with Orion, Cressida, Alice, Zlegvog, Laefwyn and Alakton for more details!)&lt;br /&gt;
&lt;br /&gt;
: Whirlpool&lt;br /&gt;
===Tariday, Callem 26, 1016===&lt;br /&gt;
====Strange Malady====&lt;br /&gt;
A child has been taken to the temple of Althea for a strange malady that's afflicted him. His voice has gone from the normal voice of a child to a rather... high pitched squeaky voice. It's very unsuual and most everyone seems to find it amusing, but the clerics of ALthea seem rather stumped as to how to treat it.&lt;br /&gt;
&lt;br /&gt;
:Whirlpool&lt;br /&gt;
&lt;br /&gt;
====Unusual Smell====&lt;br /&gt;
Rumors emanate from the Orphanage that a particular child has developed a most unusual smell. None of the othr children can stand to be around him. Any number of baths appear to be doing nothing to wash the stink off. &amp;quot;It's almost as bad as that rodent vendor,&amp;quot; one is quoted as saying, &amp;quot;but not quite that bad.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
:Whirlpool&lt;br /&gt;
&lt;br /&gt;
===Kesenday, Callem 22, 1016===&lt;br /&gt;
====Evil Plot Broken in Goblintown====&lt;br /&gt;
Though the exact situation is unclear, apparent agents of the treacherous Hobgoblin clan known as 'The Garnaks' were located in Goblintown and their treacherous plan foiled! The Alexandrian Intelligence Operations are taking credit for the deed, declaring success in the effort against the minions odf Thul, and dismiss all reports to the contrary that a group of adventurers stumbled into them by sheer dumb luck investigating a phony kidnapping.&lt;br /&gt;
&lt;br /&gt;
:Whirlpool&lt;br /&gt;
&lt;br /&gt;
===Korday, Callem 21, 1016===&lt;br /&gt;
====A Call for Stories====&lt;br /&gt;
Fliers and a bit of news around Alexandria bring the following:&lt;br /&gt;
&lt;br /&gt;
''Lelian, librarian and scribe, wishes to record the stories of those affected by the Dran-Rune War. She would like to hear from soldiers, refugees, prisoners, diplomats, and even regular civilians. These stories will be collected and recorded as a reminder of what transpired in this time.''&lt;br /&gt;
&lt;br /&gt;
OOC: I am not sure how I will RP out any interview scenes, but I'll think of something. In addition, you can also @mail me your stories. I am planning on editting them and putting them on Lelian's wiki page.&lt;br /&gt;
&lt;br /&gt;
IC: (because I am lame and forgot this until after I had put a bunch of stuff in) Lelian is offering a small amount of compensation for peoples' time.&lt;br /&gt;
&lt;br /&gt;
:Lelian&lt;br /&gt;
&lt;br /&gt;
===Tariday, Callem 19, 1016===&lt;br /&gt;
====News from the Front====&lt;br /&gt;
Word of new magics comes down from the northern front. It seems that Rune's magi, armed with new and terrible incantations, have managed to hold firm against Dran's advances in the north. Even though the flow of casualties back to the capital seems unabated, they no longer talk about pulling back.&lt;br /&gt;
&lt;br /&gt;
In other unrelated news, an airship heading southeast from Volstengrad claims to have seen a great white winged shape venting it's anger against the upper slopes of the Sky Curtains. Naturally, it didn't approach closer.&lt;br /&gt;
&lt;br /&gt;
(If you're curious, Alice, Orion, Cressida, Duncan, Renfrey and Rhar may know more ICly -- go find them on the grid)&lt;br /&gt;
&lt;br /&gt;
:Hippieclasm&lt;br /&gt;
&lt;br /&gt;
===Variday, Callem 18, 1016===&lt;br /&gt;
====Vandals strike Tarien's temple!====&lt;br /&gt;
Vandals struck the Temple of Tarien, according to some reports. Well, reports might be giving the tales a little too much credit. More like tavern rumors and jokes told over campfires by followers of Coyote. Nothing was taken and no permanent damage was done, mostly just a mess and some graffiti. It seems rather than getting upset over the incident, Tarienites are split between taking it as a poorly thought prank - though still a prank and therefore something the Laughing One would approve of - and an excuse to spruce up the 'old and already stale' furnishings that haven't been replaced since the last celebration.&lt;br /&gt;
&lt;br /&gt;
An impromptu investigation by Rhar, Jibbom, Tatyannah, Aenyn and Nicolai soon discovered the culprits. A band of young orphans who are no doubt headed for lives of poverty or banditry. Their punishment is...to be taken in and taught how to pull pranks and to rob people more effectively.&lt;br /&gt;
&lt;br /&gt;
Tarienites.&lt;br /&gt;
&lt;br /&gt;
:Nicolai&lt;br /&gt;
&lt;br /&gt;
===Tariday, Callem 12, 1016===&lt;br /&gt;
====Plant Pirate Pizzaz====&lt;br /&gt;
A group of adventurer's were contracted by an../honest/ captain to seek out something that his former /honest/ captain had left behind. It seems the captain had hidden something on an isle and while it was discovered where, they were not having much luck getting onto the isle. THe adventurer's undertook the job and set to the isle. There they were beset upon by plant pygmies, but those were narrowly able to be defeated and from there they entered a deep dark dank cave. Well things did not go too well, as it was slippery. There was a fall, a fight, and a nasty belching plant monster. They made it out but there are plans to return eventually and try again.&lt;br /&gt;
&lt;br /&gt;
(For info seek, Lothos, Lyrana, Dur'ankar, Autumn, Grumpins, Selerik, and Smythly. Brought to you by Zlegvog plot)&lt;br /&gt;
&lt;br /&gt;
:Lyrana&lt;br /&gt;
&lt;br /&gt;
===Tariday, Callem 12, 1016===&lt;br /&gt;
====Goblin on a Bear====&lt;br /&gt;
Smyhtly, the so-called Goblin Paladin of Reos, was seen reutrning to town on a...bear. Those who spoke to him say he claimed to want to be like his hero, 'Lady Cinnamon', and that his new friend, 'Muddy', was quite the smart (and apparently harmless, or so the goblin'd have you believe), bear. They were soon seen at the fish market. Buying a lot of fish, of course.&lt;br /&gt;
&lt;br /&gt;
:Smythly&lt;br /&gt;
&lt;br /&gt;
===Kesenday, Callem 08, 1016===&lt;br /&gt;
====Infernal Fire?====&lt;br /&gt;
Last night, a fire broke out near the Lower Market. Details are unclear, but at least one local was seriously burned, and several members of the Guild of Explorers were burned in fighting the blaze. There are unconfirmed reports of a demon involved, and word has begun to circulate of another demon cult in the city. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;&amp;lt;Cesran, Jenner, Klythos, Mikilos, MoonMoonVuk, Svarshan, and Talazia may provide additional details.&amp;gt;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:Mikilos&lt;br /&gt;
&lt;br /&gt;
===Kesenday, Callem 08, 1016===&lt;br /&gt;
====Pet Engineer====&lt;br /&gt;
It seems that there was an emergency. An airship went down and its engineer hadn't been heard from. A group of adventurers were called upon to seek out what had happened and return the engineer if at all possible. The group gathered together, led by the tracking skills of Rhar, they eventually made it to where the ship went down and then tracked to the location of the engineer. Once there they discovered what no one expected. The engineer appeared to be the pet of a grey render. Through libral use of stew laced with prunes, the grey render was rendered out of the picture and the Engineer escorted home. He got lucky though cause for a moment it looked like the render might follow the poor engineer home.&lt;br /&gt;
&lt;br /&gt;
(OOC: this was from Totally Tuesday Spontanaity plot, any questions seekout Rhar, Benthus, Lyrana, Selerik, Grumpins, or Silverwing.)&lt;br /&gt;
&lt;br /&gt;
:Lyrana&lt;br /&gt;
&lt;br /&gt;
===Korday, Aestry 31, 1016===&lt;br /&gt;
====Murder in Rune!====&lt;br /&gt;
In the middle of the night, a large group of guards were summoned to a home near to the wall in the city of Rune. There, they quickly surrounded the small, unassuming looking cottage and far more of them, according to rumor, went inside than could possibly fit. This is not exactly out of the question in a city like Rune. &lt;br /&gt;
 &lt;br /&gt;
Immediately thereafter, the word spreads the Transmuter Korgan was found murdered in his home last night. As a member of the Parliament of Rune, he was apparently on the Subcomitte for Internal Security. His murder raises serious concerns, and has set the city to a restless edge. &lt;br /&gt;
 &lt;br /&gt;
...well... more of one, anyways.&lt;br /&gt;
&lt;br /&gt;
:Whirlpool&lt;br /&gt;
&lt;br /&gt;
===Gilday, Aestry 30, 1016===&lt;br /&gt;
====Refugees declare: Ogres, Worgs...====&lt;br /&gt;
It seems that a group of adventurers recently were contracted to help evacuate a village before Dran forces could get too close. The group arrived and the evacuation was started. Just before they got into the clear a group of bugbears and worgs attacked. They were led by an ogre. It was close, the worgs kept tripping folks but eventually they took them down. The Sling is truly a mighty weapon. Only a couple refugees were killed most made to safety.&lt;br /&gt;
&lt;br /&gt;
(For Information talk to Corra, Lothos, Alakton, Laefwyn, or Lelian)&lt;br /&gt;
&lt;br /&gt;
: Corra&lt;br /&gt;
&lt;br /&gt;
===Variday, Aestry 21, 1016===&lt;br /&gt;
====Renewed Trade with Veyshan====&lt;br /&gt;
With food prices spiking, trade with the Veyshanti has become more important, which is why it was a relief for many merchants to hear that the trade routes across the sea have resumed with no further loss of ships. Recently, a few had dissapeared along the usual route from Tashraan, but it would appear whatever was causing that has ended. &lt;br /&gt;
 &lt;br /&gt;
While Alexandria does not buy food from Veyshan, obviously, and is in fact considered the 'breadbasket' of much of it's immediate area with it's strength of agriculture, the resumption of obstructed trade should help offset the increase in price.&lt;br /&gt;
&lt;br /&gt;
: Whirlpool&lt;br /&gt;
&lt;br /&gt;
===Eliday, Aestry 20, 1016===&lt;br /&gt;
====Attempted Kidnapping in Rune!====&lt;br /&gt;
The famed(???) Professor Fizzulefuse was the victim of an attempted kidnapping by constructs. Some speculate that they were, of course, of his own devise and that the project went awry, but such things could never happen to the famed Professor Fizzlefuse, right? &lt;br /&gt;
 &lt;br /&gt;
Right. &lt;br /&gt;
 &lt;br /&gt;
At any rate, they were defeated, and the Professor moved to another inn. &lt;br /&gt;
 &lt;br /&gt;
No one is blaming Dran for the attack.&lt;br /&gt;
&lt;br /&gt;
: Posted by Whirlpool&lt;br /&gt;
&lt;br /&gt;
===Eliday, Aestry 20, 1016===&lt;br /&gt;
====Denouncement of Rune====&lt;br /&gt;
An angry letter from Arendt is making the rounds, loudly accusing Rune of murdering it's own civilians and trying to cast the blame on Dran's forces. He openly blames Rune for the event and swears that any and all civilians who wish to surrender to the Dran will be treated with mercy and honor, as well as given a chance to start a new under Dran's rule. &lt;br /&gt;
 &lt;br /&gt;
Naturally, this fine bit of propaganda is earning many scoffs within the walls of Rune, and raucous laughter in Alexandria, but for those caught between the warring powers, it might just make letting Dran roll over them seem a bit more tempting.&lt;br /&gt;
&lt;br /&gt;
: Posted by Whirlpool&lt;br /&gt;
&lt;br /&gt;
===Eliday, Firetide 1, 1016===&lt;br /&gt;
====A Successful Hunt====&lt;br /&gt;
The tracking party that set out after the disruption at Mictlan returns with a trussed up Lucht. Seems they caught whoever it is they were after. &lt;br /&gt;
 &lt;br /&gt;
OOC: Questions to Sslyrath, Solace, Azog, Lorien, and Radek.&lt;br /&gt;
&lt;br /&gt;
====Something's Brewing!====&lt;br /&gt;
&amp;quot;Mead? You call that a mead?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Better'n yours!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;MY MEAD IS MADE ONLY WITH THE FINEST HONEY. I feed me bees no less than 10 proof,&amp;quot; says the second brewer more modestly, as she pushes back a mane of khazad-true hair.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Oh! And I feed mine 15!&amp;quot; goes her opponent, obviously lying, but the debate is thick now, and the stories soon grander.&lt;br /&gt;
&lt;br /&gt;
Such are the debates on the streets... /something/ is (haha) brewing. With the coming of summer, the khazad are breaking out the summer ales and even whiskeys, topping the latter off with mixes flavored by bloodstone and deepcrystal and newfangled...they whisper...&lt;br /&gt;
&lt;br /&gt;
...ice. Soon more easily obtainable, for cold, chilled drinks under summer's heat. The rumors hint, in a few overly-vocal, khazad debates. &lt;br /&gt;
&lt;br /&gt;
It's a /rumor/. But the heat already over the Alexandrian metropolis has more than a few excited...and more than a few local merchants looking over their shoulders, at more evidence of the growing power of the khazad empire.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Kesenday, Hattanan 30, 1016===&lt;br /&gt;
====The Sith-makar Empress to Mictlan====&lt;br /&gt;
Today, the Sith-Makar Empress took a trip to the holy site, a land of Dragon Bones, known as Mictlan. It was there that she spoke to those present to learn the history of the place and to bless the union between Alexandria and the people of Am'shere. It is also said that the Dragon Knight, Anise, was in attendance and that a Dran spy may well have been captured in the vicinity. No one in authority has confirmed or denied this, but a group of riders set off on an effort to track additional friends that might've been with this rumored spy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Korday, Hattanan 29, 1016===&lt;br /&gt;
====Sewer Work====&lt;br /&gt;
There seems to be an unusual amount of work going on in the swwers lately. A whole lot more people than usual dressed in sewer worker's suits going in and out of it. Someone in the government is clearly up to something.&lt;br /&gt;
&lt;br /&gt;
====Brain Drain====&lt;br /&gt;
While the Conclave has been broken for years now, there are a great many wizards who still feel some loyalty to the nation and city that birthed it. &lt;br /&gt;
 &lt;br /&gt;
A great many sorcerers, wizards, and other dabblers in the magical arts are flocking to volunteer their service in Rune's protection, much to the chagrin of their former patron states.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Variday, Hattanan 23, 1016===&lt;br /&gt;
====The Madness of Angorites and Dinosaurs====&lt;br /&gt;
Angorites are mad. &lt;br /&gt;
 &lt;br /&gt;
Hiring Wizards to summon giant lizards from Am'shere /just/ so they could practice wrestling on them? /Mad/. &lt;br /&gt;
 &lt;br /&gt;
Apparently, no one died. This is probably because there were clerics nearby.&lt;br /&gt;
&lt;br /&gt;
====Well, Sir...It had Wings. Sort of.====&lt;br /&gt;
Late--or rather, early this Variday saw a group of oruch were seen going from tavern to tavern. The oruch themselves were unremarkable...but the large, long-beaked bird-creature trailing along through the streets and behind them, well.&lt;br /&gt;
&lt;br /&gt;
THAT was a sight to see!&lt;br /&gt;
&lt;br /&gt;
The 'pterodactyl' was apparently (it turns out) a prank by some Tarienites, wanting to have some fun with the recent dinosaur wrestling event. &lt;br /&gt;
&lt;br /&gt;
In light of this, the drunken rampage that occured an hour later (apparently those same oruch, but reports also blame it on gnomes; everyone blames it on gnomes) was almost overlooked.&lt;br /&gt;
&lt;br /&gt;
Supposedly, though, it had something to do about baths.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Gilday, Hattanan 21, 1016===&lt;br /&gt;
====Merchant Ties Cross Cultures====&lt;br /&gt;
&amp;quot;'Ey. Yeah, business has been busy, praise Truehammer. What with the war...I mean, it's not a war. But you know how it goes.&amp;quot; The khazad-aul rubs at his beard. He watches one of the Am'sherians explore the shop. The sith-makar picks up an axe, then a blade.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;You like that one? Black ash-forged. Passed down son to son, to daughter. Hah! Then to me! Legend has it--we forged Caracoroth's chains, you know.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The sith looks up, eyes narrowing. &amp;quot;Sarasorothh?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
There's an awkward pause.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Think I heard one of you 'scales refer to him as the Hunger Dragon.&amp;quot; At that, the sith-makar's eyes widen, then narrow in speculation.&lt;br /&gt;
&lt;br /&gt;
He purchases the axe with a thanks to the 'ssoftskin', before making his way out again.&lt;br /&gt;
&lt;br /&gt;
Tales like this are becoming while not uncommon, at least less rare, with the visit of the Empress. The khazad, rightly famous for their goods and wares, have found business booming among local adventurers, and it's said the clans may be sending in another skilled craftsman or...three, to help spread the load.&lt;br /&gt;
&lt;br /&gt;
The khazad have never been shy about spotting a business opportunity.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Eliday, Hattanan 18, 1016===&lt;br /&gt;
====Reports from Rune====&lt;br /&gt;
No one ever said conquering Rune would be easy. &lt;br /&gt;
 &lt;br /&gt;
The so-called 'Iron Tide' of the warlord Arendt and the Adomari Oruch are engaged in a brutal slugfest with the defensive forces of Rune. Early reports are that the cost in blood is high on both sides, though Rune's magical prowess has so far limited its losses -- but those losses it does suffer are far more grievous. And as news of high toll spreads, pradoxically, more warriors of Dran rush to join the fighting to be part of it's 'glory'.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Ceriday, Hattanan 17, 1016===&lt;br /&gt;
====Wealthy Youth?====&lt;br /&gt;
Recently, several merchants involved in the trade of arms and armor report attemots to purchsae weaposn by a large number of children, perhaps a dozen of them, who seemed incredibly rich for their age and street-clothes. This has resulted in several arched eyebrows. The few merchants talking about it indicate that they did not sell to them, themselves, but that no doubt someone did.&lt;br /&gt;
&lt;br /&gt;
====Light Show====&lt;br /&gt;
Alexandrian military maneuvers and war drills, involving their airship fleet, were sighted around the Red Ridge Mountains rencently. Witnesses reports many strange lights and flashes coming from the mountains that night, but the government assures all citizens of Alexandria that this was nothing more than a routine military exercise.&lt;br /&gt;
&lt;br /&gt;
====Arendt Speaks====&lt;br /&gt;
The following missive is found nailed in several key points all over the city. It is apparently a missive from Warlord Arendt, commander of the forces that are marching on and are engaged in mighty battle with the nation of Rune. &lt;br /&gt;
&lt;br /&gt;
Citizens of Alexandria. &lt;br /&gt;
&lt;br /&gt;
Know first that I am Arendt. It is upon my shoulders that the Gods have, in their infinite wisdom and through the course of destiny, bestowed upon me the privledge and obligation to lead our mighty armies into battle with with Rune under the leadership of the so-called Parliament of the Magi. &lt;br /&gt;
&lt;br /&gt;
Due to a lack of faith in the leadership of Alexandria, who cowers behind the walls of their Castellum and meddles in the affairs of nations which have no recourse against them, I have directly reached out to the people of Alexandria in the hopes their wisdom will allow them to see the proper course.&lt;br /&gt;
&lt;br /&gt;
My grievances with the government of Alexandria are not grievances with it's people, for whom those of Dran and Alexandria have a great deal more in common with than they may realize. We have both persevered in the face of treachery, both stood against the darkness, and both sought freedom from those who would control us. Both have stood with honor and determinaion in the face of overwhelming odds and roared defiance against destiny itself when fate conspired to destroy it.&lt;br /&gt;
&lt;br /&gt;
There are, however, grievances against the government and ruling council of the Alexandros region. I shall list them and ask the people to consider them.&lt;br /&gt;
&lt;br /&gt;
1) The Ruling Council of Alexandria recently reactivated, during a period of great madness, the so-called 'Planar Disjunction Cannon'. Since it's reactivation, the Council has fired this destructive weapon not once, but twice.&lt;br /&gt;
&lt;br /&gt;
2) The so-called Azure Queen, a spirit of madness, was inhabiting the city at that time. Only the mad would think the reactivation of such a Kulthian weapon would be wise, let alone to use it. It is a sign of a lack of belief in the people of the city's strength to defend themselves from all comers that they would claim this is for defense. And we both know Alexandrians are stronger than that.&lt;br /&gt;
&lt;br /&gt;
3) We ask you, then, to question why Alexandria has the Planar Disjunction Cannon in action and to fear for what damage it might cause. I am told that elementals appear in its vicinity in alarming regularity. The Council's mad grab for power puts the innocent at risk, where as in Dran, one can walk from one of the Khanate to another with nary a danger. Our strength sees to it. Your's would as well, if you were to embrace it.&lt;br /&gt;
&lt;br /&gt;
4) Alexandria has taken a dragon knight onto it's lands, despite knowing that these so-called knights are honorless curs in the thrall of their dragon overlords. Man is not meant to be subject to monster or beast. Dragonier paid for this with the life of most of it's citizens. Do not allow the Council to fall under the sway of such a creature, nor to hide criminals from Dran's hand of justice. We ask you, civilians of Alexandria, to pressure your council. Turn over the Dragon Knight to us so that we may verify that she is the one we seek. If she is not, you have my word that no harm will come to her by my hand or order. We have reason to believe that the Dragon Knight, this /criminal/ has been allowed in with the full knowledge of the Alexandrian government. They hide a fugitive from justice, and why? What /reason/ could your Council have to do this thing? Ask them. See how they respond.&lt;br /&gt;
&lt;br /&gt;
5) The diplomatic mission of Alexandria to Dran was nothing more than a pretext. They sought us out in the name of Peace, and gracious and honored as we are, we allow them to parley, without fear of a repeat of history. They attempted to assassinate us and, when that failed on account of our wisdom and preperation, attempted to flee, as honorless dogs always shall, into the hands of those who might shelter them in Rune. We immediately launched our invasion and laid low your 'diplomatic mission' that was not. Such an affront can not be allowed to pass without punishment. Your government meddles and then hides behind others who will need to shed blood for their crimes, scuttling our ongoinbg negotations with Rune for recompense over the death done in their name and Dran does not forget. This war is on the hands of the government's of Rune and Alenxandria.&lt;br /&gt;
&lt;br /&gt;
6) We do not declare war on you, people of Alexandria, as we've no wish to shed the blood of a strong and honorable people for whom we have more in common than they may realize. The strength of Dran will stand with it's people should they wish to take action and replace their leadership. Should, however, the people of Alexandria choose hostility and belligerance in defense of Rune, we will act. All who oppose our justice shall drown in a tide of blood and iron. We will have justice.&lt;br /&gt;
&lt;br /&gt;
7) Heth. Know that we have another reason for striking Rune. In it's vaults, Rune has a great many magical artifacts and powers which it has witheld out of 'wisdom'. Cowardice, I say. The power of Rune could've been turned to save many Dragonieri lives, but they were deadlocked in pathetic debates over 'procedure'. How many /more/ Dragonieri lives could've been saved had the wizards of Rune been willing to risk their use? We will take this power of Rune, and it's might, and turn it towards Dragonier and do battle with Heth. This I promise. No more will the mighty hide in their towers and declare it wisdom when they do nothing. The elves would have you believe we have squandered an age of man. I say nay! The age of MIGHT will begin with our hands! I call on all who seek justice and to defeat the darkness of this world to stand with me.&lt;br /&gt;
&lt;br /&gt;
:ANGORON and KOR shall GUIDE OUR HANDS. &lt;br /&gt;
&lt;br /&gt;
: For victory and honor. &lt;br /&gt;
&lt;br /&gt;
:ARENDT&lt;br /&gt;
&lt;br /&gt;
=====Responses to Arendt=====&lt;br /&gt;
======Jeor======&lt;br /&gt;
Any who frequent the gambling dens, bars or training arena will have a hard time not overhearing a boisterous giantborn in finery named Jeor. Comments include the following: &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Ardent is a coward! He openly admits his fear of the spell cannon and the good peoples of the city. He would try and compliment us and insult us all in the same sentence. Hes a small dog with a very loud bark who simply wants to add more problems to the ones we have.&amp;quot;  r r Anyone who wishes to delve further into these opinions or wager some gold on cards can speak with Jeor.&lt;br /&gt;
&lt;br /&gt;
======Fa'lere======&lt;br /&gt;
You dare invoke the name of Angoron, when you restrict the freedom of another country? Invoke the name of the strongest of the gods, to strike down people clearly incapable of defending themselves, not once...but twice. You say we are a strong and honorable people when, before that, you accuse the ruling coucil, as well as the rest of Alexandria by proxy, of cowering behind it's walls!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Who are the real cowards here?&lt;br /&gt;
&lt;br /&gt;
It is clearly not Alexandria. They have clearly more strength that Arendt to even seek peaceful negotiations in the first place. Alexandria opened their hand to Dran, and Arendt for peace. Instead it was met with a closed fist. Only a TRUE coward attacks when someone offers peace.&lt;br /&gt;
&lt;br /&gt;
ARENDT SPITS IN THE FACE OF ANGORON WITH HIS LIES!&lt;br /&gt;
&lt;br /&gt;
======Azog======&lt;br /&gt;
A rebuttal to Arendt's posting is placed by several of them. The first is nailed deeply, a few of the rest are stuck with glue, possibly by hired poster hangars. The text is almost certainly that of a hired scribe. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;The words of Arendt of Dran have some lies to them, and that calls the truth of the other words into question. But some things may be true, and we of Alexandria are owed answers. &lt;br /&gt;
&lt;br /&gt;
It is said that the Dragon Knight slew the Warlord of Dran, Arendt's predecessor, under a flag of parley. This action is contrary to honor and has not been disavowed by the Dragon Knight. This story has been told by many sources, and none have denied it. The truth of this matter is of importance because many of Arendt's actions would be justified by revenge for that treachery, if it is true. &lt;br /&gt;
&lt;br /&gt;
I do know that the diplomatic mission to Dran was not pretext. It was foolish, shortsighted, ignorant of Dranei honor, and effectively meaningless even beyond the events that transpired, but it was not a pretext for treachery. And I know this because I was there. The Alexandrian diplomat was killed in lieu of the Dragon Knight, who would not allow justice to be done where all can see. However, the airship was taken by Arendt's order; his troops were not sent to stop it but were aboard as passengers, flying under an Alexandrian flag to catch Rune at unawares. Arendt's accusation that the government meddles in foreign affairs and hides behind adventurers who shed blood for them is true, though it is not relevant to the issue. &lt;br /&gt;
&lt;br /&gt;
The statement that the war is on the hands of Alexandria is of course propaganda as much as the peace attempt was, and just as meaningless. Dran's war is a war of conquest and honor, but Arendt does not believe Alexandria understand Dranei honor, and I think he is right in that. So these words may be his way of offering peace with the rest of the city once the Dragon Knight is brought to justice.&lt;br /&gt;
&lt;br /&gt;
So, if the Dragon Knight will stand up rather than hide behind Alexandria, who suffers for her alleged actions, then the truth of matters may be seen and judged by those of honor. Only when that is settled may Arent be dealt with justly.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
======Svarshan======&lt;br /&gt;
Underneath some of these fliers, a second one is posted. The writing is shaking but carefully done. The style looks slightly Myrrish though only nominally. It reads:&lt;br /&gt;
&lt;br /&gt;
The mouth of Arendt speaks, and says that Dran wishes to punish Dragonier. &lt;br /&gt;
&lt;br /&gt;
They say Dragonier dishonored them. &lt;br /&gt;
&lt;br /&gt;
Yet, Dragonier is dead. We see with our own eyes this truth. Its people starve. Its children cry out in blood and terror. They walk our streets as skeletons without names or homes.&lt;br /&gt;
&lt;br /&gt;
Dran has had its retribution. It has won utter destruction of its enemy, its enemies' children. It has won utter destruction now and for the future. The children of these children shall have no home and no people.&lt;br /&gt;
&lt;br /&gt;
Yet perversely, it still hungers. Arendt -craves-.&lt;br /&gt;
&lt;br /&gt;
Caracoroth must speak from the maw of Arendt. For when he speaks, Arendt's hunger knows no bounds and its truth lies before us in its baldfaced starkness. &lt;br /&gt;
&lt;br /&gt;
Arendt, we name you the Hungry Maw, who seeks the blood of children. You bear the fire of the Blood Wolf in your gaze and you seek to devour the world around you. You wear the lust of Kor and the guidance of Hunger.&lt;br /&gt;
&lt;br /&gt;
Beneath it is signed, in reddened ink: 'And all shall belong to the jaws of Caracoroth, the eternal hunger. His ache knows no bounds; may all the nations of man be crushed beneath his jaw and digested unto his stomach. Red oblivion awaits them.' - The Book of Hunger, year 014, writ during the Years of the Sword&lt;br /&gt;
&lt;br /&gt;
======Crow======&lt;br /&gt;
(Posted in a few public places, written on simple paper without decoration)&lt;br /&gt;
&lt;br /&gt;
Citizens of Alexandria,&lt;br /&gt;
&lt;br /&gt;
You probably don't know me. To some, I'm a familiar face. To most, I'm a stranger in your city who follows strange ways many consider outdated or mere superstition. That's fine. All I ask of you is your time, and simple consideration.&lt;br /&gt;
&lt;br /&gt;
Many words have been said by Arendt and others in regards to the actions taking place outside of Alexandria. I won't take the time to repeat them here. You already know what's said.&lt;br /&gt;
&lt;br /&gt;
What you might not have considered is this: War is ugly. This is a fact of life that many are familiar with. Some of you have probably even served in a conflict of some nature, and have a firsthand understanding of exactly what is meant. The fact that we are on the precipice of engaging a foe that is intelligent, determined, and powerful only adds to the potential for ruin, should we engage this hastily.&lt;br /&gt;
&lt;br /&gt;
Alexandria was not involved in this in the beginning, from what I've come to understand. It was brought into this by the actions of others. We were not given a choice in the matter then. But we have a choice to make now.&lt;br /&gt;
&lt;br /&gt;
Alexandria already suffers greatly. As a caretaker of the land, my first duty is to -the land-. Not to those of a political affiliation, or those of a particular religious ideology. And I ask you now to consider the consequences for -the land- should Alexandria engage this man.&lt;br /&gt;
&lt;br /&gt;
The Felwood is a growing threat, a place of chaos and disorder that seeks to spread and continue twisting the existence of the land around it. It's been kept in check by the diligent efforts of those like myself, those who take an interest in making sure that this affliction doesn't spread. The strength of the natural world around it seems to be one of the things that keep it from growing.&lt;br /&gt;
&lt;br /&gt;
But that world is now being threatened with war. With smoke and fire, sword and blood, chaos and madness. These are the things that feed the wounds created in nature. These are the things that could cause its growth to become unchecked. And that's only one of the many slings and arrows that could befall this land if we go to war.&lt;br /&gt;
&lt;br /&gt;
I'm not saying that those who believe we should go to war are wrong. I'm not saying that those who don't support war are right. What I'm asking of you is this: consider, for a moment, if the problems of strangers are worth the risk to your land. This land. Your -children's land-. The Warlord is described as a monster, but the man is clearly not mad. He's cunning, and ruthless, and determined. He's raised points that should be considered before a decision is made, answers that must be found before you can, in good concience, decide if the risk is worth the reward.&lt;br /&gt;
&lt;br /&gt;
I implore you not to act rashly in this. Weigh this decision carefully. The future of many generations could be at stake, and in the years to come, they will ask the most important question: Why is the world we've been given in the state that it's in?&lt;br /&gt;
&lt;br /&gt;
How do you want to be able to answer?&lt;br /&gt;
&lt;br /&gt;
With All Respect,&lt;br /&gt;
&lt;br /&gt;
:Druid Crow&lt;br /&gt;
&lt;br /&gt;
======Ssylrath======&lt;br /&gt;
Posted in response to one of the Warlord's messages:&lt;br /&gt;
&lt;br /&gt;
Which is it? Is Heth the prime threat that Rune should have been fighting to save Dragonier from, or is he a just punishment for Dragonier's sins? How is invading Rune, the prime target of Heth's depredations outside Dragonier, just retribution for an act taken by an agent of the former Dragonier government? &lt;br /&gt;
&lt;br /&gt;
If Heth is such a threat then ally with Rune against him. Bring your combined arms to bear and Heth will be defeated. No, instead you strengthen Heth by trying to destroy his enemy.&lt;br /&gt;
&lt;br /&gt;
Ssylrath of Am'shere&lt;br /&gt;
&lt;br /&gt;
======Stjepan======&lt;br /&gt;
It seems that someone has taken to scrawling graffiti on Arendt's posters, circling point five: ARENDT, YOU TRY TO USE BIG WORDS BUT FAIL. THE APOSTROPHE DOES NOT PLURALIZE. ANGORON DEMANDS RIGOUR AND PROPER PUNCTUATION.&lt;br /&gt;
&lt;br /&gt;
It's not hard to figure out who is doing this, really, since the artiste is a very large giant born who writes in big block letters.&lt;br /&gt;
&lt;br /&gt;
======Colrick======&lt;br /&gt;
Alexandrians, Arendt talks to us as if we were children who know nothing of what we face, but we know all too well.&lt;br /&gt;
&lt;br /&gt;
It was only decades ago that we lived under the tyranny of an invader, the hated Witch Queen Altima. She conquered our land and for years we suffered under her brutal rule. A generation of Alexandrians was born in servitude, forced to watch the public executions of their loved ones, until our struggle eventually regained our freedom at great cost.&lt;br /&gt;
&lt;br /&gt;
Not long after breaking free of our chains we witnessed Sendor fall prey to the desires of another conqueror. Having felt the lash of the whip on our backs, we stood up and marched to war so that our friends would never have to endure what we did. Our triumph ensured Sendor's peace and prosperity.&lt;br /&gt;
&lt;br /&gt;
Now Arendt sets his eyes upon Rune, claiming his war is just, but we know the truth. We have first-hand experience with conquerors. We know what he is, we know what he intends to do, and we will not stand idly by. We have already shouted out our denial twice and raised our weapons against his kind, it is time to do it again.&lt;br /&gt;
&lt;br /&gt;
======Tatyannah======&lt;br /&gt;
There's various graffiti from the same hand that says either 'Shut up, Arendt, you jackass. You know, if you'd stopped before the bit about the diplomatic mission, you'd have gained more support, but you're a moron who overreaches', 'Masterly, I'm going to find you and kill you' and there might be the occasional 'I am coming for your gold'.&lt;br /&gt;
&lt;br /&gt;
======Jareth======&lt;br /&gt;
Overheard at the Wayfarer's while dining and drinking with friends, someone asks Jareth for his opinion on the Dranei invasion of Rune and Arendt's claims.&lt;br /&gt;
&lt;br /&gt;
Downing his ale, Jareth wipes his mouth with the back of his hand and leans forward a little in his chair to say,&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I have an easy solution. One that can save a lot of bloodshed and lies. Arendt should come meet me on the battlefield. No Dragon Riders. No Spell Cannon. No shambling undead. No wizards of Rune. Just him, me and our steel. Save the war chests from being diminished in any way.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
This is followed by a call for another pitcher and more of whatever is being roasted over the fire.&lt;br /&gt;
&lt;br /&gt;
======Bor======&lt;br /&gt;
Overheard in conversation amongst the citizens that traverse the Temple District is talk a scene that happened earlier today. Bor, one of the rare Giantborn Chosen of Daeus, was seen reading one of the missives posted for Arendt. The few brave souls willing to speak to the Giantborn, a race known to have helped the Dran in the past, asked him what he thought of the War Lords proclamation.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The gods provide guidance to everyone. It's not often they speak with us directly. Angoron uses his Strength to protect the people. Not to make people do what he thinks is right. This isn't Angoron's way. The Iron Behemoth won't be pleased. Someone will need to speak to the followers of Angoron to remind them. Know that there are those that will stand to protect instead of make War. I will stand to protect those that can't protect themselves.&amp;quot;&lt;br /&gt;
 &lt;br /&gt;
In after thought, the folks that were actually nearby during the conversation will add that he said something like, &amp;quot;The Words of Man rarely are what the gods tell him, but what he wanted to hear for himself.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
======Ceres======&lt;br /&gt;
It takes a little time, and more than a little effort, but a new song starts to make the rounds, first in the taverns and inns where Alexandria's Adventurers spend much of their time. Then it spreads, often as not by a certain adventuring bard, then by others. Not her usual style, not up to her usual polish, but then - consider the subject matter. &lt;br /&gt;
&lt;br /&gt;
:'Now Smackwater Arendt, he had an dran army.... &lt;br /&gt;
:Cause he... was in the mood for little confrontation &lt;br /&gt;
:He just let it all hang loose &lt;br /&gt;
:He didn't care about the truth &lt;br /&gt;
:He wanted to give all the abuse &lt;br /&gt;
:So he started a war with the wizards' Rune. &lt;br /&gt;
&lt;br /&gt;
:You can't talk to a man &lt;br /&gt;
:With an army in his hand &lt;br /&gt;
:Army in his hand. &lt;br /&gt;
&lt;br /&gt;
:Now Big Jareth the hero stood for law and order &lt;br /&gt;
:He called for the blackguard to come and meet at the border &lt;br /&gt;
:Now from his bulldog mouth &lt;br /&gt;
:As he met the man up south &lt;br /&gt;
:Came the cry, we got to ride &lt;br /&gt;
:Clean up the 'side for our friends and neighbours &lt;br /&gt;
&lt;br /&gt;
:You can't talk to a man &lt;br /&gt;
:When he already understands &lt;br /&gt;
:No, no, no, no, no, no &lt;br /&gt;
&lt;br /&gt;
:The battle was in all the papers &lt;br /&gt;
:Cause you know, he beat ole Arendt right then instead of later &lt;br /&gt;
:You know the countries were quite pleased &lt;br /&gt;
:'Cause the tyrant had been seized &lt;br /&gt;
:And on a whole, it was a very good year &lt;br /&gt;
:For the Adventurers Guild &lt;br /&gt;
&lt;br /&gt;
:You know, you know, you can't talk to a man &lt;br /&gt;
:With an army in his hand &lt;br /&gt;
:Army in his hand. &lt;br /&gt;
&lt;br /&gt;
:Smackwater Arendt, yeah &lt;br /&gt;
:Smackwater Arendt bought an army &lt;br /&gt;
:Yeah, Smackwater Arendt bought an army &lt;br /&gt;
:Smackwater Arendt, yeah &lt;br /&gt;
:Smackwater Arendt, yeah &lt;br /&gt;
&lt;br /&gt;
:Talkin' about Smackwater Arendt, yeah &lt;br /&gt;
:Talkin' about Smackwater Arendt, oh &lt;br /&gt;
:Talkin' about Arendt and his army &lt;br /&gt;
:Talkin' about Smack, talkin' about Arendt &lt;br /&gt;
:Smackwater Arendt, yeah.' &lt;br /&gt;
&lt;br /&gt;
======Mikilos======&lt;br /&gt;
Posted next to several posts made by Arendt. Where room can be found amoung other replies.&lt;br /&gt;
&lt;br /&gt;
The previous message uses a great many words, many of them big words, in order to confuse the issue. Allow me, humble readers, to translate for you: &lt;br /&gt;
&lt;br /&gt;
'Me Arendt. Me Big Guy. You pay attention to me. Me not like Alexandria leaders. Alexandira people okay. Me prove: &lt;br /&gt;
&lt;br /&gt;
1) Spell Cannon bad. &lt;br /&gt;
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2) Blue Bitch bad. &lt;br /&gt;
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3) Spell cannon still bad. &lt;br /&gt;
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4) Dragon Knight bad. &lt;br /&gt;
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5) Talking bad, when not say what me want to hear. &lt;br /&gt;
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6) Me think you okay, but you not do what me want, me hit you. &lt;br /&gt;
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7) Wizards dumb. Me smart. Me take wizard power, use like smart. &lt;br /&gt;
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Blah blah, me big man. &lt;br /&gt;
&lt;br /&gt;
ARENDT'&lt;br /&gt;
&lt;br /&gt;
======Karelin======&lt;br /&gt;
Another response to Arendt's posters appears at the Arena, both in handbills and as an insert to program guides as well. Eventually, they're used to wrap finger foods, too.&lt;br /&gt;
&lt;br /&gt;
ARENDT: LIMP WARLORD OF DRAN&lt;br /&gt;
&lt;br /&gt;
Another lick-spittle all-conquering warlord is waving his three-inch quill all over Alexandria's wall. He's not the first and he's certainly not the most creative. The logic in his argument is weak and flaccid, puffed up by big words that have more place in an arena for entertainment's sake than out of the mouth of someone sending people off to fight and die.&lt;br /&gt;
&lt;br /&gt;
I should I know, I do it for real.&lt;br /&gt;
&lt;br /&gt;
He implied that we're crazy for using the weapons at our disposal to defend ourselves. It's not crazy; as any true worshipper of Kor would know -- it's only good sense. He claims to be saving us from Heth by striking down those who know how to use the tools at their disposal. This? This is crazy. Maybe the Azure Queen snuck into his tent when he was fantasizing about being a real warrior and planted this fantasy in his head. Leave the fighting to the soldiers and the wizarding to the wizards, especially against an enemy as strong as Heth. He conveniently ignores the threat of Skald to his left flank. He is going to need all of Angoron's protection, because Kor is going to toss him in the gutters for his abject ignorance of the arts of war.&lt;br /&gt;
&lt;br /&gt;
Arendt is an embarrassment to The Warlord and by Kor Makar's holy names, not deserving of the hand he used to blaspheme their names.&lt;br /&gt;
&lt;br /&gt;
Karelin Andarin, Warbringer of Solmnus, Hero of Blar and Arendt's Mother&lt;br /&gt;
&lt;br /&gt;
===Tariday, Hattanan 13, 1016===&lt;br /&gt;
====Treaty Signing====&lt;br /&gt;
It would appear that negotiations between the Council of Alexandria and the Empress of the Sith-Makar has gone well. There are rumors circulating that an official treaty of some kind will be signed any day now and it will no doubt be accompanied by spectacle and celebration. No doubt that Alexandria is in a unique position to gain access to such an alliance, given that the lone permanent gateway to the land of Am'shere lays within their territory. &lt;br /&gt;
&lt;br /&gt;
Still, one must wonder what the terms are, and what exactly the treaty will entail. No doubt a public announcement will be due soon, and one can not ignore the political signifance of such a treaty being concluded within days of Alexandria's announcement of support for Rune.&lt;br /&gt;
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&lt;br /&gt;
===Eliday, Hattanan 11, 1016===&lt;br /&gt;
====Executed====&lt;br /&gt;
Rumors are coming down from those with an ear on the council, which has spent the better part of the last few days in meetings to discuss the situation between Dran and Rune, that the ambassador to Dran was /personally executed/ by the warlord, a fellow by the name of Arendt, in charge of the invasion of Rune. This shocking news is leaving many Alexadrians enraged, and anti-Dran sentiment is beginning to form. &lt;br /&gt;
 &lt;br /&gt;
A statement from the Council on the matter is due any day.&lt;br /&gt;
&lt;br /&gt;
====Shev: Wanted Dead or Alive====&lt;br /&gt;
The merchant known as 'Shev' has had a bounty issued for him. He is wanted dead or alive, and is responsible for the murder of several contractees to the Guild of Explorers and members of the City Watch. Formerly a merchant specializing in the acquisition of rare goods of a legitimate stripe in Alexandria, a reliable source indicated his involvement in at least one murder and possibly others, as well as tax evasion. An attempt to arrest him was made and several guardsmen and a few assisting contractors from the Guild of Explorers met their untimely end at the hands of his clockwork defenses in his manor home in upscale Upper Alexandria, as well as others wounded and killed by a bomb he left to destroy evidence in his study. It is believed he is at large within the city and security has been tightened at all enrances and exits in an effort to locate him, not that that wouldn't be happening any ways with talk of war. &lt;br /&gt;
 &lt;br /&gt;
A poster bearing his likeness has been posted in numerous public spaces. The City Watch reccomends all civilians avoid contact with, or offering any assistance to, this fugitive and that if sighted you are to contact the City Watch immediately.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====A Statement from the Council of Alexandria====&lt;br /&gt;
A Statement by the Council of Alexandria: &lt;br /&gt;
 &lt;br /&gt;
The news from Rune is grave and true: Our diplomatic envoy was mercilessly slain by the Warlord Arendt under flag of truce in a misguided effort at vengeance over the death of their own previous Emperor at the hands of a Dragon Knight some years prior. It is our belief that, due to the presence of Dragon Knight Anise and her Silver in Alexandria and the refuge we have offered her, that some memebrs of the Dran Khanate have taken to the mistaken belief we have share some culpability for what happened in our absence. Had Dran a legitimate grievance with us, rather than naked ploys to give it's actions a veil of legitimacy, it could have approached us to discuss the matter of the Dragon Knight and challenged her asylum or asked to have her face Dranei justice. Of course, to do that would require evidence and materials which Arendt does not possess, nor has a true interest in. &lt;br /&gt;
 &lt;br /&gt;
It has not does this and will not do this since these claims are nothing but an attempt to grant himself legitimacy in the eyes of his followers. It is the actions of a murderer, a thug, and a coward with no honor to speak of. We condemn his actions in the strongest possible words and hope to see this criminal brought to face the justice he so richly deserves. &lt;br /&gt;
 &lt;br /&gt;
Thusly, the ruling Council has offered to Rune our assistance. &lt;br /&gt;
 &lt;br /&gt;
Rune has said that they will not be invoking our treaty of mutual defense, a decision which we respectfully acknowledge even as we wish for justice, even in the face of relentlessly provocation from Dran in the murder of Ambassador Vril and the loss of his entire diplomatic mission. The Wisdom of Animus is still present in this time, as Parliament spoke eloquently of the need, even in the face of potential destruction, to continue the effort to contain Heth. &lt;br /&gt;
 &lt;br /&gt;
Even so, we will continue to offer and all material support which they request from us, even as Alexandros remains neutral in this conflict between the forces under the leadership of Arendt and the nation of Rune. &lt;br /&gt;
 &lt;br /&gt;
But the Wisdom of Animus spoke truly and now we must turn towards the other who are watching: Know that the Murderer of Dragonier waits for no one. As Dran weakens Rune and washes itself in an ocean of blood, it leaves a greater threat, and a greater honor, unchallenged. Dragonier must be contained and the threat which Heth poses to life must be checked. It has brought together those who were once enemies in a combined purpose. &lt;br /&gt;
 &lt;br /&gt;
Know now that Bludgun and Aleaxndria have signed a treaty of mutual support in the effort to contain the threat of Dragonier, a treaty which Rune has also joined in. We would extend an offer to all right-thinking Dranei who recognize what the true threat is, rather than chase the ghosts of years past, to join us in a quest that will surely be blessed by the Gods. &lt;br /&gt;
 &lt;br /&gt;
May the Hymn fill every heart with wisdom and courage.&lt;br /&gt;
 &lt;br /&gt;
CALDOR METHIS, COUNCILMAN. &lt;br /&gt;
 &lt;br /&gt;
(the rest of the council's names, including Rawyn Telenils, are signed beneath.)&lt;br /&gt;
&lt;br /&gt;
===Kesenday, Hattanan 9, 1016===&lt;br /&gt;
====Strange Rumors and Airships====&lt;br /&gt;
Strange rumors are filtering down to Alexandria that the Alexandrian diplomatic airship that crashed inside the borders of Rune was actually carrying a large number of soldiers from Dran Empire. Was Alexandira involved in some form of double dealing with Rune and the Dran Empire? What sort of game was the ruling council playing? Even more disturbing is the rumor that the Dran warriors aboard the airship were armed with blades of Alexandrian origin. &lt;br /&gt;
 &lt;br /&gt;
The ruling council has not yet issued a statement on the matter of Rune or Dran, but one is no doubt coming soon.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Gilday, Hattanan 7, 1016===&lt;br /&gt;
====Initial Reports====&lt;br /&gt;
Rumor is filtering down from Rune that fierce fighting has broken out along the northern and eastern borders of Rune. While badly outnumbered by the invading forces and weakened by Heth's minions, Rune is still a powerful center of magical learning and seems to be holding it's own for the moment. &lt;br /&gt;
 &lt;br /&gt;
Alexandria has issued a statement of support for Rune. High level negotiations are said to be occurring, though it seems unlikely that any other power will enter the war on Rune's behalf. It is widely supposed in some quarters that the wizards, being wizards, should be able to take care of this on their own with their fireballs and what have you. More quietly, there are few that want to risk drawing Dran's attention, and it's military juggernaut, to themselves. &lt;br /&gt;
 &lt;br /&gt;
Rumors also indicate that the airship that was sent to Dran in the early days before the war began has crashed inside Rune's border.&lt;br /&gt;
&lt;br /&gt;
====Vardamen Responses====&lt;br /&gt;
The agents of Vardama have been heavily involved in investigations into Dragonier so far. However, with Heth still unbreathing, the rumored ties between Vardama the Gray Lady and Serriel the Shining Dawn seem to have tightened. More Lancers may be seen among the crypt entrances, and it's suggested that Vanguards and laymen have been seen in increased comings and goings among the temples. &lt;br /&gt;
&lt;br /&gt;
A number of the additional guards and workmen are also arvek. This number is not exclusive, though it is biased. These are sturdy men and women pulled from the renmants and memory of recent wars. Ever since their freedom from the tyrrany of Thul (who even now ravages Dragonier), many arvek have borne the colors of the Gray Lady and the Shining Dawn proudly, and these temples have offered them homes. &lt;br /&gt;
&lt;br /&gt;
Heth's threat, though, have caused some to have taken to capping a single tusk in brilliant and shining gold.&lt;br /&gt;
&lt;br /&gt;
OOC: This is primarily a call-out to illustrate the growing ties between the two faiths and as opportunity for RP. Please make of it how you like, and according to your own tales and stories.&lt;br /&gt;
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===Eliday, Hattanan 4, 1016===&lt;br /&gt;
====No Surprise====&lt;br /&gt;
With war between Dran and Rune on the horizon, or so it would seem, it should be no surprise that Charn's military continues it's mobilization alongs its borders on the northern frontier of the empire. Reports from Veyshan and from airships that travel near that border say that the Stygian Empire is putting on quite the display. There can be little doubt that this is directed towards Myrrdion and Alexandria in a calculated move to encourage them to sit out the war to the north.&lt;br /&gt;
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===Eliday, Bernfleur 27, 1016===&lt;br /&gt;
====Not Secret Enough====&lt;br /&gt;
Despite the best efforts of the government in trying to keep it secret, rumors circulate that several Alexandrian airships were sighted heading in the direction of Dragonier recently. Most of them were filled, not with weapons and armor, but supplies for construction of some kind. It's hard to say what's going on, but it's clear that, even with Rune and Dran on the brink of war, that issue of Dragonier is one that is not to be ignored.&lt;br /&gt;
&lt;br /&gt;
: Posted by Whirlpool&lt;br /&gt;
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====Alexandrian Council Meets with Sith-Makar Empress====&lt;br /&gt;
It would appear that negotiations between the Sith-Maker Empress from beyond the portal to Am'shere and the ruling council of the city of ALexandria are continuing. Representatives from other local powers, such as the Mythwood and the gnomish town of Happy Valley, have been witnessed coming to the Castellum as well, no doubt to greet the apparent leader of the Sith-Makr tribal confederation. &lt;br /&gt;
 &lt;br /&gt;
It is said that the talks will soon be pasued for the Empress to make a trip to a site called 'Mictlan'. There's no clear indication /when/ that will happen, but the city guard does appear to be on high alert and with more boots on the ground than usual.&lt;br /&gt;
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: Posted by Whirlpool&lt;br /&gt;
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===Eliday, Bernfleur 20, 1016===&lt;br /&gt;
====Farmer, Dead====&lt;br /&gt;
&amp;quot;Y'hear about old man Woodridge?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;What, that skirt-chasing coot with the farm?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Yep. Hear tell he got th'crotch rot and it killed him.&amp;quot;&lt;br /&gt;
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&amp;quot;Well, hell. Poor old bastard. Guess his son'll inherit th'land now, if he ever gets back.&amp;quot;&lt;br /&gt;
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: Posted by Fishbelly&lt;br /&gt;
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===Korday, Bernfleur 10, 1016===&lt;br /&gt;
====The Sewers, Glue, and Professor Fizzlefuse====&lt;br /&gt;
A party of adventurers from the Explorer's Guild emerged from the sewers late last night. They brought with them a human and what looked at first to be a battered door. The man was partially bound with glue and alternated ranting and mumbling something about 'Fizzlefuze's Doom'. The 'door' seemed to have tiny limbs and face and also talked. Many onlookers took one look before uttering 'mimic', often in weary tones. Both door and man are now thought to be residing in the city jails for 'interfering with vital city services'.&lt;br /&gt;
&lt;br /&gt;
The adventurers were covered in an assortment of acid burns, bruises and dried glue. The Khazad had no boots. And all were accompanied by the distinctive scent of Otyugh.&lt;br /&gt;
&lt;br /&gt;
OOC: see Bennett, Djelka, Brianna, Zoob or Duncan if you want to hear more. For some reason. :)&lt;br /&gt;
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: Posted by Duncan&lt;br /&gt;
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===Gilday, Bernfleur 9, 2016===&lt;br /&gt;
====The Sith-Makar Delegation====&lt;br /&gt;
Since her arrival last week, the so-called Empress of the Sith remains in the security of the Castellum for high level negotiations of some kind. Much of her retinue remains encamped beyond the city walls. Rumors emanating from the Castellum are indicating that, once the negotiations are concluded, she will be heading to a holy site called 'Mictlan', as well as paying a visit to the Dragon Knight.&lt;br /&gt;
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: Posted by Whirlpool&lt;br /&gt;
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===Eliday, Eatonis 30, 1016===&lt;br /&gt;
====Dranei &amp;quot;Diplomacy&amp;quot;====&lt;br /&gt;
It would appear Alexandria is not the only country using diplomacy to their advantage. &lt;br /&gt;
&lt;br /&gt;
Dran and the Oruch city-state of Adomar have a long history of conflict, but also a mutual warrior culture and belief in 'strength' and 'honor'. &lt;br /&gt;
&lt;br /&gt;
Rumor has it that several emissaries from the Dran warlords assembling along Rune's border were sighted in the city-state of Adomar, meeting with its leaders, no doubt trying to sway the Oruch to their side. If they are able to do so, the nation of Rune will be in great danger.&lt;br /&gt;
&lt;br /&gt;
: Posted by Whirlpool&lt;br /&gt;
&lt;br /&gt;
====Sith-Makar Empress====&lt;br /&gt;
It starts as a mere whisper. A dignary from the tribes of the Sith-Makar in Am'shere is on their way towards Alexandria from the deep jungle, across the portal that exists outside Alexandria. &lt;br /&gt;
&lt;br /&gt;
From there, the rumors escalates. Not a dignary. Not a mere ambassador. &lt;br /&gt;
 &lt;br /&gt;
No, it is now being said, across the city, that the so-called 'Empress' of the Sith-Makar of Am'shere is on her way to Alexandria for the first visit between the city's leadership and the tribes of the Sith-Makar that reside on the other side of the Am'shere portal in the Alexandrian countryside.&lt;br /&gt;
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: Posted by Whirlpool&lt;br /&gt;
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===Eliday Eatonis 30, 1016===&lt;br /&gt;
====Freed Slaves====&lt;br /&gt;
Rumor has it that a pair of new-model War Golems(K-8 and Protectron) were freed from slavery imposed by their creators. Altar, Zoob, Kiroth, Verna, Duncan and Hassan were spotted escorting them to Alexandria, where they were deemed free and their creators, Fizzlefuse and Forgefire are being sued for back pay. Apparently they had been making the War Golems work without wages for far too long, and the precise cost will be determined by the Alexandrian legal system, but it is sure to be expensive.&lt;br /&gt;
&lt;br /&gt;
: Posted by Altar&lt;br /&gt;
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===Ceriday Eatonis 29, 1016===&lt;br /&gt;
====The Journey of the Enigmatic Magical T====&lt;br /&gt;
Word has finally reached Alexandria that 6 brave adventurers escorted a Quad of Bards out of the city. These bards known as Rodrick, Raven, Thomas and Wanderer, and were known for their snarky witty sarcasm comedy. The adventurers guarded the bards on their trip to their next gig. On the way they were attacked by dire boars, huge owl bears, and a tricky green hag. Or so the rumors have been saying. Interested in the full story contact: Zippo, Duncan, Lorien, Altar, Mogrinaar or Rhar.&lt;br /&gt;
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: Posted by Cesran&lt;br /&gt;
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===Gilday Eatonis 26, 1016===&lt;br /&gt;
====Time Lost and Canon Fodder====&lt;br /&gt;
I still don't know what happened for sure. We were sent for help to give some aid and relief to a group of soldiers, but nothing could have prepared us for what we found. It had been less than a week since aid was requested but when we got there, the soldiers were claiming it had been a month. And they all looked like they had been through that much without aid. Something having to do with magic more than likely.&lt;br /&gt;
&lt;br /&gt;
Then these soldiers attacked, they had guns, now I know why I hate guns. We fought them off, but then they brought in this ship, though it wasn't no normal ship. It had wagon wheels and barding like a horse on it. It had these huge guns on top, maybe even a cannon. Of course being the foolish ones we are, we charged the ship, cannon wagon...tank? It was close but I fell to the firepower of the vessel. I remember waking up some time after. What happened exactly? Was it all a dream?&lt;br /&gt;
&lt;br /&gt;
: Posted by Aurala&lt;br /&gt;
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===Tariday Eatonis 25, 1016===&lt;br /&gt;
====Tides of War====&lt;br /&gt;
Some probably saw it coming. &lt;br /&gt;
&lt;br /&gt;
With Rune weakened by the most recent attack on it, rumors are spreading far and wide from the land of Dran that warleaders and their warbands are converging upon Dran's border with Rune. &lt;br /&gt;
 &lt;br /&gt;
Many years ago, during ALexandria's time in the Mists, the armies of Dran marched upon Rune. Hopelessly out numbered, the wizard nation was still reeling from the loss of the protection of their patron God in Animus, they never the less put up a valiant, if ultimately losing defense against the aggressive, conquest-minded Dran. &lt;br /&gt;
 &lt;br /&gt;
It was only the intervention of a Dragon Knight, who attempted to negotiate a settlement between the nations to preserve the peace, that saved Rune. &lt;br /&gt;
&lt;br /&gt;
The nameless Dragon Knight and her dragon, some say it was a silver, some say it was a gold, approached the war leader of Dran's armies under the flag of truce and made the case for peace. &lt;br /&gt;
&lt;br /&gt;
When the belligerant Dran warlord would not listen, it is said, the dragon struck him down in a great blast of fire. It was an act of treachery that enraged many but it was one that ended the conflict, as the Dranei lapsed into fighting amongst themselves to claim the role of Warleader. Ever since then, the warbands of Dran have hungered for revenge and to find a leader capable of uniting enough of them to finsih what they started that many years ago and to exact the pound of flesh from Rune that they can no longer exact from Dragonier. &lt;br /&gt;
&lt;br /&gt;
If a true leader should emerge from this convergence, a war with Dran that Alexandria may be pulled into could be on the horizon.&lt;br /&gt;
&lt;br /&gt;
: Posted by Whirlpool&lt;br /&gt;
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===Variday Eatonis 24, 1016===&lt;br /&gt;
====Charnese Military Maneuvers====&lt;br /&gt;
It comes as no surprise to anyone invested in geopolitics that Charn has begun amassing its forces on its own borders for latge scale war games and military maneuvers. It's a show of strength in the wake of Alexandria's firing of the spell cannon. These large scale maneuvers are expected to last through the next month.&lt;br /&gt;
&lt;br /&gt;
: Posted by Whirlpool&lt;br /&gt;
&lt;br /&gt;
====Orphanage====&lt;br /&gt;
After a recent excursion to deal with creatures of Fey Origins, an orphanage was given a Dolly and told it must never leave. Shortly after mischief was afoot, but the children seem to enjoy their new..Leperchaun protectors? Well, lets hope they do! Rumors accuse Vuk of being the one to sneak the dolly to the Orphanage and being convinced the Leperchauns would never let the children come to harm!&lt;br /&gt;
&lt;br /&gt;
: Posted by Vuk&lt;br /&gt;
&lt;br /&gt;
====Metal Trees====&lt;br /&gt;
Watch out! There's traps in the forest. Moving traps! At least that's what Rhar warns anybody out in the northern wilds around Wilderness Pointe. Metal traps with spears on ropes. Other ones with giant claws.&lt;br /&gt;
&lt;br /&gt;
It looks like they came out of a giant metal tree that fell down. A tree with a giant squirrel hole in the side. Instead of giant squirrels, there were more traps sleeping inside.&lt;br /&gt;
&lt;br /&gt;
Rhar and Gurr, her wolf friend, were bloodied and broken, so it's apparent she didn't imagine it. Who knows? Giant squirrels could be out there, too!&lt;br /&gt;
&lt;br /&gt;
: Posted by Vuk&lt;br /&gt;
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===Korday, Eatonis 20, 1016===&lt;br /&gt;
====Locker Room Rumor====&lt;br /&gt;
A story circulates though certain circles, apparently first told in the Arena locker room by a well known golem. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;So the hole into the place was actually part of a stabilized planar rift to an as yet unknown dimension. ...don't look at me like that, I can use big words. Anyway, started with the regular sort of weird stuff you see in Kulthian ruins. Gears and bones and lots of dust. Old holding cells, one with some weird mutant blob thing. &lt;br /&gt;
&lt;br /&gt;
Then came the Void guys. Like, flesh and artifice and magic and smokey shadows all meshed into one. Creepy. Yes, -I- called them creepy. Guess the first two were workers or something, they went down pretty easy. &lt;br /&gt;
&lt;br /&gt;
Then the guards showed up. I can hold my own in a fight, but these guys were pretty badass. Some sorta gun thing, shot like these weird little energy eels or something, crawled inside you and swam around, trying to lay eggs or whatever. I mean, my insides are a pretty nasty place, so you know the little things were hardcore. &lt;br /&gt;
&lt;br /&gt;
We got out of there. I don't like running from a fight, but I like dying even less. They didn't follow. Maybe they couldn't go though the planar rift. We didn't have a good way to seal it, so just piled a bunch of stuff on top to slow them down. &lt;br /&gt;
&lt;br /&gt;
Really weird part? When we came back out, it was actually -before- we went in. Sorta hoped to meet myself on the way back, but since I didn't meet myself on the way in, maybe I couldn't. &lt;br /&gt;
&lt;br /&gt;
So the Upper Ups at the Guild didn't find anything when they took a look. I don't know, time shifted; I guess that's a really good way to hide your stuff. But I'm telling you guys, if ever you meet one of those Void Soldier things, take it seriously, they're Bad News.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: Posted by Munch&lt;br /&gt;
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====Kulthian Ruins?====&lt;br /&gt;
At least, that is what Verna , Munch , Gragnar and Brom were saying when they returned from them. Contacts within the various Guilds and some temples, and general street talk. Given the reports, it should not be surprising some of the more experienced members of these Orders and Guilds went to the location..and found nothing but a burnt glade and some scattered stones and collapsed wooden hovels. Undead were found in a small number, some given ancient, but once well crafted weapons. The only thing that stood out was a shattered stone shaped like a tear with runes in an unknown tongue, with a crushed artifice powered arm sticking out from under it. Possibly Kulthian in design.&lt;br /&gt;
&lt;br /&gt;
: Posted by Vuk&lt;br /&gt;
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===Variday, Eatonis 17, 1016===&lt;br /&gt;
====New Food====&lt;br /&gt;
From within the halls where the ever-hungry adventurers congregate. Someone ordered a late night snack that looked tasty. Another saw it and asked for the same. A third made a suggestion to avoid confusion. Now that snack spreads like wildfire through Alexandria. It is a triple bacon lettuce onion (gherkins optional) sandwich, called the &amp;quot;Sandywich&amp;quot;. No &amp;quot;t&amp;quot; to avoid confusion, insult and en-mazement. Hence the onions.&lt;br /&gt;
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===Variday, Eatonis 17, 1016===&lt;br /&gt;
====Anklar Sighting====&lt;br /&gt;
Once again, Anklar Vanche, that horrible wastrel, has been seen touring Alexadria's pubs. Most recently he was seen at the Wayfarer's Inn, getting utterly sloshed. The /scandal/. Such behavior from the heir to a Myrrish countship is considered humiliating to his father.&lt;br /&gt;
&lt;br /&gt;
===Variday, Eatonis 17, 1016===&lt;br /&gt;
====Dragonieri Reactions====&lt;br /&gt;
While word that the City of Alexandria is taking point on addressing the matter of the fallen nation of Dragonier is welcomed by the Dragonieri refugees living in the city, many of them seems to view it with a little outright cynicism. A sort of 'we'll believe it when we see things actually happening' point of view. There is also concern that this will beget the wholesale looting of Dragonier's 'unique cultural history'. Some speculate and whisper that this is an excuse for the other nations to shamelessly loot the lost treasures of the nation... the ones that haven't been destroyed by Heth, anyways.&lt;br /&gt;
&lt;br /&gt;
===Eliday, Eatonis 16, 1016===&lt;br /&gt;
====Spell Cannon After Effects====&lt;br /&gt;
The Spell Cannon's firing is accompanied by the now traditional warning that one should watch for disturbances in the elemental forces in the countryside around Alexandria. The planar disjunction affect may have let some loose. The Council has issued a warning that if you see one, you are to contact the Guild of Explorers.&lt;br /&gt;
&lt;br /&gt;
===Eliday, Eatonis 16, 1016===&lt;br /&gt;
====The Spell Cannon Fires====&lt;br /&gt;
With word of strange events in the Vast conspiring, the massive Planar Disjunction Cannon swivels in its housing in the great fortification that holds it in the Red Ridge Mountains. With a blazing, blinding white light, the cannon /fires/ upon a location in the direction of the Vast. &lt;br /&gt;
 &lt;br /&gt;
The City Council offers no other comment at this time.&lt;br /&gt;
&lt;br /&gt;
===Eliday, Eatonis 16, 1016===&lt;br /&gt;
====Kulthis!====&lt;br /&gt;
A gathering numbering hundreds in The Vast was nearly wiped out to the last soul when the supposed coming of the gods was instead a Cult Legion. They came with out warning, demanding the Gods surrender to their will, and any who joined them would share enlightenment. But..why did one of their Aetheric Warships have the mark of Kulthus, and how did they travel safely through The Void and spill into this world? Several vessels entered our reality, and who knows what else could truly glimpsed on the other side of the rift they tore open!&lt;br /&gt;
&lt;br /&gt;
===Ceriday, Eatonis 15, 1016===&lt;br /&gt;
====Parade====&lt;br /&gt;
Though it is in the early planning stages, several of the wealhtier Dragonieri are planning a march with the refugee populace through Alexandria to show their support for claiming back their lost homeland and to demand aggressive action against the blight infesting the fallen country. &lt;br /&gt;
 &lt;br /&gt;
With tensions rising, many are concerned that violence could erupt.&lt;br /&gt;
&lt;br /&gt;
===Ceriday, Eatonis 15, 1016===&lt;br /&gt;
====Half Dragons Aplenty====&lt;br /&gt;
The Half-Dragon symbols have begun to slow in their appearance. Whatever point was being made with them has now clearly been made. &lt;br /&gt;
 &lt;br /&gt;
Many of them are now being washed away, either through magic or through scrunch brush. &lt;br /&gt;
 &lt;br /&gt;
Whispers in the underworld, however, indicate that a new presence is definitely continuing to make itself felt in the seedier portions of Alexandria, primarily operating in locales populated by Dragonieri refugees.&lt;br /&gt;
&lt;br /&gt;
===Korday, Eatonis 6, 1016===&lt;br /&gt;
====Anklar Vanche, Trouble Magnet====&lt;br /&gt;
Just a day after turning up alive in Alexandira, when he was feared missing, Anklar Vanche was the subject of a kidnapping attempt by unknown individuals. A fight broke out outside a dockside tavern and he was nearly whisked away! Some speculate it has something to do with internal Myrrish politics, others wonder at ransom, and still more suggest that it was Anklar's unpaid debts catching up with him. No matter what, the Count's son does appear to be quite the trouble magnet. &lt;br /&gt;
&lt;br /&gt;
It was only the timely arrival of several adventurers -- some suggest too fortuious an arrival for them -- that spared the Count's son this indignity.&lt;br /&gt;
&lt;br /&gt;
===Tariday, Eatonis 4, 1016===&lt;br /&gt;
====Missing Wastrel Son turns Up Alive====&lt;br /&gt;
The son of Counce Vanhce of Rosalia, a Myrrish noble with familial ties to Alexandria, has turned up alive and well back in the city. Rumor was brief that Anklar, the Count's heir, had gone missing but it would appear that these rumors were unfounded, as Anklar was soon seen hitting up the taverns of Alexandria and making a nuisance of himself all over the city. Some speculate that he was deliberately making himself seen, but most of that is dismissed as silly -- everyone knows that Anklar is a no-good indulgent wastrel who fritters away his money almost constantly wherever he goes. &lt;br /&gt;
&lt;br /&gt;
===Variday, Eatonis 3, 1016===&lt;br /&gt;
====Public Meeting====&lt;br /&gt;
The ruling council of Alexandria is announcing that there will be a series of public meetings conducted with various interest groups within the city relating to recent moves about the issues of Dragonier. One such meeting will be directed to the city's mercenary population, as they will no doubt have much a role to play in the coming days as the nation's attention pivots to dealing with the threat to civilization itself posed by Heth. &lt;br /&gt;
&lt;br /&gt;
===Variday, Eatonis 3, 1016===&lt;br /&gt;
====Dranei Ambassador?!====&lt;br /&gt;
Today, an unusual figure was sighted leaving the chambers of the Alexandrian ruling council. A slender, cloaked figure apparently addressed the council and then departed, being seen on his way to the Arena accompanied by a much large figure. Apparently, the man in the scholar's robe was said to be an emissary from one of the more powerful Warlords of Dran and his business with the council had something to do with Dragonier.&lt;br /&gt;
&lt;br /&gt;
===Kesenday, Pryntar 28, 1016===&lt;br /&gt;
====Home Exorcised====&lt;br /&gt;
Gathering together, a group of Vardamites, Clerics, Paladins and Monks, went into the home where undead have been known to plague it in the past few weeks. With guards outside to keep anyone from sneaking in and disrupting it, they performed a ritual to undo what was said to be a circle made for necromantic rituals. They all returned out, a few hours later, tired, but unscathed. Word is the family owning the home are free to return and ideally return to their daily lives.&lt;br /&gt;
&lt;br /&gt;
===Korday, Pryntar 27, 1016===&lt;br /&gt;
====Alexandrian Diplomats====&lt;br /&gt;
It would appear that several diplomatic missions have been sent by Alexandria to the far corners of the world. To Veyshan, to Rune, to Dran, and on and on. No doubt adventurers will be called on to help guard some of these vital missions. It's likely that this has something to do with Dragonier.&lt;br /&gt;
&lt;br /&gt;
===Tariday, Pryntar 25, 1016===&lt;br /&gt;
====A Bright Spot in the Darkness====&lt;br /&gt;
Until recently, few dared to set foot in Dragonier. &lt;br /&gt;
 &lt;br /&gt;
That seems to have changed. &lt;br /&gt;
 &lt;br /&gt;
The government of Alexandria took the lead on an initiative to strike into the borders of Dragonier and land a blow on the hordes of undead that roam the fallen kingdom. There once was a forest called the Groves of the Twin Hearts. Those hearts had been destroyed by the corruption of Heth. Now, it is said, that those hearts beat once more and the grove has been purified. The forest will once again be giving its gifts, solace, and security to those who seek it and will no doubt provide a useful refuge for those moving on the border of Dragonier. &lt;br /&gt;
 &lt;br /&gt;
It's not much, but it's a start in what will be the long battle to reclaim what Heth has taken. &lt;br /&gt;
 &lt;br /&gt;
(A big thanks to Hurricane for splitting running duties with me, and a thanks to [[Kerbasy]], [[Jareth]], [[Jibbom]], [[Myrana]], [[Oates]], [[Halani]], [[Cesran]], [[Ceres]], [[Tatyannah]], [[Fishbelly]], [[Elessa]], [[Munch]], [[Aurala]], [[Thyrson]], [[Aenyn]] and [[Ssylrath]]!)&lt;br /&gt;
&lt;br /&gt;
===Korday, Pyrntar 20, 1016===&lt;br /&gt;
====Cultist Changelings in our Midst!====&lt;br /&gt;
Rumors come in about a cult of doppelgangers who worship a long-forgotten deity of the Void.&lt;br /&gt;
&lt;br /&gt;
Two were found in a town northeast of Alexandria, having killed two apprentice blacksmiths and taken their places.&lt;br /&gt;
&lt;br /&gt;
===Korday, Pryntar 13, 1016===&lt;br /&gt;
====Lady Sandiel Pregnant?====&lt;br /&gt;
Recently at a Gala, a well to do party and silent auction of some means, Jibbom was hearding carousing with guests and explaining to them on a recent trip with his beloved Lady Sandiel to the plane of 'Breathless Nights' and 'Sweet Tender Embraces' she found her self, as one may guess after such planar jaunts for wholesome recreations.. pregnant with twins.&lt;br /&gt;
&lt;br /&gt;
Oh Jibbom what ever will you do?&lt;br /&gt;
&lt;br /&gt;
===Korday, Pryntar 13, 1016===&lt;br /&gt;
====Kegger Fest!====&lt;br /&gt;
Today, Kegger Fest has started! &lt;br /&gt;
 &lt;br /&gt;
That means that all over the city, new types of booze are being introduced from far and wide. ALexandria, as a very cosmopolitan city, benefits greatly from it... as does the local economy, of course. &lt;br /&gt;
 &lt;br /&gt;
Farmers, Khazadi merchants, and more are all bringing their best brews to the table. &lt;br /&gt;
 &lt;br /&gt;
The city guard (all wincing, of course) is knuckling down in preparation for the inevitable trouble a town full of rowdy mercenaries and merchants is going to bring.&lt;br /&gt;
&lt;br /&gt;
===Gilday, Pryntar 12, 1016===&lt;br /&gt;
====Undead Rumors====&lt;br /&gt;
Seems there has been a rash of undead in the city, all centered around one old house in the Lower District. Two calls have gone out to the Guild of Explorers and the Temple of Vardama for help, and it seems to be getting worse. The family is no longer living at the house, but haven't moved out, and the house appears to be on complete lock down after this second visit, and with a guard. The Temple of Vardama is scrambling a bit to deal with whatever problem has been discovered inside the house.&lt;br /&gt;
&lt;br /&gt;
===Variday, Pryntar 10, 1016===&lt;br /&gt;
====Althean Cloister====&lt;br /&gt;
Several ALtheans have retreated into the church. Apparently, they are engaged in some kind of meditation or rite over the next several days. Something to do with the 'Foundation Stone' recovered from Dragonier to assist in the ritual exorcism of the Azure Queen, at least that's what the rumors are saying.&lt;br /&gt;
&lt;br /&gt;
===Ceriday, Pryntar 01, 1016===&lt;br /&gt;
====Black Markets Buzz...====&lt;br /&gt;
Underground markets buzz with the word of a Dragoneri trinket, reportedly deeply historical and perhaps magical in nature. The specifics change from story-to-story but the basic message remains the same; Someone out there has an important piece of history.&lt;br /&gt;
&lt;br /&gt;
Word seems to radiate from Goblintown.&lt;br /&gt;
&lt;br /&gt;
Contact [[Younger]] for more information!&lt;br /&gt;
&lt;br /&gt;
===Kesenday, Vhast 31, 1016===&lt;br /&gt;
====Show of Force====&lt;br /&gt;
The City Guard and militia -- and even adventurers -- have been brought out to patrol the city in the wake of the Feast of Darkness. This being a holy day dedicated to Maugrim, many people will not be conducting business or going about other affairs for fear of offending the Tyrant God, while others will carry on. Either way, the city government is taking no chances and intends to make it clear that no disruption or threat to the security of the city will be tolerated. It is oddly appropriate.&lt;br /&gt;
&lt;br /&gt;
===Kesenday, Vhast 31, 1016===&lt;br /&gt;
====Dragonieri Business Defaced====&lt;br /&gt;
A dragonieri owned business, the Smiling Gnome General Store in the Lower Trade District, was defaced with crude slogans against the Dragonieri this morning. While efforts have been made to clean it up since then, the vandalized business is now shuttered. &lt;br /&gt;
 &lt;br /&gt;
This clearly points to some anti-dragonieri sentiment being stirred up in the wake of the 'half-dragons' being left in various locales about the city.&lt;br /&gt;
&lt;br /&gt;
===Variday, Vhast 27, 1016===&lt;br /&gt;
====Sewer Catastrophe Averted!====&lt;br /&gt;
A strange rumbling sound was eminating from the sewers beneath the lower trade district of Alexandria. Brave adventurers were called in and sent beneath the sewers, where they apparently did battle with some kind of creature that was gumming up the works quite deliberately down there. Where it came from remains unclear, but the city of Alexandria owes a debt to these brave (and dirty) souls. &lt;br /&gt;
 &lt;br /&gt;
(Feel free to hassle [[Oates]], [[Kravar]], [[Jibbom]], [[Leisel]], [[Uarala]] and [[Tatyannah]].)&lt;br /&gt;
&lt;br /&gt;
===Ceriday, Vhast 25, 1016===&lt;br /&gt;
====Shadow Boxing====&lt;br /&gt;
In advance of his headbutting challenge Boshter was training some young warriors on the art of headbutting at the Festival Grounds. Fellow martial weapons aficionado, Azog was on hand to witness this lesson as was local wizard, Cesran. As the trio began to discuss the technique that Boshter was using, Azog doubtful of the prowess of the headbeat and Cesran, spewing confusing wizard terminology, they were suddenly attacked by three shadows. Azog and Boshter bravely stood their grounds as cowardly Cesran disappeared from sight. Demonstrating the superiority of the headbutt Boshter destroyed two of the shadow fiends while Azog with some very minor assistance from Cesran was able to banish the last fiend.&lt;br /&gt;
&lt;br /&gt;
This is the story that's going around the Arena, Temple of Kor local taverns and anywhere that manly men gather to discuss the new of the day. (OOC: Talk to [[Boshter]], [[Azog]] and/or [[Cesran]] for the full story)&lt;br /&gt;
&lt;br /&gt;
===Kesenday, Vhast 24, 1016===&lt;br /&gt;
====Dragon Knight Seen Again====&lt;br /&gt;
The Dragon Knight and it's great, majestic silver dragon have once again been sighted. This time it would appear that both Dragon and Knight paid a visit to the Temple of Eluna. The Knight descended into the courtyard of the Temple, then left, flying back to the ruined fort that they have since made their home.&lt;br /&gt;
&lt;br /&gt;
===Gilday, Vhast 22, 1016===&lt;br /&gt;
====Jibbom-s-====&lt;br /&gt;
Details remain vague, but reports confirm there to now be -two- Steel Von Ironblood, Bane of Night's running around. Or something. While tensions are high in certain areas, the Watch has yet to be mobilized on this spreading madness.&lt;br /&gt;
&lt;br /&gt;
===Tariday, Vhast 21, 1016===&lt;br /&gt;
====Hauntings in the City====&lt;br /&gt;
A number of hauntings were reported across the city in recent days, with spooky activity becoming the latest topic of gossip. One family, as the story goes, had their house terrorized by the not-so-imaginary playmates of their son... flying books and phantom children made their lives miserable until a group of local adventurers reportedly drove the malevolent spirits out.&lt;br /&gt;
&lt;br /&gt;
In possibly related ghost-chatter, the mansion which was the home for the auction some weeks back also seems to have fallen upon more haunted times. Furniture is said to move of its own accord, creaks and groans emanate throughout the hallways, and curtains blow and billow even in the absence of a breeze.&lt;br /&gt;
&lt;br /&gt;
The local temples have gone on record to say that there is, in fact, not a widespread spectral outbreak in the city, and these are likely isolated incidents.&lt;br /&gt;
&lt;br /&gt;
===Gilday, Vhast 15, 1016===&lt;br /&gt;
====Dragonieri Images====&lt;br /&gt;
Throughout the city, and especially in the lower parts where there are more refugees from Dragonier, various duplicated images of a dragon have been turning up on walls, streets, and more. The image is of a coppery dragon's front half, like half the image is missing. &lt;br /&gt;
 &lt;br /&gt;
How they are appearing is a mystery, but they appear to be cropping up quite frequently.&lt;br /&gt;
&lt;br /&gt;
===Tariday, Vhast 14, 1016===&lt;br /&gt;
====Prestigious Moon Under New Ownership====&lt;br /&gt;
Apparently, Lady Sandiel has come into the possession of a Llyranessi clothing shop. &lt;br /&gt;
 &lt;br /&gt;
Really. &lt;br /&gt;
 &lt;br /&gt;
Needless to say, this is contributing to a great deal of curiosity, given her usual disdain for fashion.&lt;br /&gt;
&lt;br /&gt;
===Variday, Vhast 13, 1016===&lt;br /&gt;
====A Song of Headbutting====&lt;br /&gt;
From the town criers': &amp;quot;Let it be known that Zaxx of the Adventurer's Guild sponsors a detailed song of the upcoming Headbutting Contest with no less than fifty gold coins to be paid when the song is in circulation and to be performed at midsummer and the temple of Angoron for no less than once a month until midsummer.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===Ceriday, Vhast 11, 1016===&lt;br /&gt;
====Boshter Headbutt Challenge====&lt;br /&gt;
The Arvek Nar, Boshter, has issued a standing challenge. &lt;br /&gt;
 &lt;br /&gt;
Apparently, the challenge is to break an object with your head that Boshter can not also break. &lt;br /&gt;
 &lt;br /&gt;
No. Really. The Boshter headbutt challenge is now a 'thing'.&lt;br /&gt;
&lt;br /&gt;
===Kesenday, Vhast 10, 1016===&lt;br /&gt;
====Dragon Knight Sighted====&lt;br /&gt;
During the blizzard that took place over the last couple of days, the Dragon Knight and her silver Dragon have been sighted in flight near Alexandria. Apparently, they were recently seen travelling towards the Vast before returning to the crumbling fort they've been operating out of since their arrival in Alexandria last fall.&lt;br /&gt;
&lt;br /&gt;
===Kesenday, Vhast 10, 1016===&lt;br /&gt;
====Guardsman Slain in Sting Gone Wrong====&lt;br /&gt;
Two groups of mercenaries from the Guild of Explorers and the City Guard set out together and were working in concert to trap bandits which are said to've been hassling merchants on the roads recently. They returned later that same day with several wounded guardsman and a few deceased ones as well being carried back to Alexandria for proper internment in the city's crypts. &lt;br /&gt;
 &lt;br /&gt;
The local rumor mill is indicating that both groups ran into unrelated (or was it?) trouble and were forced to give up their efforts to lure out the bandits in question.&lt;br /&gt;
&lt;br /&gt;
===Korday, Vhast 09, 1016===&lt;br /&gt;
====Snow Tapers Off====&lt;br /&gt;
The sudden snowstorm which rocked Alexandria and environs has slowed down and finally stopped. It will take a few days to dig out from under it and the snow will be around for a while with the weather generally being a good bit colder than it usually is this time of year.&lt;br /&gt;
&lt;br /&gt;
===Tariday, Vhast 07, 1016===&lt;br /&gt;
====Illothan Cult Broken Up====&lt;br /&gt;
The City Watch today is pleased to announce that a ring of Illothan Cultists, worshipers of the goddess of murder, have been either killed or apprehended. The Guard claims that these cultists were responsible for the troubles in Goblintown during the exorcism and more recently along the wall with the release of their so-called 'Blood Golems'. &lt;br /&gt;
 &lt;br /&gt;
The City Watch offers a special thank to you all the Guild of Explorer Members who assisted and took great risks for the safety of the city. [[Eligar]], [[Findrago]], [[Bennet]], [[Zippo]], [[Ulharilti Wiivai]], [[Katyana]], [[Dragomir]], [[Millicent]], [[Zippo]], [[Jonan]], [[Vuk]], and [[Fazahd]] have all received a commendation from the city and are publically thanked at the end of the announcement.&lt;br /&gt;
&lt;br /&gt;
===Variday, Vhast 06, 1016===&lt;br /&gt;
====Sudden Blizzard====&lt;br /&gt;
A sudden snow storm struck Alexandria tonight. It began snowing at around midnight and didn't stop until eight hours later. The city will begin digging itself out, but the storm blew in from over the Redridge mountains. It's thought likely an odd weather pattern from the Desolation is to blame. &lt;br /&gt;
&lt;br /&gt;
For the next day or two, the city and surrounding countryside will be struck with additional flurries.&lt;br /&gt;
&lt;br /&gt;
===Gilday, Vhast 01, 1016===&lt;br /&gt;
====Estate Sale Successful====&lt;br /&gt;
The estate sale of Renthis Banhold went quite well, according to rumor, and many miscellaneous souvenirs of a career in adventuring were purchased by those with interests in such thing. The house now lays abandoned and will soon go up for sale, no doubt, itself.&lt;br /&gt;
&lt;br /&gt;
===Gilday, Vhast 01, 1016===&lt;br /&gt;
====The Phoenix====&lt;br /&gt;
As part of the turning of the year, the Progressive Arcanist's put on quite a show! The highlight of it was the fireworks display, which began with a illusory phoenix of great size flying over Alexandria before taking off high into the sky and exploding into a brilliant display of fireworks. The phoenix, being the symbol of ALexandria's flag and its many rebirths, was a welcome sight to close out the year for many and cheers were heard throughout the city at the display.&lt;br /&gt;
&lt;br /&gt;
===Ceriday, Khael 28, 1015===&lt;br /&gt;
====Daemon Trouble====&lt;br /&gt;
It seems that it is all over, the rash of demon sightings and attacks over in the Redridge Mountains. Seems the miners of the platinum mine released a daemon (that's with an A) that used demons to cause trouble while it was gaining a base of power. It attacked and took over a local monastery, but thankfully even with some relatively minor damage, they have been freed from the daemon's control. &lt;br /&gt;
&lt;br /&gt;
There was also a rash of demons that were about just causing mischief and mayhem, but it seems other groups have already gone through and swept them up quite handedly. Though it might be wise to be cautious of the mystery meat at the Ox-Strength Tavern for a while.&lt;br /&gt;
&lt;br /&gt;
===Kesenday, Khael 27, 1015===&lt;br /&gt;
====Bandits Strike?====&lt;br /&gt;
A merchant was seen stumbling into town by the north gate today, telling a tale of masked man who came out of nowhere to strike him down and burn his wagon after pillaging it. He claims they left him a single half-copper, which some say was from the fallen kingdom of Dragonier. As this tale spreads, wary eyes are turned towards those from the fallen kingdom who've made Alexandria their home.&lt;br /&gt;
&lt;br /&gt;
===Eliday, Khael 22, 1015===&lt;br /&gt;
====Fighting Crime====&lt;br /&gt;
In response to the rising crime some adventurers have been recruited to help track down and catch those that break the law. One such group was in action recently, following a break in at a local jewelry store. One of the perpetrators was caught turned informant. Using that information the adventurers broke up the gang and recovered the jewelry. However on a darker note, the informant was found dead a couple of nights later, his body drained of all its blood...&lt;br /&gt;
&lt;br /&gt;
(Feel free to speak to [[Bennet]], [[Vuk]], [[Kade]], [[Zippo]], [[Ulharilti Wiivai]] and [[Takiyah]] about what happened.)&lt;br /&gt;
&lt;br /&gt;
===Ceriday, Khael 21, 1015===&lt;br /&gt;
====Rising Crime====&lt;br /&gt;
With the guard depleted after the fall of the Blue Lady, the cost having been so high, shadier elements in Alexandria are returning to business as usual as well. Reports of extortion, smuggling and all other manner of larceny seem to be on the rise. More rumors indicate the growth of new underground organizations born out of the refugees are quite common, with many fingers pointed at the Dragonieri most especially.&lt;br /&gt;
&lt;br /&gt;
===Korday, Khael 19, 1015===&lt;br /&gt;
====Trade Begins Again====&lt;br /&gt;
With the Azure Queen no longer present and things slowly returning to normal in Alexandria, trade is once again beginning to flourish in the city. &lt;br /&gt;
&lt;br /&gt;
More specifically, a number of Khazadi merchant airships seem to be heading northwards. Their destination is rumored to be Bludgun, oddly enough. Despite the ancient animosity between Khazad, Oruch and Giant, the delivery of tools, foodstuffs, and other sorts of things for the development of Bludugn's norther, Dragonier facing fortifications is continuing apace.&lt;br /&gt;
&lt;br /&gt;
===Tariday, Khael 17, 1015===&lt;br /&gt;
====More in the Mountains====&lt;br /&gt;
Things are getting weirder out by the mountains. Now a monk has been brought from a nearby village talking about how his monastery has been run over by some sort of evil that infected him and all of his Brothers, even the Abbot. He is now in the care of the faithful of Navros in the city but being questioned by priests of Daeus.&lt;br /&gt;
&lt;br /&gt;
===Korday, Khael 12, 1015===&lt;br /&gt;
====More from the Redridge====&lt;br /&gt;
Seems a lot have been going on over in the Redridge Mountains as of late. Among everything else, it seems that a recently rediscovered platinum mine was overrun by demons, killing everyone working there. A party sent by the owner found a few stragglers, but also reported oddities evil inside the mine. It is currently sealed off, and with one small artifact recovered, there are still questions.&lt;br /&gt;
&lt;br /&gt;
Also, in a nearby ranching village, they were experiencing disappearances as well as cattle mutilation. These too were investigated and discovered to be caused by various demons causing mayhem. What has gotten everything stirred up?&lt;br /&gt;
&lt;br /&gt;
OOC: Anyone wishing to do any investigations on these events, please @mail or page [[Elessa]].&lt;br /&gt;
&lt;br /&gt;
===Variday, Khael 09, 1015===&lt;br /&gt;
====Rumblings roused from Redridge====&lt;br /&gt;
For the past few nights there have been tales of wolf howls from the trails in the Redridge Mountains leading up to the mining settlements there. More disturbing though are rumours that ancient burial sites have been violated, releasing numbers of the unliving. Something up there in the bleak of winter must have been roused and it seems to be drawing closer to the city. Finally, an older miner comes into town, refusing to explain where his wounds came from until he gets a good stiff shot of whiskey into him. Even then he seems reticent:&lt;br /&gt;
&lt;br /&gt;
:&amp;quot;It were a.. a big dog.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
:&amp;quot;A stray you mean?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
:&amp;quot;Not 'sactly. Like someone 'ad tried to blend a dog and a man. It was tellin' those normal sized wolves and the shamblin' ones wot ta do.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
:&amp;quot;Commanding them?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
:&amp;quot;Yeah. Barely 'scaped wiv me life. Barkeep: fill 'er up!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
:Nothing coherent comes from the man the rest of the night, save to indicate that he has lost a companion on the trail in a horrific attack.&lt;br /&gt;
 &lt;br /&gt;
OOC: For more information, please contact [[Benthus]], [[Kiroth]], [[Zaxx]], [[Bennet]] or [[Larron]].&lt;br /&gt;
===Korday, Khael 05, 1015===&lt;br /&gt;
====Snow Statues====&lt;br /&gt;
Outside of the Ox-Strength Tavern one might see a strange sight. Dozens of Statues have been constructed out of snow in honor of one of the city's most famous elves, the Noble Lady Sandiel or Sandy as she is known by. Come marvel at the artistic majesty of these masterpieces before they melt into nothing. Be careful though, one of they could be the persnickety Lady Sandy.&lt;br /&gt;
&lt;br /&gt;
===Gilday, Khael 04, 1015===&lt;br /&gt;
====An Exhortation in the Market====&lt;br /&gt;
&amp;quot;We must not forget th'horrors to our north, my brothers an' sisters!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
An exhortation was roared forth from the top of a wagon in the market today by an orcish Current of Rada that goes by the name of Brother Fishbelly, apparently having something to do with Dragonier.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I know that th'wounds of our war with Bludgun are fresh... but we must bandage them an' set our differences aside, for what lies beyond threatens not just th'Bludgunni but us as well! Th'Great Dead Dragon will not stop at th'borders of goblinoid lands, no -- he will turn his blackened eyes to us as well, an' his wights an' worse will ravage our lands if he is not stopped. We must send adventurers north, send military aid north as well! HEAR MY WORDS! THERE IS SOMETHING COMING--&amp;quot;&lt;br /&gt;
&lt;br /&gt;
At this point, the town guard dragged him off the wagon and threw him in jail for public drunkenness for the evening.&lt;br /&gt;
&lt;br /&gt;
===Variday, Khael 02, 1015===&lt;br /&gt;
====Dragon in the Hills====&lt;br /&gt;
In the aftermath of recent chaos, a fishing town ran into crossroads with a wandering dragon. Whether over fishing rights, territory, or just malice, the town lost a number of workers to the creature. With help from the local sheriff, adventurers tracked it into the hills. When challenged with axe and spear, the dragon lost and fell to earth.&lt;br /&gt;
&lt;br /&gt;
The threat to the town is ended, and local sith were called upon to dispose of the dragon's body, according to tribal custom. One adventurer was heard to comment that the creature could have been a needed ally against Heth, if he'd only listened. Heth is the massive beast who singlehandedly runs what was once the mighty nation of Dragonier, controlling an army of undeath and destruction. He first took Dragonier sometime between 1008 and 1013, but with things as they were, word was understandably slow to filter out...and uncertain. &lt;br /&gt;
 &lt;br /&gt;
OOC: A big, big thanks to Hurricane for running this! You rock, especially doing this on the fly. :3&lt;br /&gt;
OOC2: For rumors about the scene, contact [[Fishbelly]], [[Kravar]], [[Tatyannah]], [[Zarr]], or [[Ormarr]].&lt;br /&gt;
&lt;br /&gt;
{{DivGray-Start}}&lt;br /&gt;
==End Cannibal Queen Arc==&lt;br /&gt;
===Tariday, Quintoos 26, 1015===&lt;br /&gt;
====Damage Report====&lt;br /&gt;
With the City-wide efforts leading to the expulsion of the Cannibal Queen, there is also a lot of damage. According to authorities, the damage report for the city of Alexandria is as follows: &lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
:'''Temple Square:'''  The roof of the Temple of Tarien has been /blown off/. It is now roofless. Most of the windows in the temple district have been shattered. There is a giant hole on the side, a lucht-sized dent in the dome, as well as previous damage, to the Temple of Daeus.&lt;br /&gt;
 &lt;br /&gt;
:'''Riverfront:''' The riverfront district bears a /lot/ of damage. A gret deal of fighting went on down there that ended with a gret deluge of water flooding the distrct, though briefly. The docks suffered significant damage and will take a great deal of time to repair. &lt;br /&gt;
 &lt;br /&gt;
:'''City-wide:''' The mana lights are all having to be replaced, bit by bit. It won't take too terribly long, but the city is going to be darker than usual for a while. &lt;br /&gt;
 &lt;br /&gt;
:'''Bank:''' The bank of Alexandria suffered not one, but /two/ assaults. The second one was more damaging than the first and explosives cracked a bank vault. Unsurprisingly, the bank is now under extremely heavy guard. &lt;br /&gt;
 &lt;br /&gt;
:'''Goblintown:''' Goblintown is recovering from its riots and panics nicely. Since most of the buildings there are rather ramshackle, they've been deconstructed and reconstructed in record time. Artifice helps, too. &lt;br /&gt;
 &lt;br /&gt;
:'''City Defenses:''' A section of the norhtern wall, close to the western edge, was apparently disintegrated by a now slain creature, but barricades and guards have been placed at this brach until such time as members from the appropriate guilds can devise a strategy to patch the hole in the walls. &lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
...There are probably some damages I am not including here, but these are the ones I was able to gather together! If I'm forgetting something, let me know and I'll add it in! - Whirl&lt;br /&gt;
&lt;br /&gt;
===Variday, Quintoos 25, 1015===&lt;br /&gt;
====The End of the Queen====&lt;br /&gt;
Late on the second day of the Exorcism, the ritual completed. &lt;br /&gt;
&lt;br /&gt;
In doing so, it literally exploded just about every window in the Temple District, every window, especially on the Temple of [[Tarien]], and literally ''blew the roof off'' said temple. Turns out that exorcism was being held in there -- and now it is done. At last. Between Kulthian machines, evil doppelgangers, and the Queen's own infected minions, the cost was high and dozens have been left dead, and that's not even getting into the other events of the day. The bank robbery, a rumored trip by agents of Alexandria to Merkabah, undead still loose in the city, the creation of something called 'The Blood Golem' and much, much more. &lt;br /&gt;
&lt;br /&gt;
There were threts large and small, but all of them, one after the other, was confronted and defeated by heroes worthy of the city of Alexandria. &lt;br /&gt;
&lt;br /&gt;
The City Council has issued an edict that for the next week there will be a time of mourning and celebration. Mourning those who were lost, but celebrating what was saved. The [[Vardama|Vardamans]] will be very busy.&lt;br /&gt;
&lt;br /&gt;
===Quintoos 11, 1015===&lt;br /&gt;
====Variday, The Exorcism: Day One Completion====&lt;br /&gt;
 &lt;br /&gt;
The day started off well enough. Though the air was tense, nothing occurred of any real import until the closing hours of the day. &lt;br /&gt;
 &lt;br /&gt;
The barricades around the Temple of Daeus were completed and soldiers and adventurers of the Explorer's Guild -- mercenaries really -- were assigned to watch over the Temple district. Others were assigned to the docks, anticipating the arrival of an attack force of vengeful Sahuagin who were no doubt incensed over the destruction of their underwater home by the Planar Disjunction Cannon (better known as the spell cannon). &lt;br /&gt;
 &lt;br /&gt;
As all these preperations were under way, preperations of another sort were beginning. The guards, early in the day, had heard whispers that there was going to be some kind of plan enacted by a local criminal. They dispatched a team of savvy individuals to arrest him. Tracking him down, they found out that he was planning to attack the Bank of Alexandria, taking advantage of the Guard's distraction and thin stretchedness. His plan was foiled and the criminal slain by a team of adventurers, though not without great difficulty. The bank robbery was foiled and the stolen loot returned, but for that which was given to the heroes for foiling the plan. &lt;br /&gt;
 &lt;br /&gt;
As night fell, several explosions rocked the city. &lt;br /&gt;
 &lt;br /&gt;
The first were at a building in the lower trade district. There, an explosion blew out the top floor of a building. Witnesses report several adventurers leaping from the window shortly thereafter. It was followed by a couple of secondary explosions from within the building. There is no official comment on the operation at this time, but the fires were quickly brought under control by civilians and guardsmen working hand in hand to contain the damage. &lt;br /&gt;
 &lt;br /&gt;
More explosions rocked the city, though, as the attack on Alexandria got truly underway. In the Temple District, an explosion blew open a hole in the temple of Daeus' side. Witnesses report that the Guards were confronted with bombers mind-controlled to blow themselves up on the premises. As this happened, cylinders began raining from the sky in a manner not seen since the days of the Illuminated Order war years ago, spitting out faux-Kulthian horrors all over the city -- though thankfully nowhere near as sophisticated as those used by the Illuminated Order. The heart of the attack, and the greatest number of these, was at the Temple District. There, the paladins of the various faiths and their clerics, along wiht numerous heroes, battled valiantly to contain the threat and drive it back so that the ritual wouldn't be interrupted. Only the Tarienites were absent, apparently enmeshed into an on-going party that doesn't seem to have stopped to this hour. &lt;br /&gt;
 &lt;br /&gt;
While the 'Kulthian' attacks seem to've petered out, that wasn't the end of the night's drama. &lt;br /&gt;
 &lt;br /&gt;
First, there was an alarm sounded at the Castellum. Apparently, something went terribly wrong there. Rumors say that the guard had briefly lost track of the location of several Council Members. A couple hours later, the all clear was given and everyone was assured by city officials that nothing had happened. A mistaken, false alarm. Those skeptical of this whisper that inside sources indicate some sort of demonic attack had taken place and that Lady Rawyn was kidnapped. An edict issued by her countering this rumor came not long after. &lt;br /&gt;
 &lt;br /&gt;
As the night continued, the expected Sahuagin attack came. Hordes of the angry fishmen swarmed the docks, setting several warehouses a blaze. The guard put their plan into effect and destroyed the undersea tunnels that were being used by them to funnel troops close to Alexandria without leaving them exposed to coastal defenses. Several adventurers took part in the battle, making a heroic stand that saved countless lives here as well. &lt;br /&gt;
 &lt;br /&gt;
While Alexandria is still in peril, the hard fought victories on the first day of the Exorcism show that their resolve is unshakeable. They are united in their desire to defeat the Queen and the agents of her discord will not stop them.&lt;br /&gt;
&lt;br /&gt;
===Variday, Quintoos 04, 1015===&lt;br /&gt;
====Attack on West Gate====&lt;br /&gt;
Last last night, sounds of battle could be heard from the west gate of Alexandria, as well as a few late alarms. The rumor, is that something putrid attacked the gate, parents using booger slinging children to attack people guarding the gate. The rumor also states that the wall was partially brought down by vines. The upper wall is missing, but the lower sections and the surrounding areas are fine, however the wall has been charred by fire, with the vines have been burned away. &lt;br /&gt;
 &lt;br /&gt;
OOC: Those who wish to inquire should speak to Kilian, Deril, Kiroth, Holdan, Fishbelly, Caris, or Raethon for details.&lt;br /&gt;
&lt;br /&gt;
===Variday, Rhaltaas 28, 1015===&lt;br /&gt;
====Guards, guards everywhere====&lt;br /&gt;
The city is on lockdown. &lt;br /&gt;
 &lt;br /&gt;
Sort of.&lt;br /&gt;
 &lt;br /&gt;
There are city watchmen /everywhere/. Everyone has been called onto duty, and the Guild of Explorers is assisting in the effort. There are patrols around every corner, it'd seem. Hell, they're even in goblintown, which is causing some tension with the local [[Gobbers|goblin]] and [[Arvek Nar]] militia. &lt;br /&gt;
 &lt;br /&gt;
In other words: the city seems quite ready for /anything/.&lt;br /&gt;
&lt;br /&gt;
===Eliday, Rhaltaas 27, 1015===&lt;br /&gt;
====Lights Out====&lt;br /&gt;
Every light in the city of Alexandria -- that is to say, every mana based lamp or torch that lights public areas, has now gone out. City officials claim that it's merely a technical issue, but it's proximity to the impending 'exorcism' of the Azure Queen can't be any coincidence. &lt;br /&gt;
 &lt;br /&gt;
Regardless, they're /out/ and nobody knows when they'll be working again.&lt;br /&gt;
&lt;br /&gt;
===Eliday, Rhaltaas 20, 1015===&lt;br /&gt;
====An Installation at the Fernwood====&lt;br /&gt;
A marvel!&lt;br /&gt;
&lt;br /&gt;
A catastrophe!&lt;br /&gt;
&lt;br /&gt;
A...a...unique and wondrous gift to the people of Alexandros!&lt;br /&gt;
&lt;br /&gt;
Rumors fly as wildly as opinions. In the midst of the cloud hanging over the City...one of the [[Khazad]] trading companies (who are even now working to re-establish pre-Mist trade routes all over the world) has bequeathed the loan of a grand instrument to the people of Alexandros. &lt;br /&gt;
&lt;br /&gt;
The Harp of the Undermountain, it is declared, is a marvel of not only performance but of khazad craftsmanship. As most harps are small so that they may be carried, the Harp the sponsor boasts, is as large as three khazadi side by side.&lt;br /&gt;
&lt;br /&gt;
The [[Sildanyar|sildanyari]], who are traditionally known for their fine harps and similar instruments, have near universally expressed their...doubt.&lt;br /&gt;
&lt;br /&gt;
Among certain circles, reactions range from doubt to disbelief to a...guarded interest. &lt;br /&gt;
&lt;br /&gt;
Nevertheless, the Masterbuilder-based company, By My Beardstrings, is set to reveal its creation within the week. An installation within the reknowned Fernwood Pub. A number of performances, they say, are scheduled soon after.&lt;br /&gt;
&lt;br /&gt;
===Eliday, Rhaltaas 20, 1015===&lt;br /&gt;
====Temple of Daeus Barricades====&lt;br /&gt;
Additional barricades are being erected around the Temple of [[Daeus]], and additional guards have been placed about it. It would appear that the Temple is taking great lengths to secure itself from any potential violence. No doubt this has something to do with rumored ritual that is to come.&lt;br /&gt;
&lt;br /&gt;
===Tariday, Rhaltaas 08, 1015===&lt;br /&gt;
====The Collection is Complete====&lt;br /&gt;
Rumors are flittering out of the Temples that the collection of holy objects is now complete. One imagines it's only a matter of time before they're put to use. Their location is unknown for security reasons, of course, but just as one can imagine that they'll be soon used, one can also imagine that 'secure' only means that nobody has tried to steal them. &lt;br /&gt;
 &lt;br /&gt;
Yet. &lt;br /&gt;
 &lt;br /&gt;
The air of tension in the city continues exhaustively, but due to the efforts of the adventurers and the city guard, things are still stable. &lt;br /&gt;
 &lt;br /&gt;
For now.&lt;br /&gt;
&lt;br /&gt;
====Visitors to the Dragon and it's Knight====&lt;br /&gt;
Recently, two separate individuals -- one woman and one armored knight, were seen being seen at separate times heading off to the nearby ruined fort where the Dragon and it's Knight are said to be making their home during their visit to Alexandria. People are speculating as to what role they might play in events going forward, especially with regards to the so-called 'Exorcism' of the 'Azure Queen'.&lt;br /&gt;
&lt;br /&gt;
===Tariday, Rhaltaas 08, 1015===&lt;br /&gt;
====Fizzleton's Circus of Marvels!====&lt;br /&gt;
The gobber-run circle known as Master Fizzleton's Circus of Wonders is in town!&lt;br /&gt;
&lt;br /&gt;
It isn't set up yet, because rumor has it that Master Fizzleton just led an expedition to the fabled Isle of the Gargantua, and came back with a magnificent beast to display at the circus once they're ready to show their marvels to the sight-seers of Alexandria.&lt;br /&gt;
&lt;br /&gt;
The usual protests by druids have begun outside their camp beyond the city walls.&lt;br /&gt;
&lt;br /&gt;
===Variday, Daeshen 30, 1015===&lt;br /&gt;
====Ableskein Asylum Burns====&lt;br /&gt;
Terrible news comes back to Alexandria. Dozens of inmates sent to the once well-reputed Ableskein Asylum Home are now dead. Families grieve and search for answers as to what befell them, but all the surviving management can manage is broken accounts of terrible nightmares and waking to a house broken by the Azure Queen. Many former patients are being returned to their families and the care of the Althean church when that is not an option. The survivors are all shaken, and it will be some time before they feel safe enough to speak of their experiences. The Asylum itself is barred to all entry and being investigated by the [[Althea|Altheans]] and Alexandrian Constabulary. All that's known is that [[Jibbom]] and a few others were recently there on suspicious business, and much of the interior of the building itself is blackened and burned out.&lt;br /&gt;
&lt;br /&gt;
===Variday, Daeshen 30, 1015===&lt;br /&gt;
====Food Additives====&lt;br /&gt;
Rumors of a commotion at the Ox this evening circulate. What exactly it was is unclear, though the words 'infestation' and 'that place!' are overheard. &lt;br /&gt;
&lt;br /&gt;
Well.&lt;br /&gt;
&lt;br /&gt;
It's the Ox, right?&lt;br /&gt;
&lt;br /&gt;
OOC: Speak with [[Ulharilti Wiivai]], [[Mel]], [[Zalara]], or [[Mikilos]] for details!&lt;br /&gt;
&lt;br /&gt;
===Ceriday, Daeshen 28, 1015===&lt;br /&gt;
====A light in the night====&lt;br /&gt;
In the early twilight hours of the morning, a great beam of energy streaks from the Red Ridge Mountains out into the open sea. There is a great commotion and giant waves crash against the cliffs of Alexandria. The Tornmawr will be running high for several days. &lt;br /&gt;
 &lt;br /&gt;
The spell cannon has been fired.&lt;br /&gt;
&lt;br /&gt;
====Rumors from the North====&lt;br /&gt;
Bludgun is an isolationist nation. &lt;br /&gt;
 &lt;br /&gt;
It's been one since the end of the [[Sendor|Sendor War]] and the vanishing of King Harshtone. Now ruled by the largely mysterious ====Council of the Fireborn====, they====ve largely closed their borders but to traders who====ve worked out arrangements for the deliveries of desperately needed goods. Now those same traders are reporting that [[Bludgun]] seems to be engaged in some kind of fortification effort along its north border. &lt;br /&gt;
 &lt;br /&gt;
Of course, this fortification effort should come as no surprise, as its northern border is the one they share with the fallen nation of [[Dragonier]]. While not the first such effort, this latest one is said to be the most extensive effort at walling the giant-lead kingdom off from the danger that Heth and its minions represent. Of course, it also serves to keep those still continuing the struggle against Heth and other refugees out as well.&lt;br /&gt;
===Eliday, Daeshen 15, 1015===&lt;br /&gt;
====Pilgrims Again====&lt;br /&gt;
Once more, the trek to the holy Eidolon Court is open to pilgrims who wish to go and hear the Hymn of Creation. The first such group returned this evening, though many of those who went looked more subdued and concerned than one would expect on such a joyous occasion. &lt;br /&gt;
 &lt;br /&gt;
Soon thereafter, rumors begin to surface about some kind of divine vision having been witnessed by some of the pilgrims there, where they were warned about the 'the children of the first born' and how they will 'rise'. &lt;br /&gt;
 &lt;br /&gt;
As if Alexandria needed /more/ to worry about while it untangles the thorny problem of the Azure Queen and her influence.&lt;br /&gt;
&lt;br /&gt;
===Korday, Daeshen 12, 1015===&lt;br /&gt;
====A Queen's Ransom====&lt;br /&gt;
Returning gloriously from the mountains is an expedition that uncovered what appears to be one of the largest treasure troves of art recovered from the Sorceress Wars in at least several years. &lt;br /&gt;
 &lt;br /&gt;
The art in question, found by an expedition lead by two treasure hunters, Maxwell Saymoore and Selma Blayworth, were hot on the trail of merely one magical item, a lyre constructed by an elven bard seven centuries ago with exquisite skill, when they soon learned that they might be on the trail of something much more valuable. &lt;br /&gt;
 &lt;br /&gt;
&amp;quot;We're very proud of this accomplishment. We couldn't have done it without working together from beginning to end,&amp;quot; Maxwell is said to have noted. &lt;br /&gt;
 &lt;br /&gt;
The art is now being housed in various city storehouses under lock and key until artistic evaluators, Ceinarans, Reosians, and more have had the chance to look at it. An effort will be made to return the art to its proper owners or their inheritors. &lt;br /&gt;
 &lt;br /&gt;
This may prove problematic, however, and disputes over appropriate succession are likely to arise. &lt;br /&gt;
 &lt;br /&gt;
OOC: Talk to [[Zippo]], [[Jensine]], [[Jex]], [[Kojot]], [[Kravar]], [[Millicent]], [[Gwendolyn]] for information.&lt;br /&gt;
&lt;br /&gt;
===Gilday, Daeshen 11, 1015===&lt;br /&gt;
====General Bloodeyes Appears====&lt;br /&gt;
The village of [[Alexandros|Vandran]], not far outside the gates of Alexandria, was recently &amp;quot;taken hostage&amp;quot; by a chieftain from [[Bludgun]]! In truth he was here seeing about opening trade relations with some unknown guild through a human middle-man named &amp;quot;Mr. Shram&amp;quot;. General Bloodeyes, a huge ogre, and his gang set up outside of Alexandria and &amp;quot;convinced&amp;quot; many traveling merchants to come and caiter to them before soldiers from the city could establish proper detours.&lt;br /&gt;
&lt;br /&gt;
A group of adventurers made their way to the camp and learned that General Bloodeyes was going to judge Alexandria's worth for trade based entirely on the stories and performances of that group of adventurers, and that once he had had his fill of entertainment he planned to leave. Not entirely prepared for the task, the adventurers made a wide range of performances, though General Bloodeyes seemed most interested in the storytelling (even if some of the stories were a bit far-fetched).&lt;br /&gt;
&lt;br /&gt;
Satisfied with the performances, General Bloodeyes agreed to open a trade route to Alexandria, and both he and his men were gone by dawn the next morning. In the end, trade was momentarily disrupted and the village of Vandran will not be quick to forget the stressful visit, but things turned out well enough.&lt;br /&gt;
&lt;br /&gt;
===Tariday, Daeshen 10, 1015===&lt;br /&gt;
====Word Spreads====&lt;br /&gt;
Word spreads rapidly through the city of Alexandria that one of the few remaining Dragon Knights of the lost nation of [[Dragonier]] is en route to Alexandria. The Dragon Knights were an esteemed order in their heyday, a glorious organization that kept the borders of Dragonier safe and brought justice to the world. Many a time they reached out to help Alexandria in its time of need, up to and including the Sendor War whose conclusion catapulted Alexandria into 'the mists' for five long years... at least to everyone who wasn't in Alexandria. &lt;br /&gt;
 &lt;br /&gt;
During Alexandria's sojourn into the Mists, the Dragon Knights extended their influence into the greater world once more to try to balance delicate political forces, most notably in incinerating a warlord of Dran who refused to take heed of their warnings during a period of expansion and aggression by its war-like people. Busy putting out fires all over hte world, they were ill-equipped when Heth rose and struck down the great golden dragon who ruled the ancient nation and murdered many other slumbering dragons. Though the Dragon Knights fought valiantly to save their country, they were no match for Heth and their final ill-fated charge against the great beast is commemorated in the now famous Bardic Song 'The Last Flight Of the Dragon Knights' by Peville Arborni of the [[Mythwood]]. &lt;br /&gt;
 &lt;br /&gt;
It is, perhaps, ill-named. After all, there a few dragon knights left. But what purpose could bring one to Alexandria? Rumors indicate that he aims to speak with several adventurers about recent events in Dragonier they were witness to.&lt;br /&gt;
&lt;br /&gt;
====The Azure Queen==== &lt;br /&gt;
More of a malevolent entity than a tangible force, the so-called Azure Queen has been an urban legend for some time. Often associated with acts of cannibals (hence her so-called title of 'Queen of the Cannibals', the Azure Queen is at the heart of many of the troubles that plague Alexandria as of late and it has been learned that she is an all too real force for evil even if her nature remains unknown. &lt;br /&gt;
 &lt;br /&gt;
Evidence of her influence can be seen all around as conflicts go worse, pushing families and neighbors into fighting each other over increasingly petty things, business owners devour their own coffers in greed, and merchants hoard their stocks, but there is always a very real, /root/ problem that it stems from. She just seems to make a bad thing /worse/. &lt;br /&gt;
 &lt;br /&gt;
Then there are those more directly afflicted -- actual men who've turned to the practice of cannibalism, claiming to follow 'the lady in blue' and her path. Once such cannibal was hanged after being caught and shouted about how she was 'coming'. Since then, indeed, things have steadily increased in tension all about the city. &lt;br /&gt;
 &lt;br /&gt;
The Churches of Alexandria have declared a plan to exorcise her spirit and purge the region of her taint. Adventurers from Alexandria have been dispatched across the land, hunting down the holy relics necessary for this act. In the meantime, other methods of battling her, and stemming the tide of her influence, continue to be explored.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Eliday, Daeshen 08, 1015===&lt;br /&gt;
====Fires in Goblintown====&lt;br /&gt;
Recently, a firebroke out in the central Goblintown district. It was quickly doused through fast-acting explorer's guild members along with local Goblintown militia. The explorer's guild and militia were apparently on hand to arrest a wanted fugitive. &lt;br /&gt;
 &lt;br /&gt;
More strangely, however, are reports of azure-hued goblins that attacked the adventurers, a worrying sign that the madness of the so-calld 'Cannibal Queen' might've spread into Goblintown itself.&lt;br /&gt;
&lt;br /&gt;
===Ceriday, Daeshen 28, 1015===&lt;br /&gt;
====The Death of Teakettle====&lt;br /&gt;
An announcement is posted all over the city, announcing the death of Captain Teakettle in a major operation to end the pirate threat to Alexandria's shipping and trade. Teakettle, notorious for his stack on Alexandria by slipping up the Tornmawr in a submersible, is a known cannibal and thought to be a mad man in the service of the Azure Queen. The lucht Pirate's head, taken in battle, is now mounted on a spike near the gates of the Castellum for all to see. &lt;br /&gt;
 &lt;br /&gt;
In addition, it is announced that the spell cannon has been used to destroy a major threat to Alexandria. Recently, numerous adventurers hunting for Teakettle's base found a Sahuagin military base beneath he sea where they were gathering some sort of army and conducting dark rituals to their God. The Spell Cannon has been used to annihilate this base and to remove the threat of the Sahuagin from the city's side -- or so it is claimed. Many speculate the spell cannon was used as a show of force to ensure other nations that Alexandria's defenses are secure. Open debate on this matter, and the use of such Kulthian technology by the city government, has spurred many arguments already. &lt;br /&gt;
 &lt;br /&gt;
That said, all of it, Teakettle is dead and the back of the pirate operations broken. All that's left now is to dispel the spirit of the Azure Queen, if such a thing is truly possible.&lt;br /&gt;
&lt;br /&gt;
===Eliday, Daeshen 08, 1015===&lt;br /&gt;
====The Cannon Moves====&lt;br /&gt;
Today, the great turret of the Planar Disjunction Cannon, sitting in the Red Ridge Mountains, turned and now faces out over Alexandria -- aimed towards the sea.&lt;br /&gt;
&lt;br /&gt;
===Korday, Callem 22, 1015===&lt;br /&gt;
====An End To Wasps====&lt;br /&gt;
Reports from the Mythwood Wardens indicate that the threat from the felwood wasps has been contained. A group of adventures recently stormed the nest and put an end to its taint! The injured wardens are finally beginning to recover and the peril the villages outlying to Alexandria were in has now been dealt with. One more situation dealt with. &lt;br /&gt;
 &lt;br /&gt;
(Thanks to Rogun, Sebropert, Ferawyn, Elgin, Eligar and Brom! Especially to Sebropert for taking point on organizing and getting this IC situation handled and everyone else who contributed to this. Also, big thanks to Lahar for tackling the storyline in the first place!)&lt;br /&gt;
&lt;br /&gt;
===Variday, Callem 19, 1015===&lt;br /&gt;
====Forest Fire====&lt;br /&gt;
Travellers are reporting that a forest fire is still burning north of Alexandria -- laying closer to the [[Mythwood]] than to Alexandria proper. Rumor is it was started by a sorcerer -- a sorcerer who is untrained and now in the care of the Mythwood Wardens. Another example, some elves say, of humans failing to keep their magical house in order.&lt;br /&gt;
&lt;br /&gt;
===Korday, Callem 15, 1015===&lt;br /&gt;
====Sildanyari Dance Party?====&lt;br /&gt;
From an article in this week's Alexandrian Tribune... &lt;br /&gt;
 &lt;br /&gt;
&amp;quot;I am unclear what precisely was being celebrated by the [[Sildanyar|Sildanyari]] of the city today but a procession was seen prancing and dancing in fine form through the markets and warehouse district. This reporter has never seen anything like it though I am a bit concerned about their choice of footwear. Still, one never knows with Sildanyar--they are a touchy folk. Still, it is always wonderful to see individuals fully embracing their cultural heritage so this reporter says Prance on!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===Tariday, Callem 6, 1015===&lt;br /&gt;
====Settlings====&lt;br /&gt;
Efforts proceed to banish the so-called 'spirit of the Azure Queen, with groups of adventurers being sent far and wide to gather 'holy relics' for the various churches that will be participating the ritual. Some are said to have been returned already, but the churches and the government are refusing to issue any confirmations for security reasons. &lt;br /&gt;
 &lt;br /&gt;
More of ALexandrian's militia have been deployed to the city streets to assist the Watch. While they are taking a back seat, technically, to the City Watch's authority, some tensions are becoming visible between the two organizations. &lt;br /&gt;
 &lt;br /&gt;
A group of Dragonieri refugees were recently called to the Castellum to speak of the horrors witnessed during the fall of the kingdom to the dragon known as 'Heth'. After this meeting, the newly functional and restored Planar Disjunction Cannon that lays within the Red Ridge Mountains, more commonly referred to as the 'Spell Cannon' had its turret rotated to the north, where it has remained since. &lt;br /&gt;
 &lt;br /&gt;
The Alexandrian Navy continues its efforts to hunt the Lucht Suil pirate, Captain Teakettle, and has reported to the populace that it is closing in on him and will soon put an end to his threat. 'He will serve as a warning to all who choose the path of piracy'. &lt;br /&gt;
 &lt;br /&gt;
With the reduction in patrols outside of Alexandria, due to the forces being called to the city itself, banditry is becoming increasingly prevalent along the roads into and out of Alexandria, not to mention the increased threat from dangerous monsters that are still a problem in the region. Armed bands of Alexandrian advenrurers have been dispatched to quell the problems, but until regular patrols can be resumed and tension in the city itself decrease, it will remain a problem.&lt;br /&gt;
&lt;br /&gt;
===Korday Aestry 11, 1015===&lt;br /&gt;
====The Hunt for Teakettle====&lt;br /&gt;
Word spreads from the river folk and wandering lucht that the popular River's Rest Inn, located not too far from Alexandria, has been a hub of madness. A group sent to investigate the whereabouts of the elusive pirates in their Kulthian submersible stumbled upon a cult of crazed maneaters. Shockingly, it was not ogres or other savages who had seized control of the locale, but man eating man as the stories go. ''St-eww'' seems to be the phrase of the day. The authorities and clergy are looking into the matter, because the inn's shrine to Rada has been desecrated and several questions remain unanswered.&lt;br /&gt;
    &lt;br /&gt;
(Kojot, Remethaer, Kilian, Thorarna, Brom, Solace, Niama, and Zaxx are to blame. Talk to them first if curious. :))===Thu Aestry 11===&lt;br /&gt;
&lt;br /&gt;
===Tariday Aestry 02, 1015===&lt;br /&gt;
====Pirates Raid Alexandria====&lt;br /&gt;
It had been a beautiful day along the banks of the Tornmawr, but it quickly became a spectable. The Alexandrian river patrol had captured the infamous Captain Yuvan, a halfling pirate who had been pillaging the shores of the region, and others, for many years. He apparently surrendered outright to the navy without even a fight, and asked only to make a statement in Alexandria. While details vary on the exact nature of that statement, it would appear that not all pirates were so eager to let him get out of the business. &lt;br /&gt;
 &lt;br /&gt;
As the pirate crew moored their ship and was manacled on the docks, a second pirate ship -- some sort of iron submersible vehicle -- emerged from the water and opened fire on the Alexandrian vessels with mounted magitech cannons. Fire was exchanged between both of them as the iron ship rammed the docks and spilled forth a squadron of pirates, intent on preserving their secrets and inflicting casualties upon the Alexandrian people. &lt;br /&gt;
 &lt;br /&gt;
A fierce battled ensued and the pirates were eventually driven back before they could capture Captain Yuvan and most of his men. The Alexandrian navy has vowed retribution for the attack and the Ruling Councuil has indicated that no stone will be left unturned in their pursuit, while merchants whose business lies along the Tornmawr already whisper fearfully about what they could possibly do to protect themselves from this vessel and make plans for airship or travel by land until the situation is 'resolved'. &lt;br /&gt;
 &lt;br /&gt;
Where did this metal ship come from? Will it attempt to raid the city again? Or will the Alexandrian navy adn its allies destroy it before it can strike? Only time will tell.&lt;br /&gt;
&lt;br /&gt;
====Brief Festival====&lt;br /&gt;
A brief event of some sort broke out without warning in the marketplace this afternoon. Dozens of children swarmed the area, singing songs and offering good cheer to the merchants of the area. Wizardly entertainments were present, and at least one magical lion ride. The children are apparently members of a new club sweeping the youth of the city, promoting inspiration and good cheer. Members can be seen wearing copper braclets, reading an enigmatic 'WWJD?' &lt;br /&gt;
&lt;br /&gt;
A brief scuffle broke out shortly after the festival between children promoting a halfling leader, and others loyal to a gnomish one. Reports of a third group wearing tunics of 'WWSvID?' are unconfirmed.&lt;br /&gt;
&lt;br /&gt;
===Tariday Firetide 18, 1015===&lt;br /&gt;
====Spell Cannon, Reclaimed!====&lt;br /&gt;
Today, the Council of Alexandria announced that they have officially reclaimed the Spell Cannon complex with the aid of members of the Explorer's Guild. In a combined Alexandrian/Myrrish operation, the Planar Disjunction Cannon (the spell cannon for shirt) which was once fired upon the Eidolon Court by the Blasphemer, Augustus Alexandroa, and upon the floating Fortress City of Merkabah, during the Illuminated Order War, vis to be brought back online to protect the city from any threats -- such as the the threat of Heth from Dragonier, or of Charn's armies. Myrrish and ALexandrian technical expertise is presently working together to ascertain how much damage was done during its years of dormancy under a spell of petrification, rendering it unusable until now, but the Council assures all that the cannon, and authority upon its use, are solely in Alexandrian hands.&lt;br /&gt;
&lt;br /&gt;
===Tariday Firetide 11, 1015===&lt;br /&gt;
====Mab Ranting====&lt;br /&gt;
Rumors abound through the goblin population of Alexandria that Mab Smottle has been banned from Ma Rosie's Gambling Hall, after going on a bizarre and entirely unprovoked(?!) rant against artificery and artificers. Although the details of the rumors vary significantly (sometimes involving a generously-hipped elf laughing herself sick), the fact is that Mab was dragged out of the hall and dumped in a horse trough. This has not helped Mab's standing amongst other goblins at all, and she is apparently said to be steaming mad about it. Or at least having to steam her clothes. Rumors are hard.&lt;br /&gt;
&lt;br /&gt;
===Gilday Jun 19===&lt;br /&gt;
====Blue-Tinged Xorns====&lt;br /&gt;
While the spell cannon has been reclaimed, it has not been without consequence. The elements are still not completely settled by the formerly petrified cannon and there are rumors of strange, blue tinged creatures lurking in the mountains still. These reports are being taken seriously and these creatures ar being actively hunted. &lt;br /&gt;
 &lt;br /&gt;
(Bonus points for any PRP which involves hunting 'Maddened, blue tinged Xorns'. )&lt;br /&gt;
&lt;br /&gt;
===Variday Firetide 10, 1015===&lt;br /&gt;
====Swarm Tactics====&lt;br /&gt;
Merchants and travelers passing through Vadran village speak of a large ebony Sith'Makar and his red-headed companion collecting a team to voyage into the dark recesses of the Felwood. The wood is angry, and forces beyond its control need to be quelled. A call has been put out to friends of the wood, and friends of Vadran to find the source of the giant wasp menace and bring it to a halt. &lt;br /&gt;
&lt;br /&gt;
OOC- For those that have been participating in the Vadran village plots, and/or would like to RP or help in adventures within give Sebropert or Ferawyn a holler. We have four interested parties so far, but I want to try to get anyone who would like to be involved to come along. This will be a Whirl/Beaglefarts thing, and should be a lot of fun. Or our doom. Depends on how you interprete them giggling every time they mention it to me. &lt;br /&gt;
&lt;br /&gt;
Dates - I am shooting to get this done in the next week or so, and it will probably be a two parter (Of course time is fluid, and it will get done when people are available). Right now we can't do the 13th or 14th, but most other days are open. Page or mail me with your availabilities, and we'll run it by our lovely GMs and see when they can do it. Until then we can RP to pass along information or discuss strategy.&lt;br /&gt;
&lt;br /&gt;
===Kesenday Firetide 07, 1015===&lt;br /&gt;
====A Village Saved====&lt;br /&gt;
The tiny village of Borm, on the edge of the Red Ridge Mountains, was recently the scene of an operation by Guild of Explorer's members in the employ of the city of Alexandria. Borm was apparently subject to a maddened wizard gating in horrible flying-head monsters (no, really) which, rumors say, apparently had the ability to transform OTHER people into similar flying head monsters. (No! Really!) &lt;br /&gt;
 &lt;br /&gt;
The wizard has apparently been destroyed, but numerous flying head monsters (we're not joking here) are apparently on the loose in the countryside. A bounty has been placed on them (to some scoffing) and life is slowly returning to normal for the villagers left behind. &lt;br /&gt;
 &lt;br /&gt;
(In short, PRP fuel for anyone who wants to run a PRP where folks get to hunt down and murder Vargouilles. Those creepy things!)&lt;br /&gt;
&lt;br /&gt;
====Arena Champions====&lt;br /&gt;
In the western edge of the city a clarion call of brass trumpets sounds...&lt;br /&gt;
&lt;br /&gt;
...the call is picked up deeper in the city and then re-played onward and forward until the sound can be heard at every point within the city.&lt;br /&gt;
&lt;br /&gt;
Within an hour a herald stands in every plaza, &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Hear Ye, Hear Ye,&lt;br /&gt;
&lt;br /&gt;
Let it be known that on the 30th day of Hattan in the year of 1015 that the battle of Snowbarrow Pass did commence in the Great Arena of Alexandria. Know that the Champions of Thane Lofriek did battle the Royal Guard of the Lizard King Ghall-ka; And that upon this day, as was so in ages past, the Champions of Lofriek did defeat the forces of Ghall-ka and claim victory in Snowbarrow Pass.&lt;br /&gt;
&lt;br /&gt;
Hear now the names of you Champions for this day is theirs!&lt;br /&gt;
&lt;br /&gt;
Hunter Bromormodin Thundercleaver of Clan Stonesmasher&lt;br /&gt;
&lt;br /&gt;
Sir Eligar, Knight of Peace&lt;br /&gt;
&lt;br /&gt;
Gunnhilde Sturremsdottir, a Shield Maiden of Volstengrad&lt;br /&gt;
&lt;br /&gt;
Artifice Archivist Jex&lt;br /&gt;
&lt;br /&gt;
Nadara, Ower of so Many Debts to Rada, She's Not Even Kidding&lt;br /&gt;
&lt;br /&gt;
Takholden Windsbreath, Adventurer from the Vast&lt;br /&gt;
&lt;br /&gt;
**&lt;br /&gt;
&lt;br /&gt;
Let no /Lawful Request/ made by these Champions go unconsidered by the /True/ citizens of Alexandria until the dawning of tomorrow!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Gilday Firetide 5, 1015===&lt;br /&gt;
====From the Frozen North====&lt;br /&gt;
The Chaos hasn't benefited most places...but the Arena isn't most. Its draw always the fire of adrenaline, it now boasts exotic warriors from exotic locales, as well as the pride of local heroes. &lt;br /&gt;
&lt;br /&gt;
Other nations have taken notice.&lt;br /&gt;
&lt;br /&gt;
A band of oruch from the High North descended of late on the City. They arrived astride great mammoths, these warriors-turned-merchant...and challenger. Though they've entered their own into the Arena in the form of mighty berserkers, they've also brought with them...&lt;br /&gt;
&lt;br /&gt;
...goods to sell. &lt;br /&gt;
&lt;br /&gt;
They travel under the dual auspices of Kor and Rada, bearing the banners of both...and the strength of the frozen north.&lt;br /&gt;
&lt;br /&gt;
OOC Note: We'll be posting some goods for sale shortly. This is more to set the scene for their arrival, so please go ahead and include these unruly merchants, and warriors, in your RP or even PrPs!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====From the Frozen North, pt 2====&lt;br /&gt;
The oruch band from Stormgarde brings with them a number of items, even as their berserkers enter the Arena in full force. These are listed below. The prices are in gold. If an item does not have a number (such as 2x) in front of its name, assume there is only one of them to sell.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:The Warlord's Maul (1635)&lt;br /&gt;
:This great earthbreaker bears the symbols of Kor and the stain of many battles. It gets its name from a tale associated with it, that once it was forged, a great lightning struck from the sky and demolished the crafter's house. This earthbreaker, goes the story, was made to challenge even the elements.&lt;br /&gt;
&lt;br /&gt;
:For mechanical purposes, treat this as an Earthbreaker +1.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:Flail of the Glacier (3038)&lt;br /&gt;
:This heavy flail bears an unusual chill, and is said to have been forged against the vicious spirits of the north. Its make is heavier than most, and requires a mighty warrior to lift.&lt;br /&gt;
&lt;br /&gt;
:For mechanical purposes, treat this as a +1 cold iron, Dran flail.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:0x Shaman's Mane (13,265)&lt;br /&gt;
:This ancient and gnarled staff was made for the hands of a prominant oruch. It claims an ancestry among the Fire Reavers, though its last owner was not of that tribe. Its surface is hewn with symbols if fire and its color is the color of harshly-burnt ash. At the cap is the mane of a manticore, bound around the staff as a symbol of power and warrior-prestige.&lt;br /&gt;
&lt;br /&gt;
:For mechanical purposes treat this as a staff of fire.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:1x Rings of the Full Belly (oldest is sold) (1750)&lt;br /&gt;
These rings are different: one is old, and one is new, though the merchant claims they serve the same purpose. They keep the bearer's stomach full in even the harshest of climates.&lt;br /&gt;
&lt;br /&gt;
:For mechanical purposes, treat this as a ring of sustenance.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:3x Potions of the War God (210)&lt;br /&gt;
Drinking one of these elixers is said to confer great strength. The bottles are crafted from old glass, done in the style of ages ago, and likely used, re-used over time for different purpose and ceremony. They contain a strong, reddish liquid, and are marked with the symbols of Kor.&lt;br /&gt;
&lt;br /&gt;
:For mechanical purposes, treat these as potions of bull's strength.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:The Knowledge of Shamans (varied)&lt;br /&gt;
:One offering offering from Stormgarde comes in the knowledge of the oruchs' great shamans. Inscribed in hide, they offer the following:&lt;br /&gt;
&lt;br /&gt;
::1x Scroll of Bull's Strength (105)&lt;br /&gt;
::2x Scrolls of Bear's Endurance (105)&lt;br /&gt;
::1x Wand of Endure Elements (525)&lt;br /&gt;
::1x Elixir of (Spirit's) Vision (175)&lt;br /&gt;
  &lt;br /&gt;
:The Knowledge of Warriors (varied)&lt;br /&gt;
:The final offering comes in the form of heavy, masterful weaponry and armor. Most of these are inscribed with images of Kor.&lt;br /&gt;
  &lt;br /&gt;
::1x Adamantine Earthbreaker (2114)&lt;br /&gt;
::1x Masterwork Heavy Flail (221)&lt;br /&gt;
::1x Masterwork Tower Shield (126)&lt;br /&gt;
::2x Masterwork Claws of the Oruch (228)&lt;br /&gt;
  &lt;br /&gt;
  &lt;br /&gt;
To purchase from the caravan, please send in a +request. Items are first come, first served. Sold items will be removed from the queue, or have a 0x placed in front of their name and become unavailable.&lt;br /&gt;
&lt;br /&gt;
OOC: The caravan has since returned to the north!&lt;br /&gt;
&lt;br /&gt;
===Gilday Hattanan 29, 1015===&lt;br /&gt;
====Food Attacks!====&lt;br /&gt;
Did you hear that a new restaurant, Grandma Good'um's Kitchen? It was supposed to open, a place that served exclusively to the members of the Explorer's Guild. Naturally the higher ups of the Explorer's Guild sent some new members with the promise of a free lunch. If they returned without food poisoning then they would have to try it. Tak, Temarie, Brom and Faiza braved accepted the assignment of a free lunch on the guild's dime. Turns out the food tried to eat them. They had to battle soup that wanted to drowned them, a fried roasted chicken that to cook them and mashed potatoes that were looking to well...mash them. The four were able to defeated the food and discovered that Grandma Good'um's Kitchen had an artifice oven that was summoning food from some pocket universe. The guards were called and Grandma's Good'um's Kitchen has been shut down pending investigation.&lt;br /&gt;
&lt;br /&gt;
===Tariday Hattanan 28, 1015===&lt;br /&gt;
====Blight Averted====&lt;br /&gt;
Recently, a group of followers of the Green Word set out for a farm in the Heartland, sent there at the behest of the Alexandrian city government. Rumors indicate some kind of blight was located there and the crops themselves were swiftly burnt after initial explorations. At least one witness reports that someone was deliberately trying to start some kind of blight. City officials assure the populace, however, that Alexandria's food supply is adequate and safe and on target to beat expectations and last year's harvest. &lt;br /&gt;
 &lt;br /&gt;
(Thanks to Tatyannah, Mara, Elessa, Molkh and Brom for a fun scene. Those curious about what happened should RP with them. :))&lt;br /&gt;
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===Tariday Hattanan 21, 1015===&lt;br /&gt;
====Mad Wizard====&lt;br /&gt;
A local wizard is said to've fallen to the Azure Queen's corruption. Sacrificing his own life in black ritual, he conjured a tainted aquatic monster that devoured him in turn and used his remains as a grisly nest for its eggs. The corpse is said to've been found in a warehouse on the western docks beneath an eerie message painted in blood. &lt;br /&gt;
 &lt;br /&gt;
(Thanks to Jinks for running this PRP!)&lt;br /&gt;
&lt;br /&gt;
====Heartland Upset====&lt;br /&gt;
Message: 7/7                       Posted        Author&lt;br /&gt;
Heartland Upset                    Tue May 21    LaGnar&lt;br /&gt;
&lt;br /&gt;
Word spreads that three boys, sons of farmers near the village of Vadran, were slain when playing at what was supposed to be an abandoned farm. According to rumor, the farmer's scarecrow came 'alive' and killed them. &lt;br /&gt;
&lt;br /&gt;
Adventurers investingating the report discovered a field of an unknown narcotic being grown and harvested by order of the Cannibal Queen. How much of the drug has reached various cities is unknown.&lt;br /&gt;
&lt;br /&gt;
OOC: This scene was run by Folkmar, and is part of the Cannibal Queen meta-arc! Get in touch with Rogun, Ferawyn, Petyr, Tatyannah, or Tak to investigate!&lt;br /&gt;
&lt;br /&gt;
===Variday Hattanan 20, 1015===&lt;br /&gt;
====More Raids in the Countryside====&lt;br /&gt;
Chaos spreads. Not the light kind seen around the crackling of the fire, the beautiful kind inherit in the growth of joy, warmth in the heart of an excited child...but the darker sort emergent from forces unknown.&lt;br /&gt;
&lt;br /&gt;
The arvek nar are latecomers to Alexandros, a place often called the hub of the world. They settled here after an orderly fashion and have been solid contributors, and protectors of not only city life but the myriad farm communities that form this great nation's backbone.&lt;br /&gt;
&lt;br /&gt;
This last week, a group of them went 'rogue', thieving cattle and bringing harm to communities already hurt by current and as yet still unknown forces. While a group of adventurers has brought the band to a halt, the damage is there.&lt;br /&gt;
&lt;br /&gt;
There is some bright light. The arvek have developed a solid reputation for hard work. In some cases, the incident brought neighbors closer together. However, in others, it's brought to mind old rivalries and superstition.&lt;br /&gt;
&lt;br /&gt;
OOC: This scene was run by Folknar and is part of the Cannibal Queen meta-arc! Contact Rogun, Elessa, and Sebropert ICly for details!&lt;br /&gt;
&lt;br /&gt;
====Local Heroes...Gone?====&lt;br /&gt;
While the threat of the Arena shutting down has...shut down due to the intervention of the Society (lead by Alexandria's Mikilos Mithralla), it seems as though some of the local fighters are taking their leave. Not all of them, but enough &amp;quot;local names&amp;quot; to be noticed by fans and regulars alike. &lt;br /&gt;
&lt;br /&gt;
There's never a complete lack, though. Supposedly, Arena officials are working to bring in outsiders to fill the gaps, which may lead to new names and new faces. Excitement, they say.&lt;br /&gt;
&lt;br /&gt;
Still, a number of Alexandrians are sad to see familiar heroes go. &lt;br /&gt;
&lt;br /&gt;
OOC: We could use some folks to run some &amp;quot;exotic fights&amp;quot; using some gladitorial teams from far-off locations, either as a participating sport with local PCs, or as a spectator event! If interested, please contact staff for details. :3&lt;br /&gt;
&lt;br /&gt;
OOC2: We tend to award a little extra for tying into meta-arc plots. Shhh. X)&lt;br /&gt;
&lt;br /&gt;
===Tariday Hattanan 14, 1015===&lt;br /&gt;
====Arena Settlings====&lt;br /&gt;
Recent efforts and hard work among local adventurers has impacted the violence in the Arena. A llyranesi of the Society, Mikilos Mithralla let the charge, then found himself joined by other willing hands, as Society crafters took to modifying Arena weapons, enchanting them and rendering them nonlethal for the time being.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;We're certain the fighters know what they're doing. With what's going around, though...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;We're not taking chances.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
The quotes came from a pair of arena judges, notable to all by their distinctive uniforms.&lt;br /&gt;
&lt;br /&gt;
Those who work officially with the Arena expressed their thanks, and have enforced use of these new weapon types during most combats. As a result, violence has dropped, and more than one person noted a sort of 'sighing' sound when the weapons were brought into play.&lt;br /&gt;
&lt;br /&gt;
...though that could have easily been the wind. &lt;br /&gt;
&lt;br /&gt;
===Korday, Hattanan 2, 1015===&lt;br /&gt;
====Intercity Theatrics====&lt;br /&gt;
Only recently re-settled, the flame and fire between the Flightwright and Hope is set to flare up again. As word of the &amp;quot;Remember the 62&amp;quot; warcry reached artistic ears, playwrights immediately set to work to bring the tragedy (and news) to the masses.&lt;br /&gt;
&lt;br /&gt;
The respected playwright, Donathan Mayhew, has set quill to parchment and is purportedly &amp;quot;composing the work of a lifetime, filled with the heart of Vadran and the crying-out of the Heartlands...illustrating the bravery of these people...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Other theatres will put in a bid for the work, though the Hope and Flightwright are expected to be at the forefront of it.&lt;br /&gt;
&lt;br /&gt;
Could a work to honor a tragedy become a tragedy?&lt;br /&gt;
&lt;br /&gt;
'''OOC:''' In older times, theatres were the movie theaters and newsrooms of the day. The Alexandrian theatres certainly play a similar role, and provide a vital means to communicate happenstance, circumstance, and debate political issues...as well as general entertainment from nobility to merchant to commoner. The Flightwright and Hope illustrate part of this mix-and-divide, one being similar to a marble statehouse with noble patrons, and the other...more &amp;quot;down to earth.&amp;quot; Too, donations from noble patrons (and mercantile) are said to influence some plays produced, though at other times, an artist might truly go &amp;quot;out on the stage.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===Variday, Bernfleur 29, 1015===&lt;br /&gt;
====A Warcry Among the Heartlands!====&lt;br /&gt;
&lt;br /&gt;
62! It's the new war cry among the Heartlands. At the entrance of Vadran, someone's shoved a sign into the earth with &amp;quot;62&amp;quot; written upon it, the current loss of the Heartlands's small towns and villages to the chaos.&lt;br /&gt;
&lt;br /&gt;
As best they can count. A Sendor vetran, an Arvek, put the sign there after a recent attack left many dead. Without the adventurers there, many more would have perished.&lt;br /&gt;
&lt;br /&gt;
There are mutterings that the small village, and others like it, will petition Alexandria's council.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''OOC:''' For more information on this rumor, contact [[Ootin]], [[Kravar]], [[Ferawyn]], [[Angrid]], [[Kathryn]], or [[Eligar]]!&lt;br /&gt;
&lt;br /&gt;
'''OOC2:''' This is tied to the meta-arc! A number of you received notices regarding different parts of Alexandria and Alexandros which had begun to erupt. Most areas will be getting worse as our arc heats up. :3&lt;br /&gt;
&lt;br /&gt;
Over time, these sections will 'implode' if not acted upon. When they do, they'll have a direct impact on commerce, trade, and the available of certain goods. This means, among other things, that prices for magic items, and basic items, and possibly even food will increase.&lt;br /&gt;
&lt;br /&gt;
Legwork is open on these rumors, and PrPs. &lt;br /&gt;
&lt;br /&gt;
Whirlpool will be doing another post on this tomorrow (tomorrow or next) with more information on how you can get involved. :) He hasn't been feeling well, so may need a little time.&lt;br /&gt;
&lt;br /&gt;
===Gilday, Bernfleur 24, 1015===&lt;br /&gt;
====Troop Movements====&lt;br /&gt;
Recently, a deatchment of Alexandrian Militia departed from the city to the Red Ridge mountains via airship. They were joined there by a Myrrish detatchment of skyships where they are said to've performed, at least according to rumor, 'military exercises' together. Witnesses report both sets of airship opening fire on a spot somewhere in the mountains.&lt;br /&gt;
&lt;br /&gt;
===Tariday, Bernfleur 23, 1015===&lt;br /&gt;
====I've Gnomed More Women...!!!====&lt;br /&gt;
I've gnomed more tavern wenches than you'll know in a lifetime!!!&lt;br /&gt;
&lt;br /&gt;
Yes, that phrase set off a brawl in the Lower Trades the likes of which hasn't been seen since the Gobber&lt;/div&gt;</summary>
		<author><name>Typhoon</name></author>
	</entry>
	<entry>
		<id>http://www.tenebraemush.net/index.php?title=Rumor_Archives&amp;diff=17146</id>
		<title>Rumor Archives</title>
		<link rel="alternate" type="text/html" href="http://www.tenebraemush.net/index.php?title=Rumor_Archives&amp;diff=17146"/>
		<updated>2015-02-04T23:33:23Z</updated>

		<summary type="html">&lt;p&gt;Typhoon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
Most recent rumors are on the top. &lt;br /&gt;
&lt;br /&gt;
===Ceriday, Khael 27, 1016===&lt;br /&gt;
====Escaped Animals====&lt;br /&gt;
&lt;br /&gt;
An event in Am'shere results in the arrival of several members of the explorers guild of Alexandria into the area. The explorers who were called forth were tasked in capturing six large creatures and one colossal insect that have escaped their perimeter.&lt;br /&gt;
&lt;br /&gt;
Of the six large creatures that have escaped, one was accidentally killed. The rest, including the colossal insect, were incapacitated and returned to where they came from.&lt;br /&gt;
&lt;br /&gt;
For more information, please look for [[Corra]], [[Kravar]] and [[Benthus]].&lt;br /&gt;
&lt;br /&gt;
:Posted by Benthus&lt;br /&gt;
&lt;br /&gt;
===Korday, Khael 25, 1016===&lt;br /&gt;
====Sandy Claws and Brutolph====&lt;br /&gt;
&amp;quot;It was like any other adventure, till that brute of a red nosed reindeer rose up with eight other reindeer... There was Basher and Cancer, Dander and Pigskin... Foppet and Lupid, Boner and Ritlin. But do you recall, the biggest reindeer of all... Brutolph the red nosed reindeer...&amp;quot; Or so that is how the war golem artificer known as Vroole was singing it around town for the little kiddies. Yes, yes he did give them all names even as nearby in the market they were roasting them up for all to share. On and on he went talking of Frosty the snow demon and Sandy claws and how he will never come to town again.&lt;br /&gt;
&lt;br /&gt;
:Posted by Vroole&lt;br /&gt;
===Kesenday, Khael 5, 1016===&lt;br /&gt;
====Weather Incoming?====&lt;br /&gt;
It's a crystal clear, chill evening in the Temple of Eluna, and an elderly Seer sits before the crystal-clear pool that never fails to show the stars above, no matter the weather. Her iron-grey hair flutters around long, pointed ears as she sprinkles a powder around the edge of the pool, then chants several lines in the sibilant Sildanyari tongue, spreading a hand over the pool. After a moment, it begins to glow softly, the powder vanishing from around it; it appears to be ... waiting.&lt;br /&gt;
&lt;br /&gt;
Satisfied, the woman lowers her hand, tucking up her heels next to her, and asks the pool, &amp;quot;What will the weather for this coming sevenday bring?&amp;quot; &lt;br /&gt;
&lt;br /&gt;
In answer, the pool pauses, then flashes a bright, clear, pristine white, with nothing else visible. The image holds a moment, then fades away, leaving two or three others who had come to watch startled and the elderly Seer chuckling. &amp;quot;Well, then. I hope the acolytes know where the shovels are.&amp;quot; With an effort, she gets to her feet, dusts herself off, and takes herself off into the recesses of the temple, leaving chatter of younger Seers and acolytes behind her.&lt;br /&gt;
:Aldean&lt;br /&gt;
&lt;br /&gt;
===Gilday, Khael 3, 1016===&lt;br /&gt;
====Damage Assessment====&lt;br /&gt;
Concerns about the recent rumors on the deserters-turned-raiders at the war front have risen from the Temple of Althea. Sentinel Godwyn Sylvan has stated interest to find out if these rumors have any truth to them, and is thus looking to form a reconnaissance team to find answers. Make for the Temple District for more information.&lt;br /&gt;
:Godwyn&lt;br /&gt;
&lt;br /&gt;
===Tariday, Khael 2, 1016===&lt;br /&gt;
====Another Celestial Appearance====&lt;br /&gt;
Rumors about 'Paladin Training Sessions' apparently were not unfounded. A man was said to've created an obstacle course and claimed that he could help those present 'prove themselves' paladins. When actual paladins objected to this and began explaining the nature of the calling, he questioned them. Several people tried the obstacle course and failed, but the paladins, working together, were able to cross it succesfully. When they did, the host of the event revealed himself to be some kind of Celestial being of light and wings and soon vanished thereafter, according to rumor. Some speculate that this may have been the same Celestial being that was behind the Braggart's Tavern contest before it was taken over and renamed Steel Von Ironbrew's.&lt;br /&gt;
:Whirlpool&lt;br /&gt;
&lt;br /&gt;
===Eliday, Quintoos 30, 1016===&lt;br /&gt;
====Rumors from the War Front====&lt;br /&gt;
Word starts to spread about one of Arendt's generals, Grey Gore. It seems he's been spotting a lot of omens that promise his defeat to Rune. An owl with the corpse of a raven in its claws. Grey Gore's personal weapon, rusted found in a bloodied personal banner of Grey Gore's. There has also been mentioned a spectre of death that seems to be haunting the man, wherever he goes. More than a few of his troops are starting to lose heart, and it's said that some of his troops have begun to desert. Even more damning, he's been unable to stop raiding in the countryside, unable to protect the people, and it's even being said that his troops are the ones doing the raiding. Grey Gore is losing control of himself, of his troops and Arendt is beginning to lose confidence and quietly starting to look for a replacement.&lt;br /&gt;
:Tatyannah&lt;br /&gt;
&lt;br /&gt;
===Variday, Quintoos 17, 1016===&lt;br /&gt;
====Justice or Vengeance?====&lt;br /&gt;
Over the last week, several people - mostly those who are known for being minor magical shysters of the nastier sorts - have reported being stalked, attacked, and forcibly branded by a woman tattooed with the symbol of Eluna. Their brands are seared into their foreheads, and their wounds otherwise are just enough to subdue them for the branding. Complaints about subverting proper justice procedures have been made to the Temple of Eluna, which has promised to take the situation under contemplation.&lt;br /&gt;
&lt;br /&gt;
(OOC: Want to know more, get involved in the cleansing of the streets, or chastize someone for taking the law into their own hands? Contact Meihui!)&lt;br /&gt;
:Meihui&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Eliday, Quintoos 16, 1016===&lt;br /&gt;
====Caldor Methis Found Alive!====&lt;br /&gt;
Rumors of the Councilman's death have been greatly exagerated. &lt;br /&gt;
 &lt;br /&gt;
In a brief statement issued by the Council of Alexandria, Caldor Methis has been located alive and returned to the city o f Alexandria by brave heroes who faced the fearsome Obsidian Syndicate, that had attempted to kidnap the councilman while he was attending to diplomatic business within Bludgun. Swift conemnations of the criminal organization by both governments followed. Caldor has been seen about town, sporting a very bad limp, but moving under his own power. No doubt these public appearances are to put to ease any who might doubt the story. &lt;br /&gt;
 &lt;br /&gt;
Of course, that's just the official story. &lt;br /&gt;
 &lt;br /&gt;
&amp;lt;&amp;lt;Questions can be ICly directed to Solace, Verna, Corra, Moonshadow, Rhodes, Godwyn, Kiroth and Constantin, as they all mysteriously returned to town around the same time for the keen observer! &amp;gt;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:Whirlpool&lt;br /&gt;
&lt;br /&gt;
====Adamantine Found!====&lt;br /&gt;
The coffers of Rune have received a much needed inflation of gold, as well as their war supplies having been bolstered. Indeed, an unknown quantity of Adamantine has been located by the city-state and is alrady beeing forged into the instruments of war to use against the so-scalled Iron Tide. One Runish Blacksmith can be heard to say, &amp;quot;Iron beats copper, Steel beats iron, and Adamantine carves them all to pieces.&amp;quot; &lt;br /&gt;
 &lt;br /&gt;
He thinks he's clever. &lt;br /&gt;
 &lt;br /&gt;
At any rate, Rune has received a much needed boost from this. &lt;br /&gt;
 &lt;br /&gt;
&amp;lt;&amp;lt;For a look behind the official story, talk to Jareth, Kerbasy, Verna, Ssylrath, Benthus, Aurala and Azog. &amp;gt;&amp;gt;&lt;br /&gt;
:Whirlpool&lt;br /&gt;
&lt;br /&gt;
====The Secure Panacea Wants You!====&lt;br /&gt;
The Secure Panacea, Khazadi trading company, is looking for adventurers who might be interested in helping them delvier a caravan of much needed supplies onto the frontier! &lt;br /&gt;
 &lt;br /&gt;
They are looking for several, reputable individuals. If you're interested, please contact the Guild of Explorers with your qualifications. &lt;br /&gt;
 &lt;br /&gt;
&amp;lt;@Mail Whirlpool&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:Whirlpool&lt;br /&gt;
&lt;br /&gt;
===Variday, Quintoos 10, 1016===&lt;br /&gt;
====A Door in Rune====&lt;br /&gt;
Earlier today, a door opened in Rune. No one knew what it was for, or where it went, and that's why adventurers were sent through it. The door lead to some sort of extraplanar location, where an obelisk dedicated to a Kulthian stood. Being brave adnveturers, it was said that they toppled the obelisk. Worse still, apparently, the bones of those who built were immured within. The door is said to be destabilizing, much like the pocket plane it leads to, but not before the Vardamans were summoned and the bones of many ancient individuals were retrieved for proper burial. &lt;br /&gt;
 &lt;br /&gt;
&amp;lt;&amp;lt;For information, seek out Aevarr, Korrani, Belladona, Aldean, Fa'lere and Dragomir! &amp;gt;&amp;gt;&lt;br /&gt;
:Whirlpool&lt;br /&gt;
&lt;br /&gt;
===Korday, Quintoos 6, 1016===&lt;br /&gt;
====Harvest Festival Announcement====&lt;br /&gt;
Talk of this year's Harvest Festival is beginning to spread around the Lower Markets. A general invitation to the Temple of Althea for a grand feast, for example. Soon enough, word should begin to reach the rest of the city.&lt;br /&gt;
&lt;br /&gt;
(OOC: Visit the Temple of Althea and speak to Godwyn for more details.)&lt;br /&gt;
:Godwyn&lt;br /&gt;
&lt;br /&gt;
===Tariday, Quintoos 4, 1016===&lt;br /&gt;
====Volcano Calms in Dran====&lt;br /&gt;
The volcano that had erupted recently in Dran just as suddenly stops it's huffing and puffing. The rains of ash that plagued the land and more have ceased and things have calmed down. A little. The Dranei force are still busy, thankfully for Rune, and it seems to've bought the beleagured city state time that it has needed to bolster its defenses and resupply. &lt;br /&gt;
 &lt;br /&gt;
The Piarliament of Rune continues to deny any involvement in the eruption while the so-called 'Iron Tide' continues to point fingers in their direction, claiming the timing was the work of wizardry and a clear indication that the wizards of Rune must be brought to heel. &lt;br /&gt;
 &lt;br /&gt;
In other news, preparations for the summit between Khazadi and Stormgaard's leaders are proceeding apace, with the final details in the process of being worked out.&lt;br /&gt;
:Whirlpool&lt;br /&gt;
&lt;br /&gt;
===Variday, Rhaltaas 20, 1016===&lt;br /&gt;
====Hunter's Call====&lt;br /&gt;
The High Hunt honors [[Gilead]]...and its celebrations explode into a world of culture and variety. The [[Egalrin|egalrin]] in their elder days celebrated it under the auspices of [[Caracoroth]], as scourges of the skies. Today it may take the form of spiritual hunts and sky dances, guided by their eldest shamans. Or for the warhawks among them, a confrontation against old blood--old traditions versus new in the darkest hunt of blood and talon and kin against kin.&lt;br /&gt;
&lt;br /&gt;
The [[Sildanyar|sildanyari]] have always celebrated it; their rituals go back to their race's birth, to the time when Gods walked upon Ea and the sildanyari's fae blood ran strong. [[Cosmology|Quelynos]]' unending forests opened before them and their blades of light stood against the blood hordes. For a night, legend says, they touch upon this ancient power and honor their histories. (Though, for [[Mul'niessa|mul'niessa]], it may be a time of mourning or mockery...through Taara's curse, no such light comes to them). The [[Sith-makar|sith-makar]] celebrate it with tribe-wide hunts against [[Am'shere]]'s terrors, eradicating threats to their tribal lands, and the [[Oruch|oruch]] with the beat of hunting drums in the Hound's honor, the air filled with their full-throated hunter's cries.&lt;br /&gt;
&lt;br /&gt;
Among the druids, legend says that the Hunt lessens the barriers between the [[Faiths_and_Pantheons#The_Green_Word|Green]] and the every day. Tales circulate (how true they are, no one can swear to) of pathways glimpsed to wilderness unknown, where forests run forever and great beasts thunder beneath the skies...for some among them, a pale and ghostly stag leads the way, and the hunters may do naught but follow. &lt;br /&gt;
&lt;br /&gt;
Among the [[Myrddion|Myrrish]], the holiday is more well-organized, with honorable targets chosen for the greater good. Among the [[Stormgarde]], endurance and survival are achievements of the greatest hunters, in contests and hunt-gatherings that take place in the mountains' coldest depths.&lt;br /&gt;
&lt;br /&gt;
Though celebrated worldwide, there has never been one way to do so. The High Hunt honors Gilead, it honors the Wild...with traditions both new, and those which trace their lineage to beginning times.&lt;br /&gt;
  &lt;br /&gt;
Against them all stands is Caracoroth, a force who  would end with blooded claw everything the Hunt embodies. His forces stand ready to slake the divine fields with hunters' own blood, to turn the tide against Gilead and turn its power towards His own means.&lt;br /&gt;
&lt;br /&gt;
OOC: This month, we invite you to run your own High Hunt, as well to bring RP to the grid. Explore and invent traditions, tales, and stories, sing the Wild Song, and ready your bow. The High Hunt officially occurs on the 31st, but feel free to celebrate it any day this month, via the power of Dramatic Time.&lt;br /&gt;
&lt;br /&gt;
===Gilday, Rhaltaas 15, 1016===&lt;br /&gt;
====Spiders Found Outside Temples, Gnomes Charged with Reckless Artificing====&lt;br /&gt;
Brundle and Fythe company was pleased to announce their new shrinking ray! &lt;br /&gt;
 &lt;br /&gt;
And enlarging ray. &lt;br /&gt;
 &lt;br /&gt;
Naturally, the two gnomes invention was a complete disaster and enlarged a pair of spiders to gigantic proportions. While there were no casualties and the spiders were swiftly squashed, Brundle and Fythe were still taken into custody on charges of Reckless Artificing.&lt;br /&gt;
&lt;br /&gt;
:Whirlpool&lt;br /&gt;
&lt;br /&gt;
===Eliday, Rhaltaas 12, 1016===&lt;br /&gt;
====A Poster Appears!====&lt;br /&gt;
Just having recovered from the Sendor War and the Time of Troubles, Alexandria faces a new foe in the form of Heth, in the form of Arendt. Its economy struggles to react and its populace waits on a precipice.&lt;br /&gt;
&lt;br /&gt;
That is why the gnomes have decided to help out.&lt;br /&gt;
&lt;br /&gt;
Known for their cheerfulness (as well as unfor--*delete delete delete* fortunate fortunes in local silver mining), the community of Happy Valley has come together with the Alexandrian Council to sponsor an unofficial Week of Heroism! Celebrations are encouraged, tales will be old, and dancing and drinking will be had and done, all in celebration of Alexandria's accomplishments, the heroism of its denizens and their brave deeds!&lt;br /&gt;
&lt;br /&gt;
Posters have magically appeared--as though by gnomish famous illusionary magic! all over the City announcing this. Some of them are animated; all of them are colorful and festive.&lt;br /&gt;
&lt;br /&gt;
So celebrate with us this week, raise a mug to Angoron, and a toast to what makes Alexandria great and good! Or at least what makes it fun!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Eliday, Rhaltaas 05, 1016===&lt;br /&gt;
====Demon Loosed!====&lt;br /&gt;
It was a tpyical day at the Soldier's Defense, with people streaming in and out to conduct their business, when a group of adventurrs fresh from some sort of exploit lost control of a demonic creature they'd captured. Rumor states it was quickly recaptured by several more adventurers who hapepned to be on scene, resulting in a scene like out of a greased pig contest with people trying to dive and grab it. Magic was evnetually used to bring it under control. But what could people want with such a creature, and why keep such a monstrosity alive?&lt;br /&gt;
&lt;br /&gt;
:Whirlpool&lt;br /&gt;
&lt;br /&gt;
===Tariday, Daeshen 30, 1016===&lt;br /&gt;
====Adventure Scout Troop====&lt;br /&gt;
Overheard by the washwomen of the city gathered to do laundry:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Did you hear that Lady Sandy has agreed to be the Den Mother of the local troop of Adventure Scouts?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;No I didn't...who are the Adventure Scouts?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Well I heard that they are a newly formed children's group that teaches children how to become adventurers one day.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;And Lady Sandy is leading them?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Yes, she has agreed to be the Den Mother.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Did she start this group?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Oh no...supposedly the children themselves did it after finding a Handbook in the library by the Most Famous Adventurer in all the World, Baron Alfonso Escabardo Gallient, esquire.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I've heard of him; he's more famous than Steel Von Ironblood!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;When does this group meet?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Three times a week at Lady Sandy's store, Prestigious Moon, now called &amp;quot;The Den&amp;quot; by the Adventure Scouts.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
:Cesran&lt;br /&gt;
&lt;br /&gt;
===Eliday, Daeshen 28, 1016===&lt;br /&gt;
====Summit!====&lt;br /&gt;
As everyone knows, the Khazadi nations have become a seat of powerful, mercantile interests. It should be of no surprise to anyone that negotiations between nations continue, even in these dark times. Hailed as a break-through, Lord Ygfried Hamergostd, the high ruler of Stormgard itself, is said to be travelling to the Khazad capital of Khazad Duin itself to meet with the High King of the United Dawrven peoples. Stormgaard has a great bounty of goods to trade, they say, and the economic development that the Khazad could help bring to the frozen north with their caravans could benefit both realms extensively. Some whisper that the Jarl is facing restlessness amongst the councils that constitute Stormgard's lower bodies of government and that has helped to prompt this move. &lt;br /&gt;
 &lt;br /&gt;
No official date has been yet set for the summit, but it will be the first time in this generation that such a meeting has taken place.&lt;br /&gt;
&lt;br /&gt;
===Gilday, Daeshen 24, 1016 ===&lt;br /&gt;
====Disaster in Dran====&lt;br /&gt;
Dark smoke fills the Dranei horizon and whispers of newly erupted volcano and a river of magma bursting from the earth and tearing through the countryside are rampant. The destruction of a nearby Dranei foundry and the evacuation of surrounding villages are causing some to point and whisper that the mages of Rune were behind it. &lt;br /&gt;
 &lt;br /&gt;
Statements from Parliament deny such accusations and point out that Dran has always been a vocanicly unstable region, and offers of assistance to the civilians of Dran are open ended to those who wish the aid of the Parliament in easing the suffering caused by this eruption. &lt;br /&gt;
 &lt;br /&gt;
This has greatly eased, for a time, the pressure on Rune's front lines as large number of forces have pulled back in the wake of the disaster, but all indications are that this is only temporary.&lt;br /&gt;
&lt;br /&gt;
===Tariday, Daeshen 23, 1016===&lt;br /&gt;
====Touch of War====&lt;br /&gt;
Rumors come swirling from the port city of Tashraan, across the sea from Alexandrai in the deserts of Veyshan. An entire family of merchants and their household came under attack and many members murdered in a brutal attack. Such warfare is often common in Tashraan, but it's the rumors of why that draw Alexandrian ears. They say that the merchant house, the HighHold Trading Company, were in negotiations to deliver supplies to Rune with representatives from that beleagured city-state. It is thought likely that the attack o nthem was a deliberate effort by forces acting on the payroll of the Iron Tide to intimidate those who might deal with Rune as well as to remove a potential player from the board. &lt;br /&gt;
 &lt;br /&gt;
Bloody reprisals are now on-going and bodies are being left in the streets and alleys of Tashraan. Again, not an uncommon thing, as Tashraan is said to be a hive of scum and villainy of all manner on the same level as Vandalheim, but this time it seems to be all about the war in Rune.&lt;br /&gt;
&lt;br /&gt;
===Tariday, Daeshen 16, 1016===&lt;br /&gt;
====Minor Arrest====&lt;br /&gt;
Several lucht were seen this last eve involved in a theft from a costume shop. Though apprehended by the guards, the theft appeared to be mostly in drunken, though good, spirits and an attempt to, &amp;quot;Show old Garsten some!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
They were apprehended by a pair of guards, one of them a sith-makar who was, according to quotes taken at the time, &amp;quot;Sstudying the lawsss of Alessandria.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
The lucht are currently being held at local cells.&lt;br /&gt;
&lt;br /&gt;
:Lahar&lt;br /&gt;
&lt;br /&gt;
===Variday, Daeshen 15, 1016===&lt;br /&gt;
====Battle Indecisive====&lt;br /&gt;
In what some are calling a victory for Rune, a recent battle was fought to standstill against the Dran forces in the abandoned village of Ortha. Dran forces are said to've pursued the Parilamentary Guard into the abandoned village and attempted to smoke out the defending force before being engaged and driven to retreat. Several prisoners were taken, and many more Dran were killed in this defeat. The Runish Parliamentary Guard is often though to be little more than an untrained militia, and thus, this victory is thought to be signfiant, if small, in proving that they can be an effective fighting force. &lt;br /&gt;
 &lt;br /&gt;
Rune has recently asked for more of its mercenary forces to take an active role in training the milita. &lt;br /&gt;
 &lt;br /&gt;
That said, the battle itself did have high casualties for the Guard, and thus, some others are sauing it's simply a sign of a contiuing lack of a decisive victory for either side.&lt;br /&gt;
&lt;br /&gt;
:Whirlpool&lt;br /&gt;
&lt;br /&gt;
===Gilday, Daeshen 03, 1016===&lt;br /&gt;
====Rumors on the Streets====&lt;br /&gt;
Two interesting rumours today. Firstly there was something of an incident at the infamous Goblin house of ill-repute, Ma Rosey's. Apparently local Goblinoid Criminal Two Toes was confronted by several large and well armed people about some kind of debt. After some destruction of property they seemed to reach some kind of agreement without any further violence.&lt;br /&gt;
&lt;br /&gt;
Secondly the temple of Althea seems to have had a small influx of orphans, brought in by Sentinel Godwyn. Grubby and malnourished they are being looked after by the clergy there.&lt;br /&gt;
&lt;br /&gt;
:Yngvild&lt;br /&gt;
&lt;br /&gt;
====Call for Stories!====&lt;br /&gt;
Lelian continues her quest to document the War and the effect it has had on people. She is willing to pay a small amount to hear your stories and record them for the future.&lt;br /&gt;
 &lt;br /&gt;
OOC: I'm almost always available for RP M/W/F during the day, T/Th and weekends are kinda iffy. I may be on, but doing other things. So, if you want to do an interview, just ping me. Or send me a @mail with a story.&lt;br /&gt;
&lt;br /&gt;
:Lelian&lt;br /&gt;
&lt;br /&gt;
===Ceriday, Callem 30, 1016 ===&lt;br /&gt;
====They Call Him, &amp;quot;The Skipper&amp;quot;====&lt;br /&gt;
They call him 'The Skipper' now. A child, can't be any more than ten years of age, is now regularly skipping and prancing his way through the lower trade district. It seems he can't move in any way/ but/ a skip. One moment he was moving along nicely through the district and the next... he was skipping to and fro while screaming about how he couldn't stop. He's been spotted a few times since then, still skipping along with a not-so-merry look on his face. &lt;br /&gt;
 &lt;br /&gt;
It's the third such unusual malady to strike a child in recent days.&lt;br /&gt;
&lt;br /&gt;
:Whirlpool&lt;br /&gt;
&lt;br /&gt;
===Korday, Callem 28, 1016===&lt;br /&gt;
====Disaster Averted in Rune!====&lt;br /&gt;
It was towards the end of another long day in the bleagured City State of Rune when the top floor of the tower of the School of Enchanting was engulfed in what appeared to be green hellflame. While this event quickly ended, reports of some sort of demonic attack on the school went far and wide. &lt;br /&gt;
 &lt;br /&gt;
The Parliamnet quickly issued the following statement: &lt;br /&gt;
 &lt;br /&gt;
&amp;quot;Treachery most foul nearly befell Rune tonight when a traitor to our ranks, a minor wizard by the name of Arnus Shagan, unleashed demons in an effort to decapitate the school of enchanting through clever manipulations. Shagan is now to be formerly tried for his crimes punished appropriately as per the rules of Rune. He had hoped, as all traitors do, to gain some monetary reward for his actions from Arendt. It would appear that no base treachery, no vile plan, and no scheme is too low for the enemy confronting Rune. Where has the fabled honor of the Dran gone when they back those would ply the trade of demon-summoning?&amp;quot; &lt;br /&gt;
 &lt;br /&gt;
Shan is being held in an 'undisclosed location'... which probably means he's not even on this plane anymore. &lt;br /&gt;
 &lt;br /&gt;
&amp;lt;RP with Orion, Cressida, Alice, Zlegvog, Laefwyn and Alakton for more details!)&lt;br /&gt;
&lt;br /&gt;
: Whirlpool&lt;br /&gt;
===Tariday, Callem 26, 1016===&lt;br /&gt;
====Strange Malady====&lt;br /&gt;
A child has been taken to the temple of Althea for a strange malady that's afflicted him. His voice has gone from the normal voice of a child to a rather... high pitched squeaky voice. It's very unsuual and most everyone seems to find it amusing, but the clerics of ALthea seem rather stumped as to how to treat it.&lt;br /&gt;
&lt;br /&gt;
:Whirlpool&lt;br /&gt;
&lt;br /&gt;
====Unusual Smell====&lt;br /&gt;
Rumors emanate from the Orphanage that a particular child has developed a most unusual smell. None of the othr children can stand to be around him. Any number of baths appear to be doing nothing to wash the stink off. &amp;quot;It's almost as bad as that rodent vendor,&amp;quot; one is quoted as saying, &amp;quot;but not quite that bad.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
:Whirlpool&lt;br /&gt;
&lt;br /&gt;
===Kesenday, Callem 22, 1016===&lt;br /&gt;
====Evil Plot Broken in Goblintown====&lt;br /&gt;
Though the exact situation is unclear, apparent agents of the treacherous Hobgoblin clan known as 'The Garnaks' were located in Goblintown and their treacherous plan foiled! The Alexandrian Intelligence Operations are taking credit for the deed, declaring success in the effort against the minions odf Thul, and dismiss all reports to the contrary that a group of adventurers stumbled into them by sheer dumb luck investigating a phony kidnapping.&lt;br /&gt;
&lt;br /&gt;
:Whirlpool&lt;br /&gt;
&lt;br /&gt;
===Korday, Callem 21, 1016===&lt;br /&gt;
====A Call for Stories====&lt;br /&gt;
Fliers and a bit of news around Alexandria bring the following:&lt;br /&gt;
&lt;br /&gt;
''Lelian, librarian and scribe, wishes to record the stories of those affected by the Dran-Rune War. She would like to hear from soldiers, refugees, prisoners, diplomats, and even regular civilians. These stories will be collected and recorded as a reminder of what transpired in this time.''&lt;br /&gt;
&lt;br /&gt;
OOC: I am not sure how I will RP out any interview scenes, but I'll think of something. In addition, you can also @mail me your stories. I am planning on editting them and putting them on Lelian's wiki page.&lt;br /&gt;
&lt;br /&gt;
IC: (because I am lame and forgot this until after I had put a bunch of stuff in) Lelian is offering a small amount of compensation for peoples' time.&lt;br /&gt;
&lt;br /&gt;
:Lelian&lt;br /&gt;
&lt;br /&gt;
===Tariday, Callem 19, 1016===&lt;br /&gt;
====News from the Front====&lt;br /&gt;
Word of new magics comes down from the northern front. It seems that Rune's magi, armed with new and terrible incantations, have managed to hold firm against Dran's advances in the north. Even though the flow of casualties back to the capital seems unabated, they no longer talk about pulling back.&lt;br /&gt;
&lt;br /&gt;
In other unrelated news, an airship heading southeast from Volstengrad claims to have seen a great white winged shape venting it's anger against the upper slopes of the Sky Curtains. Naturally, it didn't approach closer.&lt;br /&gt;
&lt;br /&gt;
(If you're curious, Alice, Orion, Cressida, Duncan, Renfrey and Rhar may know more ICly -- go find them on the grid)&lt;br /&gt;
&lt;br /&gt;
:Hippieclasm&lt;br /&gt;
&lt;br /&gt;
===Variday, Callem 18, 1016===&lt;br /&gt;
====Vandals strike Tarien's temple!====&lt;br /&gt;
Vandals struck the Temple of Tarien, according to some reports. Well, reports might be giving the tales a little too much credit. More like tavern rumors and jokes told over campfires by followers of Coyote. Nothing was taken and no permanent damage was done, mostly just a mess and some graffiti. It seems rather than getting upset over the incident, Tarienites are split between taking it as a poorly thought prank - though still a prank and therefore something the Laughing One would approve of - and an excuse to spruce up the 'old and already stale' furnishings that haven't been replaced since the last celebration.&lt;br /&gt;
&lt;br /&gt;
An impromptu investigation by Rhar, Jibbom, Tatyannah, Aenyn and Nicolai soon discovered the culprits. A band of young orphans who are no doubt headed for lives of poverty or banditry. Their punishment is...to be taken in and taught how to pull pranks and to rob people more effectively.&lt;br /&gt;
&lt;br /&gt;
Tarienites.&lt;br /&gt;
&lt;br /&gt;
:Nicolai&lt;br /&gt;
&lt;br /&gt;
===Tariday, Callem 12, 1016===&lt;br /&gt;
====Plant Pirate Pizzaz====&lt;br /&gt;
A group of adventurer's were contracted by an../honest/ captain to seek out something that his former /honest/ captain had left behind. It seems the captain had hidden something on an isle and while it was discovered where, they were not having much luck getting onto the isle. THe adventurer's undertook the job and set to the isle. There they were beset upon by plant pygmies, but those were narrowly able to be defeated and from there they entered a deep dark dank cave. Well things did not go too well, as it was slippery. There was a fall, a fight, and a nasty belching plant monster. They made it out but there are plans to return eventually and try again.&lt;br /&gt;
&lt;br /&gt;
(For info seek, Lothos, Lyrana, Dur'ankar, Autumn, Grumpins, Selerik, and Smythly. Brought to you by Zlegvog plot)&lt;br /&gt;
&lt;br /&gt;
:Lyrana&lt;br /&gt;
&lt;br /&gt;
===Tariday, Callem 12, 1016===&lt;br /&gt;
====Goblin on a Bear====&lt;br /&gt;
Smyhtly, the so-called Goblin Paladin of Reos, was seen reutrning to town on a...bear. Those who spoke to him say he claimed to want to be like his hero, 'Lady Cinnamon', and that his new friend, 'Muddy', was quite the smart (and apparently harmless, or so the goblin'd have you believe), bear. They were soon seen at the fish market. Buying a lot of fish, of course.&lt;br /&gt;
&lt;br /&gt;
:Smythly&lt;br /&gt;
&lt;br /&gt;
===Kesenday, Callem 08, 1016===&lt;br /&gt;
====Infernal Fire?====&lt;br /&gt;
Last night, a fire broke out near the Lower Market. Details are unclear, but at least one local was seriously burned, and several members of the Guild of Explorers were burned in fighting the blaze. There are unconfirmed reports of a demon involved, and word has begun to circulate of another demon cult in the city. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;&amp;lt;Cesran, Jenner, Klythos, Mikilos, MoonMoonVuk, Svarshan, and Talazia may provide additional details.&amp;gt;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:Mikilos&lt;br /&gt;
&lt;br /&gt;
===Kesenday, Callem 08, 1016===&lt;br /&gt;
====Pet Engineer====&lt;br /&gt;
It seems that there was an emergency. An airship went down and its engineer hadn't been heard from. A group of adventurers were called upon to seek out what had happened and return the engineer if at all possible. The group gathered together, led by the tracking skills of Rhar, they eventually made it to where the ship went down and then tracked to the location of the engineer. Once there they discovered what no one expected. The engineer appeared to be the pet of a grey render. Through libral use of stew laced with prunes, the grey render was rendered out of the picture and the Engineer escorted home. He got lucky though cause for a moment it looked like the render might follow the poor engineer home.&lt;br /&gt;
&lt;br /&gt;
(OOC: this was from Totally Tuesday Spontanaity plot, any questions seekout Rhar, Benthus, Lyrana, Selerik, Grumpins, or Silverwing.)&lt;br /&gt;
&lt;br /&gt;
:Lyrana&lt;br /&gt;
&lt;br /&gt;
===Korday, Aestry 31, 1016===&lt;br /&gt;
====Murder in Rune!====&lt;br /&gt;
In the middle of the night, a large group of guards were summoned to a home near to the wall in the city of Rune. There, they quickly surrounded the small, unassuming looking cottage and far more of them, according to rumor, went inside than could possibly fit. This is not exactly out of the question in a city like Rune. &lt;br /&gt;
 &lt;br /&gt;
Immediately thereafter, the word spreads the Transmuter Korgan was found murdered in his home last night. As a member of the Parliament of Rune, he was apparently on the Subcomitte for Internal Security. His murder raises serious concerns, and has set the city to a restless edge. &lt;br /&gt;
 &lt;br /&gt;
...well... more of one, anyways.&lt;br /&gt;
&lt;br /&gt;
:Whirlpool&lt;br /&gt;
&lt;br /&gt;
===Gilday, Aestry 30, 1016===&lt;br /&gt;
====Refugees declare: Ogres, Worgs...====&lt;br /&gt;
It seems that a group of adventurers recently were contracted to help evacuate a village before Dran forces could get too close. The group arrived and the evacuation was started. Just before they got into the clear a group of bugbears and worgs attacked. They were led by an ogre. It was close, the worgs kept tripping folks but eventually they took them down. The Sling is truly a mighty weapon. Only a couple refugees were killed most made to safety.&lt;br /&gt;
&lt;br /&gt;
(For Information talk to Corra, Lothos, Alakton, Laefwyn, or Lelian)&lt;br /&gt;
&lt;br /&gt;
: Corra&lt;br /&gt;
&lt;br /&gt;
===Variday, Aestry 21, 1016===&lt;br /&gt;
====Renewed Trade with Veyshan====&lt;br /&gt;
With food prices spiking, trade with the Veyshanti has become more important, which is why it was a relief for many merchants to hear that the trade routes across the sea have resumed with no further loss of ships. Recently, a few had dissapeared along the usual route from Tashraan, but it would appear whatever was causing that has ended. &lt;br /&gt;
 &lt;br /&gt;
While Alexandria does not buy food from Veyshan, obviously, and is in fact considered the 'breadbasket' of much of it's immediate area with it's strength of agriculture, the resumption of obstructed trade should help offset the increase in price.&lt;br /&gt;
&lt;br /&gt;
: Whirlpool&lt;br /&gt;
&lt;br /&gt;
===Eliday, Aestry 20, 1016===&lt;br /&gt;
====Attempted Kidnapping in Rune!====&lt;br /&gt;
The famed(???) Professor Fizzulefuse was the victim of an attempted kidnapping by constructs. Some speculate that they were, of course, of his own devise and that the project went awry, but such things could never happen to the famed Professor Fizzlefuse, right? &lt;br /&gt;
 &lt;br /&gt;
Right. &lt;br /&gt;
 &lt;br /&gt;
At any rate, they were defeated, and the Professor moved to another inn. &lt;br /&gt;
 &lt;br /&gt;
No one is blaming Dran for the attack.&lt;br /&gt;
&lt;br /&gt;
: Posted by Whirlpool&lt;br /&gt;
&lt;br /&gt;
===Eliday, Aestry 20, 1016===&lt;br /&gt;
====Denouncement of Rune====&lt;br /&gt;
An angry letter from Arendt is making the rounds, loudly accusing Rune of murdering it's own civilians and trying to cast the blame on Dran's forces. He openly blames Rune for the event and swears that any and all civilians who wish to surrender to the Dran will be treated with mercy and honor, as well as given a chance to start a new under Dran's rule. &lt;br /&gt;
 &lt;br /&gt;
Naturally, this fine bit of propaganda is earning many scoffs within the walls of Rune, and raucous laughter in Alexandria, but for those caught between the warring powers, it might just make letting Dran roll over them seem a bit more tempting.&lt;br /&gt;
&lt;br /&gt;
: Posted by Whirlpool&lt;br /&gt;
&lt;br /&gt;
===Eliday, Firetide 1, 1016===&lt;br /&gt;
====A Successful Hunt====&lt;br /&gt;
The tracking party that set out after the disruption at Mictlan returns with a trussed up Lucht. Seems they caught whoever it is they were after. &lt;br /&gt;
 &lt;br /&gt;
OOC: Questions to Sslyrath, Solace, Azog, Lorien, and Radek.&lt;br /&gt;
&lt;br /&gt;
====Something's Brewing!====&lt;br /&gt;
&amp;quot;Mead? You call that a mead?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Better'n yours!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;MY MEAD IS MADE ONLY WITH THE FINEST HONEY. I feed me bees no less than 10 proof,&amp;quot; says the second brewer more modestly, as she pushes back a mane of khazad-true hair.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Oh! And I feed mine 15!&amp;quot; goes her opponent, obviously lying, but the debate is thick now, and the stories soon grander.&lt;br /&gt;
&lt;br /&gt;
Such are the debates on the streets... /something/ is (haha) brewing. With the coming of summer, the khazad are breaking out the summer ales and even whiskeys, topping the latter off with mixes flavored by bloodstone and deepcrystal and newfangled...they whisper...&lt;br /&gt;
&lt;br /&gt;
...ice. Soon more easily obtainable, for cold, chilled drinks under summer's heat. The rumors hint, in a few overly-vocal, khazad debates. &lt;br /&gt;
&lt;br /&gt;
It's a /rumor/. But the heat already over the Alexandrian metropolis has more than a few excited...and more than a few local merchants looking over their shoulders, at more evidence of the growing power of the khazad empire.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Kesenday, Hattanan 30, 1016===&lt;br /&gt;
====The Sith-makar Empress to Mictlan====&lt;br /&gt;
Today, the Sith-Makar Empress took a trip to the holy site, a land of Dragon Bones, known as Mictlan. It was there that she spoke to those present to learn the history of the place and to bless the union between Alexandria and the people of Am'shere. It is also said that the Dragon Knight, Anise, was in attendance and that a Dran spy may well have been captured in the vicinity. No one in authority has confirmed or denied this, but a group of riders set off on an effort to track additional friends that might've been with this rumored spy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Korday, Hattanan 29, 1016===&lt;br /&gt;
====Sewer Work====&lt;br /&gt;
There seems to be an unusual amount of work going on in the swwers lately. A whole lot more people than usual dressed in sewer worker's suits going in and out of it. Someone in the government is clearly up to something.&lt;br /&gt;
&lt;br /&gt;
====Brain Drain====&lt;br /&gt;
While the Conclave has been broken for years now, there are a great many wizards who still feel some loyalty to the nation and city that birthed it. &lt;br /&gt;
 &lt;br /&gt;
A great many sorcerers, wizards, and other dabblers in the magical arts are flocking to volunteer their service in Rune's protection, much to the chagrin of their former patron states.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Variday, Hattanan 23, 1016===&lt;br /&gt;
====The Madness of Angorites and Dinosaurs====&lt;br /&gt;
Angorites are mad. &lt;br /&gt;
 &lt;br /&gt;
Hiring Wizards to summon giant lizards from Am'shere /just/ so they could practice wrestling on them? /Mad/. &lt;br /&gt;
 &lt;br /&gt;
Apparently, no one died. This is probably because there were clerics nearby.&lt;br /&gt;
&lt;br /&gt;
====Well, Sir...It had Wings. Sort of.====&lt;br /&gt;
Late--or rather, early this Variday saw a group of oruch were seen going from tavern to tavern. The oruch themselves were unremarkable...but the large, long-beaked bird-creature trailing along through the streets and behind them, well.&lt;br /&gt;
&lt;br /&gt;
THAT was a sight to see!&lt;br /&gt;
&lt;br /&gt;
The 'pterodactyl' was apparently (it turns out) a prank by some Tarienites, wanting to have some fun with the recent dinosaur wrestling event. &lt;br /&gt;
&lt;br /&gt;
In light of this, the drunken rampage that occured an hour later (apparently those same oruch, but reports also blame it on gnomes; everyone blames it on gnomes) was almost overlooked.&lt;br /&gt;
&lt;br /&gt;
Supposedly, though, it had something to do about baths.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Gilday, Hattanan 21, 1016===&lt;br /&gt;
====Merchant Ties Cross Cultures====&lt;br /&gt;
&amp;quot;'Ey. Yeah, business has been busy, praise Truehammer. What with the war...I mean, it's not a war. But you know how it goes.&amp;quot; The khazad-aul rubs at his beard. He watches one of the Am'sherians explore the shop. The sith-makar picks up an axe, then a blade.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;You like that one? Black ash-forged. Passed down son to son, to daughter. Hah! Then to me! Legend has it--we forged Caracoroth's chains, you know.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The sith looks up, eyes narrowing. &amp;quot;Sarasorothh?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
There's an awkward pause.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Think I heard one of you 'scales refer to him as the Hunger Dragon.&amp;quot; At that, the sith-makar's eyes widen, then narrow in speculation.&lt;br /&gt;
&lt;br /&gt;
He purchases the axe with a thanks to the 'ssoftskin', before making his way out again.&lt;br /&gt;
&lt;br /&gt;
Tales like this are becoming while not uncommon, at least less rare, with the visit of the Empress. The khazad, rightly famous for their goods and wares, have found business booming among local adventurers, and it's said the clans may be sending in another skilled craftsman or...three, to help spread the load.&lt;br /&gt;
&lt;br /&gt;
The khazad have never been shy about spotting a business opportunity.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Eliday, Hattanan 18, 1016===&lt;br /&gt;
====Reports from Rune====&lt;br /&gt;
No one ever said conquering Rune would be easy. &lt;br /&gt;
 &lt;br /&gt;
The so-called 'Iron Tide' of the warlord Arendt and the Adomari Oruch are engaged in a brutal slugfest with the defensive forces of Rune. Early reports are that the cost in blood is high on both sides, though Rune's magical prowess has so far limited its losses -- but those losses it does suffer are far more grievous. And as news of high toll spreads, pradoxically, more warriors of Dran rush to join the fighting to be part of it's 'glory'.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Ceriday, Hattanan 17, 1016===&lt;br /&gt;
====Wealthy Youth?====&lt;br /&gt;
Recently, several merchants involved in the trade of arms and armor report attemots to purchsae weaposn by a large number of children, perhaps a dozen of them, who seemed incredibly rich for their age and street-clothes. This has resulted in several arched eyebrows. The few merchants talking about it indicate that they did not sell to them, themselves, but that no doubt someone did.&lt;br /&gt;
&lt;br /&gt;
====Light Show====&lt;br /&gt;
Alexandrian military maneuvers and war drills, involving their airship fleet, were sighted around the Red Ridge Mountains rencently. Witnesses reports many strange lights and flashes coming from the mountains that night, but the government assures all citizens of Alexandria that this was nothing more than a routine military exercise.&lt;br /&gt;
&lt;br /&gt;
====Arendt Speaks====&lt;br /&gt;
The following missive is found nailed in several key points all over the city. It is apparently a missive from Warlord Arendt, commander of the forces that are marching on and are engaged in mighty battle with the nation of Rune. &lt;br /&gt;
&lt;br /&gt;
Citizens of Alexandria. &lt;br /&gt;
&lt;br /&gt;
Know first that I am Arendt. It is upon my shoulders that the Gods have, in their infinite wisdom and through the course of destiny, bestowed upon me the privledge and obligation to lead our mighty armies into battle with with Rune under the leadership of the so-called Parliament of the Magi. &lt;br /&gt;
&lt;br /&gt;
Due to a lack of faith in the leadership of Alexandria, who cowers behind the walls of their Castellum and meddles in the affairs of nations which have no recourse against them, I have directly reached out to the people of Alexandria in the hopes their wisdom will allow them to see the proper course.&lt;br /&gt;
&lt;br /&gt;
My grievances with the government of Alexandria are not grievances with it's people, for whom those of Dran and Alexandria have a great deal more in common with than they may realize. We have both persevered in the face of treachery, both stood against the darkness, and both sought freedom from those who would control us. Both have stood with honor and determinaion in the face of overwhelming odds and roared defiance against destiny itself when fate conspired to destroy it.&lt;br /&gt;
&lt;br /&gt;
There are, however, grievances against the government and ruling council of the Alexandros region. I shall list them and ask the people to consider them.&lt;br /&gt;
&lt;br /&gt;
1) The Ruling Council of Alexandria recently reactivated, during a period of great madness, the so-called 'Planar Disjunction Cannon'. Since it's reactivation, the Council has fired this destructive weapon not once, but twice.&lt;br /&gt;
&lt;br /&gt;
2) The so-called Azure Queen, a spirit of madness, was inhabiting the city at that time. Only the mad would think the reactivation of such a Kulthian weapon would be wise, let alone to use it. It is a sign of a lack of belief in the people of the city's strength to defend themselves from all comers that they would claim this is for defense. And we both know Alexandrians are stronger than that.&lt;br /&gt;
&lt;br /&gt;
3) We ask you, then, to question why Alexandria has the Planar Disjunction Cannon in action and to fear for what damage it might cause. I am told that elementals appear in its vicinity in alarming regularity. The Council's mad grab for power puts the innocent at risk, where as in Dran, one can walk from one of the Khanate to another with nary a danger. Our strength sees to it. Your's would as well, if you were to embrace it.&lt;br /&gt;
&lt;br /&gt;
4) Alexandria has taken a dragon knight onto it's lands, despite knowing that these so-called knights are honorless curs in the thrall of their dragon overlords. Man is not meant to be subject to monster or beast. Dragonier paid for this with the life of most of it's citizens. Do not allow the Council to fall under the sway of such a creature, nor to hide criminals from Dran's hand of justice. We ask you, civilians of Alexandria, to pressure your council. Turn over the Dragon Knight to us so that we may verify that she is the one we seek. If she is not, you have my word that no harm will come to her by my hand or order. We have reason to believe that the Dragon Knight, this /criminal/ has been allowed in with the full knowledge of the Alexandrian government. They hide a fugitive from justice, and why? What /reason/ could your Council have to do this thing? Ask them. See how they respond.&lt;br /&gt;
&lt;br /&gt;
5) The diplomatic mission of Alexandria to Dran was nothing more than a pretext. They sought us out in the name of Peace, and gracious and honored as we are, we allow them to parley, without fear of a repeat of history. They attempted to assassinate us and, when that failed on account of our wisdom and preperation, attempted to flee, as honorless dogs always shall, into the hands of those who might shelter them in Rune. We immediately launched our invasion and laid low your 'diplomatic mission' that was not. Such an affront can not be allowed to pass without punishment. Your government meddles and then hides behind others who will need to shed blood for their crimes, scuttling our ongoinbg negotations with Rune for recompense over the death done in their name and Dran does not forget. This war is on the hands of the government's of Rune and Alenxandria.&lt;br /&gt;
&lt;br /&gt;
6) We do not declare war on you, people of Alexandria, as we've no wish to shed the blood of a strong and honorable people for whom we have more in common than they may realize. The strength of Dran will stand with it's people should they wish to take action and replace their leadership. Should, however, the people of Alexandria choose hostility and belligerance in defense of Rune, we will act. All who oppose our justice shall drown in a tide of blood and iron. We will have justice.&lt;br /&gt;
&lt;br /&gt;
7) Heth. Know that we have another reason for striking Rune. In it's vaults, Rune has a great many magical artifacts and powers which it has witheld out of 'wisdom'. Cowardice, I say. The power of Rune could've been turned to save many Dragonieri lives, but they were deadlocked in pathetic debates over 'procedure'. How many /more/ Dragonieri lives could've been saved had the wizards of Rune been willing to risk their use? We will take this power of Rune, and it's might, and turn it towards Dragonier and do battle with Heth. This I promise. No more will the mighty hide in their towers and declare it wisdom when they do nothing. The elves would have you believe we have squandered an age of man. I say nay! The age of MIGHT will begin with our hands! I call on all who seek justice and to defeat the darkness of this world to stand with me.&lt;br /&gt;
&lt;br /&gt;
:ANGORON and KOR shall GUIDE OUR HANDS. &lt;br /&gt;
&lt;br /&gt;
: For victory and honor. &lt;br /&gt;
&lt;br /&gt;
:ARENDT&lt;br /&gt;
&lt;br /&gt;
=====Responses to Arendt=====&lt;br /&gt;
======Jeor======&lt;br /&gt;
Any who frequent the gambling dens, bars or training arena will have a hard time not overhearing a boisterous giantborn in finery named Jeor. Comments include the following: &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Ardent is a coward! He openly admits his fear of the spell cannon and the good peoples of the city. He would try and compliment us and insult us all in the same sentence. Hes a small dog with a very loud bark who simply wants to add more problems to the ones we have.&amp;quot;  r r Anyone who wishes to delve further into these opinions or wager some gold on cards can speak with Jeor.&lt;br /&gt;
&lt;br /&gt;
======Fa'lere======&lt;br /&gt;
You dare invoke the name of Angoron, when you restrict the freedom of another country? Invoke the name of the strongest of the gods, to strike down people clearly incapable of defending themselves, not once...but twice. You say we are a strong and honorable people when, before that, you accuse the ruling coucil, as well as the rest of Alexandria by proxy, of cowering behind it's walls!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Who are the real cowards here?&lt;br /&gt;
&lt;br /&gt;
It is clearly not Alexandria. They have clearly more strength that Arendt to even seek peaceful negotiations in the first place. Alexandria opened their hand to Dran, and Arendt for peace. Instead it was met with a closed fist. Only a TRUE coward attacks when someone offers peace.&lt;br /&gt;
&lt;br /&gt;
ARENDT SPITS IN THE FACE OF ANGORON WITH HIS LIES!&lt;br /&gt;
&lt;br /&gt;
======Azog======&lt;br /&gt;
A rebuttal to Arendt's posting is placed by several of them. The first is nailed deeply, a few of the rest are stuck with glue, possibly by hired poster hangars. The text is almost certainly that of a hired scribe. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;The words of Arendt of Dran have some lies to them, and that calls the truth of the other words into question. But some things may be true, and we of Alexandria are owed answers. &lt;br /&gt;
&lt;br /&gt;
It is said that the Dragon Knight slew the Warlord of Dran, Arendt's predecessor, under a flag of parley. This action is contrary to honor and has not been disavowed by the Dragon Knight. This story has been told by many sources, and none have denied it. The truth of this matter is of importance because many of Arendt's actions would be justified by revenge for that treachery, if it is true. &lt;br /&gt;
&lt;br /&gt;
I do know that the diplomatic mission to Dran was not pretext. It was foolish, shortsighted, ignorant of Dranei honor, and effectively meaningless even beyond the events that transpired, but it was not a pretext for treachery. And I know this because I was there. The Alexandrian diplomat was killed in lieu of the Dragon Knight, who would not allow justice to be done where all can see. However, the airship was taken by Arendt's order; his troops were not sent to stop it but were aboard as passengers, flying under an Alexandrian flag to catch Rune at unawares. Arendt's accusation that the government meddles in foreign affairs and hides behind adventurers who shed blood for them is true, though it is not relevant to the issue. &lt;br /&gt;
&lt;br /&gt;
The statement that the war is on the hands of Alexandria is of course propaganda as much as the peace attempt was, and just as meaningless. Dran's war is a war of conquest and honor, but Arendt does not believe Alexandria understand Dranei honor, and I think he is right in that. So these words may be his way of offering peace with the rest of the city once the Dragon Knight is brought to justice.&lt;br /&gt;
&lt;br /&gt;
So, if the Dragon Knight will stand up rather than hide behind Alexandria, who suffers for her alleged actions, then the truth of matters may be seen and judged by those of honor. Only when that is settled may Arent be dealt with justly.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
======Svarshan======&lt;br /&gt;
Underneath some of these fliers, a second one is posted. The writing is shaking but carefully done. The style looks slightly Myrrish though only nominally. It reads:&lt;br /&gt;
&lt;br /&gt;
The mouth of Arendt speaks, and says that Dran wishes to punish Dragonier. &lt;br /&gt;
&lt;br /&gt;
They say Dragonier dishonored them. &lt;br /&gt;
&lt;br /&gt;
Yet, Dragonier is dead. We see with our own eyes this truth. Its people starve. Its children cry out in blood and terror. They walk our streets as skeletons without names or homes.&lt;br /&gt;
&lt;br /&gt;
Dran has had its retribution. It has won utter destruction of its enemy, its enemies' children. It has won utter destruction now and for the future. The children of these children shall have no home and no people.&lt;br /&gt;
&lt;br /&gt;
Yet perversely, it still hungers. Arendt -craves-.&lt;br /&gt;
&lt;br /&gt;
Caracoroth must speak from the maw of Arendt. For when he speaks, Arendt's hunger knows no bounds and its truth lies before us in its baldfaced starkness. &lt;br /&gt;
&lt;br /&gt;
Arendt, we name you the Hungry Maw, who seeks the blood of children. You bear the fire of the Blood Wolf in your gaze and you seek to devour the world around you. You wear the lust of Kor and the guidance of Hunger.&lt;br /&gt;
&lt;br /&gt;
Beneath it is signed, in reddened ink: 'And all shall belong to the jaws of Caracoroth, the eternal hunger. His ache knows no bounds; may all the nations of man be crushed beneath his jaw and digested unto his stomach. Red oblivion awaits them.' - The Book of Hunger, year 014, writ during the Years of the Sword&lt;br /&gt;
&lt;br /&gt;
======Crow======&lt;br /&gt;
(Posted in a few public places, written on simple paper without decoration)&lt;br /&gt;
&lt;br /&gt;
Citizens of Alexandria,&lt;br /&gt;
&lt;br /&gt;
You probably don't know me. To some, I'm a familiar face. To most, I'm a stranger in your city who follows strange ways many consider outdated or mere superstition. That's fine. All I ask of you is your time, and simple consideration.&lt;br /&gt;
&lt;br /&gt;
Many words have been said by Arendt and others in regards to the actions taking place outside of Alexandria. I won't take the time to repeat them here. You already know what's said.&lt;br /&gt;
&lt;br /&gt;
What you might not have considered is this: War is ugly. This is a fact of life that many are familiar with. Some of you have probably even served in a conflict of some nature, and have a firsthand understanding of exactly what is meant. The fact that we are on the precipice of engaging a foe that is intelligent, determined, and powerful only adds to the potential for ruin, should we engage this hastily.&lt;br /&gt;
&lt;br /&gt;
Alexandria was not involved in this in the beginning, from what I've come to understand. It was brought into this by the actions of others. We were not given a choice in the matter then. But we have a choice to make now.&lt;br /&gt;
&lt;br /&gt;
Alexandria already suffers greatly. As a caretaker of the land, my first duty is to -the land-. Not to those of a political affiliation, or those of a particular religious ideology. And I ask you now to consider the consequences for -the land- should Alexandria engage this man.&lt;br /&gt;
&lt;br /&gt;
The Felwood is a growing threat, a place of chaos and disorder that seeks to spread and continue twisting the existence of the land around it. It's been kept in check by the diligent efforts of those like myself, those who take an interest in making sure that this affliction doesn't spread. The strength of the natural world around it seems to be one of the things that keep it from growing.&lt;br /&gt;
&lt;br /&gt;
But that world is now being threatened with war. With smoke and fire, sword and blood, chaos and madness. These are the things that feed the wounds created in nature. These are the things that could cause its growth to become unchecked. And that's only one of the many slings and arrows that could befall this land if we go to war.&lt;br /&gt;
&lt;br /&gt;
I'm not saying that those who believe we should go to war are wrong. I'm not saying that those who don't support war are right. What I'm asking of you is this: consider, for a moment, if the problems of strangers are worth the risk to your land. This land. Your -children's land-. The Warlord is described as a monster, but the man is clearly not mad. He's cunning, and ruthless, and determined. He's raised points that should be considered before a decision is made, answers that must be found before you can, in good concience, decide if the risk is worth the reward.&lt;br /&gt;
&lt;br /&gt;
I implore you not to act rashly in this. Weigh this decision carefully. The future of many generations could be at stake, and in the years to come, they will ask the most important question: Why is the world we've been given in the state that it's in?&lt;br /&gt;
&lt;br /&gt;
How do you want to be able to answer?&lt;br /&gt;
&lt;br /&gt;
With All Respect,&lt;br /&gt;
&lt;br /&gt;
:Druid Crow&lt;br /&gt;
&lt;br /&gt;
======Ssylrath======&lt;br /&gt;
Posted in response to one of the Warlord's messages:&lt;br /&gt;
&lt;br /&gt;
Which is it? Is Heth the prime threat that Rune should have been fighting to save Dragonier from, or is he a just punishment for Dragonier's sins? How is invading Rune, the prime target of Heth's depredations outside Dragonier, just retribution for an act taken by an agent of the former Dragonier government? &lt;br /&gt;
&lt;br /&gt;
If Heth is such a threat then ally with Rune against him. Bring your combined arms to bear and Heth will be defeated. No, instead you strengthen Heth by trying to destroy his enemy.&lt;br /&gt;
&lt;br /&gt;
Ssylrath of Am'shere&lt;br /&gt;
&lt;br /&gt;
======Stjepan======&lt;br /&gt;
It seems that someone has taken to scrawling graffiti on Arendt's posters, circling point five: ARENDT, YOU TRY TO USE BIG WORDS BUT FAIL. THE APOSTROPHE DOES NOT PLURALIZE. ANGORON DEMANDS RIGOUR AND PROPER PUNCTUATION.&lt;br /&gt;
&lt;br /&gt;
It's not hard to figure out who is doing this, really, since the artiste is a very large giant born who writes in big block letters.&lt;br /&gt;
&lt;br /&gt;
======Colrick======&lt;br /&gt;
Alexandrians, Arendt talks to us as if we were children who know nothing of what we face, but we know all too well.&lt;br /&gt;
&lt;br /&gt;
It was only decades ago that we lived under the tyranny of an invader, the hated Witch Queen Altima. She conquered our land and for years we suffered under her brutal rule. A generation of Alexandrians was born in servitude, forced to watch the public executions of their loved ones, until our struggle eventually regained our freedom at great cost.&lt;br /&gt;
&lt;br /&gt;
Not long after breaking free of our chains we witnessed Sendor fall prey to the desires of another conqueror. Having felt the lash of the whip on our backs, we stood up and marched to war so that our friends would never have to endure what we did. Our triumph ensured Sendor's peace and prosperity.&lt;br /&gt;
&lt;br /&gt;
Now Arendt sets his eyes upon Rune, claiming his war is just, but we know the truth. We have first-hand experience with conquerors. We know what he is, we know what he intends to do, and we will not stand idly by. We have already shouted out our denial twice and raised our weapons against his kind, it is time to do it again.&lt;br /&gt;
&lt;br /&gt;
======Tatyannah======&lt;br /&gt;
There's various graffiti from the same hand that says either 'Shut up, Arendt, you jackass. You know, if you'd stopped before the bit about the diplomatic mission, you'd have gained more support, but you're a moron who overreaches', 'Masterly, I'm going to find you and kill you' and there might be the occasional 'I am coming for your gold'.&lt;br /&gt;
&lt;br /&gt;
======Jareth======&lt;br /&gt;
Overheard at the Wayfarer's while dining and drinking with friends, someone asks Jareth for his opinion on the Dranei invasion of Rune and Arendt's claims.&lt;br /&gt;
&lt;br /&gt;
Downing his ale, Jareth wipes his mouth with the back of his hand and leans forward a little in his chair to say,&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I have an easy solution. One that can save a lot of bloodshed and lies. Arendt should come meet me on the battlefield. No Dragon Riders. No Spell Cannon. No shambling undead. No wizards of Rune. Just him, me and our steel. Save the war chests from being diminished in any way.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
This is followed by a call for another pitcher and more of whatever is being roasted over the fire.&lt;br /&gt;
&lt;br /&gt;
======Bor======&lt;br /&gt;
Overheard in conversation amongst the citizens that traverse the Temple District is talk a scene that happened earlier today. Bor, one of the rare Giantborn Chosen of Daeus, was seen reading one of the missives posted for Arendt. The few brave souls willing to speak to the Giantborn, a race known to have helped the Dran in the past, asked him what he thought of the War Lords proclamation.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The gods provide guidance to everyone. It's not often they speak with us directly. Angoron uses his Strength to protect the people. Not to make people do what he thinks is right. This isn't Angoron's way. The Iron Behemoth won't be pleased. Someone will need to speak to the followers of Angoron to remind them. Know that there are those that will stand to protect instead of make War. I will stand to protect those that can't protect themselves.&amp;quot;&lt;br /&gt;
 &lt;br /&gt;
In after thought, the folks that were actually nearby during the conversation will add that he said something like, &amp;quot;The Words of Man rarely are what the gods tell him, but what he wanted to hear for himself.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
======Ceres======&lt;br /&gt;
It takes a little time, and more than a little effort, but a new song starts to make the rounds, first in the taverns and inns where Alexandria's Adventurers spend much of their time. Then it spreads, often as not by a certain adventuring bard, then by others. Not her usual style, not up to her usual polish, but then - consider the subject matter. &lt;br /&gt;
&lt;br /&gt;
:'Now Smackwater Arendt, he had an dran army.... &lt;br /&gt;
:Cause he... was in the mood for little confrontation &lt;br /&gt;
:He just let it all hang loose &lt;br /&gt;
:He didn't care about the truth &lt;br /&gt;
:He wanted to give all the abuse &lt;br /&gt;
:So he started a war with the wizards' Rune. &lt;br /&gt;
&lt;br /&gt;
:You can't talk to a man &lt;br /&gt;
:With an army in his hand &lt;br /&gt;
:Army in his hand. &lt;br /&gt;
&lt;br /&gt;
:Now Big Jareth the hero stood for law and order &lt;br /&gt;
:He called for the blackguard to come and meet at the border &lt;br /&gt;
:Now from his bulldog mouth &lt;br /&gt;
:As he met the man up south &lt;br /&gt;
:Came the cry, we got to ride &lt;br /&gt;
:Clean up the 'side for our friends and neighbours &lt;br /&gt;
&lt;br /&gt;
:You can't talk to a man &lt;br /&gt;
:When he already understands &lt;br /&gt;
:No, no, no, no, no, no &lt;br /&gt;
&lt;br /&gt;
:The battle was in all the papers &lt;br /&gt;
:Cause you know, he beat ole Arendt right then instead of later &lt;br /&gt;
:You know the countries were quite pleased &lt;br /&gt;
:'Cause the tyrant had been seized &lt;br /&gt;
:And on a whole, it was a very good year &lt;br /&gt;
:For the Adventurers Guild &lt;br /&gt;
&lt;br /&gt;
:You know, you know, you can't talk to a man &lt;br /&gt;
:With an army in his hand &lt;br /&gt;
:Army in his hand. &lt;br /&gt;
&lt;br /&gt;
:Smackwater Arendt, yeah &lt;br /&gt;
:Smackwater Arendt bought an army &lt;br /&gt;
:Yeah, Smackwater Arendt bought an army &lt;br /&gt;
:Smackwater Arendt, yeah &lt;br /&gt;
:Smackwater Arendt, yeah &lt;br /&gt;
&lt;br /&gt;
:Talkin' about Smackwater Arendt, yeah &lt;br /&gt;
:Talkin' about Smackwater Arendt, oh &lt;br /&gt;
:Talkin' about Arendt and his army &lt;br /&gt;
:Talkin' about Smack, talkin' about Arendt &lt;br /&gt;
:Smackwater Arendt, yeah.' &lt;br /&gt;
&lt;br /&gt;
======Mikilos======&lt;br /&gt;
Posted next to several posts made by Arendt. Where room can be found amoung other replies.&lt;br /&gt;
&lt;br /&gt;
The previous message uses a great many words, many of them big words, in order to confuse the issue. Allow me, humble readers, to translate for you: &lt;br /&gt;
&lt;br /&gt;
'Me Arendt. Me Big Guy. You pay attention to me. Me not like Alexandria leaders. Alexandira people okay. Me prove: &lt;br /&gt;
&lt;br /&gt;
1) Spell Cannon bad. &lt;br /&gt;
&lt;br /&gt;
2) Blue Bitch bad. &lt;br /&gt;
&lt;br /&gt;
3) Spell cannon still bad. &lt;br /&gt;
&lt;br /&gt;
4) Dragon Knight bad. &lt;br /&gt;
&lt;br /&gt;
5) Talking bad, when not say what me want to hear. &lt;br /&gt;
&lt;br /&gt;
6) Me think you okay, but you not do what me want, me hit you. &lt;br /&gt;
&lt;br /&gt;
7) Wizards dumb. Me smart. Me take wizard power, use like smart. &lt;br /&gt;
&lt;br /&gt;
Blah blah, me big man. &lt;br /&gt;
&lt;br /&gt;
ARENDT'&lt;br /&gt;
&lt;br /&gt;
======Karelin======&lt;br /&gt;
Another response to Arendt's posters appears at the Arena, both in handbills and as an insert to program guides as well. Eventually, they're used to wrap finger foods, too.&lt;br /&gt;
&lt;br /&gt;
ARENDT: LIMP WARLORD OF DRAN&lt;br /&gt;
&lt;br /&gt;
Another lick-spittle all-conquering warlord is waving his three-inch quill all over Alexandria's wall. He's not the first and he's certainly not the most creative. The logic in his argument is weak and flaccid, puffed up by big words that have more place in an arena for entertainment's sake than out of the mouth of someone sending people off to fight and die.&lt;br /&gt;
&lt;br /&gt;
I should I know, I do it for real.&lt;br /&gt;
&lt;br /&gt;
He implied that we're crazy for using the weapons at our disposal to defend ourselves. It's not crazy; as any true worshipper of Kor would know -- it's only good sense. He claims to be saving us from Heth by striking down those who know how to use the tools at their disposal. This? This is crazy. Maybe the Azure Queen snuck into his tent when he was fantasizing about being a real warrior and planted this fantasy in his head. Leave the fighting to the soldiers and the wizarding to the wizards, especially against an enemy as strong as Heth. He conveniently ignores the threat of Skald to his left flank. He is going to need all of Angoron's protection, because Kor is going to toss him in the gutters for his abject ignorance of the arts of war.&lt;br /&gt;
&lt;br /&gt;
Arendt is an embarrassment to The Warlord and by Kor Makar's holy names, not deserving of the hand he used to blaspheme their names.&lt;br /&gt;
&lt;br /&gt;
Karelin Andarin, Warbringer of Solmnus, Hero of Blar and Arendt's Mother&lt;br /&gt;
&lt;br /&gt;
===Tariday, Hattanan 13, 1016===&lt;br /&gt;
====Treaty Signing====&lt;br /&gt;
It would appear that negotiations between the Council of Alexandria and the Empress of the Sith-Makar has gone well. There are rumors circulating that an official treaty of some kind will be signed any day now and it will no doubt be accompanied by spectacle and celebration. No doubt that Alexandria is in a unique position to gain access to such an alliance, given that the lone permanent gateway to the land of Am'shere lays within their territory. &lt;br /&gt;
&lt;br /&gt;
Still, one must wonder what the terms are, and what exactly the treaty will entail. No doubt a public announcement will be due soon, and one can not ignore the political signifance of such a treaty being concluded within days of Alexandria's announcement of support for Rune.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Eliday, Hattanan 11, 1016===&lt;br /&gt;
====Executed====&lt;br /&gt;
Rumors are coming down from those with an ear on the council, which has spent the better part of the last few days in meetings to discuss the situation between Dran and Rune, that the ambassador to Dran was /personally executed/ by the warlord, a fellow by the name of Arendt, in charge of the invasion of Rune. This shocking news is leaving many Alexadrians enraged, and anti-Dran sentiment is beginning to form. &lt;br /&gt;
 &lt;br /&gt;
A statement from the Council on the matter is due any day.&lt;br /&gt;
&lt;br /&gt;
====Shev: Wanted Dead or Alive====&lt;br /&gt;
The merchant known as 'Shev' has had a bounty issued for him. He is wanted dead or alive, and is responsible for the murder of several contractees to the Guild of Explorers and members of the City Watch. Formerly a merchant specializing in the acquisition of rare goods of a legitimate stripe in Alexandria, a reliable source indicated his involvement in at least one murder and possibly others, as well as tax evasion. An attempt to arrest him was made and several guardsmen and a few assisting contractors from the Guild of Explorers met their untimely end at the hands of his clockwork defenses in his manor home in upscale Upper Alexandria, as well as others wounded and killed by a bomb he left to destroy evidence in his study. It is believed he is at large within the city and security has been tightened at all enrances and exits in an effort to locate him, not that that wouldn't be happening any ways with talk of war. &lt;br /&gt;
 &lt;br /&gt;
A poster bearing his likeness has been posted in numerous public spaces. The City Watch reccomends all civilians avoid contact with, or offering any assistance to, this fugitive and that if sighted you are to contact the City Watch immediately.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====A Statement from the Council of Alexandria====&lt;br /&gt;
A Statement by the Council of Alexandria: &lt;br /&gt;
 &lt;br /&gt;
The news from Rune is grave and true: Our diplomatic envoy was mercilessly slain by the Warlord Arendt under flag of truce in a misguided effort at vengeance over the death of their own previous Emperor at the hands of a Dragon Knight some years prior. It is our belief that, due to the presence of Dragon Knight Anise and her Silver in Alexandria and the refuge we have offered her, that some memebrs of the Dran Khanate have taken to the mistaken belief we have share some culpability for what happened in our absence. Had Dran a legitimate grievance with us, rather than naked ploys to give it's actions a veil of legitimacy, it could have approached us to discuss the matter of the Dragon Knight and challenged her asylum or asked to have her face Dranei justice. Of course, to do that would require evidence and materials which Arendt does not possess, nor has a true interest in. &lt;br /&gt;
 &lt;br /&gt;
It has not does this and will not do this since these claims are nothing but an attempt to grant himself legitimacy in the eyes of his followers. It is the actions of a murderer, a thug, and a coward with no honor to speak of. We condemn his actions in the strongest possible words and hope to see this criminal brought to face the justice he so richly deserves. &lt;br /&gt;
 &lt;br /&gt;
Thusly, the ruling Council has offered to Rune our assistance. &lt;br /&gt;
 &lt;br /&gt;
Rune has said that they will not be invoking our treaty of mutual defense, a decision which we respectfully acknowledge even as we wish for justice, even in the face of relentlessly provocation from Dran in the murder of Ambassador Vril and the loss of his entire diplomatic mission. The Wisdom of Animus is still present in this time, as Parliament spoke eloquently of the need, even in the face of potential destruction, to continue the effort to contain Heth. &lt;br /&gt;
 &lt;br /&gt;
Even so, we will continue to offer and all material support which they request from us, even as Alexandros remains neutral in this conflict between the forces under the leadership of Arendt and the nation of Rune. &lt;br /&gt;
 &lt;br /&gt;
But the Wisdom of Animus spoke truly and now we must turn towards the other who are watching: Know that the Murderer of Dragonier waits for no one. As Dran weakens Rune and washes itself in an ocean of blood, it leaves a greater threat, and a greater honor, unchallenged. Dragonier must be contained and the threat which Heth poses to life must be checked. It has brought together those who were once enemies in a combined purpose. &lt;br /&gt;
 &lt;br /&gt;
Know now that Bludgun and Aleaxndria have signed a treaty of mutual support in the effort to contain the threat of Dragonier, a treaty which Rune has also joined in. We would extend an offer to all right-thinking Dranei who recognize what the true threat is, rather than chase the ghosts of years past, to join us in a quest that will surely be blessed by the Gods. &lt;br /&gt;
 &lt;br /&gt;
May the Hymn fill every heart with wisdom and courage.&lt;br /&gt;
 &lt;br /&gt;
CALDOR METHIS, COUNCILMAN. &lt;br /&gt;
 &lt;br /&gt;
(the rest of the council's names, including Rawyn Telenils, are signed beneath.)&lt;br /&gt;
&lt;br /&gt;
===Kesenday, Hattanan 9, 1016===&lt;br /&gt;
====Strange Rumors and Airships====&lt;br /&gt;
Strange rumors are filtering down to Alexandria that the Alexandrian diplomatic airship that crashed inside the borders of Rune was actually carrying a large number of soldiers from Dran Empire. Was Alexandira involved in some form of double dealing with Rune and the Dran Empire? What sort of game was the ruling council playing? Even more disturbing is the rumor that the Dran warriors aboard the airship were armed with blades of Alexandrian origin. &lt;br /&gt;
 &lt;br /&gt;
The ruling council has not yet issued a statement on the matter of Rune or Dran, but one is no doubt coming soon.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Gilday, Hattanan 7, 1016===&lt;br /&gt;
====Initial Reports====&lt;br /&gt;
Rumor is filtering down from Rune that fierce fighting has broken out along the northern and eastern borders of Rune. While badly outnumbered by the invading forces and weakened by Heth's minions, Rune is still a powerful center of magical learning and seems to be holding it's own for the moment. &lt;br /&gt;
 &lt;br /&gt;
Alexandria has issued a statement of support for Rune. High level negotiations are said to be occurring, though it seems unlikely that any other power will enter the war on Rune's behalf. It is widely supposed in some quarters that the wizards, being wizards, should be able to take care of this on their own with their fireballs and what have you. More quietly, there are few that want to risk drawing Dran's attention, and it's military juggernaut, to themselves. &lt;br /&gt;
 &lt;br /&gt;
Rumors also indicate that the airship that was sent to Dran in the early days before the war began has crashed inside Rune's border.&lt;br /&gt;
&lt;br /&gt;
====Vardamen Responses====&lt;br /&gt;
The agents of Vardama have been heavily involved in investigations into Dragonier so far. However, with Heth still unbreathing, the rumored ties between Vardama the Gray Lady and Serriel the Shining Dawn seem to have tightened. More Lancers may be seen among the crypt entrances, and it's suggested that Vanguards and laymen have been seen in increased comings and goings among the temples. &lt;br /&gt;
&lt;br /&gt;
A number of the additional guards and workmen are also arvek. This number is not exclusive, though it is biased. These are sturdy men and women pulled from the renmants and memory of recent wars. Ever since their freedom from the tyrrany of Thul (who even now ravages Dragonier), many arvek have borne the colors of the Gray Lady and the Shining Dawn proudly, and these temples have offered them homes. &lt;br /&gt;
&lt;br /&gt;
Heth's threat, though, have caused some to have taken to capping a single tusk in brilliant and shining gold.&lt;br /&gt;
&lt;br /&gt;
OOC: This is primarily a call-out to illustrate the growing ties between the two faiths and as opportunity for RP. Please make of it how you like, and according to your own tales and stories.&lt;br /&gt;
&lt;br /&gt;
===Eliday, Hattanan 4, 1016===&lt;br /&gt;
====No Surprise====&lt;br /&gt;
With war between Dran and Rune on the horizon, or so it would seem, it should be no surprise that Charn's military continues it's mobilization alongs its borders on the northern frontier of the empire. Reports from Veyshan and from airships that travel near that border say that the Stygian Empire is putting on quite the display. There can be little doubt that this is directed towards Myrrdion and Alexandria in a calculated move to encourage them to sit out the war to the north.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Eliday, Bernfleur 27, 1016===&lt;br /&gt;
====Not Secret Enough====&lt;br /&gt;
Despite the best efforts of the government in trying to keep it secret, rumors circulate that several Alexandrian airships were sighted heading in the direction of Dragonier recently. Most of them were filled, not with weapons and armor, but supplies for construction of some kind. It's hard to say what's going on, but it's clear that, even with Rune and Dran on the brink of war, that issue of Dragonier is one that is not to be ignored.&lt;br /&gt;
&lt;br /&gt;
: Posted by Whirlpool&lt;br /&gt;
&lt;br /&gt;
====Alexandrian Council Meets with Sith-Makar Empress====&lt;br /&gt;
It would appear that negotiations between the Sith-Maker Empress from beyond the portal to Am'shere and the ruling council of the city of ALexandria are continuing. Representatives from other local powers, such as the Mythwood and the gnomish town of Happy Valley, have been witnessed coming to the Castellum as well, no doubt to greet the apparent leader of the Sith-Makr tribal confederation. &lt;br /&gt;
 &lt;br /&gt;
It is said that the talks will soon be pasued for the Empress to make a trip to a site called 'Mictlan'. There's no clear indication /when/ that will happen, but the city guard does appear to be on high alert and with more boots on the ground than usual.&lt;br /&gt;
&lt;br /&gt;
: Posted by Whirlpool&lt;br /&gt;
&lt;br /&gt;
===Eliday, Bernfleur 20, 1016===&lt;br /&gt;
====Farmer, Dead====&lt;br /&gt;
&amp;quot;Y'hear about old man Woodridge?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;What, that skirt-chasing coot with the farm?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Yep. Hear tell he got th'crotch rot and it killed him.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Well, hell. Poor old bastard. Guess his son'll inherit th'land now, if he ever gets back.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: Posted by Fishbelly&lt;br /&gt;
&lt;br /&gt;
===Korday, Bernfleur 10, 1016===&lt;br /&gt;
====The Sewers, Glue, and Professor Fizzlefuse====&lt;br /&gt;
A party of adventurers from the Explorer's Guild emerged from the sewers late last night. They brought with them a human and what looked at first to be a battered door. The man was partially bound with glue and alternated ranting and mumbling something about 'Fizzlefuze's Doom'. The 'door' seemed to have tiny limbs and face and also talked. Many onlookers took one look before uttering 'mimic', often in weary tones. Both door and man are now thought to be residing in the city jails for 'interfering with vital city services'.&lt;br /&gt;
&lt;br /&gt;
The adventurers were covered in an assortment of acid burns, bruises and dried glue. The Khazad had no boots. And all were accompanied by the distinctive scent of Otyugh.&lt;br /&gt;
&lt;br /&gt;
OOC: see Bennett, Djelka, Brianna, Zoob or Duncan if you want to hear more. For some reason. :)&lt;br /&gt;
&lt;br /&gt;
: Posted by Duncan&lt;br /&gt;
&lt;br /&gt;
===Gilday, Bernfleur 9, 2016===&lt;br /&gt;
====The Sith-Makar Delegation====&lt;br /&gt;
Since her arrival last week, the so-called Empress of the Sith remains in the security of the Castellum for high level negotiations of some kind. Much of her retinue remains encamped beyond the city walls. Rumors emanating from the Castellum are indicating that, once the negotiations are concluded, she will be heading to a holy site called 'Mictlan', as well as paying a visit to the Dragon Knight.&lt;br /&gt;
&lt;br /&gt;
: Posted by Whirlpool&lt;br /&gt;
&lt;br /&gt;
===Eliday, Eatonis 30, 1016===&lt;br /&gt;
====Dranei &amp;quot;Diplomacy&amp;quot;====&lt;br /&gt;
It would appear Alexandria is not the only country using diplomacy to their advantage. &lt;br /&gt;
&lt;br /&gt;
Dran and the Oruch city-state of Adomar have a long history of conflict, but also a mutual warrior culture and belief in 'strength' and 'honor'. &lt;br /&gt;
&lt;br /&gt;
Rumor has it that several emissaries from the Dran warlords assembling along Rune's border were sighted in the city-state of Adomar, meeting with its leaders, no doubt trying to sway the Oruch to their side. If they are able to do so, the nation of Rune will be in great danger.&lt;br /&gt;
&lt;br /&gt;
: Posted by Whirlpool&lt;br /&gt;
&lt;br /&gt;
====Sith-Makar Empress====&lt;br /&gt;
It starts as a mere whisper. A dignary from the tribes of the Sith-Makar in Am'shere is on their way towards Alexandria from the deep jungle, across the portal that exists outside Alexandria. &lt;br /&gt;
&lt;br /&gt;
From there, the rumors escalates. Not a dignary. Not a mere ambassador. &lt;br /&gt;
 &lt;br /&gt;
No, it is now being said, across the city, that the so-called 'Empress' of the Sith-Makar of Am'shere is on her way to Alexandria for the first visit between the city's leadership and the tribes of the Sith-Makar that reside on the other side of the Am'shere portal in the Alexandrian countryside.&lt;br /&gt;
&lt;br /&gt;
: Posted by Whirlpool&lt;br /&gt;
&lt;br /&gt;
===Eliday Eatonis 30, 1016===&lt;br /&gt;
====Freed Slaves====&lt;br /&gt;
Rumor has it that a pair of new-model War Golems(K-8 and Protectron) were freed from slavery imposed by their creators. Altar, Zoob, Kiroth, Verna, Duncan and Hassan were spotted escorting them to Alexandria, where they were deemed free and their creators, Fizzlefuse and Forgefire are being sued for back pay. Apparently they had been making the War Golems work without wages for far too long, and the precise cost will be determined by the Alexandrian legal system, but it is sure to be expensive.&lt;br /&gt;
&lt;br /&gt;
: Posted by Altar&lt;br /&gt;
&lt;br /&gt;
===Ceriday Eatonis 29, 1016===&lt;br /&gt;
====The Journey of the Enigmatic Magical T====&lt;br /&gt;
Word has finally reached Alexandria that 6 brave adventurers escorted a Quad of Bards out of the city. These bards known as Rodrick, Raven, Thomas and Wanderer, and were known for their snarky witty sarcasm comedy. The adventurers guarded the bards on their trip to their next gig. On the way they were attacked by dire boars, huge owl bears, and a tricky green hag. Or so the rumors have been saying. Interested in the full story contact: Zippo, Duncan, Lorien, Altar, Mogrinaar or Rhar.&lt;br /&gt;
&lt;br /&gt;
: Posted by Cesran&lt;br /&gt;
&lt;br /&gt;
===Gilday Eatonis 26, 1016===&lt;br /&gt;
====Time Lost and Canon Fodder====&lt;br /&gt;
I still don't know what happened for sure. We were sent for help to give some aid and relief to a group of soldiers, but nothing could have prepared us for what we found. It had been less than a week since aid was requested but when we got there, the soldiers were claiming it had been a month. And they all looked like they had been through that much without aid. Something having to do with magic more than likely.&lt;br /&gt;
&lt;br /&gt;
Then these soldiers attacked, they had guns, now I know why I hate guns. We fought them off, but then they brought in this ship, though it wasn't no normal ship. It had wagon wheels and barding like a horse on it. It had these huge guns on top, maybe even a cannon. Of course being the foolish ones we are, we charged the ship, cannon wagon...tank? It was close but I fell to the firepower of the vessel. I remember waking up some time after. What happened exactly? Was it all a dream?&lt;br /&gt;
&lt;br /&gt;
: Posted by Aurala&lt;br /&gt;
&lt;br /&gt;
===Tariday Eatonis 25, 1016===&lt;br /&gt;
====Tides of War====&lt;br /&gt;
Some probably saw it coming. &lt;br /&gt;
&lt;br /&gt;
With Rune weakened by the most recent attack on it, rumors are spreading far and wide from the land of Dran that warleaders and their warbands are converging upon Dran's border with Rune. &lt;br /&gt;
 &lt;br /&gt;
Many years ago, during ALexandria's time in the Mists, the armies of Dran marched upon Rune. Hopelessly out numbered, the wizard nation was still reeling from the loss of the protection of their patron God in Animus, they never the less put up a valiant, if ultimately losing defense against the aggressive, conquest-minded Dran. &lt;br /&gt;
 &lt;br /&gt;
It was only the intervention of a Dragon Knight, who attempted to negotiate a settlement between the nations to preserve the peace, that saved Rune. &lt;br /&gt;
&lt;br /&gt;
The nameless Dragon Knight and her dragon, some say it was a silver, some say it was a gold, approached the war leader of Dran's armies under the flag of truce and made the case for peace. &lt;br /&gt;
&lt;br /&gt;
When the belligerant Dran warlord would not listen, it is said, the dragon struck him down in a great blast of fire. It was an act of treachery that enraged many but it was one that ended the conflict, as the Dranei lapsed into fighting amongst themselves to claim the role of Warleader. Ever since then, the warbands of Dran have hungered for revenge and to find a leader capable of uniting enough of them to finsih what they started that many years ago and to exact the pound of flesh from Rune that they can no longer exact from Dragonier. &lt;br /&gt;
&lt;br /&gt;
If a true leader should emerge from this convergence, a war with Dran that Alexandria may be pulled into could be on the horizon.&lt;br /&gt;
&lt;br /&gt;
: Posted by Whirlpool&lt;br /&gt;
&lt;br /&gt;
===Variday Eatonis 24, 1016===&lt;br /&gt;
====Charnese Military Maneuvers====&lt;br /&gt;
It comes as no surprise to anyone invested in geopolitics that Charn has begun amassing its forces on its own borders for latge scale war games and military maneuvers. It's a show of strength in the wake of Alexandria's firing of the spell cannon. These large scale maneuvers are expected to last through the next month.&lt;br /&gt;
&lt;br /&gt;
: Posted by Whirlpool&lt;br /&gt;
&lt;br /&gt;
====Orphanage====&lt;br /&gt;
After a recent excursion to deal with creatures of Fey Origins, an orphanage was given a Dolly and told it must never leave. Shortly after mischief was afoot, but the children seem to enjoy their new..Leperchaun protectors? Well, lets hope they do! Rumors accuse Vuk of being the one to sneak the dolly to the Orphanage and being convinced the Leperchauns would never let the children come to harm!&lt;br /&gt;
&lt;br /&gt;
: Posted by Vuk&lt;br /&gt;
&lt;br /&gt;
====Metal Trees====&lt;br /&gt;
Watch out! There's traps in the forest. Moving traps! At least that's what Rhar warns anybody out in the northern wilds around Wilderness Pointe. Metal traps with spears on ropes. Other ones with giant claws.&lt;br /&gt;
&lt;br /&gt;
It looks like they came out of a giant metal tree that fell down. A tree with a giant squirrel hole in the side. Instead of giant squirrels, there were more traps sleeping inside.&lt;br /&gt;
&lt;br /&gt;
Rhar and Gurr, her wolf friend, were bloodied and broken, so it's apparent she didn't imagine it. Who knows? Giant squirrels could be out there, too!&lt;br /&gt;
&lt;br /&gt;
: Posted by Vuk&lt;br /&gt;
&lt;br /&gt;
===Korday, Eatonis 20, 1016===&lt;br /&gt;
====Locker Room Rumor====&lt;br /&gt;
A story circulates though certain circles, apparently first told in the Arena locker room by a well known golem. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;So the hole into the place was actually part of a stabilized planar rift to an as yet unknown dimension. ...don't look at me like that, I can use big words. Anyway, started with the regular sort of weird stuff you see in Kulthian ruins. Gears and bones and lots of dust. Old holding cells, one with some weird mutant blob thing. &lt;br /&gt;
&lt;br /&gt;
Then came the Void guys. Like, flesh and artifice and magic and smokey shadows all meshed into one. Creepy. Yes, -I- called them creepy. Guess the first two were workers or something, they went down pretty easy. &lt;br /&gt;
&lt;br /&gt;
Then the guards showed up. I can hold my own in a fight, but these guys were pretty badass. Some sorta gun thing, shot like these weird little energy eels or something, crawled inside you and swam around, trying to lay eggs or whatever. I mean, my insides are a pretty nasty place, so you know the little things were hardcore. &lt;br /&gt;
&lt;br /&gt;
We got out of there. I don't like running from a fight, but I like dying even less. They didn't follow. Maybe they couldn't go though the planar rift. We didn't have a good way to seal it, so just piled a bunch of stuff on top to slow them down. &lt;br /&gt;
&lt;br /&gt;
Really weird part? When we came back out, it was actually -before- we went in. Sorta hoped to meet myself on the way back, but since I didn't meet myself on the way in, maybe I couldn't. &lt;br /&gt;
&lt;br /&gt;
So the Upper Ups at the Guild didn't find anything when they took a look. I don't know, time shifted; I guess that's a really good way to hide your stuff. But I'm telling you guys, if ever you meet one of those Void Soldier things, take it seriously, they're Bad News.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: Posted by Munch&lt;br /&gt;
&lt;br /&gt;
====Kulthian Ruins?====&lt;br /&gt;
At least, that is what Verna , Munch , Gragnar and Brom were saying when they returned from them. Contacts within the various Guilds and some temples, and general street talk. Given the reports, it should not be surprising some of the more experienced members of these Orders and Guilds went to the location..and found nothing but a burnt glade and some scattered stones and collapsed wooden hovels. Undead were found in a small number, some given ancient, but once well crafted weapons. The only thing that stood out was a shattered stone shaped like a tear with runes in an unknown tongue, with a crushed artifice powered arm sticking out from under it. Possibly Kulthian in design.&lt;br /&gt;
&lt;br /&gt;
: Posted by Vuk&lt;br /&gt;
&lt;br /&gt;
===Variday, Eatonis 17, 1016===&lt;br /&gt;
====New Food====&lt;br /&gt;
From within the halls where the ever-hungry adventurers congregate. Someone ordered a late night snack that looked tasty. Another saw it and asked for the same. A third made a suggestion to avoid confusion. Now that snack spreads like wildfire through Alexandria. It is a triple bacon lettuce onion (gherkins optional) sandwich, called the &amp;quot;Sandywich&amp;quot;. No &amp;quot;t&amp;quot; to avoid confusion, insult and en-mazement. Hence the onions.&lt;br /&gt;
&lt;br /&gt;
===Variday, Eatonis 17, 1016===&lt;br /&gt;
====Anklar Sighting====&lt;br /&gt;
Once again, Anklar Vanche, that horrible wastrel, has been seen touring Alexadria's pubs. Most recently he was seen at the Wayfarer's Inn, getting utterly sloshed. The /scandal/. Such behavior from the heir to a Myrrish countship is considered humiliating to his father.&lt;br /&gt;
&lt;br /&gt;
===Variday, Eatonis 17, 1016===&lt;br /&gt;
====Dragonieri Reactions====&lt;br /&gt;
While word that the City of Alexandria is taking point on addressing the matter of the fallen nation of Dragonier is welcomed by the Dragonieri refugees living in the city, many of them seems to view it with a little outright cynicism. A sort of 'we'll believe it when we see things actually happening' point of view. There is also concern that this will beget the wholesale looting of Dragonier's 'unique cultural history'. Some speculate and whisper that this is an excuse for the other nations to shamelessly loot the lost treasures of the nation... the ones that haven't been destroyed by Heth, anyways.&lt;br /&gt;
&lt;br /&gt;
===Eliday, Eatonis 16, 1016===&lt;br /&gt;
====Spell Cannon After Effects====&lt;br /&gt;
The Spell Cannon's firing is accompanied by the now traditional warning that one should watch for disturbances in the elemental forces in the countryside around Alexandria. The planar disjunction affect may have let some loose. The Council has issued a warning that if you see one, you are to contact the Guild of Explorers.&lt;br /&gt;
&lt;br /&gt;
===Eliday, Eatonis 16, 1016===&lt;br /&gt;
====The Spell Cannon Fires====&lt;br /&gt;
With word of strange events in the Vast conspiring, the massive Planar Disjunction Cannon swivels in its housing in the great fortification that holds it in the Red Ridge Mountains. With a blazing, blinding white light, the cannon /fires/ upon a location in the direction of the Vast. &lt;br /&gt;
 &lt;br /&gt;
The City Council offers no other comment at this time.&lt;br /&gt;
&lt;br /&gt;
===Eliday, Eatonis 16, 1016===&lt;br /&gt;
====Kulthis!====&lt;br /&gt;
A gathering numbering hundreds in The Vast was nearly wiped out to the last soul when the supposed coming of the gods was instead a Cult Legion. They came with out warning, demanding the Gods surrender to their will, and any who joined them would share enlightenment. But..why did one of their Aetheric Warships have the mark of Kulthus, and how did they travel safely through The Void and spill into this world? Several vessels entered our reality, and who knows what else could truly glimpsed on the other side of the rift they tore open!&lt;br /&gt;
&lt;br /&gt;
===Ceriday, Eatonis 15, 1016===&lt;br /&gt;
====Parade====&lt;br /&gt;
Though it is in the early planning stages, several of the wealhtier Dragonieri are planning a march with the refugee populace through Alexandria to show their support for claiming back their lost homeland and to demand aggressive action against the blight infesting the fallen country. &lt;br /&gt;
 &lt;br /&gt;
With tensions rising, many are concerned that violence could erupt.&lt;br /&gt;
&lt;br /&gt;
===Ceriday, Eatonis 15, 1016===&lt;br /&gt;
====Half Dragons Aplenty====&lt;br /&gt;
The Half-Dragon symbols have begun to slow in their appearance. Whatever point was being made with them has now clearly been made. &lt;br /&gt;
 &lt;br /&gt;
Many of them are now being washed away, either through magic or through scrunch brush. &lt;br /&gt;
 &lt;br /&gt;
Whispers in the underworld, however, indicate that a new presence is definitely continuing to make itself felt in the seedier portions of Alexandria, primarily operating in locales populated by Dragonieri refugees.&lt;br /&gt;
&lt;br /&gt;
===Korday, Eatonis 6, 1016===&lt;br /&gt;
====Anklar Vanche, Trouble Magnet====&lt;br /&gt;
Just a day after turning up alive in Alexandira, when he was feared missing, Anklar Vanche was the subject of a kidnapping attempt by unknown individuals. A fight broke out outside a dockside tavern and he was nearly whisked away! Some speculate it has something to do with internal Myrrish politics, others wonder at ransom, and still more suggest that it was Anklar's unpaid debts catching up with him. No matter what, the Count's son does appear to be quite the trouble magnet. &lt;br /&gt;
&lt;br /&gt;
It was only the timely arrival of several adventurers -- some suggest too fortuious an arrival for them -- that spared the Count's son this indignity.&lt;br /&gt;
&lt;br /&gt;
===Tariday, Eatonis 4, 1016===&lt;br /&gt;
====Missing Wastrel Son turns Up Alive====&lt;br /&gt;
The son of Counce Vanhce of Rosalia, a Myrrish noble with familial ties to Alexandria, has turned up alive and well back in the city. Rumor was brief that Anklar, the Count's heir, had gone missing but it would appear that these rumors were unfounded, as Anklar was soon seen hitting up the taverns of Alexandria and making a nuisance of himself all over the city. Some speculate that he was deliberately making himself seen, but most of that is dismissed as silly -- everyone knows that Anklar is a no-good indulgent wastrel who fritters away his money almost constantly wherever he goes. &lt;br /&gt;
&lt;br /&gt;
===Variday, Eatonis 3, 1016===&lt;br /&gt;
====Public Meeting====&lt;br /&gt;
The ruling council of Alexandria is announcing that there will be a series of public meetings conducted with various interest groups within the city relating to recent moves about the issues of Dragonier. One such meeting will be directed to the city's mercenary population, as they will no doubt have much a role to play in the coming days as the nation's attention pivots to dealing with the threat to civilization itself posed by Heth. &lt;br /&gt;
&lt;br /&gt;
===Variday, Eatonis 3, 1016===&lt;br /&gt;
====Dranei Ambassador?!====&lt;br /&gt;
Today, an unusual figure was sighted leaving the chambers of the Alexandrian ruling council. A slender, cloaked figure apparently addressed the council and then departed, being seen on his way to the Arena accompanied by a much large figure. Apparently, the man in the scholar's robe was said to be an emissary from one of the more powerful Warlords of Dran and his business with the council had something to do with Dragonier.&lt;br /&gt;
&lt;br /&gt;
===Kesenday, Pryntar 28, 1016===&lt;br /&gt;
====Home Exorcised====&lt;br /&gt;
Gathering together, a group of Vardamites, Clerics, Paladins and Monks, went into the home where undead have been known to plague it in the past few weeks. With guards outside to keep anyone from sneaking in and disrupting it, they performed a ritual to undo what was said to be a circle made for necromantic rituals. They all returned out, a few hours later, tired, but unscathed. Word is the family owning the home are free to return and ideally return to their daily lives.&lt;br /&gt;
&lt;br /&gt;
===Korday, Pryntar 27, 1016===&lt;br /&gt;
====Alexandrian Diplomats====&lt;br /&gt;
It would appear that several diplomatic missions have been sent by Alexandria to the far corners of the world. To Veyshan, to Rune, to Dran, and on and on. No doubt adventurers will be called on to help guard some of these vital missions. It's likely that this has something to do with Dragonier.&lt;br /&gt;
&lt;br /&gt;
===Tariday, Pryntar 25, 1016===&lt;br /&gt;
====A Bright Spot in the Darkness====&lt;br /&gt;
Until recently, few dared to set foot in Dragonier. &lt;br /&gt;
 &lt;br /&gt;
That seems to have changed. &lt;br /&gt;
 &lt;br /&gt;
The government of Alexandria took the lead on an initiative to strike into the borders of Dragonier and land a blow on the hordes of undead that roam the fallen kingdom. There once was a forest called the Groves of the Twin Hearts. Those hearts had been destroyed by the corruption of Heth. Now, it is said, that those hearts beat once more and the grove has been purified. The forest will once again be giving its gifts, solace, and security to those who seek it and will no doubt provide a useful refuge for those moving on the border of Dragonier. &lt;br /&gt;
 &lt;br /&gt;
It's not much, but it's a start in what will be the long battle to reclaim what Heth has taken. &lt;br /&gt;
 &lt;br /&gt;
(A big thanks to Hurricane for splitting running duties with me, and a thanks to [[Kerbasy]], [[Jareth]], [[Jibbom]], [[Myrana]], [[Oates]], [[Halani]], [[Cesran]], [[Ceres]], [[Tatyannah]], [[Fishbelly]], [[Elessa]], [[Munch]], [[Aurala]], [[Thyrson]], [[Aenyn]] and [[Ssylrath]]!)&lt;br /&gt;
&lt;br /&gt;
===Korday, Pyrntar 20, 1016===&lt;br /&gt;
====Cultist Changelings in our Midst!====&lt;br /&gt;
Rumors come in about a cult of doppelgangers who worship a long-forgotten deity of the Void.&lt;br /&gt;
&lt;br /&gt;
Two were found in a town northeast of Alexandria, having killed two apprentice blacksmiths and taken their places.&lt;br /&gt;
&lt;br /&gt;
===Korday, Pryntar 13, 1016===&lt;br /&gt;
====Lady Sandiel Pregnant?====&lt;br /&gt;
Recently at a Gala, a well to do party and silent auction of some means, Jibbom was hearding carousing with guests and explaining to them on a recent trip with his beloved Lady Sandiel to the plane of 'Breathless Nights' and 'Sweet Tender Embraces' she found her self, as one may guess after such planar jaunts for wholesome recreations.. pregnant with twins.&lt;br /&gt;
&lt;br /&gt;
Oh Jibbom what ever will you do?&lt;br /&gt;
&lt;br /&gt;
===Korday, Pryntar 13, 1016===&lt;br /&gt;
====Kegger Fest!====&lt;br /&gt;
Today, Kegger Fest has started! &lt;br /&gt;
 &lt;br /&gt;
That means that all over the city, new types of booze are being introduced from far and wide. ALexandria, as a very cosmopolitan city, benefits greatly from it... as does the local economy, of course. &lt;br /&gt;
 &lt;br /&gt;
Farmers, Khazadi merchants, and more are all bringing their best brews to the table. &lt;br /&gt;
 &lt;br /&gt;
The city guard (all wincing, of course) is knuckling down in preparation for the inevitable trouble a town full of rowdy mercenaries and merchants is going to bring.&lt;br /&gt;
&lt;br /&gt;
===Gilday, Pryntar 12, 1016===&lt;br /&gt;
====Undead Rumors====&lt;br /&gt;
Seems there has been a rash of undead in the city, all centered around one old house in the Lower District. Two calls have gone out to the Guild of Explorers and the Temple of Vardama for help, and it seems to be getting worse. The family is no longer living at the house, but haven't moved out, and the house appears to be on complete lock down after this second visit, and with a guard. The Temple of Vardama is scrambling a bit to deal with whatever problem has been discovered inside the house.&lt;br /&gt;
&lt;br /&gt;
===Variday, Pryntar 10, 1016===&lt;br /&gt;
====Althean Cloister====&lt;br /&gt;
Several ALtheans have retreated into the church. Apparently, they are engaged in some kind of meditation or rite over the next several days. Something to do with the 'Foundation Stone' recovered from Dragonier to assist in the ritual exorcism of the Azure Queen, at least that's what the rumors are saying.&lt;br /&gt;
&lt;br /&gt;
===Ceriday, Pryntar 01, 1016===&lt;br /&gt;
====Black Markets Buzz...====&lt;br /&gt;
Underground markets buzz with the word of a Dragoneri trinket, reportedly deeply historical and perhaps magical in nature. The specifics change from story-to-story but the basic message remains the same; Someone out there has an important piece of history.&lt;br /&gt;
&lt;br /&gt;
Word seems to radiate from Goblintown.&lt;br /&gt;
&lt;br /&gt;
Contact [[Younger]] for more information!&lt;br /&gt;
&lt;br /&gt;
===Kesenday, Vhast 31, 1016===&lt;br /&gt;
====Show of Force====&lt;br /&gt;
The City Guard and militia -- and even adventurers -- have been brought out to patrol the city in the wake of the Feast of Darkness. This being a holy day dedicated to Maugrim, many people will not be conducting business or going about other affairs for fear of offending the Tyrant God, while others will carry on. Either way, the city government is taking no chances and intends to make it clear that no disruption or threat to the security of the city will be tolerated. It is oddly appropriate.&lt;br /&gt;
&lt;br /&gt;
===Kesenday, Vhast 31, 1016===&lt;br /&gt;
====Dragonieri Business Defaced====&lt;br /&gt;
A dragonieri owned business, the Smiling Gnome General Store in the Lower Trade District, was defaced with crude slogans against the Dragonieri this morning. While efforts have been made to clean it up since then, the vandalized business is now shuttered. &lt;br /&gt;
 &lt;br /&gt;
This clearly points to some anti-dragonieri sentiment being stirred up in the wake of the 'half-dragons' being left in various locales about the city.&lt;br /&gt;
&lt;br /&gt;
===Variday, Vhast 27, 1016===&lt;br /&gt;
====Sewer Catastrophe Averted!====&lt;br /&gt;
A strange rumbling sound was eminating from the sewers beneath the lower trade district of Alexandria. Brave adventurers were called in and sent beneath the sewers, where they apparently did battle with some kind of creature that was gumming up the works quite deliberately down there. Where it came from remains unclear, but the city of Alexandria owes a debt to these brave (and dirty) souls. &lt;br /&gt;
 &lt;br /&gt;
(Feel free to hassle [[Oates]], [[Kravar]], [[Jibbom]], [[Leisel]], [[Uarala]] and [[Tatyannah]].)&lt;br /&gt;
&lt;br /&gt;
===Ceriday, Vhast 25, 1016===&lt;br /&gt;
====Shadow Boxing====&lt;br /&gt;
In advance of his headbutting challenge Boshter was training some young warriors on the art of headbutting at the Festival Grounds. Fellow martial weapons aficionado, Azog was on hand to witness this lesson as was local wizard, Cesran. As the trio began to discuss the technique that Boshter was using, Azog doubtful of the prowess of the headbeat and Cesran, spewing confusing wizard terminology, they were suddenly attacked by three shadows. Azog and Boshter bravely stood their grounds as cowardly Cesran disappeared from sight. Demonstrating the superiority of the headbutt Boshter destroyed two of the shadow fiends while Azog with some very minor assistance from Cesran was able to banish the last fiend.&lt;br /&gt;
&lt;br /&gt;
This is the story that's going around the Arena, Temple of Kor local taverns and anywhere that manly men gather to discuss the new of the day. (OOC: Talk to [[Boshter]], [[Azog]] and/or [[Cesran]] for the full story)&lt;br /&gt;
&lt;br /&gt;
===Kesenday, Vhast 24, 1016===&lt;br /&gt;
====Dragon Knight Seen Again====&lt;br /&gt;
The Dragon Knight and it's great, majestic silver dragon have once again been sighted. This time it would appear that both Dragon and Knight paid a visit to the Temple of Eluna. The Knight descended into the courtyard of the Temple, then left, flying back to the ruined fort that they have since made their home.&lt;br /&gt;
&lt;br /&gt;
===Gilday, Vhast 22, 1016===&lt;br /&gt;
====Jibbom-s-====&lt;br /&gt;
Details remain vague, but reports confirm there to now be -two- Steel Von Ironblood, Bane of Night's running around. Or something. While tensions are high in certain areas, the Watch has yet to be mobilized on this spreading madness.&lt;br /&gt;
&lt;br /&gt;
===Tariday, Vhast 21, 1016===&lt;br /&gt;
====Hauntings in the City====&lt;br /&gt;
A number of hauntings were reported across the city in recent days, with spooky activity becoming the latest topic of gossip. One family, as the story goes, had their house terrorized by the not-so-imaginary playmates of their son... flying books and phantom children made their lives miserable until a group of local adventurers reportedly drove the malevolent spirits out.&lt;br /&gt;
&lt;br /&gt;
In possibly related ghost-chatter, the mansion which was the home for the auction some weeks back also seems to have fallen upon more haunted times. Furniture is said to move of its own accord, creaks and groans emanate throughout the hallways, and curtains blow and billow even in the absence of a breeze.&lt;br /&gt;
&lt;br /&gt;
The local temples have gone on record to say that there is, in fact, not a widespread spectral outbreak in the city, and these are likely isolated incidents.&lt;br /&gt;
&lt;br /&gt;
===Gilday, Vhast 15, 1016===&lt;br /&gt;
====Dragonieri Images====&lt;br /&gt;
Throughout the city, and especially in the lower parts where there are more refugees from Dragonier, various duplicated images of a dragon have been turning up on walls, streets, and more. The image is of a coppery dragon's front half, like half the image is missing. &lt;br /&gt;
 &lt;br /&gt;
How they are appearing is a mystery, but they appear to be cropping up quite frequently.&lt;br /&gt;
&lt;br /&gt;
===Tariday, Vhast 14, 1016===&lt;br /&gt;
====Prestigious Moon Under New Ownership====&lt;br /&gt;
Apparently, Lady Sandiel has come into the possession of a Llyranessi clothing shop. &lt;br /&gt;
 &lt;br /&gt;
Really. &lt;br /&gt;
 &lt;br /&gt;
Needless to say, this is contributing to a great deal of curiosity, given her usual disdain for fashion.&lt;br /&gt;
&lt;br /&gt;
===Variday, Vhast 13, 1016===&lt;br /&gt;
====A Song of Headbutting====&lt;br /&gt;
From the town criers': &amp;quot;Let it be known that Zaxx of the Adventurer's Guild sponsors a detailed song of the upcoming Headbutting Contest with no less than fifty gold coins to be paid when the song is in circulation and to be performed at midsummer and the temple of Angoron for no less than once a month until midsummer.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===Ceriday, Vhast 11, 1016===&lt;br /&gt;
====Boshter Headbutt Challenge====&lt;br /&gt;
The Arvek Nar, Boshter, has issued a standing challenge. &lt;br /&gt;
 &lt;br /&gt;
Apparently, the challenge is to break an object with your head that Boshter can not also break. &lt;br /&gt;
 &lt;br /&gt;
No. Really. The Boshter headbutt challenge is now a 'thing'.&lt;br /&gt;
&lt;br /&gt;
===Kesenday, Vhast 10, 1016===&lt;br /&gt;
====Dragon Knight Sighted====&lt;br /&gt;
During the blizzard that took place over the last couple of days, the Dragon Knight and her silver Dragon have been sighted in flight near Alexandria. Apparently, they were recently seen travelling towards the Vast before returning to the crumbling fort they've been operating out of since their arrival in Alexandria last fall.&lt;br /&gt;
&lt;br /&gt;
===Kesenday, Vhast 10, 1016===&lt;br /&gt;
====Guardsman Slain in Sting Gone Wrong====&lt;br /&gt;
Two groups of mercenaries from the Guild of Explorers and the City Guard set out together and were working in concert to trap bandits which are said to've been hassling merchants on the roads recently. They returned later that same day with several wounded guardsman and a few deceased ones as well being carried back to Alexandria for proper internment in the city's crypts. &lt;br /&gt;
 &lt;br /&gt;
The local rumor mill is indicating that both groups ran into unrelated (or was it?) trouble and were forced to give up their efforts to lure out the bandits in question.&lt;br /&gt;
&lt;br /&gt;
===Korday, Vhast 09, 1016===&lt;br /&gt;
====Snow Tapers Off====&lt;br /&gt;
The sudden snowstorm which rocked Alexandria and environs has slowed down and finally stopped. It will take a few days to dig out from under it and the snow will be around for a while with the weather generally being a good bit colder than it usually is this time of year.&lt;br /&gt;
&lt;br /&gt;
===Tariday, Vhast 07, 1016===&lt;br /&gt;
====Illothan Cult Broken Up====&lt;br /&gt;
The City Watch today is pleased to announce that a ring of Illothan Cultists, worshipers of the goddess of murder, have been either killed or apprehended. The Guard claims that these cultists were responsible for the troubles in Goblintown during the exorcism and more recently along the wall with the release of their so-called 'Blood Golems'. &lt;br /&gt;
 &lt;br /&gt;
The City Watch offers a special thank to you all the Guild of Explorer Members who assisted and took great risks for the safety of the city. [[Eligar]], [[Findrago]], [[Bennet]], [[Zippo]], [[Ulharilti Wiivai]], [[Katyana]], [[Dragomir]], [[Millicent]], [[Zippo]], [[Jonan]], [[Vuk]], and [[Fazahd]] have all received a commendation from the city and are publically thanked at the end of the announcement.&lt;br /&gt;
&lt;br /&gt;
===Variday, Vhast 06, 1016===&lt;br /&gt;
====Sudden Blizzard====&lt;br /&gt;
A sudden snow storm struck Alexandria tonight. It began snowing at around midnight and didn't stop until eight hours later. The city will begin digging itself out, but the storm blew in from over the Redridge mountains. It's thought likely an odd weather pattern from the Desolation is to blame. &lt;br /&gt;
&lt;br /&gt;
For the next day or two, the city and surrounding countryside will be struck with additional flurries.&lt;br /&gt;
&lt;br /&gt;
===Gilday, Vhast 01, 1016===&lt;br /&gt;
====Estate Sale Successful====&lt;br /&gt;
The estate sale of Renthis Banhold went quite well, according to rumor, and many miscellaneous souvenirs of a career in adventuring were purchased by those with interests in such thing. The house now lays abandoned and will soon go up for sale, no doubt, itself.&lt;br /&gt;
&lt;br /&gt;
===Gilday, Vhast 01, 1016===&lt;br /&gt;
====The Phoenix====&lt;br /&gt;
As part of the turning of the year, the Progressive Arcanist's put on quite a show! The highlight of it was the fireworks display, which began with a illusory phoenix of great size flying over Alexandria before taking off high into the sky and exploding into a brilliant display of fireworks. The phoenix, being the symbol of ALexandria's flag and its many rebirths, was a welcome sight to close out the year for many and cheers were heard throughout the city at the display.&lt;br /&gt;
&lt;br /&gt;
===Ceriday, Khael 28, 1015===&lt;br /&gt;
====Daemon Trouble====&lt;br /&gt;
It seems that it is all over, the rash of demon sightings and attacks over in the Redridge Mountains. Seems the miners of the platinum mine released a daemon (that's with an A) that used demons to cause trouble while it was gaining a base of power. It attacked and took over a local monastery, but thankfully even with some relatively minor damage, they have been freed from the daemon's control. &lt;br /&gt;
&lt;br /&gt;
There was also a rash of demons that were about just causing mischief and mayhem, but it seems other groups have already gone through and swept them up quite handedly. Though it might be wise to be cautious of the mystery meat at the Ox-Strength Tavern for a while.&lt;br /&gt;
&lt;br /&gt;
===Kesenday, Khael 27, 1015===&lt;br /&gt;
====Bandits Strike?====&lt;br /&gt;
A merchant was seen stumbling into town by the north gate today, telling a tale of masked man who came out of nowhere to strike him down and burn his wagon after pillaging it. He claims they left him a single half-copper, which some say was from the fallen kingdom of Dragonier. As this tale spreads, wary eyes are turned towards those from the fallen kingdom who've made Alexandria their home.&lt;br /&gt;
&lt;br /&gt;
===Eliday, Khael 22, 1015===&lt;br /&gt;
====Fighting Crime====&lt;br /&gt;
In response to the rising crime some adventurers have been recruited to help track down and catch those that break the law. One such group was in action recently, following a break in at a local jewelry store. One of the perpetrators was caught turned informant. Using that information the adventurers broke up the gang and recovered the jewelry. However on a darker note, the informant was found dead a couple of nights later, his body drained of all its blood...&lt;br /&gt;
&lt;br /&gt;
(Feel free to speak to [[Bennet]], [[Vuk]], [[Kade]], [[Zippo]], [[Ulharilti Wiivai]] and [[Takiyah]] about what happened.)&lt;br /&gt;
&lt;br /&gt;
===Ceriday, Khael 21, 1015===&lt;br /&gt;
====Rising Crime====&lt;br /&gt;
With the guard depleted after the fall of the Blue Lady, the cost having been so high, shadier elements in Alexandria are returning to business as usual as well. Reports of extortion, smuggling and all other manner of larceny seem to be on the rise. More rumors indicate the growth of new underground organizations born out of the refugees are quite common, with many fingers pointed at the Dragonieri most especially.&lt;br /&gt;
&lt;br /&gt;
===Korday, Khael 19, 1015===&lt;br /&gt;
====Trade Begins Again====&lt;br /&gt;
With the Azure Queen no longer present and things slowly returning to normal in Alexandria, trade is once again beginning to flourish in the city. &lt;br /&gt;
&lt;br /&gt;
More specifically, a number of Khazadi merchant airships seem to be heading northwards. Their destination is rumored to be Bludgun, oddly enough. Despite the ancient animosity between Khazad, Oruch and Giant, the delivery of tools, foodstuffs, and other sorts of things for the development of Bludugn's norther, Dragonier facing fortifications is continuing apace.&lt;br /&gt;
&lt;br /&gt;
===Tariday, Khael 17, 1015===&lt;br /&gt;
====More in the Mountains====&lt;br /&gt;
Things are getting weirder out by the mountains. Now a monk has been brought from a nearby village talking about how his monastery has been run over by some sort of evil that infected him and all of his Brothers, even the Abbot. He is now in the care of the faithful of Navros in the city but being questioned by priests of Daeus.&lt;br /&gt;
&lt;br /&gt;
===Korday, Khael 12, 1015===&lt;br /&gt;
====More from the Redridge====&lt;br /&gt;
Seems a lot have been going on over in the Redridge Mountains as of late. Among everything else, it seems that a recently rediscovered platinum mine was overrun by demons, killing everyone working there. A party sent by the owner found a few stragglers, but also reported oddities evil inside the mine. It is currently sealed off, and with one small artifact recovered, there are still questions.&lt;br /&gt;
&lt;br /&gt;
Also, in a nearby ranching village, they were experiencing disappearances as well as cattle mutilation. These too were investigated and discovered to be caused by various demons causing mayhem. What has gotten everything stirred up?&lt;br /&gt;
&lt;br /&gt;
OOC: Anyone wishing to do any investigations on these events, please @mail or page [[Elessa]].&lt;br /&gt;
&lt;br /&gt;
===Variday, Khael 09, 1015===&lt;br /&gt;
====Rumblings roused from Redridge====&lt;br /&gt;
For the past few nights there have been tales of wolf howls from the trails in the Redridge Mountains leading up to the mining settlements there. More disturbing though are rumours that ancient burial sites have been violated, releasing numbers of the unliving. Something up there in the bleak of winter must have been roused and it seems to be drawing closer to the city. Finally, an older miner comes into town, refusing to explain where his wounds came from until he gets a good stiff shot of whiskey into him. Even then he seems reticent:&lt;br /&gt;
&lt;br /&gt;
:&amp;quot;It were a.. a big dog.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
:&amp;quot;A stray you mean?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
:&amp;quot;Not 'sactly. Like someone 'ad tried to blend a dog and a man. It was tellin' those normal sized wolves and the shamblin' ones wot ta do.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
:&amp;quot;Commanding them?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
:&amp;quot;Yeah. Barely 'scaped wiv me life. Barkeep: fill 'er up!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
:Nothing coherent comes from the man the rest of the night, save to indicate that he has lost a companion on the trail in a horrific attack.&lt;br /&gt;
 &lt;br /&gt;
OOC: For more information, please contact [[Benthus]], [[Kiroth]], [[Zaxx]], [[Bennet]] or [[Larron]].&lt;br /&gt;
===Korday, Khael 05, 1015===&lt;br /&gt;
====Snow Statues====&lt;br /&gt;
Outside of the Ox-Strength Tavern one might see a strange sight. Dozens of Statues have been constructed out of snow in honor of one of the city's most famous elves, the Noble Lady Sandiel or Sandy as she is known by. Come marvel at the artistic majesty of these masterpieces before they melt into nothing. Be careful though, one of they could be the persnickety Lady Sandy.&lt;br /&gt;
&lt;br /&gt;
===Gilday, Khael 04, 1015===&lt;br /&gt;
====An Exhortation in the Market====&lt;br /&gt;
&amp;quot;We must not forget th'horrors to our north, my brothers an' sisters!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
An exhortation was roared forth from the top of a wagon in the market today by an orcish Current of Rada that goes by the name of Brother Fishbelly, apparently having something to do with Dragonier.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I know that th'wounds of our war with Bludgun are fresh... but we must bandage them an' set our differences aside, for what lies beyond threatens not just th'Bludgunni but us as well! Th'Great Dead Dragon will not stop at th'borders of goblinoid lands, no -- he will turn his blackened eyes to us as well, an' his wights an' worse will ravage our lands if he is not stopped. We must send adventurers north, send military aid north as well! HEAR MY WORDS! THERE IS SOMETHING COMING--&amp;quot;&lt;br /&gt;
&lt;br /&gt;
At this point, the town guard dragged him off the wagon and threw him in jail for public drunkenness for the evening.&lt;br /&gt;
&lt;br /&gt;
===Variday, Khael 02, 1015===&lt;br /&gt;
====Dragon in the Hills====&lt;br /&gt;
In the aftermath of recent chaos, a fishing town ran into crossroads with a wandering dragon. Whether over fishing rights, territory, or just malice, the town lost a number of workers to the creature. With help from the local sheriff, adventurers tracked it into the hills. When challenged with axe and spear, the dragon lost and fell to earth.&lt;br /&gt;
&lt;br /&gt;
The threat to the town is ended, and local sith were called upon to dispose of the dragon's body, according to tribal custom. One adventurer was heard to comment that the creature could have been a needed ally against Heth, if he'd only listened. Heth is the massive beast who singlehandedly runs what was once the mighty nation of Dragonier, controlling an army of undeath and destruction. He first took Dragonier sometime between 1008 and 1013, but with things as they were, word was understandably slow to filter out...and uncertain. &lt;br /&gt;
 &lt;br /&gt;
OOC: A big, big thanks to Hurricane for running this! You rock, especially doing this on the fly. :3&lt;br /&gt;
OOC2: For rumors about the scene, contact [[Fishbelly]], [[Kravar]], [[Tatyannah]], [[Zarr]], or [[Ormarr]].&lt;br /&gt;
&lt;br /&gt;
{{DivGray-Start}}&lt;br /&gt;
==End Cannibal Queen Arc==&lt;br /&gt;
===Tariday, Quintoos 26, 1015===&lt;br /&gt;
====Damage Report====&lt;br /&gt;
With the City-wide efforts leading to the expulsion of the Cannibal Queen, there is also a lot of damage. According to authorities, the damage report for the city of Alexandria is as follows: &lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
:'''Temple Square:'''  The roof of the Temple of Tarien has been /blown off/. It is now roofless. Most of the windows in the temple district have been shattered. There is a giant hole on the side, a lucht-sized dent in the dome, as well as previous damage, to the Temple of Daeus.&lt;br /&gt;
 &lt;br /&gt;
:'''Riverfront:''' The riverfront district bears a /lot/ of damage. A gret deal of fighting went on down there that ended with a gret deluge of water flooding the distrct, though briefly. The docks suffered significant damage and will take a great deal of time to repair. &lt;br /&gt;
 &lt;br /&gt;
:'''City-wide:''' The mana lights are all having to be replaced, bit by bit. It won't take too terribly long, but the city is going to be darker than usual for a while. &lt;br /&gt;
 &lt;br /&gt;
:'''Bank:''' The bank of Alexandria suffered not one, but /two/ assaults. The second one was more damaging than the first and explosives cracked a bank vault. Unsurprisingly, the bank is now under extremely heavy guard. &lt;br /&gt;
 &lt;br /&gt;
:'''Goblintown:''' Goblintown is recovering from its riots and panics nicely. Since most of the buildings there are rather ramshackle, they've been deconstructed and reconstructed in record time. Artifice helps, too. &lt;br /&gt;
 &lt;br /&gt;
:'''City Defenses:''' A section of the norhtern wall, close to the western edge, was apparently disintegrated by a now slain creature, but barricades and guards have been placed at this brach until such time as members from the appropriate guilds can devise a strategy to patch the hole in the walls. &lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
...There are probably some damages I am not including here, but these are the ones I was able to gather together! If I'm forgetting something, let me know and I'll add it in! - Whirl&lt;br /&gt;
&lt;br /&gt;
===Variday, Quintoos 25, 1015===&lt;br /&gt;
====The End of the Queen====&lt;br /&gt;
Late on the second day of the Exorcism, the ritual completed. &lt;br /&gt;
&lt;br /&gt;
In doing so, it literally exploded just about every window in the Temple District, every window, especially on the Temple of [[Tarien]], and literally ''blew the roof off'' said temple. Turns out that exorcism was being held in there -- and now it is done. At last. Between Kulthian machines, evil doppelgangers, and the Queen's own infected minions, the cost was high and dozens have been left dead, and that's not even getting into the other events of the day. The bank robbery, a rumored trip by agents of Alexandria to Merkabah, undead still loose in the city, the creation of something called 'The Blood Golem' and much, much more. &lt;br /&gt;
&lt;br /&gt;
There were threts large and small, but all of them, one after the other, was confronted and defeated by heroes worthy of the city of Alexandria. &lt;br /&gt;
&lt;br /&gt;
The City Council has issued an edict that for the next week there will be a time of mourning and celebration. Mourning those who were lost, but celebrating what was saved. The [[Vardama|Vardamans]] will be very busy.&lt;br /&gt;
&lt;br /&gt;
===Quintoos 11, 1015===&lt;br /&gt;
====Variday, The Exorcism: Day One Completion====&lt;br /&gt;
 &lt;br /&gt;
The day started off well enough. Though the air was tense, nothing occurred of any real import until the closing hours of the day. &lt;br /&gt;
 &lt;br /&gt;
The barricades around the Temple of Daeus were completed and soldiers and adventurers of the Explorer's Guild -- mercenaries really -- were assigned to watch over the Temple district. Others were assigned to the docks, anticipating the arrival of an attack force of vengeful Sahuagin who were no doubt incensed over the destruction of their underwater home by the Planar Disjunction Cannon (better known as the spell cannon). &lt;br /&gt;
 &lt;br /&gt;
As all these preperations were under way, preperations of another sort were beginning. The guards, early in the day, had heard whispers that there was going to be some kind of plan enacted by a local criminal. They dispatched a team of savvy individuals to arrest him. Tracking him down, they found out that he was planning to attack the Bank of Alexandria, taking advantage of the Guard's distraction and thin stretchedness. His plan was foiled and the criminal slain by a team of adventurers, though not without great difficulty. The bank robbery was foiled and the stolen loot returned, but for that which was given to the heroes for foiling the plan. &lt;br /&gt;
 &lt;br /&gt;
As night fell, several explosions rocked the city. &lt;br /&gt;
 &lt;br /&gt;
The first were at a building in the lower trade district. There, an explosion blew out the top floor of a building. Witnesses report several adventurers leaping from the window shortly thereafter. It was followed by a couple of secondary explosions from within the building. There is no official comment on the operation at this time, but the fires were quickly brought under control by civilians and guardsmen working hand in hand to contain the damage. &lt;br /&gt;
 &lt;br /&gt;
More explosions rocked the city, though, as the attack on Alexandria got truly underway. In the Temple District, an explosion blew open a hole in the temple of Daeus' side. Witnesses report that the Guards were confronted with bombers mind-controlled to blow themselves up on the premises. As this happened, cylinders began raining from the sky in a manner not seen since the days of the Illuminated Order war years ago, spitting out faux-Kulthian horrors all over the city -- though thankfully nowhere near as sophisticated as those used by the Illuminated Order. The heart of the attack, and the greatest number of these, was at the Temple District. There, the paladins of the various faiths and their clerics, along wiht numerous heroes, battled valiantly to contain the threat and drive it back so that the ritual wouldn't be interrupted. Only the Tarienites were absent, apparently enmeshed into an on-going party that doesn't seem to have stopped to this hour. &lt;br /&gt;
 &lt;br /&gt;
While the 'Kulthian' attacks seem to've petered out, that wasn't the end of the night's drama. &lt;br /&gt;
 &lt;br /&gt;
First, there was an alarm sounded at the Castellum. Apparently, something went terribly wrong there. Rumors say that the guard had briefly lost track of the location of several Council Members. A couple hours later, the all clear was given and everyone was assured by city officials that nothing had happened. A mistaken, false alarm. Those skeptical of this whisper that inside sources indicate some sort of demonic attack had taken place and that Lady Rawyn was kidnapped. An edict issued by her countering this rumor came not long after. &lt;br /&gt;
 &lt;br /&gt;
As the night continued, the expected Sahuagin attack came. Hordes of the angry fishmen swarmed the docks, setting several warehouses a blaze. The guard put their plan into effect and destroyed the undersea tunnels that were being used by them to funnel troops close to Alexandria without leaving them exposed to coastal defenses. Several adventurers took part in the battle, making a heroic stand that saved countless lives here as well. &lt;br /&gt;
 &lt;br /&gt;
While Alexandria is still in peril, the hard fought victories on the first day of the Exorcism show that their resolve is unshakeable. They are united in their desire to defeat the Queen and the agents of her discord will not stop them.&lt;br /&gt;
&lt;br /&gt;
===Variday, Quintoos 04, 1015===&lt;br /&gt;
====Attack on West Gate====&lt;br /&gt;
Last last night, sounds of battle could be heard from the west gate of Alexandria, as well as a few late alarms. The rumor, is that something putrid attacked the gate, parents using booger slinging children to attack people guarding the gate. The rumor also states that the wall was partially brought down by vines. The upper wall is missing, but the lower sections and the surrounding areas are fine, however the wall has been charred by fire, with the vines have been burned away. &lt;br /&gt;
 &lt;br /&gt;
OOC: Those who wish to inquire should speak to Kilian, Deril, Kiroth, Holdan, Fishbelly, Caris, or Raethon for details.&lt;br /&gt;
&lt;br /&gt;
===Variday, Rhaltaas 28, 1015===&lt;br /&gt;
====Guards, guards everywhere====&lt;br /&gt;
The city is on lockdown. &lt;br /&gt;
 &lt;br /&gt;
Sort of.&lt;br /&gt;
 &lt;br /&gt;
There are city watchmen /everywhere/. Everyone has been called onto duty, and the Guild of Explorers is assisting in the effort. There are patrols around every corner, it'd seem. Hell, they're even in goblintown, which is causing some tension with the local [[Gobbers|goblin]] and [[Arvek Nar]] militia. &lt;br /&gt;
 &lt;br /&gt;
In other words: the city seems quite ready for /anything/.&lt;br /&gt;
&lt;br /&gt;
===Eliday, Rhaltaas 27, 1015===&lt;br /&gt;
====Lights Out====&lt;br /&gt;
Every light in the city of Alexandria -- that is to say, every mana based lamp or torch that lights public areas, has now gone out. City officials claim that it's merely a technical issue, but it's proximity to the impending 'exorcism' of the Azure Queen can't be any coincidence. &lt;br /&gt;
 &lt;br /&gt;
Regardless, they're /out/ and nobody knows when they'll be working again.&lt;br /&gt;
&lt;br /&gt;
===Eliday, Rhaltaas 20, 1015===&lt;br /&gt;
====An Installation at the Fernwood====&lt;br /&gt;
A marvel!&lt;br /&gt;
&lt;br /&gt;
A catastrophe!&lt;br /&gt;
&lt;br /&gt;
A...a...unique and wondrous gift to the people of Alexandros!&lt;br /&gt;
&lt;br /&gt;
Rumors fly as wildly as opinions. In the midst of the cloud hanging over the City...one of the [[Khazad]] trading companies (who are even now working to re-establish pre-Mist trade routes all over the world) has bequeathed the loan of a grand instrument to the people of Alexandros. &lt;br /&gt;
&lt;br /&gt;
The Harp of the Undermountain, it is declared, is a marvel of not only performance but of khazad craftsmanship. As most harps are small so that they may be carried, the Harp the sponsor boasts, is as large as three khazadi side by side.&lt;br /&gt;
&lt;br /&gt;
The [[Sildanyar|sildanyari]], who are traditionally known for their fine harps and similar instruments, have near universally expressed their...doubt.&lt;br /&gt;
&lt;br /&gt;
Among certain circles, reactions range from doubt to disbelief to a...guarded interest. &lt;br /&gt;
&lt;br /&gt;
Nevertheless, the Masterbuilder-based company, By My Beardstrings, is set to reveal its creation within the week. An installation within the reknowned Fernwood Pub. A number of performances, they say, are scheduled soon after.&lt;br /&gt;
&lt;br /&gt;
===Eliday, Rhaltaas 20, 1015===&lt;br /&gt;
====Temple of Daeus Barricades====&lt;br /&gt;
Additional barricades are being erected around the Temple of [[Daeus]], and additional guards have been placed about it. It would appear that the Temple is taking great lengths to secure itself from any potential violence. No doubt this has something to do with rumored ritual that is to come.&lt;br /&gt;
&lt;br /&gt;
===Tariday, Rhaltaas 08, 1015===&lt;br /&gt;
====The Collection is Complete====&lt;br /&gt;
Rumors are flittering out of the Temples that the collection of holy objects is now complete. One imagines it's only a matter of time before they're put to use. Their location is unknown for security reasons, of course, but just as one can imagine that they'll be soon used, one can also imagine that 'secure' only means that nobody has tried to steal them. &lt;br /&gt;
 &lt;br /&gt;
Yet. &lt;br /&gt;
 &lt;br /&gt;
The air of tension in the city continues exhaustively, but due to the efforts of the adventurers and the city guard, things are still stable. &lt;br /&gt;
 &lt;br /&gt;
For now.&lt;br /&gt;
&lt;br /&gt;
====Visitors to the Dragon and it's Knight====&lt;br /&gt;
Recently, two separate individuals -- one woman and one armored knight, were seen being seen at separate times heading off to the nearby ruined fort where the Dragon and it's Knight are said to be making their home during their visit to Alexandria. People are speculating as to what role they might play in events going forward, especially with regards to the so-called 'Exorcism' of the 'Azure Queen'.&lt;br /&gt;
&lt;br /&gt;
===Tariday, Rhaltaas 08, 1015===&lt;br /&gt;
====Fizzleton's Circus of Marvels!====&lt;br /&gt;
The gobber-run circle known as Master Fizzleton's Circus of Wonders is in town!&lt;br /&gt;
&lt;br /&gt;
It isn't set up yet, because rumor has it that Master Fizzleton just led an expedition to the fabled Isle of the Gargantua, and came back with a magnificent beast to display at the circus once they're ready to show their marvels to the sight-seers of Alexandria.&lt;br /&gt;
&lt;br /&gt;
The usual protests by druids have begun outside their camp beyond the city walls.&lt;br /&gt;
&lt;br /&gt;
===Variday, Daeshen 30, 1015===&lt;br /&gt;
====Ableskein Asylum Burns====&lt;br /&gt;
Terrible news comes back to Alexandria. Dozens of inmates sent to the once well-reputed Ableskein Asylum Home are now dead. Families grieve and search for answers as to what befell them, but all the surviving management can manage is broken accounts of terrible nightmares and waking to a house broken by the Azure Queen. Many former patients are being returned to their families and the care of the Althean church when that is not an option. The survivors are all shaken, and it will be some time before they feel safe enough to speak of their experiences. The Asylum itself is barred to all entry and being investigated by the [[Althea|Altheans]] and Alexandrian Constabulary. All that's known is that [[Jibbom]] and a few others were recently there on suspicious business, and much of the interior of the building itself is blackened and burned out.&lt;br /&gt;
&lt;br /&gt;
===Variday, Daeshen 30, 1015===&lt;br /&gt;
====Food Additives====&lt;br /&gt;
Rumors of a commotion at the Ox this evening circulate. What exactly it was is unclear, though the words 'infestation' and 'that place!' are overheard. &lt;br /&gt;
&lt;br /&gt;
Well.&lt;br /&gt;
&lt;br /&gt;
It's the Ox, right?&lt;br /&gt;
&lt;br /&gt;
OOC: Speak with [[Ulharilti Wiivai]], [[Mel]], [[Zalara]], or [[Mikilos]] for details!&lt;br /&gt;
&lt;br /&gt;
===Ceriday, Daeshen 28, 1015===&lt;br /&gt;
====A light in the night====&lt;br /&gt;
In the early twilight hours of the morning, a great beam of energy streaks from the Red Ridge Mountains out into the open sea. There is a great commotion and giant waves crash against the cliffs of Alexandria. The Tornmawr will be running high for several days. &lt;br /&gt;
 &lt;br /&gt;
The spell cannon has been fired.&lt;br /&gt;
&lt;br /&gt;
====Rumors from the North====&lt;br /&gt;
Bludgun is an isolationist nation. &lt;br /&gt;
 &lt;br /&gt;
It's been one since the end of the [[Sendor|Sendor War]] and the vanishing of King Harshtone. Now ruled by the largely mysterious ====Council of the Fireborn====, they====ve largely closed their borders but to traders who====ve worked out arrangements for the deliveries of desperately needed goods. Now those same traders are reporting that [[Bludgun]] seems to be engaged in some kind of fortification effort along its north border. &lt;br /&gt;
 &lt;br /&gt;
Of course, this fortification effort should come as no surprise, as its northern border is the one they share with the fallen nation of [[Dragonier]]. While not the first such effort, this latest one is said to be the most extensive effort at walling the giant-lead kingdom off from the danger that Heth and its minions represent. Of course, it also serves to keep those still continuing the struggle against Heth and other refugees out as well.&lt;br /&gt;
===Eliday, Daeshen 15, 1015===&lt;br /&gt;
====Pilgrims Again====&lt;br /&gt;
Once more, the trek to the holy Eidolon Court is open to pilgrims who wish to go and hear the Hymn of Creation. The first such group returned this evening, though many of those who went looked more subdued and concerned than one would expect on such a joyous occasion. &lt;br /&gt;
 &lt;br /&gt;
Soon thereafter, rumors begin to surface about some kind of divine vision having been witnessed by some of the pilgrims there, where they were warned about the 'the children of the first born' and how they will 'rise'. &lt;br /&gt;
 &lt;br /&gt;
As if Alexandria needed /more/ to worry about while it untangles the thorny problem of the Azure Queen and her influence.&lt;br /&gt;
&lt;br /&gt;
===Korday, Daeshen 12, 1015===&lt;br /&gt;
====A Queen's Ransom====&lt;br /&gt;
Returning gloriously from the mountains is an expedition that uncovered what appears to be one of the largest treasure troves of art recovered from the Sorceress Wars in at least several years. &lt;br /&gt;
 &lt;br /&gt;
The art in question, found by an expedition lead by two treasure hunters, Maxwell Saymoore and Selma Blayworth, were hot on the trail of merely one magical item, a lyre constructed by an elven bard seven centuries ago with exquisite skill, when they soon learned that they might be on the trail of something much more valuable. &lt;br /&gt;
 &lt;br /&gt;
&amp;quot;We're very proud of this accomplishment. We couldn't have done it without working together from beginning to end,&amp;quot; Maxwell is said to have noted. &lt;br /&gt;
 &lt;br /&gt;
The art is now being housed in various city storehouses under lock and key until artistic evaluators, Ceinarans, Reosians, and more have had the chance to look at it. An effort will be made to return the art to its proper owners or their inheritors. &lt;br /&gt;
 &lt;br /&gt;
This may prove problematic, however, and disputes over appropriate succession are likely to arise. &lt;br /&gt;
 &lt;br /&gt;
OOC: Talk to [[Zippo]], [[Jensine]], [[Jex]], [[Kojot]], [[Kravar]], [[Millicent]], [[Gwendolyn]] for information.&lt;br /&gt;
&lt;br /&gt;
===Gilday, Daeshen 11, 1015===&lt;br /&gt;
====General Bloodeyes Appears====&lt;br /&gt;
The village of [[Alexandros|Vandran]], not far outside the gates of Alexandria, was recently &amp;quot;taken hostage&amp;quot; by a chieftain from [[Bludgun]]! In truth he was here seeing about opening trade relations with some unknown guild through a human middle-man named &amp;quot;Mr. Shram&amp;quot;. General Bloodeyes, a huge ogre, and his gang set up outside of Alexandria and &amp;quot;convinced&amp;quot; many traveling merchants to come and caiter to them before soldiers from the city could establish proper detours.&lt;br /&gt;
&lt;br /&gt;
A group of adventurers made their way to the camp and learned that General Bloodeyes was going to judge Alexandria's worth for trade based entirely on the stories and performances of that group of adventurers, and that once he had had his fill of entertainment he planned to leave. Not entirely prepared for the task, the adventurers made a wide range of performances, though General Bloodeyes seemed most interested in the storytelling (even if some of the stories were a bit far-fetched).&lt;br /&gt;
&lt;br /&gt;
Satisfied with the performances, General Bloodeyes agreed to open a trade route to Alexandria, and both he and his men were gone by dawn the next morning. In the end, trade was momentarily disrupted and the village of Vandran will not be quick to forget the stressful visit, but things turned out well enough.&lt;br /&gt;
&lt;br /&gt;
===Tariday, Daeshen 10, 1015===&lt;br /&gt;
====Word Spreads====&lt;br /&gt;
Word spreads rapidly through the city of Alexandria that one of the few remaining Dragon Knights of the lost nation of [[Dragonier]] is en route to Alexandria. The Dragon Knights were an esteemed order in their heyday, a glorious organization that kept the borders of Dragonier safe and brought justice to the world. Many a time they reached out to help Alexandria in its time of need, up to and including the Sendor War whose conclusion catapulted Alexandria into 'the mists' for five long years... at least to everyone who wasn't in Alexandria. &lt;br /&gt;
 &lt;br /&gt;
During Alexandria's sojourn into the Mists, the Dragon Knights extended their influence into the greater world once more to try to balance delicate political forces, most notably in incinerating a warlord of Dran who refused to take heed of their warnings during a period of expansion and aggression by its war-like people. Busy putting out fires all over hte world, they were ill-equipped when Heth rose and struck down the great golden dragon who ruled the ancient nation and murdered many other slumbering dragons. Though the Dragon Knights fought valiantly to save their country, they were no match for Heth and their final ill-fated charge against the great beast is commemorated in the now famous Bardic Song 'The Last Flight Of the Dragon Knights' by Peville Arborni of the [[Mythwood]]. &lt;br /&gt;
 &lt;br /&gt;
It is, perhaps, ill-named. After all, there a few dragon knights left. But what purpose could bring one to Alexandria? Rumors indicate that he aims to speak with several adventurers about recent events in Dragonier they were witness to.&lt;br /&gt;
&lt;br /&gt;
====The Azure Queen==== &lt;br /&gt;
More of a malevolent entity than a tangible force, the so-called Azure Queen has been an urban legend for some time. Often associated with acts of cannibals (hence her so-called title of 'Queen of the Cannibals', the Azure Queen is at the heart of many of the troubles that plague Alexandria as of late and it has been learned that she is an all too real force for evil even if her nature remains unknown. &lt;br /&gt;
 &lt;br /&gt;
Evidence of her influence can be seen all around as conflicts go worse, pushing families and neighbors into fighting each other over increasingly petty things, business owners devour their own coffers in greed, and merchants hoard their stocks, but there is always a very real, /root/ problem that it stems from. She just seems to make a bad thing /worse/. &lt;br /&gt;
 &lt;br /&gt;
Then there are those more directly afflicted -- actual men who've turned to the practice of cannibalism, claiming to follow 'the lady in blue' and her path. Once such cannibal was hanged after being caught and shouted about how she was 'coming'. Since then, indeed, things have steadily increased in tension all about the city. &lt;br /&gt;
 &lt;br /&gt;
The Churches of Alexandria have declared a plan to exorcise her spirit and purge the region of her taint. Adventurers from Alexandria have been dispatched across the land, hunting down the holy relics necessary for this act. In the meantime, other methods of battling her, and stemming the tide of her influence, continue to be explored.&lt;br /&gt;
&lt;br /&gt;
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===Eliday, Daeshen 08, 1015===&lt;br /&gt;
====Fires in Goblintown====&lt;br /&gt;
Recently, a firebroke out in the central Goblintown district. It was quickly doused through fast-acting explorer's guild members along with local Goblintown militia. The explorer's guild and militia were apparently on hand to arrest a wanted fugitive. &lt;br /&gt;
 &lt;br /&gt;
More strangely, however, are reports of azure-hued goblins that attacked the adventurers, a worrying sign that the madness of the so-calld 'Cannibal Queen' might've spread into Goblintown itself.&lt;br /&gt;
&lt;br /&gt;
===Ceriday, Daeshen 28, 1015===&lt;br /&gt;
====The Death of Teakettle====&lt;br /&gt;
An announcement is posted all over the city, announcing the death of Captain Teakettle in a major operation to end the pirate threat to Alexandria's shipping and trade. Teakettle, notorious for his stack on Alexandria by slipping up the Tornmawr in a submersible, is a known cannibal and thought to be a mad man in the service of the Azure Queen. The lucht Pirate's head, taken in battle, is now mounted on a spike near the gates of the Castellum for all to see. &lt;br /&gt;
 &lt;br /&gt;
In addition, it is announced that the spell cannon has been used to destroy a major threat to Alexandria. Recently, numerous adventurers hunting for Teakettle's base found a Sahuagin military base beneath he sea where they were gathering some sort of army and conducting dark rituals to their God. The Spell Cannon has been used to annihilate this base and to remove the threat of the Sahuagin from the city's side -- or so it is claimed. Many speculate the spell cannon was used as a show of force to ensure other nations that Alexandria's defenses are secure. Open debate on this matter, and the use of such Kulthian technology by the city government, has spurred many arguments already. &lt;br /&gt;
 &lt;br /&gt;
That said, all of it, Teakettle is dead and the back of the pirate operations broken. All that's left now is to dispel the spirit of the Azure Queen, if such a thing is truly possible.&lt;br /&gt;
&lt;br /&gt;
===Eliday, Daeshen 08, 1015===&lt;br /&gt;
====The Cannon Moves====&lt;br /&gt;
Today, the great turret of the Planar Disjunction Cannon, sitting in the Red Ridge Mountains, turned and now faces out over Alexandria -- aimed towards the sea.&lt;br /&gt;
&lt;br /&gt;
===Korday, Callem 22, 1015===&lt;br /&gt;
====An End To Wasps====&lt;br /&gt;
Reports from the Mythwood Wardens indicate that the threat from the felwood wasps has been contained. A group of adventures recently stormed the nest and put an end to its taint! The injured wardens are finally beginning to recover and the peril the villages outlying to Alexandria were in has now been dealt with. One more situation dealt with. &lt;br /&gt;
 &lt;br /&gt;
(Thanks to Rogun, Sebropert, Ferawyn, Elgin, Eligar and Brom! Especially to Sebropert for taking point on organizing and getting this IC situation handled and everyone else who contributed to this. Also, big thanks to Lahar for tackling the storyline in the first place!)&lt;br /&gt;
&lt;br /&gt;
===Variday, Callem 19, 1015===&lt;br /&gt;
====Forest Fire====&lt;br /&gt;
Travellers are reporting that a forest fire is still burning north of Alexandria -- laying closer to the [[Mythwood]] than to Alexandria proper. Rumor is it was started by a sorcerer -- a sorcerer who is untrained and now in the care of the Mythwood Wardens. Another example, some elves say, of humans failing to keep their magical house in order.&lt;br /&gt;
&lt;br /&gt;
===Korday, Callem 15, 1015===&lt;br /&gt;
====Sildanyari Dance Party?====&lt;br /&gt;
From an article in this week's Alexandrian Tribune... &lt;br /&gt;
 &lt;br /&gt;
&amp;quot;I am unclear what precisely was being celebrated by the [[Sildanyar|Sildanyari]] of the city today but a procession was seen prancing and dancing in fine form through the markets and warehouse district. This reporter has never seen anything like it though I am a bit concerned about their choice of footwear. Still, one never knows with Sildanyar--they are a touchy folk. Still, it is always wonderful to see individuals fully embracing their cultural heritage so this reporter says Prance on!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===Tariday, Callem 6, 1015===&lt;br /&gt;
====Settlings====&lt;br /&gt;
Efforts proceed to banish the so-called 'spirit of the Azure Queen, with groups of adventurers being sent far and wide to gather 'holy relics' for the various churches that will be participating the ritual. Some are said to have been returned already, but the churches and the government are refusing to issue any confirmations for security reasons. &lt;br /&gt;
 &lt;br /&gt;
More of ALexandrian's militia have been deployed to the city streets to assist the Watch. While they are taking a back seat, technically, to the City Watch's authority, some tensions are becoming visible between the two organizations. &lt;br /&gt;
 &lt;br /&gt;
A group of Dragonieri refugees were recently called to the Castellum to speak of the horrors witnessed during the fall of the kingdom to the dragon known as 'Heth'. After this meeting, the newly functional and restored Planar Disjunction Cannon that lays within the Red Ridge Mountains, more commonly referred to as the 'Spell Cannon' had its turret rotated to the north, where it has remained since. &lt;br /&gt;
 &lt;br /&gt;
The Alexandrian Navy continues its efforts to hunt the Lucht Suil pirate, Captain Teakettle, and has reported to the populace that it is closing in on him and will soon put an end to his threat. 'He will serve as a warning to all who choose the path of piracy'. &lt;br /&gt;
 &lt;br /&gt;
With the reduction in patrols outside of Alexandria, due to the forces being called to the city itself, banditry is becoming increasingly prevalent along the roads into and out of Alexandria, not to mention the increased threat from dangerous monsters that are still a problem in the region. Armed bands of Alexandrian advenrurers have been dispatched to quell the problems, but until regular patrols can be resumed and tension in the city itself decrease, it will remain a problem.&lt;br /&gt;
&lt;br /&gt;
===Korday Aestry 11, 1015===&lt;br /&gt;
====The Hunt for Teakettle====&lt;br /&gt;
Word spreads from the river folk and wandering lucht that the popular River's Rest Inn, located not too far from Alexandria, has been a hub of madness. A group sent to investigate the whereabouts of the elusive pirates in their Kulthian submersible stumbled upon a cult of crazed maneaters. Shockingly, it was not ogres or other savages who had seized control of the locale, but man eating man as the stories go. ''St-eww'' seems to be the phrase of the day. The authorities and clergy are looking into the matter, because the inn's shrine to Rada has been desecrated and several questions remain unanswered.&lt;br /&gt;
    &lt;br /&gt;
(Kojot, Remethaer, Kilian, Thorarna, Brom, Solace, Niama, and Zaxx are to blame. Talk to them first if curious. :))===Thu Aestry 11===&lt;br /&gt;
&lt;br /&gt;
===Tariday Aestry 02, 1015===&lt;br /&gt;
====Pirates Raid Alexandria====&lt;br /&gt;
It had been a beautiful day along the banks of the Tornmawr, but it quickly became a spectable. The Alexandrian river patrol had captured the infamous Captain Yuvan, a halfling pirate who had been pillaging the shores of the region, and others, for many years. He apparently surrendered outright to the navy without even a fight, and asked only to make a statement in Alexandria. While details vary on the exact nature of that statement, it would appear that not all pirates were so eager to let him get out of the business. &lt;br /&gt;
 &lt;br /&gt;
As the pirate crew moored their ship and was manacled on the docks, a second pirate ship -- some sort of iron submersible vehicle -- emerged from the water and opened fire on the Alexandrian vessels with mounted magitech cannons. Fire was exchanged between both of them as the iron ship rammed the docks and spilled forth a squadron of pirates, intent on preserving their secrets and inflicting casualties upon the Alexandrian people. &lt;br /&gt;
 &lt;br /&gt;
A fierce battled ensued and the pirates were eventually driven back before they could capture Captain Yuvan and most of his men. The Alexandrian navy has vowed retribution for the attack and the Ruling Councuil has indicated that no stone will be left unturned in their pursuit, while merchants whose business lies along the Tornmawr already whisper fearfully about what they could possibly do to protect themselves from this vessel and make plans for airship or travel by land until the situation is 'resolved'. &lt;br /&gt;
 &lt;br /&gt;
Where did this metal ship come from? Will it attempt to raid the city again? Or will the Alexandrian navy adn its allies destroy it before it can strike? Only time will tell.&lt;br /&gt;
&lt;br /&gt;
====Brief Festival====&lt;br /&gt;
A brief event of some sort broke out without warning in the marketplace this afternoon. Dozens of children swarmed the area, singing songs and offering good cheer to the merchants of the area. Wizardly entertainments were present, and at least one magical lion ride. The children are apparently members of a new club sweeping the youth of the city, promoting inspiration and good cheer. Members can be seen wearing copper braclets, reading an enigmatic 'WWJD?' &lt;br /&gt;
&lt;br /&gt;
A brief scuffle broke out shortly after the festival between children promoting a halfling leader, and others loyal to a gnomish one. Reports of a third group wearing tunics of 'WWSvID?' are unconfirmed.&lt;br /&gt;
&lt;br /&gt;
===Tariday Firetide 18, 1015===&lt;br /&gt;
====Spell Cannon, Reclaimed!====&lt;br /&gt;
Today, the Council of Alexandria announced that they have officially reclaimed the Spell Cannon complex with the aid of members of the Explorer's Guild. In a combined Alexandrian/Myrrish operation, the Planar Disjunction Cannon (the spell cannon for shirt) which was once fired upon the Eidolon Court by the Blasphemer, Augustus Alexandroa, and upon the floating Fortress City of Merkabah, during the Illuminated Order War, vis to be brought back online to protect the city from any threats -- such as the the threat of Heth from Dragonier, or of Charn's armies. Myrrish and ALexandrian technical expertise is presently working together to ascertain how much damage was done during its years of dormancy under a spell of petrification, rendering it unusable until now, but the Council assures all that the cannon, and authority upon its use, are solely in Alexandrian hands.&lt;br /&gt;
&lt;br /&gt;
===Tariday Firetide 11, 1015===&lt;br /&gt;
====Mab Ranting====&lt;br /&gt;
Rumors abound through the goblin population of Alexandria that Mab Smottle has been banned from Ma Rosie's Gambling Hall, after going on a bizarre and entirely unprovoked(?!) rant against artificery and artificers. Although the details of the rumors vary significantly (sometimes involving a generously-hipped elf laughing herself sick), the fact is that Mab was dragged out of the hall and dumped in a horse trough. This has not helped Mab's standing amongst other goblins at all, and she is apparently said to be steaming mad about it. Or at least having to steam her clothes. Rumors are hard.&lt;br /&gt;
&lt;br /&gt;
===Gilday Jun 19===&lt;br /&gt;
====Blue-Tinged Xorns====&lt;br /&gt;
While the spell cannon has been reclaimed, it has not been without consequence. The elements are still not completely settled by the formerly petrified cannon and there are rumors of strange, blue tinged creatures lurking in the mountains still. These reports are being taken seriously and these creatures ar being actively hunted. &lt;br /&gt;
 &lt;br /&gt;
(Bonus points for any PRP which involves hunting 'Maddened, blue tinged Xorns'. )&lt;br /&gt;
&lt;br /&gt;
===Variday Firetide 10, 1015===&lt;br /&gt;
====Swarm Tactics====&lt;br /&gt;
Merchants and travelers passing through Vadran village speak of a large ebony Sith'Makar and his red-headed companion collecting a team to voyage into the dark recesses of the Felwood. The wood is angry, and forces beyond its control need to be quelled. A call has been put out to friends of the wood, and friends of Vadran to find the source of the giant wasp menace and bring it to a halt. &lt;br /&gt;
&lt;br /&gt;
OOC- For those that have been participating in the Vadran village plots, and/or would like to RP or help in adventures within give Sebropert or Ferawyn a holler. We have four interested parties so far, but I want to try to get anyone who would like to be involved to come along. This will be a Whirl/Beaglefarts thing, and should be a lot of fun. Or our doom. Depends on how you interprete them giggling every time they mention it to me. &lt;br /&gt;
&lt;br /&gt;
Dates - I am shooting to get this done in the next week or so, and it will probably be a two parter (Of course time is fluid, and it will get done when people are available). Right now we can't do the 13th or 14th, but most other days are open. Page or mail me with your availabilities, and we'll run it by our lovely GMs and see when they can do it. Until then we can RP to pass along information or discuss strategy.&lt;br /&gt;
&lt;br /&gt;
===Kesenday Firetide 07, 1015===&lt;br /&gt;
====A Village Saved====&lt;br /&gt;
The tiny village of Borm, on the edge of the Red Ridge Mountains, was recently the scene of an operation by Guild of Explorer's members in the employ of the city of Alexandria. Borm was apparently subject to a maddened wizard gating in horrible flying-head monsters (no, really) which, rumors say, apparently had the ability to transform OTHER people into similar flying head monsters. (No! Really!) &lt;br /&gt;
 &lt;br /&gt;
The wizard has apparently been destroyed, but numerous flying head monsters (we're not joking here) are apparently on the loose in the countryside. A bounty has been placed on them (to some scoffing) and life is slowly returning to normal for the villagers left behind. &lt;br /&gt;
 &lt;br /&gt;
(In short, PRP fuel for anyone who wants to run a PRP where folks get to hunt down and murder Vargouilles. Those creepy things!)&lt;br /&gt;
&lt;br /&gt;
====Arena Champions====&lt;br /&gt;
In the western edge of the city a clarion call of brass trumpets sounds...&lt;br /&gt;
&lt;br /&gt;
...the call is picked up deeper in the city and then re-played onward and forward until the sound can be heard at every point within the city.&lt;br /&gt;
&lt;br /&gt;
Within an hour a herald stands in every plaza, &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Hear Ye, Hear Ye,&lt;br /&gt;
&lt;br /&gt;
Let it be known that on the 30th day of Hattan in the year of 1015 that the battle of Snowbarrow Pass did commence in the Great Arena of Alexandria. Know that the Champions of Thane Lofriek did battle the Royal Guard of the Lizard King Ghall-ka; And that upon this day, as was so in ages past, the Champions of Lofriek did defeat the forces of Ghall-ka and claim victory in Snowbarrow Pass.&lt;br /&gt;
&lt;br /&gt;
Hear now the names of you Champions for this day is theirs!&lt;br /&gt;
&lt;br /&gt;
Hunter Bromormodin Thundercleaver of Clan Stonesmasher&lt;br /&gt;
&lt;br /&gt;
Sir Eligar, Knight of Peace&lt;br /&gt;
&lt;br /&gt;
Gunnhilde Sturremsdottir, a Shield Maiden of Volstengrad&lt;br /&gt;
&lt;br /&gt;
Artifice Archivist Jex&lt;br /&gt;
&lt;br /&gt;
Nadara, Ower of so Many Debts to Rada, She's Not Even Kidding&lt;br /&gt;
&lt;br /&gt;
Takholden Windsbreath, Adventurer from the Vast&lt;br /&gt;
&lt;br /&gt;
**&lt;br /&gt;
&lt;br /&gt;
Let no /Lawful Request/ made by these Champions go unconsidered by the /True/ citizens of Alexandria until the dawning of tomorrow!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Gilday Firetide 5, 1015===&lt;br /&gt;
====From the Frozen North====&lt;br /&gt;
The Chaos hasn't benefited most places...but the Arena isn't most. Its draw always the fire of adrenaline, it now boasts exotic warriors from exotic locales, as well as the pride of local heroes. &lt;br /&gt;
&lt;br /&gt;
Other nations have taken notice.&lt;br /&gt;
&lt;br /&gt;
A band of oruch from the High North descended of late on the City. They arrived astride great mammoths, these warriors-turned-merchant...and challenger. Though they've entered their own into the Arena in the form of mighty berserkers, they've also brought with them...&lt;br /&gt;
&lt;br /&gt;
...goods to sell. &lt;br /&gt;
&lt;br /&gt;
They travel under the dual auspices of Kor and Rada, bearing the banners of both...and the strength of the frozen north.&lt;br /&gt;
&lt;br /&gt;
OOC Note: We'll be posting some goods for sale shortly. This is more to set the scene for their arrival, so please go ahead and include these unruly merchants, and warriors, in your RP or even PrPs!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====From the Frozen North, pt 2====&lt;br /&gt;
The oruch band from Stormgarde brings with them a number of items, even as their berserkers enter the Arena in full force. These are listed below. The prices are in gold. If an item does not have a number (such as 2x) in front of its name, assume there is only one of them to sell.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:The Warlord's Maul (1635)&lt;br /&gt;
:This great earthbreaker bears the symbols of Kor and the stain of many battles. It gets its name from a tale associated with it, that once it was forged, a great lightning struck from the sky and demolished the crafter's house. This earthbreaker, goes the story, was made to challenge even the elements.&lt;br /&gt;
&lt;br /&gt;
:For mechanical purposes, treat this as an Earthbreaker +1.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:Flail of the Glacier (3038)&lt;br /&gt;
:This heavy flail bears an unusual chill, and is said to have been forged against the vicious spirits of the north. Its make is heavier than most, and requires a mighty warrior to lift.&lt;br /&gt;
&lt;br /&gt;
:For mechanical purposes, treat this as a +1 cold iron, Dran flail.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:0x Shaman's Mane (13,265)&lt;br /&gt;
:This ancient and gnarled staff was made for the hands of a prominant oruch. It claims an ancestry among the Fire Reavers, though its last owner was not of that tribe. Its surface is hewn with symbols if fire and its color is the color of harshly-burnt ash. At the cap is the mane of a manticore, bound around the staff as a symbol of power and warrior-prestige.&lt;br /&gt;
&lt;br /&gt;
:For mechanical purposes treat this as a staff of fire.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:1x Rings of the Full Belly (oldest is sold) (1750)&lt;br /&gt;
These rings are different: one is old, and one is new, though the merchant claims they serve the same purpose. They keep the bearer's stomach full in even the harshest of climates.&lt;br /&gt;
&lt;br /&gt;
:For mechanical purposes, treat this as a ring of sustenance.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:3x Potions of the War God (210)&lt;br /&gt;
Drinking one of these elixers is said to confer great strength. The bottles are crafted from old glass, done in the style of ages ago, and likely used, re-used over time for different purpose and ceremony. They contain a strong, reddish liquid, and are marked with the symbols of Kor.&lt;br /&gt;
&lt;br /&gt;
:For mechanical purposes, treat these as potions of bull's strength.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:The Knowledge of Shamans (varied)&lt;br /&gt;
:One offering offering from Stormgarde comes in the knowledge of the oruchs' great shamans. Inscribed in hide, they offer the following:&lt;br /&gt;
&lt;br /&gt;
::1x Scroll of Bull's Strength (105)&lt;br /&gt;
::2x Scrolls of Bear's Endurance (105)&lt;br /&gt;
::1x Wand of Endure Elements (525)&lt;br /&gt;
::1x Elixir of (Spirit's) Vision (175)&lt;br /&gt;
  &lt;br /&gt;
:The Knowledge of Warriors (varied)&lt;br /&gt;
:The final offering comes in the form of heavy, masterful weaponry and armor. Most of these are inscribed with images of Kor.&lt;br /&gt;
  &lt;br /&gt;
::1x Adamantine Earthbreaker (2114)&lt;br /&gt;
::1x Masterwork Heavy Flail (221)&lt;br /&gt;
::1x Masterwork Tower Shield (126)&lt;br /&gt;
::2x Masterwork Claws of the Oruch (228)&lt;br /&gt;
  &lt;br /&gt;
  &lt;br /&gt;
To purchase from the caravan, please send in a +request. Items are first come, first served. Sold items will be removed from the queue, or have a 0x placed in front of their name and become unavailable.&lt;br /&gt;
&lt;br /&gt;
OOC: The caravan has since returned to the north!&lt;br /&gt;
&lt;br /&gt;
===Gilday Hattanan 29, 1015===&lt;br /&gt;
====Food Attacks!====&lt;br /&gt;
Did you hear that a new restaurant, Grandma Good'um's Kitchen? It was supposed to open, a place that served exclusively to the members of the Explorer's Guild. Naturally the higher ups of the Explorer's Guild sent some new members with the promise of a free lunch. If they returned without food poisoning then they would have to try it. Tak, Temarie, Brom and Faiza braved accepted the assignment of a free lunch on the guild's dime. Turns out the food tried to eat them. They had to battle soup that wanted to drowned them, a fried roasted chicken that to cook them and mashed potatoes that were looking to well...mash them. The four were able to defeated the food and discovered that Grandma Good'um's Kitchen had an artifice oven that was summoning food from some pocket universe. The guards were called and Grandma's Good'um's Kitchen has been shut down pending investigation.&lt;br /&gt;
&lt;br /&gt;
===Tariday Hattanan 28, 1015===&lt;br /&gt;
====Blight Averted====&lt;br /&gt;
Recently, a group of followers of the Green Word set out for a farm in the Heartland, sent there at the behest of the Alexandrian city government. Rumors indicate some kind of blight was located there and the crops themselves were swiftly burnt after initial explorations. At least one witness reports that someone was deliberately trying to start some kind of blight. City officials assure the populace, however, that Alexandria's food supply is adequate and safe and on target to beat expectations and last year's harvest. &lt;br /&gt;
 &lt;br /&gt;
(Thanks to Tatyannah, Mara, Elessa, Molkh and Brom for a fun scene. Those curious about what happened should RP with them. :))&lt;br /&gt;
&lt;br /&gt;
===Tariday Hattanan 21, 1015===&lt;br /&gt;
====Mad Wizard====&lt;br /&gt;
A local wizard is said to've fallen to the Azure Queen's corruption. Sacrificing his own life in black ritual, he conjured a tainted aquatic monster that devoured him in turn and used his remains as a grisly nest for its eggs. The corpse is said to've been found in a warehouse on the western docks beneath an eerie message painted in blood. &lt;br /&gt;
 &lt;br /&gt;
(Thanks to Jinks for running this PRP!)&lt;br /&gt;
&lt;br /&gt;
====Heartland Upset====&lt;br /&gt;
Message: 7/7                       Posted        Author&lt;br /&gt;
Heartland Upset                    Tue May 21    LaGnar&lt;br /&gt;
&lt;br /&gt;
Word spreads that three boys, sons of farmers near the village of Vadran, were slain when playing at what was supposed to be an abandoned farm. According to rumor, the farmer's scarecrow came 'alive' and killed them. &lt;br /&gt;
&lt;br /&gt;
Adventurers investingating the report discovered a field of an unknown narcotic being grown and harvested by order of the Cannibal Queen. How much of the drug has reached various cities is unknown.&lt;br /&gt;
&lt;br /&gt;
OOC: This scene was run by Folkmar, and is part of the Cannibal Queen meta-arc! Get in touch with Rogun, Ferawyn, Petyr, Tatyannah, or Tak to investigate!&lt;br /&gt;
&lt;br /&gt;
===Variday Hattanan 20, 1015===&lt;br /&gt;
====More Raids in the Countryside====&lt;br /&gt;
Chaos spreads. Not the light kind seen around the crackling of the fire, the beautiful kind inherit in the growth of joy, warmth in the heart of an excited child...but the darker sort emergent from forces unknown.&lt;br /&gt;
&lt;br /&gt;
The arvek nar are latecomers to Alexandros, a place often called the hub of the world. They settled here after an orderly fashion and have been solid contributors, and protectors of not only city life but the myriad farm communities that form this great nation's backbone.&lt;br /&gt;
&lt;br /&gt;
This last week, a group of them went 'rogue', thieving cattle and bringing harm to communities already hurt by current and as yet still unknown forces. While a group of adventurers has brought the band to a halt, the damage is there.&lt;br /&gt;
&lt;br /&gt;
There is some bright light. The arvek have developed a solid reputation for hard work. In some cases, the incident brought neighbors closer together. However, in others, it's brought to mind old rivalries and superstition.&lt;br /&gt;
&lt;br /&gt;
OOC: This scene was run by Folknar and is part of the Cannibal Queen meta-arc! Contact Rogun, Elessa, and Sebropert ICly for details!&lt;br /&gt;
&lt;br /&gt;
====Local Heroes...Gone?====&lt;br /&gt;
While the threat of the Arena shutting down has...shut down due to the intervention of the Society (lead by Alexandria's Mikilos Mithralla), it seems as though some of the local fighters are taking their leave. Not all of them, but enough &amp;quot;local names&amp;quot; to be noticed by fans and regulars alike. &lt;br /&gt;
&lt;br /&gt;
There's never a complete lack, though. Supposedly, Arena officials are working to bring in outsiders to fill the gaps, which may lead to new names and new faces. Excitement, they say.&lt;br /&gt;
&lt;br /&gt;
Still, a number of Alexandrians are sad to see familiar heroes go. &lt;br /&gt;
&lt;br /&gt;
OOC: We could use some folks to run some &amp;quot;exotic fights&amp;quot; using some gladitorial teams from far-off locations, either as a participating sport with local PCs, or as a spectator event! If interested, please contact staff for details. :3&lt;br /&gt;
&lt;br /&gt;
OOC2: We tend to award a little extra for tying into meta-arc plots. Shhh. X)&lt;br /&gt;
&lt;br /&gt;
===Tariday Hattanan 14, 1015===&lt;br /&gt;
====Arena Settlings====&lt;br /&gt;
Recent efforts and hard work among local adventurers has impacted the violence in the Arena. A llyranesi of the Society, Mikilos Mithralla let the charge, then found himself joined by other willing hands, as Society crafters took to modifying Arena weapons, enchanting them and rendering them nonlethal for the time being.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;We're certain the fighters know what they're doing. With what's going around, though...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;We're not taking chances.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
The quotes came from a pair of arena judges, notable to all by their distinctive uniforms.&lt;br /&gt;
&lt;br /&gt;
Those who work officially with the Arena expressed their thanks, and have enforced use of these new weapon types during most combats. As a result, violence has dropped, and more than one person noted a sort of 'sighing' sound when the weapons were brought into play.&lt;br /&gt;
&lt;br /&gt;
...though that could have easily been the wind. &lt;br /&gt;
&lt;br /&gt;
===Korday, Hattanan 2, 1015===&lt;br /&gt;
====Intercity Theatrics====&lt;br /&gt;
Only recently re-settled, the flame and fire between the Flightwright and Hope is set to flare up again. As word of the &amp;quot;Remember the 62&amp;quot; warcry reached artistic ears, playwrights immediately set to work to bring the tragedy (and news) to the masses.&lt;br /&gt;
&lt;br /&gt;
The respected playwright, Donathan Mayhew, has set quill to parchment and is purportedly &amp;quot;composing the work of a lifetime, filled with the heart of Vadran and the crying-out of the Heartlands...illustrating the bravery of these people...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Other theatres will put in a bid for the work, though the Hope and Flightwright are expected to be at the forefront of it.&lt;br /&gt;
&lt;br /&gt;
Could a work to honor a tragedy become a tragedy?&lt;br /&gt;
&lt;br /&gt;
'''OOC:''' In older times, theatres were the movie theaters and newsrooms of the day. The Alexandrian theatres certainly play a similar role, and provide a vital means to communicate happenstance, circumstance, and debate political issues...as well as general entertainment from nobility to merchant to commoner. The Flightwright and Hope illustrate part of this mix-and-divide, one being similar to a marble statehouse with noble patrons, and the other...more &amp;quot;down to earth.&amp;quot; Too, donations from noble patrons (and mercantile) are said to influence some plays produced, though at other times, an artist might truly go &amp;quot;out on the stage.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===Variday, Bernfleur 29, 1015===&lt;br /&gt;
====A Warcry Among the Heartlands!====&lt;br /&gt;
&lt;br /&gt;
62! It's the new war cry among the Heartlands. At the entrance of Vadran, someone's shoved a sign into the earth with &amp;quot;62&amp;quot; written upon it, the current loss of the Heartlands's small towns and villages to the chaos.&lt;br /&gt;
&lt;br /&gt;
As best they can count. A Sendor vetran, an Arvek, put the sign there after a recent attack left many dead. Without the adventurers there, many more would have perished.&lt;br /&gt;
&lt;br /&gt;
There are mutterings that the small village, and others like it, will petition Alexandria's council.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''OOC:''' For more information on this rumor, contact [[Ootin]], [[Kravar]], [[Ferawyn]], [[Angrid]], [[Kathryn]], or [[Eligar]]!&lt;br /&gt;
&lt;br /&gt;
'''OOC2:''' This is tied to the meta-arc! A number of you received notices regarding different parts of Alexandria and Alexandros which had begun to erupt. Most areas will be getting worse as our arc heats up. :3&lt;br /&gt;
&lt;br /&gt;
Over time, these sections will 'implode' if not acted upon. When they do, they'll have a direct impact on commerce, trade, and the available of certain goods. This means, among other things, that prices for magic items, and basic items, and possibly even food will increase.&lt;br /&gt;
&lt;br /&gt;
Legwork is open on these rumors, and PrPs. &lt;br /&gt;
&lt;br /&gt;
Whirlpool will be doing another post on this tomorrow (tomorrow or next) with more information on how you can get involved. :) He hasn't been feeling well, so may need a little time.&lt;br /&gt;
&lt;br /&gt;
===Gilday, Bernfleur 24, 1015===&lt;br /&gt;
====Troop Movements====&lt;br /&gt;
Recently, a deatchment of Alexandrian Militia departed from the city to the Red Ridge mountains via airship. They were joined there by a Myrrish detatchment of skyships where they are said to've performed, at least according to rumor, 'military exercises' together. Witnesses report both sets of airship opening fire on a spot somewhere in the mountains.&lt;br /&gt;
&lt;br /&gt;
===Tariday, Bernfleur 23, 1015===&lt;br /&gt;
====I've Gnomed More Women...!!!====&lt;br /&gt;
I've gnomed more tavern wenches than you'll know in a lifetime!!!&lt;br /&gt;
&lt;br /&gt;
Yes, that phrase set off a brawl in the Lower Trades the likes of which hasn't been seen since the Gobber&lt;/div&gt;</summary>
		<author><name>Typhoon</name></author>
	</entry>
	<entry>
		<id>http://www.tenebraemush.net/index.php?title=Update_Archives&amp;diff=17145</id>
		<title>Update Archives</title>
		<link rel="alternate" type="text/html" href="http://www.tenebraemush.net/index.php?title=Update_Archives&amp;diff=17145"/>
		<updated>2015-02-04T23:31:57Z</updated>

		<summary type="html">&lt;p&gt;Typhoon: /* =The Tournament Approaches! */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Sat Dec 13, 2014===&lt;br /&gt;
====Local Directory Edits====&lt;br /&gt;
&lt;br /&gt;
Crafter contact information from Local Directory has been shifted to a new place, PC Directory. Here, you can find crafters, other Altheans, Vardamen, and so on, as well as directions for how to add yourself to these different groups.&lt;br /&gt;
&lt;br /&gt;
Access the new page at:&lt;br /&gt;
:People &amp;gt; Find People&lt;br /&gt;
&lt;br /&gt;
To find people in these groups (such as members of the Silver Crescent, or a Wondrous Item crafter), just click on the link. You can control which groups you're listed as part of by editing your character page. As we move forward, these groups will be linked to more and more, so it will become even easier to find people with a similar interest.&lt;br /&gt;
&lt;br /&gt;
I've left the old Local Directory as it is for now, so that folks may copy over their store information to their character pages, if they wish. It will remain for 2 weeks.&lt;br /&gt;
&lt;br /&gt;
===Fri Dec 5, 2014===&lt;br /&gt;
====PrP Workshop Log====&lt;br /&gt;
For folks curious or who missed, the log can be found here: [[PrP Workshop 4]] ...or linked to from our PrP page. :3 A big thank you to everyone who participated!&lt;br /&gt;
&lt;br /&gt;
===Thu Dec 2, 2014===&lt;br /&gt;
====New Commands Summary====&lt;br /&gt;
Howdy. This is just a quick reminder of a few command updates we've made over time. While all of these are announced, they can still sneak by. There's usually a lot going on, and so on, both here and in other places. So, a recap...!&lt;br /&gt;
&lt;br /&gt;
:+meet &lt;br /&gt;
:Replacing +meetme, +meet comes with a delay, and a few more options, besides.&lt;br /&gt;
 &lt;br /&gt;
:+rpwho &amp;amp; +rpwho/where &lt;br /&gt;
:Shares RP interests, as well as basic deity and class info! See the associated help file to see full options, including how to hide certain information.&lt;br /&gt;
 &lt;br /&gt;
:+alts&lt;br /&gt;
:List all of your alts with a quick, simple-to-use command.&lt;br /&gt;
 &lt;br /&gt;
:+request/leg&lt;br /&gt;
:An upcoming announcement; we'll be talking about ideas and uses for collaborative legwork in the upcoming Workshop! We've made this much easier to do. &lt;br /&gt;
 &lt;br /&gt;
:- Your Tenebrae Staff&lt;br /&gt;
&lt;br /&gt;
===Sat Nov 29, 2014===&lt;br /&gt;
====PrP Update====&lt;br /&gt;
Howdy! After examing our PrP policy, we've made a minor change: for levels 2-10, anything over APL+3 requires an approval from staff, and for levels 11+, anything over APL+4 requires an approval from staff. As always, remember, your plots should be scaled to the group you've got. Not all groups are made equal. Throwing the same encounter at two people that was designed for four is not an acceptable encounter.&lt;br /&gt;
&lt;br /&gt;
:- Your Tenebrae Staff&lt;br /&gt;
&lt;br /&gt;
====TPK!====&lt;br /&gt;
Remember, folks, the TPK channel is there for your benefit and assistance. If you need help with encounter design, please hop right on there and ask for it. :) &lt;br /&gt;
 &lt;br /&gt;
More over, if you can't get a hold of us, it is always better to err on the side of fun and activity than to hold off and not do anything. :) &lt;br /&gt;
 &lt;br /&gt;
Happy gaming!&lt;br /&gt;
&lt;br /&gt;
===Fri Nov 21, 2014===&lt;br /&gt;
====Otyughs Under the Tree!====&lt;br /&gt;
&lt;br /&gt;
Howdy!&lt;br /&gt;
&lt;br /&gt;
As y'all know, staff tends to do a Holiday celebration, a kind of gift for the season and a thank-you for being part of our community. This year, we'll be starting a little earlier...but continuing well on into the season!&lt;br /&gt;
&lt;br /&gt;
This year, we'll be offering a single, full level to any one character 10 and under! To claim yours:&lt;br /&gt;
* Spend 5 RPPs, or&lt;br /&gt;
* Run 1 PrP &lt;br /&gt;
&lt;br /&gt;
This is per player, not character. &lt;br /&gt;
&lt;br /&gt;
In addition, from here until December 25th, we'll be awarding any arc-related PrPs at 100% instead of 75%. The level bonus must be claimed by December 25th, as well.&lt;br /&gt;
&lt;br /&gt;
:- Your Tenebrae Staff&lt;br /&gt;
:(And otyughs)&lt;br /&gt;
&lt;br /&gt;
====New +Event Commands!====&lt;br /&gt;
A big thank you to Whiteout! He's been busy crafting some new +event commands! These are:&lt;br /&gt;
&lt;br /&gt;
:SYNTAX: +event/mail #=&lt;br /&gt;
:@mails all confirmed players for an event, plus the organizer.&lt;br /&gt;
&lt;br /&gt;
:SYNTAX: +event/mailall #=&lt;br /&gt;
:@mails all signed up players for an event, plus the organizer. (Organizer only)&lt;br /&gt;
&lt;br /&gt;
:SYNTAX: +event/page #=&lt;br /&gt;
:Pages all confirmed players for an event, plus the organizer.&lt;br /&gt;
&lt;br /&gt;
:SYNTAX: +event/pageall #=&lt;br /&gt;
:Pages all signed up players for an event, plus the organizer. (Organizer only)&lt;br /&gt;
&lt;br /&gt;
The basic commands are available under +help events. The organizer commands are under +help events3, along with all other organizer-only commands.&lt;br /&gt;
&lt;br /&gt;
Thank you, Whiteout!&lt;br /&gt;
&lt;br /&gt;
:- Your Tenebrae Staff&lt;br /&gt;
&lt;br /&gt;
===Thu Nov 20, 2014===&lt;br /&gt;
====Character Arcs Update!====&lt;br /&gt;
&lt;br /&gt;
After some feedback, we've adjusted the rewards for character arcs. We've also streamlined the process towards claiming them, though will always be looking for new ideas.&lt;br /&gt;
&lt;br /&gt;
If you'd like, feel free to communicate with DMs about your ideas, too. It gives them things to include in storylines, after all.&lt;br /&gt;
&lt;br /&gt;
:- Lah&lt;br /&gt;
&lt;br /&gt;
===Tue Nov 18, 2014===&lt;br /&gt;
====Cuddles' Closet Unearthed!====&lt;br /&gt;
Recently, Cuddles reported an odd smell pertaining to her apartment. &lt;br /&gt;
&lt;br /&gt;
It turns out that some gnomes had taken up residence.&lt;br /&gt;
&lt;br /&gt;
While the gnomes are being rehomed, staff has begun an investigation as to what drew them there in the first place.&lt;br /&gt;
&lt;br /&gt;
It turns out, some old artifacts!&lt;br /&gt;
&lt;br /&gt;
You can visit these artifacts (Cuddles has thoughtfully stashed them aside for us), by visiting the Apartment, and venturing through (yet) Another Door.&lt;br /&gt;
&lt;br /&gt;
This door also worth one million XP.&lt;br /&gt;
&lt;br /&gt;
===Sat Nov 16, 2014===&lt;br /&gt;
====Character-based Arcs!====&lt;br /&gt;
Based on your feedback, we're pleased to announced character mini-arcs! &lt;br /&gt;
&lt;br /&gt;
You can read about them here: http://tenebraemush.net/index.php/Character_Mini-Arcs , or by visiting our streamlined PrP page (Roleplay &amp;gt; Player Run Plots). Mini-arcs are more informal than a PrP, but I'm not really sure where to put them yet, so that seemed like a good a place as any. :3&lt;br /&gt;
&lt;br /&gt;
Please check them out, and let staff know what you think. They are still experimental at this point, so expect some changes based on play.&lt;br /&gt;
&lt;br /&gt;
===Tue Nov 4, 2014===&lt;br /&gt;
====Plots Update====&lt;br /&gt;
I have updated all the times for my plots to reflect the DST switch. Please make sure you adjust your offset to account for it. :)&lt;br /&gt;
&lt;br /&gt;
: - Whirlpool&lt;br /&gt;
&lt;br /&gt;
===Sat Nov 1, 2014===&lt;br /&gt;
====Meetme Update!====&lt;br /&gt;
Howdy! We've added some handy new upgrades to +meetme. +Meetme is now +meet. Upgrades include:&lt;br /&gt;
&lt;br /&gt;
* Shorter name, easier entry!&lt;br /&gt;
* Notification of the room before you depart.&lt;br /&gt;
* Ability to receive multiple +meets! &lt;br /&gt;
&lt;br /&gt;
We hope you enjoy the updates.&lt;br /&gt;
&lt;br /&gt;
: - Your Tenebrae Staff.&lt;br /&gt;
&lt;br /&gt;
===Thu Oct 30 2014===&lt;br /&gt;
====PrP Bonus Reminder!====&lt;br /&gt;
Hey there. This is just a reminder to folks that runners receive a 10 pct bonus to awards for running twice within a week. This gets overlooked from time to time, so if this is something you'd like to do, please note it in the +req. This ensures we give you the additional shiny!&lt;br /&gt;
===Sat Oct 26 2014===&lt;br /&gt;
====Low Level Scenes!====&lt;br /&gt;
I intend to do one or two low level scenes this week. &lt;br /&gt;
 &lt;br /&gt;
I am going to ask, specifically, for people toss ideas to me. I have my own, of course, but I thought I'd outright ask 'what's something you low level players want to see happen in a scene?' instead for a change. &lt;br /&gt;
 &lt;br /&gt;
Shoot me @mails!&lt;br /&gt;
&lt;br /&gt;
: Whirlpool&lt;br /&gt;
&lt;br /&gt;
====DST and +time====&lt;br /&gt;
With the onset of autumn, DST is upcoming. If you live in an area that uses it, please prepare to set your +time/offset (see +help time), just as you roll your clocks back.&lt;br /&gt;
&lt;br /&gt;
===Tue Oct 21, 2014===&lt;br /&gt;
====Release Package 13!====&lt;br /&gt;
That's right, guys. Through the tireless efforts of your staff, especially Ty, Lahar, and Whiteout, we are finally at our next release of content! &lt;br /&gt;
 &lt;br /&gt;
This includes: &lt;br /&gt;
 &lt;br /&gt;
: A metric ton of feats &lt;br /&gt;
 &lt;br /&gt;
: The staff of minor arcana &lt;br /&gt;
 &lt;br /&gt;
: Vermin Animal Companions &lt;br /&gt;
 &lt;br /&gt;
: An updated version of War Golems &lt;br /&gt;
 &lt;br /&gt;
Because of the number added, please expect some weirdness with feats. If you see something available to you that shouldn't be, or something not available to you that should be, please contact us and let us know! Same for typos. Lots of data was added and the wiki has been appropriately updated to reflect it. &lt;br /&gt;
 &lt;br /&gt;
As always, if you want to do a feat swaps and what have you from the introduction of new content, please contact us. :)&lt;br /&gt;
&lt;br /&gt;
===Sun Oct 12, 2014===&lt;br /&gt;
====Quick Streamlining Reminder====&lt;br /&gt;
Hey there! This is just a quick reminder of a few streamlines and updates we've made over time. While all of these are announced, they can still sneak by. There's usually a lot going on, and so on, both here and in other places. So, a recap...!&lt;br /&gt;
&lt;br /&gt;
:- Streamlined stealth rules: Developed by Paizo, these are the rules Paizo said they'd implement if they could. We just went ahead and adopted them. Check out Characters &amp;gt; Skills &amp;gt; Stealth.&lt;br /&gt;
     &lt;br /&gt;
:- Streamlined mounted combat: Published by a 3PP with real life experience in the sport, we nabbed this as well and used it to sweep clear some cobwebs and confusion. Check out Characters &amp;gt; Skills &amp;gt; Ride.&lt;br /&gt;
     &lt;br /&gt;
:- Anyone can firearm repair: We do not allow gunslinger, so developed a workaround. Check out our Craft/Gunsmithing skill.&lt;br /&gt;
     &lt;br /&gt;
:- Anything else? If something's missing from this list, please let us know. We'll be putting together a workshop on these and a few frequently-asked questions about Pathfinder in the near future!&lt;br /&gt;
     &lt;br /&gt;
&lt;br /&gt;
:- Your Tenebrae Staff&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Fri Oct 3, 2014===&lt;br /&gt;
====Weekend Scenes!====&lt;br /&gt;
This weekend, I will be focusing on grid RP and surprising folks on the grid with various things! &lt;br /&gt;
 &lt;br /&gt;
See you all there!&lt;br /&gt;
&lt;br /&gt;
: - Whirl&lt;br /&gt;
&lt;br /&gt;
===Tue Sept 30, 2014===&lt;br /&gt;
====Just for Fun...====&lt;br /&gt;
Howdy. XD For fun, and because it is awesome, I thought we could set some &amp;quot;RP Goals&amp;quot; this week. The way this works is, if these items are incorporated into RP or a PrP, I bribe you copiously for them. You can earn up to two. To claim them, just submit the RPP/PrP as normal, AND send me an @mail. This way I can add the bonus. :D&lt;br /&gt;
&lt;br /&gt;
:RP Goals!&lt;br /&gt;
::#1: Sign Sandy up for a charity.&lt;br /&gt;
::#2: Stage a protest of some sort outside Jibbom's new bar.&lt;br /&gt;
::#3: A gobber dance party.&lt;br /&gt;
&lt;br /&gt;
: PRP Goals!&lt;br /&gt;
::#1: Roles in reverse! Rescue a manly barbarian from certain doom! Or just Jareth. &lt;br /&gt;
::#2: Gnomes&lt;br /&gt;
::#3: Rehabilition for murderous monsters!&lt;br /&gt;
&lt;br /&gt;
...if you would like these to be a semi-regular thing, please let me know.&lt;br /&gt;
&lt;br /&gt;
: - Lah&lt;br /&gt;
&lt;br /&gt;
===Sun Sept 28, 2014===&lt;br /&gt;
====WBL Census====&lt;br /&gt;
So we're gonna conduct a little, informal census to get a snapshot of where you and your characters are in your wealth by level. On a game this size, with this many characters, it can be hard to keep track of where everyone is,though we do try. &lt;br /&gt;
 &lt;br /&gt;
So what we'd like you to do is calculate the total value of your equipment plus your cash on hand for each of tyour characters, and then @mail that data to Hurricane and Pyroclasm. We'll use it to tabulate where everyone is at. &lt;br /&gt;
 &lt;br /&gt;
This is purely a voluntary effort to give us some data to work with. &lt;br /&gt;
 &lt;br /&gt;
Thanks!&lt;br /&gt;
&lt;br /&gt;
- Whirl&lt;br /&gt;
&lt;br /&gt;
===Thurs Sept 25, 2014===&lt;br /&gt;
====Equipment Page Brush-Up====&lt;br /&gt;
The Equipment page received a brush-up: Characters &amp;gt; Equipment.&lt;br /&gt;
&lt;br /&gt;
===Mon Sept 15, 2014===&lt;br /&gt;
====Concluding Plots!====&lt;br /&gt;
I have set up all my concluding plots for this week! &lt;br /&gt;
 &lt;br /&gt;
Hopefully, they will all go off without a hitch. If you're a player on one of these, please check the listings and make sure you weren't left off the confirmed list.&lt;br /&gt;
&lt;br /&gt;
- Whirl&lt;br /&gt;
&lt;br /&gt;
===Fri Sept 12, 2014===&lt;br /&gt;
====Wiki Update====&lt;br /&gt;
'''Shiny, Shiny Layouts, Without Wiki Code'''&lt;br /&gt;
&lt;br /&gt;
We've updated the default template to be easy to use. Plus, it includes a beautiful header, footer, and a place for images, too! It's easily applicable to your current setup--all you need to do is fill in the blanks. Or, just ask staff to convert it for you.&lt;br /&gt;
     &lt;br /&gt;
&lt;br /&gt;
'''Even More Shiny Layouts, With Minimal Wiki Code'''&lt;br /&gt;
&lt;br /&gt;
Would you like a dragon for your header? What about a gobber pirate? All of these are available, with unique color schemes. You can either fill it in, or if you're comfortable, everything's there to add a tweak or two to your own preferences.&lt;br /&gt;
     &lt;br /&gt;
:Examples:&lt;br /&gt;
::http://bit.ly/1AEWvhO, http://bit.ly/1AEWB9b&lt;br /&gt;
::http://bit.ly/1oAedgX, http://bit.ly/1BwZCL2&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Find PCs by Interest'''&lt;br /&gt;
&lt;br /&gt;
Looking for other oruch? Now, link your pages together! On the Character Pages er, page, click Find PCs by Interest. It's the giant button at the top. This will grow to include groups, organizations, and other interests. &lt;br /&gt;
&lt;br /&gt;
If your PC isn't there yet, it's because I just finished the D's. I could use some help, here. :3 &lt;br /&gt;
&lt;br /&gt;
:Find by Interest: http://www.tenebraemush.net/index.php/Find_PCs_by_Interest&lt;br /&gt;
&lt;br /&gt;
===Fri Sept 5, 2014===&lt;br /&gt;
====Artists!====&lt;br /&gt;
Just a reminder that we've re-added the local artists part of the website. If you're a part of the community and offer commissions, please let me know and I'll add your name to the site.&lt;br /&gt;
&lt;br /&gt;
: - Lah&lt;br /&gt;
&lt;br /&gt;
===Sat Aug 30, 2014===&lt;br /&gt;
====Things Your Staff can do for You====&lt;br /&gt;
RP is a thing. We're happy to help with it. Here are a few ways you might not've considered, or known about:&lt;br /&gt;
&lt;br /&gt;
:1. I'd like to organize people for a RP/plot/story I'd like to do, but we're having a hard time doing it. &lt;br /&gt;
     &lt;br /&gt;
:How staff can help: Page one of us, and we can create a shared +job for you to use as you like. These can simplify planning, help roleplayers get together, and aid in a PrP investigation (if players want to follow up).&lt;br /&gt;
        &lt;br /&gt;
:2. I'd like some NPCs to drop by the grid for roleplay!&lt;br /&gt;
     &lt;br /&gt;
:How staff can help: If you'd like a specific NPC, just ask. Higher level NPCs might require some preplanning, however. As a heads-up, anyone may create and run general NPCs. This doesn't mean we aren't happy to help; only that we want you to know all your options.&lt;br /&gt;
        &lt;br /&gt;
:3. I'd like to meet other ___ for RP. How can I find them?&lt;br /&gt;
     &lt;br /&gt;
:How staff can help: Staff can pull the names of all PCs who are interested in ____ or are a member of ____. We can also share how active they've been (if they haven't connected within 3 months, for example), and if anyone's asked about similar topics. Hey, we'll even help you brainstorm, and can help with announcements.&lt;br /&gt;
        &lt;br /&gt;
:4. I'd like to put together some roleplay tied to setting elements, and it would be great to have a staffer there informally to answer questions, and maybe provide a few NPCS! For example, exploring a Vardamen Crypt in detail, or taking friends to visit the Grove. While these are often things you can do on your own, sometimes, some help is nice.&lt;br /&gt;
     &lt;br /&gt;
:How staff can help: We love assisting with flavor. :D If the roleplay will be more involved, a heads-up would be nice, though! Longer events or more complex ones may require pre-arranging, ofc. If you're looking to find some players on short notice as well, we can send out a MU-wide note. &lt;br /&gt;
&lt;br /&gt;
These are a few ways we're available to you, to help promote roleplay, and support the stories you'd like to develop and share. As always, be awesome with one another. &lt;br /&gt;
&lt;br /&gt;
===Sat Aug 23, 2014===&lt;br /&gt;
====Me!====&lt;br /&gt;
So, after running scenes at nearly one a day for like the last two weeks, I am going to take this weekend off. :) I will probaby be around, but not in any official capacity until Monday. xD&lt;br /&gt;
&lt;br /&gt;
: - Whirl&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Thu Aug 7, 2014===&lt;br /&gt;
====New Command!====&lt;br /&gt;
Have you ever looked around and wanted to find other oruch? What about other gobbers, so you could plot and build special explosive candles for Arendt's birthday cake?&lt;br /&gt;
&lt;br /&gt;
Well, as part of our neverending goal to support mayhe--*delete delete*--community, we've developed a new command! +rpwho and +rpwho/where! &lt;br /&gt;
&lt;br /&gt;
You can find the help files, as well as a few additional options, at: +help who, though they are also referenced in +help where. There are still a few tweaks to be made, but otherwise, it is there for joy and mayhem.&lt;br /&gt;
&lt;br /&gt;
:- Tenebrae Staff&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Fri Aug 1, 2014===&lt;br /&gt;
====Meetups!====&lt;br /&gt;
Howdy. Due to the interest in Meetups, we're looking to make them a permanent part of the game! This means more opportunities to meet others who share IC interests, and best of all, we'll keep rewarding you RPPs for it, too.&lt;br /&gt;
&lt;br /&gt;
You can read what's currently what on the Roleplay &amp;gt; Player Run Plots section. Let us know what you think.&lt;br /&gt;
&lt;br /&gt;
In addition, Influence has been expanded so that characters may gain additional benefits from both PrPs and Meetups as part of their Tier2 ability.&lt;br /&gt;
&lt;br /&gt;
:- Lah&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Tue July 22, 2014===&lt;br /&gt;
====Small Egalrin Update====&lt;br /&gt;
Howdy. We've made a slight adjustment to the egalrin's Keen Senses bonus. It is now +4 instead of +2. In addition, their flight is much improved! So they got their feathers fluffed a bit!&lt;br /&gt;
&lt;br /&gt;
====How This Works====&lt;br /&gt;
'''How will this Work?'''&lt;br /&gt;
&lt;br /&gt;
# Post the meetup to events. You might add MEETUP: to the name, so people know what it is.&lt;br /&gt;
# Use +req to send me a log.&lt;br /&gt;
# Everyone gets RPPs!&lt;br /&gt;
&lt;br /&gt;
Please don't request RPPs during the roleplay! This is different than normal. Given that more than one is being awarded per person, I'll be handling this separately. You might expect a generous number of IC DMnoms during the meetup, though. Just you know, sayin'. (These are the kind that award both XP and GP). Every person may organize one, but may attend as many as makes sense for their PCs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Can You Give Me Examples?'''&lt;br /&gt;
&lt;br /&gt;
Here are a few we've had in the past:&lt;br /&gt;
&lt;br /&gt;
: http://tenebraemush.net/index.php/Gobber_Clankfest&lt;br /&gt;
: http://tenebraemush.net/index.php/Treehuggers_and_Hippies&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''How is a Meetup Different from a Scene?'''&lt;br /&gt;
A meetup is not a formal scene. Think of it as more of a pre-arranged group roleplay. As an organizer, you'll probably set the tone and a few opening poses...but that's it. &lt;br /&gt;
&lt;br /&gt;
The other way it differs is that you'll probably want to do a little asking around first. Say: Hey, if I ran a ___ meetup, would there be interest? If you're shy, talk with staff. Or, just ask staff anyway. We can more easily pull up the data, and talk with DMs about current interests, or areas which could use some &amp;lt;3.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''What are Good Topics for Meetups?'''&lt;br /&gt;
Generally, meetup groups should be somewhere comfortably between &amp;quot;broad&amp;quot; and &amp;quot;narrow&amp;quot;. For example, a Vardamen meetup should probably be open to Serrielites. A Druid Grove meetup would benefit from including druids as well as rangers and sith-makar.&lt;br /&gt;
&lt;br /&gt;
Possible meetups could be:&lt;br /&gt;
:- Angorites and Korites! &lt;br /&gt;
: - Herbalists and Potionmakers (a gathering of druids, wizards, and those interested in exchanging information on and studying...etc.)&lt;br /&gt;
:- ARTIFICE!!!&lt;br /&gt;
:- All goblinoids!&lt;br /&gt;
:- Calling all morning crew!&lt;br /&gt;
: - Daeusites and Altheans!&lt;br /&gt;
&lt;br /&gt;
...and so on. My door's open. :)&lt;br /&gt;
&lt;br /&gt;
:- Lah&lt;br /&gt;
&lt;br /&gt;
====Earn 10 Bonus RPPs!====&lt;br /&gt;
One of the more common comments I run into at the Gaming Table is: I'd like to meet other ____! This is awesome, and what I'd like to do just now is create an opportunity for just that.&lt;br /&gt;
&lt;br /&gt;
Recently, we saw the Gobber Clankfest. Before that, a FUNeral. Both of these meetups brought people together, served as icebreakers, and importantly, created a chance to talk shop with like-minded PCs. The problem is that it can be intimidating to organize things like these. What if no one shows up, for example? Or, just worrying about, can I use events for that?&lt;br /&gt;
&lt;br /&gt;
For the first one: I understand and I've been there. :) My room is open, and pages, too. Come by and have a chat, sit down for some tea and we'll share ideas. If it is something you'd like to try...then let me know how I, personally, can support you. For the second, when we named Events, we chose +events instead of +scenes deliberately. That is, we wanted Events to be open to a broad number of uses outside of scenes and PrPs. &lt;br /&gt;
&lt;br /&gt;
I believe, fully, that one of events' most awesome uses is when it's being used to bring folks together. It's even better when they enhance roleplay. So this is what I'm going to do:&lt;br /&gt;
&lt;br /&gt;
If you'd like to host meetup, a gathering of the like-minded PCs, I'll be rewarding you 10 RPP for just putting it together. Then, 2 RPP to every active participant.&lt;br /&gt;
&lt;br /&gt;
You can earn the organizer's bonus once, and the participant's an unlimited number of times. However, I'm asking you to be reasonable. An artificer signing up for a druidic grove gathering is going to raise some brows, after all. ^^;&lt;br /&gt;
&lt;br /&gt;
I'll provide details in the next post,&lt;br /&gt;
&lt;br /&gt;
:  - Lah&lt;br /&gt;
&lt;br /&gt;
: Note: This is currently closed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===June===&lt;br /&gt;
[[image:pride.png|center]]&lt;br /&gt;
&lt;br /&gt;
===Friday, May 30, 2014===&lt;br /&gt;
====Rune Grid Started!====&lt;br /&gt;
I've started work on the Rune grid! You can see what's there (not much, yet) in the Roleplay Nexus. Once it's finished, there will be an announcement, here!&lt;br /&gt;
         &lt;br /&gt;
Please send in your descs and ideas! Also, please remember the super-secret bonuses in +event GHOSTBUSTERS! These are secret.&lt;br /&gt;
&lt;br /&gt;
Kind of like ghosts.         &lt;br /&gt;
         &lt;br /&gt;
: - Lahar&lt;br /&gt;
&lt;br /&gt;
===Saturday, May 24, 2014===&lt;br /&gt;
====Volunteers Sought====&lt;br /&gt;
Due to being a bit overworked, I haven't had the opportunity to get the Rune grid ready as quickly as I like. The storyline hasn't quite reached hte point where PCs will be going there (though that is coming, as I've announced), but I'm going to ask for volunteers to help @desc the Rune grid rooms. If you're interested, @mail me or page me this evening when I'm about. &lt;br /&gt;
 &lt;br /&gt;
THanks!&lt;br /&gt;
&lt;br /&gt;
:Whirl&lt;br /&gt;
&lt;br /&gt;
====The End of Spring====&lt;br /&gt;
Whew! We're about to wrap our spring celebration! I wanted to thank each of you for your help and the enthusiasm you've all shown both in sharing your stories and inviting others to share with them.&lt;br /&gt;
&lt;br /&gt;
I've had a few (a lot of) questions about running PrPs, and for those new to them and to old hands with questions alike, I wanted to share: &lt;br /&gt;
&lt;br /&gt;
:[[Player_Run_Plots#I_Just_Want_to_Run_a_Plot.21|I Just Want to Run a Plot! ]]&lt;br /&gt;
:[[Player_Run_Plots#What_do_I_do_When_I.27m_Done.3F|What do I do When I'm Done?]]&lt;br /&gt;
:[[Player_Run_Plots#Things_Not_to_Do|What Shouldn't I do?]]&lt;br /&gt;
&lt;br /&gt;
All of these may be found under Roleplay &amp;gt; Player Run Plots, on the same page (I just linked to bookmarks). There, you can also find logs of our PrP Workshops to peruse...where we put our DMs on the spot!&lt;br /&gt;
&lt;br /&gt;
If you or someone you know has a questions about encounters, or perhaps you prefer a one-on-one...please come talk with our DMs. They're always happy to sit down and have a chat. &lt;br /&gt;
&lt;br /&gt;
PrPs are a welcome addition to this MUSH. Thank you for taking part of them, and celebrating spring with us.&lt;br /&gt;
&lt;br /&gt;
:- Lah&lt;br /&gt;
&lt;br /&gt;
===Monday, May 19, 2014===&lt;br /&gt;
====Potential Ancestral Update====&lt;br /&gt;
Hey, there. This is just a heads-up that we will be looking into a (possible) minor adjustment for the ancestral weapon spend. This would be more of a tweak than anything else. As with all updates, if this does happen, we will let you adjust accordingly.&lt;br /&gt;
&lt;br /&gt;
:- Tenebrae Staff&lt;br /&gt;
&lt;br /&gt;
===Sunday, May 18, 2014===&lt;br /&gt;
====Welcome, New Folks!====&lt;br /&gt;
We are, as of late, seeing a large number of new faces around. Let's make them welcome. Hooray for new people! Get out there and get to know them and RP with them!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Monday, May 12, 2014===&lt;br /&gt;
====Getting Involved with the Arc====&lt;br /&gt;
The below are some rough sketches of what's going on in the world based on various groups, interests, and foci. Feel free to look around though, too, and draw your own conclusions and storylines to bear. The following are just that, summaries, suggestions, and a way to paint a larger picture or ideas for getting involved. The details of course, are up to you.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Vardamen/Serrielites:''' A unique mention is made here because the Vardamen have been largely concerned with Heth and have served as advisors and warriors on that front. Serrielites have brought their shining blades to bear with the brilliance of the Dawn, and laid vanquish to undead. However, the unrest the Dranei bring is enough to threaten Chaos in multiple regions, which Heth (and Thul) would take advantage of. It's unlikely that Serriel would see the loss of Rune's knowledge and civilization a great thing, either...which would be a significant setback for the world at large.&lt;br /&gt;
&lt;br /&gt;
'''The Forces of Light:''' After the Rise of Shadows, the deities of Light took on a more war-like visage. Though many seek peace, even Althea stands with bill in hand, a recognition of the gravity of the times. Dran's war threatens not just Rune but the lives of towns and villagers, as well as the risk of Heth's (and Thul's) expansion. It is unlikely those of the Light will stand idly by.&lt;br /&gt;
&lt;br /&gt;
'''Warriors, Mercenary Forces:''' Meeting Dran will be largely a meeting of blade to blade. Where arvek inspire by their discipline and military strategy, the Dran inspire by their courage and raw brawn. This does not imply Arendt is an idiot: he's a forceful personality willing to do almost anything, with cunning, besides. PCs will be facing legends. This also means there's some money to be made and legends to be formed. &lt;br /&gt;
&lt;br /&gt;
'''Arcanists, Elunites:''' Arcanists and Eluna's followers are in a unique position; the loss of Rune would represent a tremendous loss for the advancement of magic, which could not be recouped for generations. Their abilities both in crowd control (massive Dranei armies) and recon (detect thoughts, etc.) are needed to stop this force. On the opposite side of the die, the fall of Rune could leave a controlling chunk of arcane knowledge in Taara's hands...&lt;br /&gt;
&lt;br /&gt;
'''The Green:''' The green of late have been involved in the negotiations between the sith Empress and Alexandria; acting as diplomats between the savage world and the civilised. They may be well suited to understanding and leading recon against Dranei forces as well, which this group is particularly suited for. The expansion of Heth also, would lead to the rending of the wild. No one should underestimate the rage or strength of the Green on this matter.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
...and more! Please don't take the above as the only groups. The intent here is to paint with broad strokes and offer suggestions, with details and interpretation left up to individuals, or even an invitation to go in a different direction, entirely.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Sunday, May 11, 2014===&lt;br /&gt;
====Sneaking with a Tower Shield====&lt;br /&gt;
With the wide variety of missions that can come up, don't think you need to be excluded from sneaky mission X because you're not a specific class, or because you play a good or honorable PC. In fact, honorable PCs are more likely be trusted with critical details...this is just a fact of human nature, meaning they may have more reason to 'dip in' from time to time. &lt;br /&gt;
&lt;br /&gt;
So, without too much more typing: (The start of) a guide to Sneaking With Tower Shields: http://forum.tenebraemush.net/index.php/topic,1741.msg8291.html&lt;br /&gt;
&lt;br /&gt;
Feel free to add your own ideas. I'm sure I left out quite a few, and more are always welcome!&lt;br /&gt;
&lt;br /&gt;
===Friday, May 9, 2014===&lt;br /&gt;
====Off-Hours Activity====&lt;br /&gt;
As a general reminder, we've had a substantial upswing in off-hours activity. This probably means you'll be seeing more +events, in the long run, at different hours. Please remember to check the time and not just assume it's at a time you're used to. &lt;br /&gt;
 &lt;br /&gt;
Also remember to set your offset by looking at +help time.&lt;br /&gt;
&lt;br /&gt;
===Wednesday, May 7, 2014===&lt;br /&gt;
====Mictlan and Temp Rooms Update====&lt;br /&gt;
Hey, there! One of the things we've been trying recently are temporary Plot Rooms. These are rooms tied to a particular plot or storyline which is ongoing in the game. The goal of these rooms is to provide a place to roleplay and an opportunity to explore current storylines outside of DM scenes. Once the storyline draws to a close, the room is usually removed. The aim here is to strike a careful balance between both story and maintaining a clean grid.&lt;br /&gt;
&lt;br /&gt;
Two of these rooms have been set up off of the RP Nexus, the Crumbling Fort and Mictlan. &lt;br /&gt;
&lt;br /&gt;
What we haven't said is that if an area is used extensively and has the potential to add to future storylines, it may be added to the main grid. Because Mictlan has been and you have made it a regular part of your roleplay, we've added it to the Light Woods. In the future, we hope to have some sort of voting process in place.&lt;br /&gt;
&lt;br /&gt;
:- Tenebrae Staff&lt;br /&gt;
&lt;br /&gt;
===Monday, May 5, 2014===&lt;br /&gt;
====More Roleplay Awesome!====&lt;br /&gt;
It's a little easier for staff to give out (yet) more awesome rewards for your roleplay, so expect us to take full advantage of this. :)&lt;br /&gt;
&lt;br /&gt;
In the meantime, please send cookies to Whiteout!&lt;br /&gt;
&lt;br /&gt;
:- Your Tenebrae Staff&lt;br /&gt;
&lt;br /&gt;
====Springtime for Tenebrae, pt 2====&lt;br /&gt;
We've had a few questions about our Spring celebration, and hope the following helps. As always, please ping us with any questions.&lt;br /&gt;
&lt;br /&gt;
:- Your Tenebrae Staff&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Spring Celebration Summary&lt;br /&gt;
&lt;br /&gt;
Run a PrP tied to a holiday or the meta-arc once and get:&lt;br /&gt;
&lt;br /&gt;
:... +1 level for any alt L9 or below!&lt;br /&gt;
&lt;br /&gt;
Run a PrP a second time and get:&lt;br /&gt;
&lt;br /&gt;
:... 75% of two encounters' worth of XP and treasure + 5 bonus RPPs!&lt;br /&gt;
:... or 75% of two encounters' worth of XP and treasure + 10% + 5 bonus RPPs if you run two within a week! (the 10% bonus is available throughout the year)&lt;br /&gt;
&lt;br /&gt;
You are ineligable if:&lt;br /&gt;
&lt;br /&gt;
:... You ran a PrP for and received a free level within the last 30 days. HOWEVER, you may still take advantage of this and run, and apply this May's bonus to an ALT! OR, you may choose to earn the RPP bonus, twice!&lt;br /&gt;
:... The PrP is run after May 31st!&lt;br /&gt;
:... You have already received your May bonus! (awards are per player, not per character)&lt;br /&gt;
&lt;br /&gt;
===Saturday, May 3, 2014===&lt;br /&gt;
====The Tournament Approaches!====&lt;br /&gt;
Now is the time for all your ridiculous over the top Angorite challenges! With the approach of the Torunament Paramont and the tensions between Rune and Dran, the Tournament may take political overtones this year. It is typically regional affair for each nation of the world, where contests of strength and prowess occur every year. &lt;br /&gt;
 &lt;br /&gt;
Plots regarding the Tournament (and there's more info on the wiki) are eligible for the bonuses described for the Spring Incentive. :D&lt;br /&gt;
&lt;br /&gt;
:Whirlpool&lt;br /&gt;
&lt;br /&gt;
===Thursday, May 1, 2014===&lt;br /&gt;
====Springtime for Tenebrae!====&lt;br /&gt;
We're celebrating spring in a big way. &lt;br /&gt;
 &lt;br /&gt;
Throughout this month, we'll be offering a substantial reward for being a part of our community. That is, staff will award 1 full level to any alt at 9th or below for the first PrP you run this month tied to the meta-arc OR any upcoming holiday! Then, we'll award 5 bonus RPPs for your second. These rewards are per player, NOT per character. Moreover, you can not have previously benefitted from a free level in the last month from the time of this post. Clerics are the exception to that rule for their starting bonus level &lt;br /&gt;
 &lt;br /&gt;
These rewards will be running for the full month of May, so you've plenty of time to plan your tale and claim your bonus. Afterwards, PrPs will still award 75 pct of gold and xp value to everyone, including the runner. In fact, two a week nets you a 10 pct bonus (though not to the free level...a free level is quite a bit!). &lt;br /&gt;
 &lt;br /&gt;
So, dip your fingers in and share a story. Get to know your virtual gaming table a little better. Or, continue to enjoy running if you already have, and plan some mischief. In addition, we'll be hosting a workshop next week to cover the basics for those with questions, and as a general round-table with our DMs. &lt;br /&gt;
 &lt;br /&gt;
If you'd like to jump in, we have a large group of players in 2-5, and especially 6-10. Undead hunting ties in well to the current arc...and there are a number of PCs involved in or interested in the arcane, in magitech, in the wilderness or in general heroism to provide a bevy of interests and who could use some love. &lt;br /&gt;
 &lt;br /&gt;
A number of PCs have selected the Green Word, Eluna, Reos, Angoron (and his Order Paramount) as deities or associations, and Vardama/Serriel is always a good direction for the current arc. And let's not forget how all of this dovetails nicely into the escalating conflict between Rune and Dran. And there's always goblin princes that require saving. &lt;br /&gt;
 &lt;br /&gt;
Don't feel constrainted by these, though. Dip your fingers in and crack open the storybook. We know how good all of you are. &lt;br /&gt;
 &lt;br /&gt;
Get to know your gaming table, your community, and help us celebrate the start of spring. &lt;br /&gt;
 &lt;br /&gt;
:- Your Tenebrae Staff&lt;br /&gt;
&lt;br /&gt;
===Friday, Apr 25, 2014===&lt;br /&gt;
====PrP Log URLs====&lt;br /&gt;
When submitting a PRP in the job system, remember that the percentage marks in the link will be eaten by the MU* code. :)&lt;br /&gt;
: Whirlpool&lt;br /&gt;
&lt;br /&gt;
===Saturday, April 19, 2014===&lt;br /&gt;
====Welcome, New Faces!====&lt;br /&gt;
We've had quite the influx of new faces recently. A big welcome to all of you!&lt;br /&gt;
&lt;br /&gt;
: Whirlpool&lt;br /&gt;
&lt;br /&gt;
===Friday, April 19, 2014===&lt;br /&gt;
====Fighter Mastery Over Armor====&lt;br /&gt;
Calling all fighters!&lt;br /&gt;
&lt;br /&gt;
Armor Mastery should now properly apply to ACP and Max Dex bonus. The catch? You must unequip and re-equip your armor before the changes will take effect.&lt;br /&gt;
&lt;br /&gt;
:Whiteout&lt;br /&gt;
&lt;br /&gt;
===Sunday, April 13, 2014===&lt;br /&gt;
====Potential Lag====&lt;br /&gt;
Lolth notes that, today (as in Sunday), the game may be a bit laggy due to some server work. :)&lt;br /&gt;
&lt;br /&gt;
: Whirlpool&lt;br /&gt;
===Sunday, March 30, 2014===&lt;br /&gt;
====Release Package 11 Live====&lt;br /&gt;
We're pleased to announce the release our latest, Release Package 11! In this RP, you'll find: &lt;br /&gt;
&lt;br /&gt;
:- New race feats &lt;br /&gt;
:- 2 new classes, Inquisitor and Witch &lt;br /&gt;
:- ALl related &amp;quot;Extra&amp;quot; feats, as well as Practiced Tactician for Cavalier (available normally or as an Org bonus!)&lt;br /&gt;
:- New racial weapons for gnomes and lucht&lt;br /&gt;
:- Plant animal companions &lt;br /&gt;
&lt;br /&gt;
As with all release packages, you'll be able to adjust your PCs to the new content. If you'd like to echange for one of the new racial feats for example, please send us a +request. For regenning into one of our new classes, the same. &lt;br /&gt;
&lt;br /&gt;
Note that if you helped us previously in testing these classes, you will need to regen, as we've refined options. &lt;br /&gt;
&lt;br /&gt;
This is a long time coming! We thank all of you for being so patient. We should start seeing more regular content additions going forward, of a smaller size. &lt;br /&gt;
 &lt;br /&gt;
: Tenebrae Staff&lt;br /&gt;
&lt;br /&gt;
====PrP Reminders====&lt;br /&gt;
Hey, there. This is just a friendly reminder that PrP runners receive gold as well as XP these days. This has been in place for a bit, just hard to get the message out, so I'd appreciate if y'all could help spread the message. ^^; &lt;br /&gt;
&lt;br /&gt;
:- Lah&lt;br /&gt;
&lt;br /&gt;
PPS As an addendum, there's only 2 types of PrPs these days: Death Consent, and non-Death Consent. They both award gold and XP to everyone involved, including the runner. &lt;br /&gt;
&lt;br /&gt;
There's no dramatic or anything else, though if your PrP is noncombat, we award the runner 2 RPP in addition to everything else.&lt;br /&gt;
&lt;br /&gt;
In the end, we just thought having two main types and everyone getting the same rewards was simpler. &lt;br /&gt;
 &lt;br /&gt;
:- Lah&lt;br /&gt;
===Sunday, March 23, 1014===&lt;br /&gt;
====Prosthetics Price Update====&lt;br /&gt;
Prosthetics (artifice arms, legs, and limbs) are now priced at 75%. See RPP page for details.&lt;br /&gt;
&lt;br /&gt;
:- Lah&lt;br /&gt;
&lt;br /&gt;
====New +roll Command====&lt;br /&gt;
Ever wondered what you'd look like in shades? What if you were Batman? What you were Batman AND Superman? Impossible, you say? Type +roll/sunglasses, and find out!&lt;br /&gt;
&lt;br /&gt;
PS ...this command is just for fun, if that was not obvious. &lt;br /&gt;
&lt;br /&gt;
===Saturday, March 15, 2014===&lt;br /&gt;
====+Events Update====&lt;br /&gt;
Events is now fully upgraded to use +time/offset. Please see +help events files for updates. Thosewith exisiting events as of this post should check their start times. It's possible that some were skewed during the update process.&lt;br /&gt;
&lt;br /&gt;
: Whiteout&lt;br /&gt;
&lt;br /&gt;
===Friday, March 14, 2014===&lt;br /&gt;
====New Code: +show====&lt;br /&gt;
Do you like PRPs but dislike the player-DM's need to ask you for everything in combat? Twice? Do others doubt claims as to the girth of your spellbook? Length of your sword? Your stupendous feat?&lt;br /&gt;
&lt;br /&gt;
Worry not, as you can now flash your shiny sheet at others with +show! See +help show for details!&lt;br /&gt;
&lt;br /&gt;
: Whiteout&lt;br /&gt;
&lt;br /&gt;
===Monday, March 10, 2014===&lt;br /&gt;
====A Big Thank You!====&lt;br /&gt;
I'd forgotten to look at it the other day, but it looks as though we're well over 60+ scenes since the end of December, with over 400+ characters. We're also at nearly 200 RPPs since the start of Feb. That is pretty damn awesome. A big thank-you to everyone who's helped us get there!&lt;br /&gt;
&lt;br /&gt;
: Lahar&lt;br /&gt;
&lt;br /&gt;
===Friday, February 28, 2014===&lt;br /&gt;
====Alexandria Sea Port Opened====&lt;br /&gt;
If you look at the map, Alexandria's great Sea Port is now open. To make this fit well geographically, I did a little reshuffling. Specifically, the Warehouse District is now at A05, and Gardens is now at A06. They were always this way. Always.&lt;br /&gt;
&lt;br /&gt;
Mountains, river, and sea areas have also been better illustrated.&lt;br /&gt;
&lt;br /&gt;
There may be a few bugs still. If so, let me know.&lt;br /&gt;
&lt;br /&gt;
: Lahar&lt;br /&gt;
&lt;br /&gt;
===Saturday, February 22, 2014===&lt;br /&gt;
====A Companionable and Familiar Update====&lt;br /&gt;
Hello! As you doubtless know, d20 has a lot of documentation. A LOT. XD To help out on our, and our Plot Runners', end of things, we're going to ask folks to use +cnotes to document their animal companions and familiars. &lt;br /&gt;
&lt;br /&gt;
For companions, there are templates available here: http://www.tenebraemush.net/index.php/World_Bestiary#Companions&lt;br /&gt;
&lt;br /&gt;
The aim of this is to keep things a little cleaner and more easily accessible.&lt;br /&gt;
&lt;br /&gt;
: Lahar&lt;br /&gt;
&lt;br /&gt;
===Friday, February 21, 2014===&lt;br /&gt;
====Magical Items Update====&lt;br /&gt;
The magical items section of the website has been completely rehauled, and now contains every item in the the Core Rulebook and a few homebrew items that we allow on the game. It lists prices and links to the description of the item. It is primarily done though a few nudges here and there might happen to get it looking like the way we want it. If you notice any bugs or links, please post on the forum and we'll go smash them appropriately. Thank you, and enjoy :)&lt;br /&gt;
&lt;br /&gt;
:Typhoon&lt;br /&gt;
&lt;br /&gt;
===Saturday, February 8, 2014===&lt;br /&gt;
====New Jobs Bucket====&lt;br /&gt;
As there was some confusion, and to help organize jobs, a PURCH bucket was added (I.E. +request/purch &amp;lt;title&amp;gt;=&amp;lt;text&amp;gt;). This is for IC purchase requests that cannot otherwise be made through a vendor and are not PC crafted. &lt;br /&gt;
&lt;br /&gt;
:Whiteout&lt;br /&gt;
&lt;br /&gt;
===Thursday, January 30, 2014===&lt;br /&gt;
====Code Update: Timestop====&lt;br /&gt;
Have you ever been lost during a combat scene? Do you ever wonder why the giant can AoO everyone in the party? Does anyone know where in the Void the rogue went? Again?&lt;br /&gt;
&lt;br /&gt;
Now, these great mysteries might be less mysterious, thanks to shiny, yellow +tmap!&lt;br /&gt;
&lt;br /&gt;
This 100' x100' map allows DM's to show players exactly where they are in relation to all the things trying to kill, maim, and/or eat them. See +tmhelp while in a timestop for more information!&lt;br /&gt;
&lt;br /&gt;
NOTE: This aid is entirely voluntary, and its use is entirely up to the scene DM. If they wish to decapitate, eviscerate, or decaffeinate everyone cinematically, they are allowed to do so.&lt;br /&gt;
&lt;br /&gt;
: Whiteout&lt;br /&gt;
&lt;br /&gt;
====Updates to EVERYTHING!====&lt;br /&gt;
As a heads-up, we're currently working to update our old systems into something more streamlined and unified. This new system will be uniting not only +request, but also +legwork, +rpps, and scene treasure! You will be able to +roll, share comments, and invite that lonely otyugh to dinner that you'd always wanted to. Please see +help requests and +help rpp for the fine details.&lt;br /&gt;
&lt;br /&gt;
The old commands will be around for a short while as we adjust to the new system.&lt;br /&gt;
&lt;br /&gt;
As with all new things, please expect growing pains. This will be true especially over the next few days as we apply the wrench and judicious kicking. We will just be applying some minor tweaks and being sure that things work as intended.&lt;br /&gt;
&lt;br /&gt;
Please report all bugs to Whiteout, with cookies.&lt;br /&gt;
          &lt;br /&gt;
:Lah&lt;br /&gt;
&lt;br /&gt;
===Saturday, January 25, 2014===&lt;br /&gt;
====Mictlan Open!====&lt;br /&gt;
On Ceriday, Vhast 25 of the year 1016, a group of heroes strode forth and vanquished the spirits of the morageg. The demonic undead had risen to harass a sacred site of the sith-makar, Mictlan. This site is available for a short time off of the RP Nexus for roleplay. It's the sort of thing you will see from time to time in DM Plots as a way to open up roleplay and roleplay options.&lt;br /&gt;
&lt;br /&gt;
Also bacon.&lt;br /&gt;
&lt;br /&gt;
: Lah&lt;br /&gt;
&lt;br /&gt;
===Friday, January 24, 2014===&lt;br /&gt;
====Which Stories are You a Part of?====&lt;br /&gt;
Hey, there. I'm trying to build a DB of who's active within which organizations, groups, and so on. :3&lt;br /&gt;
&lt;br /&gt;
Please respond to this thread: http://forum.tenebraemush.net/index.php/topic,1676.0.html&lt;br /&gt;
&lt;br /&gt;
: Lah&lt;br /&gt;
&lt;br /&gt;
===Monday, January 20, 2014===&lt;br /&gt;
====And We're Back!====&lt;br /&gt;
And here's to Lolth for being awesome. &amp;lt;3&lt;br /&gt;
&lt;br /&gt;
====Tenebrae FB====&lt;br /&gt;
Just letting folks know that when the game goes down for whichever reason, we've put together a FB account (https://www.facebook.com/tenebrae.mux). The FB account is set private, so whether you watch/friend/etc. us is entirely up to you. &lt;br /&gt;
&lt;br /&gt;
You're also welcome to watch my G+ page, which is less official, but there for folks who dislike FB.&lt;br /&gt;
&lt;br /&gt;
: Lah&lt;br /&gt;
&lt;br /&gt;
===Monday, January 13, 2014===&lt;br /&gt;
====Channel Name Contest====&lt;br /&gt;
So. &lt;br /&gt;
 &lt;br /&gt;
We're setting up a new channel on the game. This channel will be to help people running scenes with any questions they might have. Anyone interested in scene *running* can join it. It will be about how to untangle story knots you might've gotten into, how to handle encounters getting stomped, or what to do when a player does something unexpected. In short, a general advice channel for people running scenes to use the greater experience of the players around them. DM staff will also of course be on the channel. &lt;br /&gt;
 &lt;br /&gt;
However, we do not have a /name/ for this channel yet, so I am holding a tiny contest. Submit a catchy name for the channel and it'll be used. The first one that really clicks for us will be the one that gets set up. &lt;br /&gt;
 &lt;br /&gt;
Suggest away in page or @mail!&lt;br /&gt;
&lt;br /&gt;
: Whirlpool&lt;br /&gt;
&lt;br /&gt;
====Contest Closed====&lt;br /&gt;
That was fast! TPK is now a channel. :) Anyone who wants to contribute to it may hop  on. :) &lt;br /&gt;
 &lt;br /&gt;
Instructions to join are: addcom tpk=TPK&lt;br /&gt;
&lt;br /&gt;
:Whirlpool&lt;br /&gt;
&lt;br /&gt;
===Saturday, January 11===&lt;br /&gt;
====Calling Adventurers!====&lt;br /&gt;
I am contemplating running a good old fashion dungeon crawl for a group of characters. I am saying a group because this will most likely take several sessions in which to complete. I am merely seeking those who might be interested in such a thing. We will be running on weeknights because my weekends TT games going on already. We would also be using the free webprogram roll20.net just for the map. All RP and rolls will be done on game as usual. For those interested, please @mail me directly. I do not have a level range at this point, but I will try to make it a standard 4-5 (maybe 6) party of comparable levels, so not everyone who shows interest may get in.... this time. &lt;br /&gt;
&lt;br /&gt;
Reminder, this is for feelers, scheduling will come later.&lt;br /&gt;
&lt;br /&gt;
:Typhoon&lt;br /&gt;
&lt;br /&gt;
====Legworks and Such====&lt;br /&gt;
A number of you have submitted questions about the most recent plots. I'll be trying to contact those that have this weekend.&lt;br /&gt;
&lt;br /&gt;
:Whirlpool&lt;br /&gt;
&lt;br /&gt;
====Server Talk====&lt;br /&gt;
An upgrade looms ahead! I have allocated resources to get two new HDs next week, and very soon I will have a window of opportunity to install as well (most likely Sunday 19th), and I am going to do a fresh install instead of upgrading the existing one.&lt;br /&gt;
&lt;br /&gt;
However, this has also made me wonder if I should swap from Fedora to some other RedHat-based distro.&lt;br /&gt;
&lt;br /&gt;
If you have any experience at all regarding the following ones, please get in touch with me via @mail.&lt;br /&gt;
&lt;br /&gt;
* Red Hat Enterprise Linux&lt;br /&gt;
* Scientific Linux&lt;br /&gt;
* CentOS&lt;br /&gt;
&lt;br /&gt;
Otherwise we'll plod on with Fedora...&lt;br /&gt;
&lt;br /&gt;
:Lolth&lt;br /&gt;
&lt;br /&gt;
===Monday, January 6, 2014===&lt;br /&gt;
====Prosthetics====&lt;br /&gt;
From Barret to the iconic crossbow-armed hunter, artifice-powered prosthetics have long been a part of modern fantasy. Today, we're opening the door, all thanks to the creative team over at 4 Winds Fantasy Gaming. We're including a limited number of their prosthetics, and more may be added over time. &lt;br /&gt;
 &lt;br /&gt;
As of right now, these are a limited RPP spend. &lt;br /&gt;
 &lt;br /&gt;
Please see [[RPPs]] &amp;gt; [[Character Spends]] for details!&lt;br /&gt;
&lt;br /&gt;
===Thursday, January 2, 2014===&lt;br /&gt;
====Typhoon Incoming!====&lt;br /&gt;
Greetings all,&lt;br /&gt;
&lt;br /&gt;
My name is Typhoon and I'm a new DM to torment you all! No, I really won't. But running plots and challenging you all is definitely something I will be doing. You may know me as Elessa, which is one of my PCs on the game. For RL I have been playing Pathfinder for two years now, while doing table top overall since 2005, with text based games on and off since the '90s. I cannot wait to play with all of you as a DM and unleash all my wonderful plot ideas upon you. Good luck ;)&lt;br /&gt;
&lt;br /&gt;
Typhoon, DM&lt;br /&gt;
&lt;br /&gt;
===Tuesday, December 31, 2013===&lt;br /&gt;
====Events Weirdness====&lt;br /&gt;
So, a while back I said we were going to be inviting some players to help us review content for inclusion to the game. We have done so. With some minor hiccups from over the holidays, this is working swimmingly. &lt;br /&gt;
 &lt;br /&gt;
You guys, on game, will soon start to see the results of this. Going into the new year, we will also begin kicking new storylines into place and some of you have already seen the foreshadowing of that for some time now. &lt;br /&gt;
 &lt;br /&gt;
Looking forward to 2014!&lt;br /&gt;
&lt;br /&gt;
===Wednesday, December 25 2013===&lt;br /&gt;
====Those Shifty PrPs====&lt;br /&gt;
Hey there! Remember! If you have your RPPs on different characters, you can shift them to a single one with the +rpp/move comand like so!&lt;br /&gt;
&lt;br /&gt;
Logged in from Bob, typing +rpp/move 5 from Steve transfers 5 points from your alt, Steve to your alt, Bob.&lt;br /&gt;
&lt;br /&gt;
Or, while logged in from Bob, typing +rpp/move 5 to Steve would move 5 points from Bob to Steve.&lt;br /&gt;
&lt;br /&gt;
If you forget, the file can be found over here: +help rpp.&lt;br /&gt;
&lt;br /&gt;
Transferring them before you send in a req helps us out quite a bit, and helps us turn things around faster, too.&lt;br /&gt;
&lt;br /&gt;
:- Your Tenebrae Staff&lt;br /&gt;
&lt;br /&gt;
===Saturday, December 21, 2013===&lt;br /&gt;
====Holiday Bonus!====&lt;br /&gt;
Remember, folks! You have to be proactive in claiming your holiday bonus! If you haven't yet, let us know!&lt;br /&gt;
&lt;br /&gt;
====The Story Behind Ancestral Staves====&lt;br /&gt;
Most ancestral staves are, at least initially, crafted by one of the many mage guilds from around the world. So, how do you think they're crafted? What's the story? &lt;br /&gt;
&lt;br /&gt;
We're taking story ideas for these staves, so please send them in! This does not mean yours cannot be different, of course, just that we'd like to explore some ideas for a 'baseline' to begin from.&lt;br /&gt;
&lt;br /&gt;
Note: Because it's been mentioned, the Ygdrassil Tree somewhat belongs to the druids, and would be a little out of range for mages. You're welcome to address other ideas, though. Rare trees among Llyranost? Planar saplings...? Let us know what you think would be fun. 'Cool' should definitely be a part of it. :3&lt;br /&gt;
&lt;br /&gt;
===Tuesday, December 17, 2013===&lt;br /&gt;
====Content Review====&lt;br /&gt;
Hi everyone! &lt;br /&gt;
&lt;br /&gt;
For a while now, staff has been interested in speeding up the implementation of content from the variety of Pathfinder books that have been released. This is easier said than done when you're also maintaining and running the game! That's why we've decided to tap our best resource: the players. &lt;br /&gt;
 &lt;br /&gt;
We'll be selecting a handful of players to serve as a sort of 'content review' board. These players will be providing their own, independent feedback on particular bodies of content slated for inclusion, be they feats, spells, classes and more, with the goal being to help us sort through what is balanced, what is thematically appropriate, what needs changing or does not, faster than we would be otherwise able to do. &lt;br /&gt;
 &lt;br /&gt;
These players will be anonymous to each other as we want independent feedback with a good cross-section of opinion. &lt;br /&gt;
&lt;br /&gt;
This will be starting shortly and we will begin implementing the results as quickly as possible.&lt;br /&gt;
&lt;br /&gt;
===Saturday, December 14, 2013===&lt;br /&gt;
====The Most Wonderful Time of the Year====&lt;br /&gt;
Hi everyone! &lt;br /&gt;
&lt;br /&gt;
So, you know. It is that time of year again! It's time for horribly ugly sweaters and wonderful gift-giving. And decorating Cuddles, of course. &lt;br /&gt;
&lt;br /&gt;
To celebrate another successful year, we'll be doing a number of things. &lt;br /&gt;
 &lt;br /&gt;
First, we'll be awarding 1 free level, with stipend, to any single one of your alts in the 2-5 bracket. Every player will also receive 5 RPPs, to spend as they like. &lt;br /&gt;
&lt;br /&gt;
If you have no alt in the 2-5 range, you have until the end of the month to wade in. Otherwise, just come talk with us and we will work something out, but consider this encouragement to make a low level character if you don't already have one. :)&lt;br /&gt;
&lt;br /&gt;
====How to Get====&lt;br /&gt;
As a note, you will need to simply either page a staffer or submit a request. We'll take care of it. :)&lt;br /&gt;
&lt;br /&gt;
Stipends are handled similarly. Please say 'I need a stipend for going from level 3 to 4' or something akin to that. It makes it easier for us. Remember, stipends only let you buy things at ''market value'' and can not be used to purchase crafted goods.&lt;br /&gt;
&lt;br /&gt;
===Tuesday, December 10, 2013===&lt;br /&gt;
====PrP Reminders====&lt;br /&gt;
Just a gentle reminder. We offer a lot of bonuses (Roleplay &amp;gt; [[Bonuses]] on the site), so if you are claiming one for a PrP, please note this in the +request. Otherwise, we might overlook it. This is not intentional; it's just there's always a lot of things going on. This is only a reminder as we do from time to time; it's important no one get left out. &lt;br /&gt;
&lt;br /&gt;
Also, we've had some confusion about the 3rd level boost. The 3rd level boost for a new character on a first-time PrP is for new players (not characters). Existing players can still spend 10 RPP, or get the cleric boost. We've reiterated this in a few areas and hope it will be less confusing in the future. The boost is intended to help new players get their feet wet and meet the community. &lt;br /&gt;
&lt;br /&gt;
:- Tenebrae Staff&lt;br /&gt;
&lt;br /&gt;
===Monday, December 9, 2013===&lt;br /&gt;
====A Game of Darts====&lt;br /&gt;
A grumpy fellow stumps into the Ox. He eyes the shabby-looking dart board on one of the walls. &amp;quot;So ya got a dart board? Bout time, huh!&amp;quot; he says. Then, he stumps over to grab a drink and eye the drunken gobber spinning in circles.&lt;br /&gt;
&lt;br /&gt;
'''OOC:''' We've spiced up the grid a bit. There are now a small number of games to be found, such as chess board in the Arcane Society's halls and a dart board at the Ox. You're welcome to pose playing these as your PC, or just use them as vehicles for furthering RP. They emit as GAME:, just as dice rolls do.&lt;br /&gt;
&lt;br /&gt;
: Lahar&lt;br /&gt;
&lt;br /&gt;
===Friday, December 6, 2013===&lt;br /&gt;
====Help for the Holidays====&lt;br /&gt;
Hey, there! This year, we wanted to try something special. And, we need your help to pull it off. We really do.&lt;br /&gt;
&lt;br /&gt;
Please @mail Radioactive and myself the names of up to three other people. These should be folks who you may or may not necessiarily be friends with (and now is a perfect time to branch out!), but who you think over the past year or so have gotten left in the dust a bit due to one reason or the other. &lt;br /&gt;
&lt;br /&gt;
If you can, include a bit of why. For example, folks who haven't been able to make scenes due to say, being in the military or just their time zone.&lt;br /&gt;
&lt;br /&gt;
Anyhow, please step forward this holiday season! &lt;br /&gt;
&lt;br /&gt;
: Lahar&lt;br /&gt;
===Monday, December 2, 2013===&lt;br /&gt;
====Wanted Concepts====&lt;br /&gt;
This question crops up from time to time. Our first and constant answer is: play what you like. That said, it DOES come up and if you're of a mind to 'fill the gap,' here's a few ideas. Again, this is all up to you. We play our characters sometimes for years, so be sure and make someone you're happy with.&lt;br /&gt;
&lt;br /&gt;
:'''Arcanists: '''Believe it or not, we're short on these! This is especially true for utility casters, but it's true for arcanists in general. When Rune fractured, so did their worldwide organization...but it became more local, more flavorful. What's your story? &lt;br /&gt;
&lt;br /&gt;
:'''Polearm Warriors:''' From barbarians to fighters, polearm warriors are currently rare. Aside from the maneuverability polearms offer, we allow the 3.5 feat, Short Haft, which gives you a wide range of options in any situation. That is, you can 'choke up' on your weapon, and will never be without it.&lt;br /&gt;
 &lt;br /&gt;
:'''Maneuverists:''' Maneuver or crowd-control specialists of any stripe, from combat maneuver fighters, to polearm fighters, to creative artificers. Many of the maneuvers offer AoOs to allies, for example, and artificers' death rays can entangle enemies as well as burninating. This is a creative category, guaranteed to offer more options than: Spell: Hit really hard.&lt;br /&gt;
&lt;br /&gt;
:'''Clerics:''' Clerics are a staple, and a good way to become known in the community. They're always appreciated within any party, and if you make one, you start at level 3*! Our clerics are also one of the few classes to receive automatic, ingame titles.&lt;br /&gt;
&lt;br /&gt;
:'''Bards:''' The humble bard fills many roles, and never lacks in any situation. Not all bards are singers--some are chanters, others, inspiring speakers. The Theatre District in the city is an active place, and our Festival Grounds and Area offer opportunities for performance combat and festivals galore. This is especially true of non-Ceinaran bards.&lt;br /&gt;
 &lt;br /&gt;
:'''Druids:''' These defenders of the wild are a versatile bunch, and though there is a lot of RP which takes place within a city, there's also an ongrid Grove, forest, and wilderness areas, so dig in! Organizations such as the Pastoral Shapers provide solid IC reasons for working with those strange wall-dwellers. Or, take a walk on the wilder side...&lt;br /&gt;
  &lt;br /&gt;
:'''Khazad, Gobbers, Arvek:''' In any game, there's always going to be a number of humans, elves (sildanyar) and half-elves (especially half-muls). Consequently, we're usually low on other races...if you feel like picking one up. If you do want a sildanyari, you could consider their wild cousins. The sylvanori are usually in need of a little &amp;lt;3.&lt;br /&gt;
&lt;br /&gt;
Is there a concept that strikes you? Never feel constrained or as though we're saying 'you MUST play this!' This post (and we make them rarely) is just here to answer questions and offer possibilities. If one of these ideas DOES strike you, then all the better!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; New players can get this same bonus for any class by running a PrP, and existing players can spend 10 RPP.&lt;br /&gt;
&lt;br /&gt;
====Minor Updates====&lt;br /&gt;
We have updated our list of available animal companions. &lt;br /&gt;
 &lt;br /&gt;
You may find the adjusted list here along with information on them: World &amp;gt; [[World Bestiary]].&lt;br /&gt;
 &lt;br /&gt;
The updated list includes griffon, hippogriff, and giant toad companions.&lt;br /&gt;
&lt;br /&gt;
===Sat, Nov 30, 2013===&lt;br /&gt;
====Code Update: +cast====&lt;br /&gt;
After realizing that DMs were required to ask for save DCs, I updated +cast. Caster level and save DC will be displayed in addition to the spell name when it is +cast. Obviously, this information is not applicable tp those spells that do not allow or generally require saves. The displayed DC follows PRD calculations and includes bonuses for Spell Focus/Greater Spell Focus and Gnomes casting Illusions. If anyone notices discrepancies or issues, please let me know.&lt;br /&gt;
&lt;br /&gt;
:Whiteout&lt;br /&gt;
&lt;br /&gt;
===Wed, Nov 27, 2013===&lt;br /&gt;
====Witch and Inquisitor====&lt;br /&gt;
So, we have a progress update on these two. We have decided to add them to the live game as well. &lt;br /&gt;
&lt;br /&gt;
Whiteout has been coding them in for a while now. We still have theme to work on, feats to review, and bugs to fix so they probably won't be functional until after the New Year's, but they're 'on the horizon' now. Expect more details soon.&lt;br /&gt;
&lt;br /&gt;
===Tue Nov 26, 2013===&lt;br /&gt;
Just a quick note to let you know that the Open Space and Vehicle spends have been updated so they more resemble other spends. This is for streamlining and to make a things a little easier on everyone.&lt;br /&gt;
&lt;br /&gt;
In addition, we've modified the PrP Rewards slightly: you now receive a 10% bonus for running more than 1 PrP a week. This applies retroactively to any PrP you'd run that week. &lt;br /&gt;
&lt;br /&gt;
This is something new we are trying out, and we're not sure if we'll stick with it yet. Feedback is appreciated.&lt;br /&gt;
&lt;br /&gt;
Happy Holidays, &lt;br /&gt;
&lt;br /&gt;
:Your Tenebrae Staff&lt;br /&gt;
&lt;br /&gt;
===Mon, Nov 25, 2013===&lt;br /&gt;
====Queen's Fall Awards====&lt;br /&gt;
I have rewarded XP and gold to everyone who participated. There were a lot of people so I might've missed a person or two. If I did, let me know!&lt;br /&gt;
&lt;br /&gt;
PS The finale is now posted on our logs page at: [[End of the Queen]]! I hope you all enjoyed this long running arc as we move full speed ahead to the next one!&lt;br /&gt;
&lt;br /&gt;
:Whirlpool&lt;br /&gt;
===Fri Nov 22, 2013===&lt;br /&gt;
====Tenebrae Christmas Party====&lt;br /&gt;
December 13th, we'll be holding the Tenebrae Christmas Party! What cheesy movie should we watch?&lt;br /&gt;
&lt;br /&gt;
Please send in votes to Lahar.&lt;br /&gt;
&lt;br /&gt;
Bonuses if they make Whirl or Inferno cry.&lt;br /&gt;
&lt;br /&gt;
PS Movie should be available on Netflix.&lt;br /&gt;
&lt;br /&gt;
====RPP Bonuses for Rumors====&lt;br /&gt;
Did you know that.. &lt;br /&gt;
 &lt;br /&gt;
When you, as a player, are in either a PRP or a DM'd scene, you may volunteer to write up a rumor post with the consent of the person running the scene. Doing so and posting the rumor will net you one RPP as a thank you. Please submit that you have done so to the RPP queue. &lt;br /&gt;
 &lt;br /&gt;
There are these and other ways you can earn bonus RPPs. They are all listed here: [[Bonuses]]. &lt;br /&gt;
&lt;br /&gt;
===Thu Nov 21, 2013===&lt;br /&gt;
====Conclusion====&lt;br /&gt;
The Azure Queen arc will be ending this weekend on either Saturday or Sunday or perhaps both. Depends on a few factors this is just an initial heads up to everyone. :)&lt;br /&gt;
&lt;br /&gt;
:Whirlpool&lt;br /&gt;
&lt;br /&gt;
====The Story Behind Ancestral Staves====&lt;br /&gt;
Most ancestral staves are, at least initially, crafted by one of the many mage guilds from around the world. So, how do you think they're crafted? What's the story? &lt;br /&gt;
&lt;br /&gt;
We're taking story ideas for these staves, so please send them in! This does not mean yours cannot be different, of course, just that we'd like to explore some ideas for a 'baseline' to begin from.&lt;br /&gt;
&lt;br /&gt;
Note: Because it's been mentioned, the Ygdrassil Tree somewhat belongs to the druids, and would be a little out of range for mages. You're welcome to address other ideas, though. Rare trees among Llyranost? Planar saplings...? Let us know what you think would be fun. 'Cool' should definitely be a part of it. :3&lt;br /&gt;
&lt;br /&gt;
:Lahar&lt;br /&gt;
===Wed Nov 20, 2013===&lt;br /&gt;
====New RPP Options====&lt;br /&gt;
For a while, we've been saying we would be expanding the RPP options. Well, we just did! We've added a slew of new options and a number of new, exclusive spends. Influence and Organizations in particular have received upgrades. Among them are:&lt;br /&gt;
&lt;br /&gt;
:* Ancestral Weapons: An intelligent weapon summonable to you at-will and who develops over time and with your PC. For mages, Ancestral Staves are an option. &lt;br /&gt;
 &lt;br /&gt;
:* Organizations: Become known among your peers and a mentor for other characters. Gain access to exclusive training and benefits, including up to two-thirds of your raise dead costs or additional spells for your spellbook!&lt;br /&gt;
 &lt;br /&gt;
:* Influence: Become influencial in your selected domains, increasing your ability for social mischief, and gaining rogue-like talents!&lt;br /&gt;
 &lt;br /&gt;
:* Open Spaces: Create a small, open and public space ongrid for others to share!&lt;br /&gt;
 &lt;br /&gt;
:* Merchant Carts: Hook up a few griffons and trundle into town with your beerwagon!&lt;br /&gt;
&lt;br /&gt;
...and many other surprises!&lt;br /&gt;
&lt;br /&gt;
Many of these spends are meant to be developed over time with your character, and reflect how you tell your story. That is, they're not something to perfect immediately, but something to roleplay their development over time with your friends.&lt;br /&gt;
&lt;br /&gt;
To celebrate the launch, each player (not character) will receive 10 RPPs to spend as they like, on any of their characters they like. Just contact us via +req with what you'd like to purchase.&lt;br /&gt;
&lt;br /&gt;
As with all new content, expect updates and adjustments. If you had an Active Org or Influence spend(s) previously, please contact staff with how to convert it. You have some new options!&lt;br /&gt;
&lt;br /&gt;
A big thanks to all our reviewers and staff who've had a hand in helping us put this together!&lt;br /&gt;
&lt;br /&gt;
:Tenebrae Staff&lt;br /&gt;
&lt;br /&gt;
===Sat Nov 11, 2013===&lt;br /&gt;
====Exorcism====&lt;br /&gt;
We'll be wrapping up the Exorcism this week with conclusions for the various threads we've started over it. There'll be another summary post at the end of the week and then everything shall be unfzozen. WE'll be kicking off the next arc officially soon. :D&lt;br /&gt;
&lt;br /&gt;
:Whirlpool&lt;br /&gt;
&lt;br /&gt;
===Mon Nov 11===&lt;br /&gt;
====Summary of Day One's Plots====&lt;br /&gt;
I have just posted a summary of my plots on Day One of the Exorcism. Day two begins now and will be the climax. &lt;br /&gt;
 &lt;br /&gt;
Thank you all for your patience in dealing with the time-dilated nature of all of this.&lt;br /&gt;
&lt;br /&gt;
PS If your PC spends time at the Tarienite Temple, or is a Tarienite themself, give me a shout. :)&lt;br /&gt;
&lt;br /&gt;
:Whirlpool&lt;br /&gt;
&lt;br /&gt;
====Website Update: Organizations====&lt;br /&gt;
The organizations pages have gotten an overhaul. Thanks to everyone who's lent a hand. :3&lt;br /&gt;
&lt;br /&gt;
On the website, see: &lt;br /&gt;
:Core Setting &amp;gt; [[Local Organizations]]&lt;br /&gt;
:World &amp;gt; [[World Organizations]]&lt;br /&gt;
&lt;br /&gt;
The World Organizations page is larger; more in the sense that many groups have offices here and there. This also makes them of greater use to DMs and plot runners if say, you're running a scene in the frigid mountains of Dran...&lt;br /&gt;
&lt;br /&gt;
:Lahar&lt;br /&gt;
&lt;br /&gt;
===Wed Nov 06===&lt;br /&gt;
====At the End of the Week====&lt;br /&gt;
I shall be posting a summary of all plots and events relating to the exorcism of the Blue Lady by the end of this week. That should get everyone on the same page of where the storyline is going forward into the end of...the end. &amp;lt;.&amp;lt;&lt;br /&gt;
&lt;br /&gt;
: Whirlpool&lt;br /&gt;
&lt;br /&gt;
===Fri Nov 01===&lt;br /&gt;
====Exorcism Updates====&lt;br /&gt;
As plots complete, I will be posting updates to the rumor boards about the progress of the exorcism and the events of the day. Keep your eyes peeled, but understand that none of this stuff will all 'happen' until all plots are resolved, as it all happens over the course of 24-48 hours. A simple reminder. :)&lt;br /&gt;
&lt;br /&gt;
====+events====&lt;br /&gt;
+event times should now be correct. There will be continuing improvements and additions. +time was also updated. Please see +help time for more information.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Thu Oct 31===&lt;br /&gt;
====+events====&lt;br /&gt;
So our +events times are a bit off. We'll be fixing that. :)&lt;br /&gt;
&lt;br /&gt;
===Mon Oct 28===&lt;br /&gt;
====Connection Burps====&lt;br /&gt;
&lt;br /&gt;
It looks as though our ISP is having a few burps as it runs some updates. We'll let you know how it goes. In the meantime, there may be a few bumps here and there.&lt;br /&gt;
&lt;br /&gt;
I'd like to take this time to remind folks (and myself) that we do have a Facebook: https://www.facebook.com/tenebrae.mux ...it's never something required, and whether you friend us or not is up to you. Mostly, it's just there to share a blurb in case of times like these: a way for us to get the word out.&lt;br /&gt;
&lt;br /&gt;
:- Lah&lt;br /&gt;
&lt;br /&gt;
===Fri Oct 25===&lt;br /&gt;
====Mocking the Queen====&lt;br /&gt;
Remember, our Saturday social is your chance ot hurl insults at the Azure Queen, boo her, and otherwise be obnoxious toward her. There'll also be some acts (and if you have an idea for one, we'll work it out on Saturday, and so on) and, here's hoping, it will be both informative and fun! See you all there!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Fri Oct 25 ===&lt;br /&gt;
====Aspect Update and RPP Update, pt 1====&lt;br /&gt;
We're pleased to announce the launch of our new Aspects. If you possess a current Aspect, please contact staff so that we may update you.&lt;br /&gt;
&lt;br /&gt;
Most of the Aspects have been kept, though all have received a little beefing up. If you'd like to make some changes or have comments, please contact us and we'll work it out.&lt;br /&gt;
&lt;br /&gt;
You'll notice that the cost has increased somewhat to reflect Aspects' new, added utility. However, if you had level 2 in your aspect, you still have level 2.&lt;br /&gt;
&lt;br /&gt;
We are introducing tiers into numerous RPP spends. As a pilot program, Aspects are the first spends we'll be introducing these to. If you are buying into a tiered spend, it means that it will have more interesting abilities which you may expand into over time. As an example, the Ancestor-Touched aspect has three tiers you may purchase.  All charcters may purchase up to their level/2 in tiers in any single ability. That is, a L2 character may earn Tier 1 abilities, and a L4 character may earn Tier 2 abilities and so on.&lt;br /&gt;
&lt;br /&gt;
As always, with any new content, we will be watching carefully. Expect changes, tweaks, nerfs, and buffs, and so on. We hope that you will all make use of this new content to help us test it thoroughly!&lt;br /&gt;
&lt;br /&gt;
:- Your Tenebrae Staff&lt;br /&gt;
&lt;br /&gt;
===Thu Oct 24===&lt;br /&gt;
====Idea Submission: Rituals====&lt;br /&gt;
Hey there. I'm looking for a few good ideas. I can't promise it will turn out, but I'd like to give it a try.&lt;br /&gt;
&lt;br /&gt;
If you were to write a ritual for a race or a culture of Tenebrae, what would it include? For example, the sith-makar might have a ritual that let them find a suitable prey, or would guard their homes against invaders. The giantborn might build a ritual which honored their giant heritage. The Veyshanti, one that aided them in traveling over sands, or the Lucht that safeguards a traveler's home or allows easy recitation of their ancestry.&lt;br /&gt;
&lt;br /&gt;
I'm interested in primarily, the flavor. What do you see as important to these races, these cultures? These rituals may end up conferring limited, if temporary benefits. For example: a +2 skill bonus for up to 24 hours, or a single use of a 2nd level spell. In general though, I'm asking for flavor.&lt;br /&gt;
&lt;br /&gt;
Put your hats on, see what you think, and @mail me. If your idea gets used and this goes forward, you'll be sure and get credit.&lt;br /&gt;
&lt;br /&gt;
:- Lah&lt;br /&gt;
&lt;br /&gt;
===Tue Oct 22===&lt;br /&gt;
====Tenebrae Halloween Party!====&lt;br /&gt;
Our (first) annual Halloween Party is tomorrow! Re-desc your characters as something gruesome, play a prank on Whirlpool, and Trick-or-Treat for candied corn.&lt;br /&gt;
&lt;br /&gt;
Tomorrow night we'll be headed to the Haunted Mansion to talk, chat, and watch The Addam's Family. Bring your DVDs!&lt;br /&gt;
&lt;br /&gt;
Cuddles the Otyugh will be hosting.&lt;br /&gt;
&lt;br /&gt;
===Tue Oct 22===&lt;br /&gt;
====The Exorcism====&lt;br /&gt;
So, this Saturday we'll be doing the 'Mocking the Queen' scene. This marks the beginning of the end for the Azure Queen scenes, as the Exorcism plotlines start thereafter. ICly, the exorcism will be taking place over a 24-72 hour period in which efforts are being made to drive the Queen out of Alexandria. There will be a number of scenes in the following week that detail the efforts of the adventurers to thwart those who'd seek to cause chaos or otherwise stop the Queen from being driven from the land. All of these scenes will take place during that gap of time ICly, and once we're all done, we'll unfreeze everything and they'll have 'happened', unfreezing everything as we did with the Teakettle plotline.&lt;br /&gt;
&lt;br /&gt;
OOCly, the time for plots tied to this will run between October 7th and November 4th. If you want to run a PRP during this time involved in this plotline, you are more than welcome to. Contact me, or any other staff member, and the details can be worked out. :)&lt;br /&gt;
&lt;br /&gt;
We hope you'll all enjoy the closing of this plotline we know you're all curious about the next one. You've already seen hints to it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Fri Oct 18===&lt;br /&gt;
====Virtual Skills====&lt;br /&gt;
Greetings.&lt;br /&gt;
&lt;br /&gt;
Do you:&lt;br /&gt;
&lt;br /&gt;
1) Have a Headband of Vast Intellect&lt;br /&gt;
&lt;br /&gt;
-or-&lt;br /&gt;
&lt;br /&gt;
2) Any other piece of equipment that grants skill ranks when equipped.&lt;br /&gt;
&lt;br /&gt;
If so Whiteout has standardized how these work but we have to update your equipment by hand.&lt;br /&gt;
&lt;br /&gt;
So if you have one of these pieces of equipment submit a request noting what equipment you have and what skill (along with how many ranks) it should grant.&lt;br /&gt;
&lt;br /&gt;
We will update these accordingly.&lt;br /&gt;
&lt;br /&gt;
:-Ice Age&lt;br /&gt;
&lt;br /&gt;
===Fri Oct 18===&lt;br /&gt;
====Local Directory====&lt;br /&gt;
To keep things a little cleaner, I've moved some of the crafting offers and shops to Core Setting &amp;gt; [[Local Directory]]. Please feel free to post businesses and offers other than crafting, and you're always welcome to contact me should you need some help. ':)&lt;br /&gt;
&lt;br /&gt;
All entries should be within the spirit of the game, abide by the AUP, etc. etc. etc. blah blah blah.&lt;br /&gt;
&lt;br /&gt;
:- Lah-rhar&lt;br /&gt;
&lt;br /&gt;
===Tue Oct 15===&lt;br /&gt;
====Great New Things====&lt;br /&gt;
&lt;br /&gt;
Do you wish rampaging fire elementals would show up to reheat your stew at the tavern? Or immolate that annoying Lucht?&lt;br /&gt;
&lt;br /&gt;
Do you always get lost on the way to the plot rooms?&lt;br /&gt;
&lt;br /&gt;
Would you love to have Whirlpool somewhere else when you have to make all those Fort saves?&lt;br /&gt;
&lt;br /&gt;
If you answered yes to any of these questions, and enjoy DMing, then the shiny new +timestop may be right for you! No longer must you pester staff or cram all those giantborn into a claustrophobic plot room decorated by Arvek Nar! +timestop allows anyone to summon a timestop to their location anywhere, at any time. The power of the DM can now be yours to command!&lt;br /&gt;
&lt;br /&gt;
See +help timestop for more details and contact me if something breaks.&lt;br /&gt;
&lt;br /&gt;
:-Whiteout&lt;br /&gt;
&lt;br /&gt;
===Tue Oct 15===&lt;br /&gt;
====Intelligence Headbands====&lt;br /&gt;
&lt;br /&gt;
Hi, everyone!&lt;br /&gt;
&lt;br /&gt;
If you possess a headband of intelligence, please do the following:&lt;br /&gt;
&lt;br /&gt;
1) Remove your headband&lt;br /&gt;
&lt;br /&gt;
2) Please go to http://paizo.com/pathfinderRPG/prd/usingSkills.html and add up how many skill points you should have. Compared this to what's on your sheet. Make sure that you're not forgetting any favored class bonuses if you took a skill bonus.&lt;br /&gt;
&lt;br /&gt;
3) Check your headband. Make sure it has a skill listed in its notes in your inventory. Be sure those skills are at max rank for your HD.&lt;br /&gt;
&lt;br /&gt;
If you encounter any discrepancies here, please send in a request to staff and we will help you out.&lt;br /&gt;
&lt;br /&gt;
=== Mon Oct 14===&lt;br /&gt;
====New Things!====&lt;br /&gt;
Hey there. :3&lt;br /&gt;
&lt;br /&gt;
Whiteout has been working on a great new addition to some of our plot code. There'll be an announcement on this soon!&lt;br /&gt;
&lt;br /&gt;
- Lah&lt;br /&gt;
&lt;br /&gt;
===Sat Oct 12===&lt;br /&gt;
====New Race Added!====&lt;br /&gt;
At Tenebrae, we are always looking for new options. Recently, we ran across a gem that we think will not only be a much needed addition to our theme, but will, we think, showcase what Tenebrae is truly about.&lt;br /&gt;
&lt;br /&gt;
Existing characters will, of course, receive the option to adjust or adapt to this new race pending conversations with staff. We do this for all new content, and this is no different.&lt;br /&gt;
&lt;br /&gt;
In the meantime, please send Whiteout and Entropy your sympathies, and Whirl your congratulations as he begins the process of converting all his characters.&lt;br /&gt;
&lt;br /&gt;
We will be getting it on the website shortly, as well as its related theme information. In the meantime, please see: http://bit.ly/1ahQTg9 for an advanced preview.&lt;br /&gt;
&lt;br /&gt;
:- Your Tenebrae Staff&lt;br /&gt;
&lt;br /&gt;
===Tue Oct 08===&lt;br /&gt;
====Azure Queen postings====&lt;br /&gt;
I have posted a couple events that represent the beginnings of the ending of the Azure Queen plots. You do not need sign up for these. They are not actual plots, but more, 'this is when things wil begin'. They'll take as long as they take. :)&lt;br /&gt;
&lt;br /&gt;
===Tue Oct 08===&lt;br /&gt;
====An End To The Queen====&lt;br /&gt;
All plots relating to the build up to the exorcism have now been completed.&lt;br /&gt;
&lt;br /&gt;
We'll be discussing, and scheduling, events relating to the final exorcism efforts. Grats to all who participated in the various plotlines to gather them! Hooray for fantasy adventures!&lt;br /&gt;
&lt;br /&gt;
Details will soon be posted. :)&lt;br /&gt;
&lt;br /&gt;
===Sat Oct 05===&lt;br /&gt;
====Egalrin Theme Featherdusted====&lt;br /&gt;
Egalrin have been in need for a bit of a brush-up for some time. We're pleased to announce that we've updated egalrin theme: http://www.tenebraemush.net/index.php/Egalrin&lt;br /&gt;
&lt;br /&gt;
While the core is much the same, we feel we've added additional depth. We hope you'll enjoy.&lt;br /&gt;
&lt;br /&gt;
:- Tenebrae Staff&lt;br /&gt;
&lt;br /&gt;
===Fri Oct 04===&lt;br /&gt;
====Tenebrae Halloween Party!====&lt;br /&gt;
We're planning a Tenebrae Halloween Party! While putting together the details, I went up to each of staff, and got their opinions on what we should do. This is what they said:&lt;br /&gt;
&lt;br /&gt;
Whirlpool started cackling and mumbling about sewer monsters.&lt;br /&gt;
&lt;br /&gt;
Inferno got out his briefcase and asked if the otyughs had been read their Miranda rights.&lt;br /&gt;
&lt;br /&gt;
Whiteout yelled, &amp;quot;I fixed it!&amp;quot; and then the MUX shut down.&lt;br /&gt;
&lt;br /&gt;
Lolth rebooted us all and then turned everyone into delicious spider cupcakes.&lt;br /&gt;
&lt;br /&gt;
Pyroclasm couldn't talk because he was ordering chainmail armor for his daughter. Then he exploded into glitter.&lt;br /&gt;
&lt;br /&gt;
Hurricane was quoted as saying, &amp;quot;Hello ladies. How are you. Fantastic. Does your man look like me? No. Can he smell like me? Yes. Should he use Old Dragon body wash? I don't know. Do you like the smell of a man who can bake you a cake he built for you in the dream kitchen with his own two hands? Of course you do! Swan dive!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Ice Age was too sane to say anything.&lt;br /&gt;
&lt;br /&gt;
Enytopy had on a set of earphones and was boogying to electronica.&lt;br /&gt;
&lt;br /&gt;
So!&lt;br /&gt;
&lt;br /&gt;
I HAVE GOTTEN NO GOOD RESPONSES.&lt;br /&gt;
&lt;br /&gt;
So we're watching a movie and hosting an all-out geekfest, details to be announced soon.&lt;br /&gt;
&lt;br /&gt;
Hurricane's offered to cater.&lt;br /&gt;
&lt;br /&gt;
He just doesn't know this yet.&lt;br /&gt;
&lt;br /&gt;
Don't tell him.&lt;br /&gt;
&lt;br /&gt;
And bring your dice, along with the outfit of Chewbacca you made that one time.&lt;br /&gt;
&lt;br /&gt;
===Thu Oct 03===&lt;br /&gt;
====Welcome Whiteout====&lt;br /&gt;
We have a new staff member! Everyone give Whiteout a welcome aboard. He's going to serve as a code admin for the live server who will be resolving various quality of life bugs for us, updating prestige classes, and fixing the issues that crop up while Entropy is moving and working on the recode. We appreciate his volunteering. (The sucker.)&lt;br /&gt;
&lt;br /&gt;
===Sat Sep 28===&lt;br /&gt;
====TeaKettle Arc Done====&lt;br /&gt;
All RP related the Teakettle Arc is now completed and unfrozen. I hope everyone involved had a good time and you may now carry forward with your scheduled RP. We turn our attention next to finishing the Azure Queen plots and preparing for the exorcism RP, as well as the build up toward our next arc, which as you might've guessed, is about Dragonier.&lt;br /&gt;
&lt;br /&gt;
===Thu Sep 26===&lt;br /&gt;
====Mobile-Friendly Wiki Skin====&lt;br /&gt;
Hey there, folks. One of the things I've been looking for is a mobile-friendly MediaWiki skin that would let us keep our menus. This hasn't been an easy search, so I'd appreciate any help you could give. ':)&lt;br /&gt;
&lt;br /&gt;
:- Lah&lt;br /&gt;
&lt;br /&gt;
===Sat Sep 14===&lt;br /&gt;
====Eidolon Court Trip====&lt;br /&gt;
The Eidolon Court trip will begin as soon as I get in and settled and last about three hours, or at least it should. See you all there!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Fri Sep 13===&lt;br /&gt;
====Volunteers! ====&lt;br /&gt;
I require a couple people who want to run a PRP to contact me by @mail. Let me know if you feel like contributing to a storyline!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Fri Sep 13===&lt;br /&gt;
====RPP Level Spend Example====&lt;br /&gt;
To help with the sense-making, I've gone ahead and added an example of how the new RPP Level Purchases work. Head on over to Characters &amp;gt; RPP on the website, or click here: http://www.tenebraemush.net/index.php/RPPs#Things_to_Buy&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Wed Sep 11===&lt;br /&gt;
====RPP Adjustments====&lt;br /&gt;
RPP Levels: By spending RPPs, you may gain a level, with associated wealth. At least 85 percent of wealth must be spent, and items must be purchased at market price. The RPP cost depends on the tier your PC is in. With the exception of the first tier, you may purchase a level any time within the first 2 levels of a tier. So, 2, 6-7, 11-12, and 16-17, respectively. This means that you may earn this purchase up to four times per PC&lt;br /&gt;
&lt;br /&gt;
:First Level Group: 10 RPP&lt;br /&gt;
&lt;br /&gt;
: Second Level Group: 20 RPP&lt;br /&gt;
&lt;br /&gt;
: Third Level Group: 20 RPP&lt;br /&gt;
&lt;br /&gt;
: Fourth Level Group: 30 RPP&lt;br /&gt;
&lt;br /&gt;
: Special: Cleric PCs may receive their first, tier one RPP Level, for free.&lt;br /&gt;
&lt;br /&gt;
On the website: Characters &amp;gt; [[RPPs]]&lt;br /&gt;
&lt;br /&gt;
:- Tenebrae Staff&lt;br /&gt;
&lt;br /&gt;
===Sep 8===&lt;br /&gt;
====Teakettle Plots====&lt;br /&gt;
Hi, everyone! &lt;br /&gt;
 &lt;br /&gt;
It's been a while since I've done a multi-threaded plot like this, so I figure it's time I post a primer on this sort of thing. &lt;br /&gt;
 &lt;br /&gt;
All Teakettle plots are considered 'frozen' until the last one is complete. Once that happens, I will give the all clear that everything related to it is done and all may be considered to have 'happened'. At that point, I will be posting a summary of the events and who did what to the bboards, so everyone can see how things fit together. &lt;br /&gt;
 &lt;br /&gt;
After this plot is over and a few others, we will begin segueing to the end of the Blue Lady storyline and the beginning of our next arc which some of you may have seen nod towards already.&lt;br /&gt;
&lt;br /&gt;
- Whirlpool&lt;br /&gt;
&lt;br /&gt;
===Sept 7===&lt;br /&gt;
====Ice Age (Cometh?)====&lt;br /&gt;
Greetings.&lt;br /&gt;
&lt;br /&gt;
I have recently been hired as a DM Staffer and it is my intention to regularly run plots for folks. As well as help keep the queues tidy.&lt;br /&gt;
&lt;br /&gt;
Feel free to page/mail/request me about things. Just note it may take a few days for me to get my footing.&lt;br /&gt;
&lt;br /&gt;
All in all I'm just here to burn off some of the excess freetime I have with some adventuring fun. In the interest of disclosure a lot of you may have been in plots I've run before as Rogun. So whether you love those events or hate them that's about what you can expect - especially &amp;quot;at first&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Feel free to approach me about DM/RP related things. My approach to all this is that we're all logging in to have a good time so if you think I made a mistake somewhere or you don't like how I did something feel free to contact me about it. A little extra reflection can clear up a lot. &lt;br /&gt;
&lt;br /&gt;
This concludes my introduction post.&lt;br /&gt;
&lt;br /&gt;
- Ice Age&lt;br /&gt;
&lt;br /&gt;
===Aug 15===&lt;br /&gt;
====Code Update====&lt;br /&gt;
Here is a brief overview of completed code, just to give you an idea of what's done: &lt;br /&gt;
 &lt;br /&gt;
:Scene System is done (new timestop type code) &lt;br /&gt;
: Bboards &lt;br /&gt;
: IC and OOC commands &lt;br /&gt;
: +Glance &lt;br /&gt;
: Travel commands (+meetme, etc) &lt;br /&gt;
: Spellbook code and inventory interaction &lt;br /&gt;
: Inventory &lt;br /&gt;
: Sheet System &lt;br /&gt;
 &lt;br /&gt;
Still being worked on are: &lt;br /&gt;
: Chargen &lt;br /&gt;
: Spellcode &lt;br /&gt;
: +Events &lt;br /&gt;
: Combat Scenesys &lt;br /&gt;
: +Requests &lt;br /&gt;
: +RPP code &lt;br /&gt;
: Roll Code &lt;br /&gt;
&lt;br /&gt;
We are also importing the MUX @mail system to PENN. &lt;br /&gt;
 &lt;br /&gt;
Thanks to hard work, all feats and feat prerequisites are now coded as well.&lt;br /&gt;
&lt;br /&gt;
===Aug 6===&lt;br /&gt;
====State of Alexandria Update====&lt;br /&gt;
There will be an update about the state of affairs in ALexandria after this weekend. :D&lt;br /&gt;
&lt;br /&gt;
====Small Policy Announcement====&lt;br /&gt;
From now on, we will be offering one RPP to people who sum up events in both PRPs and plots to be posted on the bboards. :) &lt;br /&gt;
 &lt;br /&gt;
There will be a larger revamp of the RPP system coming in the future. It has been largely successful, but there are definitely lessons learned to be adapted.&lt;br /&gt;
&lt;br /&gt;
====Sorc Multiclass====&lt;br /&gt;
Right now, multiclassing into a sorcerer is a little borked. The advance room is not recognizing the new APG bloodlines we put in. Entropy will fix this, but until she does, if you're planning on MCing into sorcerer, we'll need to manually set up your bloodline. Just let us know and we'll get you taken care of.&lt;br /&gt;
&lt;br /&gt;
===Jul 31===&lt;br /&gt;
====PRD Downtime====&lt;br /&gt;
http://paizo.com/threads/rzs2q03v?Scheduled-Downtime-Wednesday-July-31st&lt;br /&gt;
&lt;br /&gt;
===Jul 30===&lt;br /&gt;
====Magic Arrows and Ammo====&lt;br /&gt;
After some discussion, I've updated one of our docs to include information about bows, arrows (and likewise, dragonspitters, too!) in Pathfinder:&lt;br /&gt;
&lt;br /&gt;
http://www.tenebraemush.net/index.php/How_Magic_Armor_and_Weapons_Work_in_PF&lt;br /&gt;
&lt;br /&gt;
- Lah&lt;br /&gt;
&lt;br /&gt;
===Jul 29===&lt;br /&gt;
====Request Catch Up====&lt;br /&gt;
&lt;br /&gt;
I am running a bit behind on requests. I will be dedicating a day this week to get caught up.&lt;br /&gt;
&lt;br /&gt;
- Whirlpool&lt;br /&gt;
&lt;br /&gt;
===Jul 19===&lt;br /&gt;
====CHALLENGE!====&lt;br /&gt;
&lt;br /&gt;
This last Community Challenge has been amazing! We'll be distributing the rewards for those shortly. :)&lt;br /&gt;
&lt;br /&gt;
In the meantime, we will be taking a break--and taking the time to give our DMs, our Runners, and everyone else a brief rest, to sit down and host Tenebrae's first ever Movie Night.&lt;br /&gt;
&lt;br /&gt;
So! We hope you will join us then, and the next time Whirl drops death upon you, say:&lt;br /&gt;
&lt;br /&gt;
:&amp;quot;There is but one working castle gate, and... and it is guarded by 60 men!&amp;quot;&lt;br /&gt;
: &amp;quot;...And our assets?&amp;quot;&lt;br /&gt;
:&amp;quot;Your brains, Fezzik's strength, my steel.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
See you on the 26th! :) Staff will bring the popcorn.&lt;br /&gt;
&lt;br /&gt;
===Jul 15===&lt;br /&gt;
====FAQ: Earning RPPs====&lt;br /&gt;
From time to time this question comes up. Roleplay Points and Perks (RPPs) are earned via ongrid roleplay. That is, DM'd scenes aren't eligible (these have their own rewards, after all). But, what happens when a DM 'drops a scene'?&lt;br /&gt;
&lt;br /&gt;
This depends. That is, if there was a significant amount of roleplay before the scene AND you were part of it (let's call this more than three poses), then yes. If not, or you'd just joined, then no, it is not eligible. &lt;br /&gt;
&lt;br /&gt;
BeagleFarts&lt;br /&gt;
&lt;br /&gt;
===Jul 11===&lt;br /&gt;
====MI Crafting Chart====&lt;br /&gt;
Now includes cost formulas, FAQ, and pretty graphics!&lt;br /&gt;
&lt;br /&gt;
Visit: Start Here &amp;gt; [[Pathfinder Resources|What is Pathfinder]] on the website.&lt;br /&gt;
&lt;br /&gt;
Lahar (BeagleFarts)&lt;br /&gt;
&lt;br /&gt;
===Jul 09===&lt;br /&gt;
====Welcome New Players!====&lt;br /&gt;
We've had an influx of new players lately! Welcome aboard, everyone!&lt;br /&gt;
&lt;br /&gt;
===Jun 30===&lt;br /&gt;
====Minor XP Bonus====&lt;br /&gt;
I am looking for someone willing to sum up last night's events in a rumor post and pass it to me to post. :) &lt;br /&gt;
 &lt;br /&gt;
There's a minor XP incentive for the firt person to get this to me. :D&lt;br /&gt;
&lt;br /&gt;
===Jun 20===&lt;br /&gt;
====Summons and Etiquette====&lt;br /&gt;
Recently, James Jacobs of Paizo was asked about summons, and a theoretical cap on their usage. &lt;br /&gt;
 &lt;br /&gt;
His response was: 'There's no limit to the number of summoned monsters a character can control, but the GM is free to impose a limit on the number of summoned monsters a PLAYER can have in play at any one time, since that monopolizes the game and makes things less fun for the other players—each time you summon a monster, remember that you're essentially stealing &amp;quot;game time&amp;quot; from your fellow players, since the length of your session isn't expanding to make up for the fact that your turns in the combat are taking longer and longer to resolve.' &lt;br /&gt;
 &lt;br /&gt;
This is an important tidbit, and I think, speaks to other things as well. Be fair to each other out there. :)&lt;br /&gt;
&lt;br /&gt;
===Jun 29===&lt;br /&gt;
====Updates!====&lt;br /&gt;
Hi everyone! It's that time again. &lt;br /&gt;
 &lt;br /&gt;
The recode is going well. Thanks to Sonja, Narah, and Oates, work on the feats database has been made a lot easier. Everyone give them lots of 'thank yous' for their assistance. There is more to do, of couse, and people will be tapped to test and work on things when needed. &lt;br /&gt;
 &lt;br /&gt;
The 2) Storyline wise, the Azure Queen plot is gearing up for its final section. We've got a lot of things going on and we're working on bringing it all home. You should all notice a shift in your activities very soon. Thanks to everyone who has helped and run PRP during this time. A lot of you have really stepped up lately. &lt;br /&gt;
&lt;br /&gt;
3) As the Azure Queen arc draws to a close, you'll see the threads of the next major events beginning to become relevant. Keep your eyes peeled!&lt;br /&gt;
&lt;br /&gt;
Whirlpool&lt;br /&gt;
&lt;br /&gt;
===Jun 10===&lt;br /&gt;
====Artificer Adjustments====&lt;br /&gt;
&lt;br /&gt;
Hi, everyone! We've been taking feedback on the artificor for a while and we're implementing some changes live here. You'll also be pleased to know that we're making excellent progress on the new codebase with the indefatigable Entropy leading th echarge. Today, she added -all the spells- we've approved to the codebase. ALl of them. In one go. Crazy woman! Anyways, while we've been working on that, we don't want you guys to think we've been neglcting changes for here! &lt;br /&gt;
 &lt;br /&gt;
Here's a basic overview of the artificer changes: &lt;br /&gt;
 &lt;br /&gt;
: - More death ray uses. Artificers now receive more uses of their Death Rays. These additional charges may then be used to... &lt;br /&gt;
: - Create two additional types of beams &lt;br /&gt;
: - Power their Titan Fists &lt;br /&gt;
 &lt;br /&gt;
We've added some additional Titan Fist options, as well as including the basic Cure spells in their repertoire. This ability is tied to their lingering ties with Reos. &lt;br /&gt;
 &lt;br /&gt;
We hope you enjoy the updates. If any of you would like to take advantage of these new options, please send in a +req and we'll handle it through those channels.&lt;br /&gt;
&lt;br /&gt;
Whirlpool&lt;br /&gt;
&lt;br /&gt;
===Jun 05===&lt;br /&gt;
====Grammar Policy====&lt;br /&gt;
This is just a reminder. &lt;br /&gt;
 &lt;br /&gt;
Tenebrae -does- have a 'basic grammar policy'. We believe that keep everyone on the same, basic standard makes things easier for everyone and leads to less people being driven nuts in the long term. We don't think asking everyone to use periods and capitals is a particularly harsh thing to do. Let's remember this is a text medium and remember that presentation does matter. We just ask that people make a consistant effort. &lt;br /&gt;
 &lt;br /&gt;
Have fun, everyone, and remember to be courteous and respectful to your fellow players. :)&lt;br /&gt;
&lt;br /&gt;
Whirlpool&lt;br /&gt;
&lt;br /&gt;
===Jun 09===&lt;br /&gt;
====Community Challenge: CLOSED!====&lt;br /&gt;
&lt;br /&gt;
And...done! A big thanks to everyone who participated in this round! We'll be getting the prizes out this week...&lt;br /&gt;
&lt;br /&gt;
Next challenge will be posted in the coming days. Keep your eyes open!&lt;br /&gt;
&lt;br /&gt;
Lahar (BeagleFarts)&lt;br /&gt;
&lt;br /&gt;
===Jun 05===&lt;br /&gt;
====Small Artificer Update====&lt;br /&gt;
Hey, there folks. As part of adding a little more 'oomph' to the artificer, we've added in the Cure spells. Theme-wise, this fits in with their ancient ties to Reos.&lt;br /&gt;
&lt;br /&gt;
Current artificers who wish to learn these schematics may via normal means. We hope to get a few additional bonuses in here and there (including some new discoveries), but it'll depend on how things work out.&lt;br /&gt;
&lt;br /&gt;
Tene Staff&lt;br /&gt;
&lt;br /&gt;
===Jun 03===&lt;br /&gt;
====World Go Boom...but Will Reboot!====&lt;br /&gt;
In about five hours from this post, Lolth will be cracking the server open for basic maintenance, sticking in some spider-legs and having a poke. We may experience some downtime at this point, but should be back up shortly.&lt;br /&gt;
&lt;br /&gt;
Again, we aren't expecting any issues. If there are, as always, we'll be posting updates to our FB page and my Google+ one. They're pretty much there for that purpose, after all.&lt;br /&gt;
&lt;br /&gt;
Lahar&lt;br /&gt;
&lt;br /&gt;
===Jun 04===&lt;br /&gt;
====Up to Date!====&lt;br /&gt;
&lt;br /&gt;
And we are up to date! The maintenance took a little longer than expected, but Lolth tells us that everything is checking out.&lt;br /&gt;
&lt;br /&gt;
Thanks for bearing with us. :3 &lt;br /&gt;
&lt;br /&gt;
Don't forget that we have a Facebook, and a G+ (kind of). They're there mostly for these sorts of things: ways for us to get the word out if something comes up.&lt;br /&gt;
&lt;br /&gt;
In the meantime, please let Lolth know how heroic she is. She did some amazing things last night, and puts a lot of effort into keeping us all running. In fact, she'd have made this post herself, but is kind of curled up in her web and sleeping. &lt;br /&gt;
&lt;br /&gt;
We're all sort of afraid to interrupt that.&lt;br /&gt;
&lt;br /&gt;
Tenebrae Staff&lt;br /&gt;
&lt;br /&gt;
===Jun 02===&lt;br /&gt;
====Community Challenge Reminder!====&lt;br /&gt;
AHEM!&lt;br /&gt;
&lt;br /&gt;
For folks who've included otyughs in their plots, please be sure to shoot me a +req or an email (lahar.tenebraemush.net). I'll be doing tallies in the next few days, and after that will be prizes! So, if you haven't, or have, please do so I have the reminder. :3&lt;br /&gt;
&lt;br /&gt;
:- Lah&lt;br /&gt;
&lt;br /&gt;
===May 28===&lt;br /&gt;
====Trouble Spots====&lt;br /&gt;
Here's an update on the various problems facing the city right now: &lt;br /&gt;
 &lt;br /&gt;
Vardan Village: Efforts have been paying off here. Monsters have been cleared out of the surrounding area, and members of the ADventuring Community have been making efforts towards reinforcing the village's defenses. More work is needed, but the tension here has been decreased. &lt;br /&gt;
 &lt;br /&gt;
The Arena: Rumors of merchant interests being behind the increased violence in the arena continue. The merciful weapons provided have reduced the violence considerably, however, even if their wielders claim they are 'creepy'. Still, there remains more to be investigated here. &lt;br /&gt;
 &lt;br /&gt;
The Theatre: While the cause of the original fires have not been discovered, it would appear that members of both houses are now hard at work at creating some kind of new play. Apparently, it's not going to use many theatre-house actors, either. Rumor has it that a Muse is putting the talents of the Adventurers in Alexandria to work. &lt;br /&gt;
 &lt;br /&gt;
The Felwood: The dangers in the Felwood continue, but the beginnings of efforts towards thinning the monster population have begun. The Mythwood Wardens have been weakened by numerous poisoning and wounded soldiers and could also use additional help from their allies in Alexandria. &lt;br /&gt;
 &lt;br /&gt;
Watch the boards for additional rumors relating to these areas to come up soon. Moreover, each of these trouble spots can be a source of mundane RP and plots. Remember, defenses need built, artists and actors need throttled (or maybe that's just me &amp;lt;.&amp;lt;) antitoxins need delivered to the Wardens of the Mythwood and the Arena is full of fighters who still want to clobber each other in the name of Angoron, Kor, and their own gory glory. (And money. Let's not forget money.) &lt;br /&gt;
 &lt;br /&gt;
You're all making progress to dealing with these troubles, but there's still work to be done before work can really begin on expelling the Azure Queen!&lt;br /&gt;
&lt;br /&gt;
: Whirlpool&lt;br /&gt;
&lt;br /&gt;
===May 20===&lt;br /&gt;
====Wow!====&lt;br /&gt;
Well! We've sure had a lot of new players lately! &lt;br /&gt;
 &lt;br /&gt;
There's been some growing pains with that, but that always happens. I just want to extend a warm welcome to all of you to our community! &lt;br /&gt;
 &lt;br /&gt;
Also, make sure you eye your inboxes. We're doing some different things, and some of you are getting @mails about things your characters may've heard or seen. Get out there and RP, folks!&lt;br /&gt;
&lt;br /&gt;
===May 16===&lt;br /&gt;
====Community Challenge: Oty...Ugh?====&lt;br /&gt;
&lt;br /&gt;
Before kicking off, staff would like to say thank you! to everyone who participated in our first Community Challenge! We hope you enjoy these as much as we do. &lt;br /&gt;
&lt;br /&gt;
While the previous one honored one of Paizo's new flagship products, today, we'll be honoring something of our own, the infamous Tenebrae mascot: Cuddles the otyugh. &lt;br /&gt;
&lt;br /&gt;
To honor Cuddles and her humble sewer home, the challenge this month is as open as it is multi-faceted. That is, we're not just accepting designs, but would like to see anything that tickles your creative fancy. And we mean anything at all...so long as it ties into the topic, of course! That is:&lt;br /&gt;
&lt;br /&gt;
:- A sketch! Like to sketch? Want to try your hand at it? Send it in!&lt;br /&gt;
:- A story! Cuddles deserves fanfic, don't you think?&lt;br /&gt;
:- A bit of design work, such as...how about an otyugh animal companion? ...an otyugh wizard's familiar?&lt;br /&gt;
:- An otyugh 'transformer' button in MUXcode!&lt;br /&gt;
:- Sandy's hidden diary entries devoted to otyughs and her starcrossed-and-tragic relationship with Cuddles, and their forlorn letters to one another...in the style of VSD...&lt;br /&gt;
:- An adventure! Run an adventure featuring otyughs! &lt;br /&gt;
&lt;br /&gt;
: :D &lt;br /&gt;
&lt;br /&gt;
As of now, the floor is open. The topic is: Cuddles! How you meet this challenge is up to you and your own creative preferences. :3&lt;br /&gt;
&lt;br /&gt;
This Challenge will run until Jun 8th! You may submit ideas to our webforum (forum.tenebraemush.net), or email them to Lahar (lahar.tenebrae@yahoo.com)!&lt;br /&gt;
&lt;br /&gt;
- Tenebrae Staff&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===May 11===&lt;br /&gt;
====Bestiary 3====&lt;br /&gt;
&lt;br /&gt;
Hey there. :3&lt;br /&gt;
&lt;br /&gt;
The Bestiary 3 is open now for PrPs. Before, we were feeling things out and it was &amp;quot;just ask us ahead of time.&amp;quot; Well, now it is all in your hands. The only creature we've reserved are the demilich, as they've a unique place in theme. Also, catfolk do not exist.&lt;br /&gt;
&lt;br /&gt;
- Your Tenebrae Staff&lt;br /&gt;
&lt;br /&gt;
====Community Challenge Wrap-Up!====&lt;br /&gt;
Wow! You have all wow'd us with your entries. :3 Looking through them has been a pleasure, so I wanted to thank everyone for sending them in!&lt;br /&gt;
&lt;br /&gt;
Some of the ideas included ideas for an 'earth' domain for Inquisitors, potentially for heroes who guarded the mountains and caverns therein... An ability we'll just call the 'Jessa-tossing power,' for barbarians, and even an item that allowed you even greater wisdom through beer-gazing. For khazad! &lt;br /&gt;
&lt;br /&gt;
These are far from all of the entries, but I wanted to mention some general hilights to show the diversity of the ideas, and creativity, that we have here at Tenebrae. If you'd like and you'd submitted an entry, you are as always, welcome to share it on our forums or ingame +bboard. I am not here to make this choice for you. :3&lt;br /&gt;
&lt;br /&gt;
Participants will be receiving an award shortly. It will probably be...HEROIC. :D&lt;br /&gt;
&lt;br /&gt;
- Lah&lt;br /&gt;
&lt;br /&gt;
===May 4===&lt;br /&gt;
====The Cannibal Queen and PrPs====&lt;br /&gt;
Some of you have no doubt been noticing that things have been 'heating up!' That is, different parts of Alexandria, the Heartlands, are under greater pressure as the effect of...whatever's going on...becomes an even more widespread problem. &lt;br /&gt;
 &lt;br /&gt;
A lot of things are happening, and we need all of you to step up and participate to help make this activity stretch to the next level! &lt;br /&gt;
 &lt;br /&gt;
A lot of you are looking into things and have no doubt had ideas about things you can do! Great! A lot of these things *can* be handled as PRPs. What's more, PRPs can be run that will have a direct impact on the evolution of this storyline, and how bad or good things wind up at the end of it. &lt;br /&gt;
 &lt;br /&gt;
We'd like anyone with an interest in this plot to see about slipping themselves behind the DM screen and giving their fellow players a chance to influence the plot. Know a guy who has an issue with the troubles in the Felwood? Great. Offer to run a PRP for him and few other brave souls that'll give them the chance to put down some of the monsters that regularly emerge from it. Other examples are: &lt;br /&gt;
* Put down sources of trouble in hotspots. Fights in areas will break out over nothing and quickly escalate, and the Theatre and Arena districts are especially volatile right now. &lt;br /&gt;
* Eliminate sources of trouble. There are still pirate and bandit issues, and rounding these up would ease tensions. &lt;br /&gt;
* The sewers of Alexandria is home to many a beast. Extra patrols down there would help keep things calmer. &lt;br /&gt;
* Protect travelers and Heartlanders. Kultari Road and any major and minor highway into Alexandria is in trouble. &lt;br /&gt;
* Fortify villages. &lt;br /&gt;
* Negotiate between the theatrical houses. &lt;br /&gt;
 &lt;br /&gt;
We are, in fact, quite dependent on all of you to help us make this plot sing. We need your help, everyone, so don't hesitate to grab one of these ideas and run with it. We want all of you to consider taking a turn behind the DM screen. All of your efforts, ICly, will help put an end to the scourge bedeviling Alexandria. This list is not in any way complete. A lot of you have some idea of where the trouble spots are, so draw on that and run PRPs! &lt;br /&gt;
 &lt;br /&gt;
What is going on is too big to be solved by one person alone. GEt out there and talk to each other and be ready to help each other meet your goals, as player and DM. We'll be overseeing this an tracking everything,as well as running our own scenes. :) &lt;br /&gt;
 &lt;br /&gt;
: Whirl&lt;br /&gt;
&lt;br /&gt;
====Lions, Tigers, and Rumors...Oh My!====&lt;br /&gt;
When RPing, when running a PrP, remember! You are impacting the story. :3&lt;br /&gt;
&lt;br /&gt;
So when you send in a PrP, please include a brief rumor you'd like posted. I've adapted this into the PrP guidelines. You don't need to, but it does help and helps us get word out more quickly about what you've achieved.&lt;br /&gt;
&lt;br /&gt;
- Lah&lt;br /&gt;
&lt;br /&gt;
===May 2===&lt;br /&gt;
====Legworks====&lt;br /&gt;
A lot of you have legworks in about various things that have happened. I have one thing to say about it. &lt;br /&gt;
 &lt;br /&gt;
THIS IS GREAT. &lt;br /&gt;
 &lt;br /&gt;
That said, there' sa chunk of them and we want those of you interested in things ranging from the events in the Heartland to the Azure Queen to the theatre fires and more to put a little legwork in even now. &lt;br /&gt;
 &lt;br /&gt;
The staffers in charge of this plot are, and will, be having a little powwow before we can answer some of them to make sure there's no confusion.&lt;br /&gt;
&lt;br /&gt;
- Whirlpool&lt;br /&gt;
&lt;br /&gt;
===Apr 29===&lt;br /&gt;
====Maelstrom Monster Contest!====&lt;br /&gt;
Here at Tenebrae, we take everything very seriously.&lt;br /&gt;
&lt;br /&gt;
So, this week, we are having a contest involving a local artist!&lt;br /&gt;
&lt;br /&gt;
What deadly predator should Maelstrom draw more of?!??&lt;br /&gt;
&lt;br /&gt;
* Pirates&lt;br /&gt;
* Sharks&lt;br /&gt;
* Pirate-sharks&lt;br /&gt;
* Sandy&lt;br /&gt;
* Gorillas&lt;br /&gt;
* Other? (write-in)&lt;br /&gt;
 &lt;br /&gt;
You can see Mael's art over on: http://armsmastersproject.tumblr.com/. Please let him know what he should draw more of!&lt;br /&gt;
&lt;br /&gt;
I have written in &amp;quot;ponies.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
- Lah&lt;br /&gt;
&lt;br /&gt;
PS While there is no actual prize involved, those of us who participate shall experience Maelstrom's delicious, delicious tears as he contemplates the horrible anatomical challenge of a shark-pirate-ninja-squid-Sandy-gorilla. :D Please help out a worthy cause! Charity! Orphans! ...Things!&lt;br /&gt;
&lt;br /&gt;
===Apr 26===&lt;br /&gt;
====State of the MUX====&lt;br /&gt;
Hi, everyone! &lt;br /&gt;
 &lt;br /&gt;
It's about that time! &lt;br /&gt;
 &lt;br /&gt;
First, I want to thank all of you for your continued patronage of our game. All of you who've continued or started playing here are what makes all the stress of running a game like this, of this size, worth it. We're glad you're all having fun, and we hope you continue to have fun going forward as staff continues to work on things. We feel, as staff, our state is both stable and strong and that we can continue to build on it going forward. &lt;br /&gt;
 &lt;br /&gt;
I suspect most of you are curious about the recode. As things stand now, this is what we know: We will be shifting codebases to PennMUSH with an SQL backbone. This will make future implementations of content, as well as finding code help, more easily accomplished. This is proceeding at a good clip and Entropy is making amazing progress, especially with the help from all of you who've volunteered their time to assist with the data-base work that we've needed. I assure you, there is going to be plenty more where that came from. We're sorry for the inconvenience and we'll endeavor to get all of you reapproved quickly. This should be a smoother process than the initial Pathfinder switch was and we'll be able to hit the ground running again. There are going to be a -lot- of improvements, but the exact process of all of this will be outlined further as it becomes closer to the switch over. Please pay attention to this space! &lt;br /&gt;
 &lt;br /&gt;
I must also here note that we've decided to add both the Witch and the Inquisitor to our list of classes. There have been no objections to them and we'll be developing their thematic place in the world and adding them in as well. Witches are going to be a bit more problematic, thematically, than the Inquisitor, but we should be able to come up with something cool. &lt;br /&gt;
 &lt;br /&gt;
One things we're still concerned about is encouraging more grid RP and seeing to more many PRPs. We're looking into both things and doing our best to encourage both more. Grid RP has been seeing improvements lately and we'd like to see that continue. We're also looking at expanding more into 'off hours' things as well as encouraging more PRPs to be run! &lt;br /&gt;
 &lt;br /&gt;
Our storylines, with the pirates and the Azure/Cannibal Queen and more, are kicking into their next notch as you all might've noticed. A lot of you have been running with this stuff and we hope you continue to do so. :D &lt;br /&gt;
 &lt;br /&gt;
:Tenebrae's Staff&lt;br /&gt;
&lt;br /&gt;
===Apr 22===&lt;br /&gt;
====Community Challenge!====&lt;br /&gt;
So I have been thinking of a thing and I'd like to see where it goes. :3&lt;br /&gt;
&lt;br /&gt;
Each month, I'll be posting a Community Challenge! This challenge may be along the lines of a Sparklepire Template, or it might even be a new sort if magic item, or potential ideas for a DM-run plot arc. &lt;br /&gt;
&lt;br /&gt;
The challenge will run for around 3 weeks, give or take, and 'winning' entries shared at the end (if folks give their permission...I do not want to step on toes, here ^^;). &lt;br /&gt;
&lt;br /&gt;
Sometimes, there will be prizes (I'm sure you've seen a few folks running around with their new hats!) and sometimes, the prize may be well, seeing your idea put into play. It all depends on the topic and the situation of the time: regardless, you would get something. :3&lt;br /&gt;
&lt;br /&gt;
In a few hours, I'll be posting our !!FIRST!! official Community Challenge, so please keep your eyes, and ears, open!&lt;br /&gt;
&lt;br /&gt;
: - Lah&lt;br /&gt;
&lt;br /&gt;
====Challenge! So You Work at Paizo and...====&lt;br /&gt;
...in a few days, Paizo will be releasing their long-awaited Champions of Purity! But wait! Something's wrong and you have one final submission--and need to get it in, post-haste!&lt;br /&gt;
&lt;br /&gt;
Stop the presses!!!!&lt;br /&gt;
&lt;br /&gt;
So this month's Challenge:&lt;br /&gt;
&lt;br /&gt;
YOU are one of the content creators of Champions at Paizo! Craft something, anything that you feel fits the ideal of a CHAMPION! This challenge is not limited to 'paladins' and should encompass a broader range of characters, though they can certainly include them!&lt;br /&gt;
&lt;br /&gt;
The Champions of Purity encompasses a wide range of ideas: '...new subdomains, feats, inquisitions, rage powers, alchemical discoveries, rogue talents, summoner evolutions, hexes, and arcane discoveries...' ...so consider this Challenge to be wide open!&lt;br /&gt;
&lt;br /&gt;
Please give your item, rage power, or so on, a brief story. How did it come about, or why? If it's for a champion of Angoron, for example, perhaps it was first uncovered in Dran when a chieftain smote with one hand a primodeal dragon that flew in from the sky and threatened their tribe...!&lt;br /&gt;
&lt;br /&gt;
You have until May 10th. &lt;br /&gt;
&lt;br /&gt;
@mail or email submissions to: lahar.tenebrae@yahoo.com. If you like, you may share yours over here: http://forum.tenebraemush.net/index.php/topic,1536.0.html . If you do not have a wiki/forum account, please +request one ingame and I will get it taken care of as soon as possible.&lt;br /&gt;
&lt;br /&gt;
:- Lah&lt;br /&gt;
&lt;br /&gt;
===Apr 21===&lt;br /&gt;
====State of the Game Update Incoming====&lt;br /&gt;
Just as a note, we'll have a state of the game update forthcoming to update all of you on where we are and what's coming up. Keep your eyes peeled.&lt;br /&gt;
&lt;br /&gt;
- Whirlpool&lt;br /&gt;
&lt;br /&gt;
===April 18===&lt;br /&gt;
==== Bonuses List (RP 11)====&lt;br /&gt;
As you've seen, due to the recode, RP11 is being released in stages! The Egalrin received their mechanics update (please check the wiki) as well as some of their feat updates. More race feats, for them and many others, are also in the pipes.&lt;br /&gt;
&lt;br /&gt;
One of the updates we'd wanted to include are Roleplay Bonuses. Some of these you're familiar with--but we thought it'd be good to list them all on a page...as well as offering new ones. Basically, bonuses for things y'all do already: getting to know new players, for example. That is a big one!&lt;br /&gt;
&lt;br /&gt;
So, without further ado, head on down to Roleplay &amp;gt; [[Bonuses]], or... just click on this link: http://www.tenebraemush.net/index.php/Bonuses !&lt;br /&gt;
&lt;br /&gt;
In the meantime, please keep your eyes open. We'll be rolling out the rest of RP11 as we can...&lt;br /&gt;
&lt;br /&gt;
:- Your Tenebrae Staff&lt;br /&gt;
&lt;br /&gt;
====Flora and Fauna Update====&lt;br /&gt;
The page for our Companions, Familiars, and Bestiaries has received a facelift! Go and poke at World &amp;gt; [[Flora and Fauna]]!&lt;br /&gt;
&lt;br /&gt;
- Lah&lt;br /&gt;
===April 14===&lt;br /&gt;
====Egalrin Update (RP 11)====&lt;br /&gt;
We have updated the egalrin wiki with a number of changes to the race.&lt;br /&gt;
&lt;br /&gt;
These changes will likely not be reflected on your +sheets until we're converted to the new codebase. Familiarize yourself with the changes, however, and enjoy!&lt;br /&gt;
&lt;br /&gt;
Thank you to all who participated in developing the changes. theme reboot for the race is still oncoming.&lt;br /&gt;
&lt;br /&gt;
: -- Your Tenebrae Staff&lt;br /&gt;
&lt;br /&gt;
====Addendum====&lt;br /&gt;
As a heads-up, the feats Strengthened Wings and Improved Strengthened Wings were also updated, while Greater was removed. I think you will like the changes! There are more options down the line, including aerial acrobatic maneuvering, flaming fists, and so on...&lt;br /&gt;
&lt;br /&gt;
: - Lah&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===April 13===&lt;br /&gt;
====The Big News====&lt;br /&gt;
Hi everyone!&lt;br /&gt;
&lt;br /&gt;
As you might have noticed, we have from time to time indicated we've been hard at work preparing new projects for you and that big things are on the horizon. This is true.&lt;br /&gt;
&lt;br /&gt;
We am pleased to announce that Tenebrae will be receiving a very large code update in the near future thanks to Entropy. She will be extensively remodeling our code for us in a single, very large update that will see us converting to PENNMUSH.&lt;br /&gt;
&lt;br /&gt;
Some of you might ask why such a large conversion. The truth is, as we've tried to update our code, we've found it increasingly hard to find knowledgeable parties who have the time to help untangle the dense code MUX code we presently operate on. No doubt some of you have begun to notice the increasing numbers of cracks in the seams of our codebase becoming visible or longer delays in necessary improvements to the game infrastructure. Staff recognizes that these things are not okay and our decision to move to another codebase was motivated by our desire to be able to do things more easily for you. What this means is that, when this project is completed (and it is not as far away as you might think), we will be able to provide better, coded support for all of you and make use of nifty new functions to enhance our abilities to deliver content, like SQL. Things that are presently uncoded or just assumed will actually be in in the game to make your playing easier.&lt;br /&gt;
&lt;br /&gt;
There are some downsides, however.&lt;br /&gt;
&lt;br /&gt;
Chances are, we will all need to remake our characters in the new codebase like we did with the initial Pathfiinder conversion. If this is so, we will make an effort to make this as painless as possible for all of you so we can get back to the more important business of roleplaying and having a grand old time.&lt;br /&gt;
&lt;br /&gt;
We hope you all will enjoy to continue playing here on Tenebrae and that if you have any concerns about any of this (or want to volunteer to help for database entry, as we do need monkeys) you'll let us know.&lt;br /&gt;
&lt;br /&gt;
: -- Your Tenebrae Staff&lt;br /&gt;
&lt;br /&gt;
====Entropy's Addendum====&lt;br /&gt;
Hi, guys! So yes, as indicated by our dearest Whirlpool: I am spearheading the latest improvement to the codebase. I'd like to personally note that it's my primary objective to make this conversion as seamless as possible for every individual player, and I believe all your items, experience, and money will be transferred over. There's no need to stop roleplaying or running plots, and I more than welcome you to invite your friends to create a player and begin playing before the conversion, as we're only going up from here.&lt;br /&gt;
&lt;br /&gt;
I'd also really like to take this opportunity to note that if there are any features that you'd /like/ to see, that you address them to me in a mail or using the request system. I'd also like to thank Oates and Sonja for their contributions thus far, in addition to the other staff. Thank you, everyone, for your continued patience and being players. I love you all.&lt;br /&gt;
&lt;br /&gt;
: - Entropy&lt;br /&gt;
&lt;br /&gt;
====Status of Release Package 11====&lt;br /&gt;
With the upcoming database switch ahead of us, I wanted to take the time and address some of the contents of the next Release Package, particularly the racials. The content of this package has not changed, just the timing.&lt;br /&gt;
&lt;br /&gt;
In RP 11, we promised we would be adding to the egalrin, and that has not changed. The new database will launch with the new mechanics in place. Egalrin will be receiving some strengthening, and some bonus abilities. Nothing will be taken away, and we think you will like what's ahead. At least, we hope so. X)&lt;br /&gt;
&lt;br /&gt;
Depending on snafus, I may or may not make a point of releasing this portion ahead of time, though the way we are chugging along (with lots of help!) means that it will most likely run fairly smoothly.&lt;br /&gt;
&lt;br /&gt;
Second, racial feats. We have been working to flesh these options out since our feature launch. The new RP contains several options for the lucht, gnomes, mul'niessa, giantborn, egalrin, and war golems! These options are all approved, and given that we are adding in something like the 500+ core feats we already have (by hand), these will likely become our first &amp;quot;test&amp;quot; for content additions once we re-launch.&lt;br /&gt;
&lt;br /&gt;
We are all anxious to see these, and the other parts of the Release Package (and there are more), launched! The process should go fairly smoothly, and we'll be releasing updates on that as we move forward.&lt;br /&gt;
&lt;br /&gt;
In the meantime, please keep Lolth and Inferno in your thoughts. For NO REASON WHATSOEVER, they could use some images of monkey butts, amorous spiders, and very manly quarry nymphs sent their way. I suspect the more hirsute, the better!&lt;br /&gt;
&lt;br /&gt;
: - Lah&lt;br /&gt;
&lt;br /&gt;
===April 1===&lt;br /&gt;
====Contest Results!====&lt;br /&gt;
Oh, wow... XD&lt;br /&gt;
&lt;br /&gt;
You guys never cease to amaze me with your creativity! These templates are AMAZING. I've passed them on to Poops, who after much giggling said he'd &amp;quot;get back to me&amp;quot; and ran off, notebook in hand.&lt;br /&gt;
&lt;br /&gt;
...I dunno what's up with that. &amp;gt;.&amp;gt; &amp;lt;.&amp;lt;&lt;br /&gt;
&lt;br /&gt;
SO! Awards. :D I PROMISED THERE WOULD BE SOME!&lt;br /&gt;
&lt;br /&gt;
So, if you submitted an entry, check your +inventory! Then, check your @mail to find out what it does. :3&lt;br /&gt;
&lt;br /&gt;
Thank you for being part of our community.&lt;br /&gt;
&lt;br /&gt;
:- Lahar&lt;br /&gt;
&lt;br /&gt;
===March 28===&lt;br /&gt;
====New Magic Item!====&lt;br /&gt;
Just because. Check out the [[Equipment]] page!&lt;br /&gt;
&lt;br /&gt;
===Hopiday Challenge!===&lt;br /&gt;
In anticipation of International Chocolate Goes On Sale Day, we are hosting a challenge! &lt;br /&gt;
&lt;br /&gt;
THIS IS THE CHALLENGE!&lt;br /&gt;
&lt;br /&gt;
@mail me your design for a Sparklepire Template. For gnomes. :D No, this is a joke and Whirlpool will most definitely not use it in his upcoming plots.&lt;br /&gt;
&lt;br /&gt;
That's because Pyroclasm might.&lt;br /&gt;
&lt;br /&gt;
Winnage will be determined by humor and possibly a random die roll. Awards will be something nice, so be sure and @mail!&lt;br /&gt;
&lt;br /&gt;
Happy Chocolate Goes on Sale Day!!!&lt;br /&gt;
&lt;br /&gt;
:- Lahar&lt;br /&gt;
&lt;br /&gt;
===March 17===&lt;br /&gt;
====Updated PrP Rules====&lt;br /&gt;
We have updated our PRP rules. Please take some time to visit Roleplay &amp;gt; [[Player Run Plots]] and refamiliarize yourself with them. &lt;br /&gt;
 &lt;br /&gt;
We have streamlined the PRP rules considerably, combining our dramatic PRPs and other types of PRPs into a single system. &lt;br /&gt;
 &lt;br /&gt;
Let us know if you have any concerns or comments.&lt;br /&gt;
&lt;br /&gt;
====Skills Page====&lt;br /&gt;
The skills page has been completely revamped: Characters &amp;gt; [[Skills]].&lt;br /&gt;
&lt;br /&gt;
- Lah&lt;br /&gt;
&lt;br /&gt;
====Knowledge/Artifice====&lt;br /&gt;
Knowledge/artifice has been rolled into Craft/artifice. That said, please check your ranks and let us know if things don't add up. If they don't, we'll get it fixed. :3&lt;br /&gt;
&lt;br /&gt;
For a description of what Craft/artifice can do, please visit Characters &amp;gt; [[Skills]] on the website.&lt;br /&gt;
&lt;br /&gt;
- Lah&lt;br /&gt;
&lt;br /&gt;
===March 15===&lt;br /&gt;
====Events Fixed!====&lt;br /&gt;
Events are now fixed!&lt;br /&gt;
&lt;br /&gt;
===March 14===&lt;br /&gt;
====Entropy====&lt;br /&gt;
We've recently acquired another full time coder. This will speed many of our code projects up enormously. Stay tuned, everyone. We have big plans for all of you. :) &lt;br /&gt;
 &lt;br /&gt;
Everyone give Entropy a big welcome aboard.&lt;br /&gt;
&lt;br /&gt;
===March 11===&lt;br /&gt;
====Draconic Bloodlines====&lt;br /&gt;
As a heads-up, if you are of a DRACONIC bloodline, please send in a +req to the type of dragon your bloodline came from. Thank you.&lt;br /&gt;
&lt;br /&gt;
- Lah&lt;br /&gt;
===March 10===&lt;br /&gt;
====Release Package 10====&lt;br /&gt;
Thanks to some generous volunteer coding from Shrike's player, our sorcerers have been generously recoded. From this point on, bloodline spells are appropriately added, bloodline abilities will be listed on your sheets, subtypes have been added to chargen, and... what's this? &lt;br /&gt;
 &lt;br /&gt;
'''All Advanced Player's Guide bloodlines have been added.''' &lt;br /&gt;
 &lt;br /&gt;
But wait! That's not all. In addition, due to some generous effort by Lahar, '''Barbarians have also receied a significant upgrade with the an addition of *many* new rage powers that were previously unavailable.''' The complete list is available here: http://www.tenebraemush.net/index.php/Barbarian &lt;br /&gt;
 &lt;br /&gt;
Now, as usual, we will allow those who want to make retroactive changes to their characters to do so as we've made new content available. If you want to adopt a new bloodline and its feasible to do so, we'll make it happen. For already approved sorcerers who should have a subtype, please submit a request telling us what that subtype should be and we'll fix you up. For those of you missing spells from your +sheet/spells, we'll get you squared away after you submit a request. &lt;br /&gt;
 &lt;br /&gt;
Big thanks to Lahar and especially Shrike for her volunteer efforts, as well as to those who helped test the code: Colrick, Oates, and Gwendolyn. Thanks, everyone!&lt;br /&gt;
&lt;br /&gt;
===Feb 25===&lt;br /&gt;
====Navos Bless My OCD====&lt;br /&gt;
The [[Equipment]] page received a face-lift!&lt;br /&gt;
&lt;br /&gt;
- Lah&lt;br /&gt;
&lt;br /&gt;
===Feb 19===&lt;br /&gt;
====Magically Clean!====&lt;br /&gt;
The [[Magic]] page received a face-lift recently.&lt;br /&gt;
&lt;br /&gt;
- Lah&lt;br /&gt;
&lt;br /&gt;
===Feb 10===&lt;br /&gt;
====Release Package 9====&lt;br /&gt;
Hi, everyone! It's your friendly game director who is not at all a giant floofy talking toilet once again telling you that staff has completed another release of content for your enjoyment and benefit. &lt;br /&gt;
 &lt;br /&gt;
The release package, number nine, consists of the following things: &lt;br /&gt;
 &lt;br /&gt;
o The long-awaited +rpp/submit! &lt;br /&gt;
 &lt;br /&gt;
: - Help available on +help rpp &lt;br /&gt;
: - Submit a summary or a log &lt;br /&gt;
: - Examples available on +help rpp and Characters &amp;gt; RPPs &lt;br /&gt;
 &lt;br /&gt;
o 3 new human feats &lt;br /&gt;
 &lt;br /&gt;
o For new players: The first PrP you run will bump you to level 3, one time only! &lt;br /&gt;
 &lt;br /&gt;
o For existing players: Alt Advantage updated! For 10 RPP, start out at level 3 on your next alt, not 2. Special note: for the next month, we'll let you apply this to an alt who is still L2. Thereafter, it must be used before approvals. &lt;br /&gt;
 &lt;br /&gt;
Coming up, we'll be taking a close look at the Pirate Islands and Xian theme as well and delivering some revisions to both of these areas. Also in the pipe is a rebuilding of theme for the Eaglerin. &lt;br /&gt;
 &lt;br /&gt;
Big thanks to Mudslide and Lahar for the primary work on this package.&lt;br /&gt;
&lt;br /&gt;
- Whirlpool&lt;br /&gt;
&lt;br /&gt;
===Feb 1===&lt;br /&gt;
===Release Package 8===&lt;br /&gt;
Hi, everyone! &lt;br /&gt;
 &lt;br /&gt;
It has been a while since our last package release and now we've got anothe one for you! &lt;br /&gt;
 &lt;br /&gt;
For this package, we've...&lt;br /&gt;
: - Removed the 9th level powers we assigned to each race. We felt these weren't doing what we wanted them to do for giving our races flavor. &lt;br /&gt;
: - We have replaced the racial ninths with a series of racial feats for each race. These can be taken at any time when you meet the appropriate requirements (Lahar's note: check each of the racial pages--they now list their feats!), but... &lt;br /&gt;
: - We are also giving each of you a free racial feat at sixth. Sixth is a dead level in Pathfinder and this seemed an appropriate place to do so. The feats are based off existing Pathfinder and 3.5 feats and are now listed on our website's feats page. We will probably be including more of these down the line, as not all races have all the feats and options we'd like them to have. &lt;br /&gt;
: - There are probably still some minor typos in the mix. Please let us know if you find any. &lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
PRCs are nearing completion. We apologize for the lengthy delay some of you have faced in getting them in. Let us know when you're ready to level and we'll make sure you get set up, even if we have to chain Outbreak to a chair and bring out the rack. &lt;br /&gt;
 &lt;br /&gt;
Some other minor tidbits are as follows; &lt;br /&gt;
 &lt;br /&gt;
:- Firearms mastery for rangers has been adjusted. &lt;br /&gt;
 &lt;br /&gt;
: - Several aspects have been tweaked upwards in power, and some RPP prices dropped. &lt;br /&gt;
 &lt;br /&gt;
: - Humanoid shapechangers is once again an option for favored enemies in the codebase. &lt;br /&gt;
 &lt;br /&gt;
: - Race languages in chargen now match the wiki. &lt;br /&gt;
 &lt;br /&gt;
Poro and Lahar got the racial feats in, as well as most of the other features. Big thank to you to them, and a big thank you to everyone else who's been working at making this a great game, including all our recent player runners. It really makes us happy to see so many of you dipping your toes into the DM water and we hope you continue to do so.&lt;br /&gt;
&lt;br /&gt;
- Whirlpool&lt;br /&gt;
&lt;br /&gt;
====FEET...er, FEAT?====&lt;br /&gt;
The [[Feats]] page has been consolidated. This has nothing to do with upcoming announcements, absolutely nothingk. :D&lt;br /&gt;
&lt;br /&gt;
: - Lah&lt;br /&gt;
&lt;br /&gt;
===Jan 28===&lt;br /&gt;
====9th Level Powers====&lt;br /&gt;
As most of you know, all our races at this time have ninth level powers.&lt;br /&gt;
&lt;br /&gt;
This is going to be changed. We will be removing these powers and replacing them with a new system entirely. This system will likely, barring unforseen issues at this time, be a free racial feat at level 6, along with a few feat chains for those interested in pursuing them tied to the themes of each race.&lt;br /&gt;
&lt;br /&gt;
- Whirl&lt;br /&gt;
===Jan 10===&lt;br /&gt;
More streamlining by Azog. :3 Also, there's now some information on what to do if your country uses a different DST than the server. &lt;br /&gt;
&lt;br /&gt;
To install your +cal, go here: [[Personal Calendar]]!&lt;br /&gt;
&lt;br /&gt;
- Lahar&lt;br /&gt;
&lt;br /&gt;
===Jan 06===&lt;br /&gt;
====New Special Material====&lt;br /&gt;
Well...kind of. X) Say it is a new way to USE your special materials...&lt;br /&gt;
&lt;br /&gt;
Tenebrae is pleased to announce Essence Bonding! It is an ancient technique crafted by Green Word spiritualists of old, that permits the bonding of certain unique materials to the claws and teeth of their war beasts. During the ancient wars, it was used by these groups to great, and devestating effect...&lt;br /&gt;
&lt;br /&gt;
To read more about it, navigate to [[Characters]] &amp;gt; [[Equipment]] on the website. It's listed as a Special Material. &lt;br /&gt;
&lt;br /&gt;
With the introduction of Essence Bonding, we're also adding a new perk for becoming involved in the various, open orgs on Tenebrae. That is, when it is thematic for them, some open orgs may gain, over time, a slightly cheaper access to certain technologies or techniques. This does not equal exclusive--it just means a little cheaper, mainly as a reward for becoming involved in Tenebrae and in the world of Ea itself, and continuing to tell your story.&lt;br /&gt;
&lt;br /&gt;
- Lahar&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===January 1===&lt;br /&gt;
====+Events====&lt;br /&gt;
Now that we've ticked over the new year, +Events scheduled for this year will function properly again. &lt;br /&gt;
&lt;br /&gt;
====Holidays, pt 3 Reminder====&lt;br /&gt;
Hey, there. This is just a reminder to folks old and new about our last, final celebration of the holidays. I've posted on this before, but a reminder never hurts. :3&lt;br /&gt;
&lt;br /&gt;
For Holidays Part 3, I'll be awarding one of your PCs, from level 2-8, a free level...with treasure.&lt;br /&gt;
&lt;br /&gt;
All you need to do to earn it is, sometime between now and the end of January, email me (lahar.tenebrae at yahoo.com) 4 RPP logs OR 1 PrP log. Remember, Whirl will be hosting a PrP Workshop this Sunday (tomorrow), so please consider giving PrPs a go...&lt;br /&gt;
&lt;br /&gt;
Once you email me, I'll contact you and we'll take it from there, figure out what shinies you want, and so forth... :D&lt;br /&gt;
&lt;br /&gt;
- Lahar &lt;br /&gt;
&lt;br /&gt;
PS Because folks have asked, yes, the logs do need to be from January. All the best, - Lah&lt;br /&gt;
&lt;br /&gt;
===December 26===&lt;br /&gt;
====The Cinnamon Challenge====&lt;br /&gt;
This is an OFFICIAL NOTICE! ...we are offering a hefty, ONE-TIME bounty of ONE-HUUUUUNDRED XP!!! ...to anyone and everyone who can take up the 'Cinnamon Challenge.' ... :D&lt;br /&gt;
&lt;br /&gt;
This means.&lt;br /&gt;
&lt;br /&gt;
Picking up Cinnamon and tossing her at monsters. ICly.&lt;br /&gt;
&lt;br /&gt;
Bonus if you include a war cry.&lt;br /&gt;
&lt;br /&gt;
Have fun, guys. :3&lt;br /&gt;
&lt;br /&gt;
===December 25===&lt;br /&gt;
====Happy Holidays, pt 3!!!!!====&lt;br /&gt;
Damn. When I woke up this morning, I couldn't help but think how wonderful this season is. It's a time for family, for friends...for community.&lt;br /&gt;
&lt;br /&gt;
That is what we would like to do. Show our appreciation to you. Yes, YOU. :D&lt;br /&gt;
&lt;br /&gt;
So for this season, for the entire month of January (which is coming up in just a week!) we'll be offering a little something. &lt;br /&gt;
&lt;br /&gt;
What we'd like to do is kickstart the new year. Start it off right. And, we hope, give our DMs a little break--a way of thanking THEM for running nearly 3+ scenes a week for an entire YEAR.&lt;br /&gt;
&lt;br /&gt;
So!&lt;br /&gt;
&lt;br /&gt;
For the ENTIRE MONTH OF JANUARY, if you:&lt;br /&gt;
&lt;br /&gt;
Send in 4 RPP Logs - OR -  Run 1 PrP&lt;br /&gt;
&lt;br /&gt;
...we'll bump any alt, from levels 2-8, UP ONE FULL LEVEL, with some treasure to go with it. :3 &lt;br /&gt;
&lt;br /&gt;
Just email me the logs (lahar.tenebrae@yahoo.com), then let me know you did via +request, and include which alt your bonus goes to. That's all you have to do. I'll contact you and we'll take it from there.&lt;br /&gt;
&lt;br /&gt;
The PrP doesn't have to be top-notch, either. This is more about getting our feet wet, collectively. Pester Whirlpool for ideas. Pounce Inferno. Poke Pyro. He's a hippie. Just like Sandy.&lt;br /&gt;
&lt;br /&gt;
And Happy Holidays, from everyone here on Tenebrae. :D&lt;br /&gt;
&lt;br /&gt;
- Lahar&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
PS Some folks have asked, &amp;quot;What do I send in with a PrP?&amp;quot; You basically send the log, with rolls and ooc-foo. Check out Roleplay &amp;gt; Player Run Plots. I made a cheat sheet at the bottom.&lt;br /&gt;
&lt;br /&gt;
PPS Please give the PrPs a try. I want to give this award out. Yet, part of me also wants our DMs to have a special treat, too. So harass'em, invite'em along. Say thank you. :D And get your feet wet. XD &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===December 19===&lt;br /&gt;
====Actions and Maneuvers in PF!====&lt;br /&gt;
We've a new page up! It is in the Pathfinder section of our site and tries to clarify &amp;quot;Just What Can I do in a Round?&amp;quot; It also addresses combat maneuvers a bit, too. &lt;br /&gt;
&lt;br /&gt;
I don't claim everything is correct yet. If you see an error, don't hesitate to send a polite @mail. &lt;br /&gt;
&lt;br /&gt;
To see the charts, head on over to Start Here &amp;gt; [[Pathfinder Resources|What is Pathfinder]], and look under the Resources section. Or, [[Actions_in_Pathfinder|click here]].&lt;br /&gt;
&lt;br /&gt;
:- Lahar&lt;br /&gt;
&lt;br /&gt;
===December 10===&lt;br /&gt;
====Celebrating the Holidays, pt 2.5!====&lt;br /&gt;
&lt;br /&gt;
Happy Holidays! As we prepare for the final stretch of Tenebrae's holiday preparation, staff wanted to take time out to say hi to our new folks...and to give a firm hand-shake to the old. With this in mind, we wanted to ask: who are you? And, what stories do you want to tell?&lt;br /&gt;
&lt;br /&gt;
So just for the fun of it, staff is tossing out some Character Questionairres. You don't need to fill these out. X) But if you do, staff will award you 3 RPPs if you're new. If you're old, fill one out for your oldest, and youngest, PC. We'll give you 3 RPP for that, too. Just share what answers you can and share them on the forum. :3&lt;br /&gt;
&lt;br /&gt;
We may do PrP bounties with these, depending on the response and your own interests.&lt;br /&gt;
&lt;br /&gt;
[http://forum.tenebraemush.net/index.php/topic,1471.0.html Happy holidays, everyone!]&lt;br /&gt;
   &lt;br /&gt;
- Lahar&lt;br /&gt;
&lt;br /&gt;
PS No one HAS to do this. It's just something fun to help us learn about eachother. :D And that is why we are offering RPPs if you do. X)&lt;br /&gt;
&lt;br /&gt;
===December 8===&lt;br /&gt;
Paizo just released their [http://paizo.com/paizo/blog/v5748dyo5le61?Monkeying-Around official monk update]. We'll be incorporating it.&lt;br /&gt;
&lt;br /&gt;
: - Lahar&lt;br /&gt;
===November 26===&lt;br /&gt;
====About the Caravan...====&lt;br /&gt;
'''Note: '''Anyone who can email me a log showing their RP with any of these themes, the gobbers will give an extra-super-discounted price to (via magic; it just happens).&lt;br /&gt;
&lt;br /&gt;
Plugging RP Shamelessly Since 1997,&lt;br /&gt;
&lt;br /&gt;
:- Lahar&lt;br /&gt;
:lahar.tenebrae ... yahoo.com !&lt;br /&gt;
&lt;br /&gt;
===November 13===&lt;br /&gt;
====Search Paizo PRD from Google!====&lt;br /&gt;
We've made a plugin. Directions for installing it are in [[Start Here]] &amp;gt; [[Pathfinder_Resources|What is Pathfinder?]] and then scrolling down to the tutorials and resources section. Or, click [[Search_the_Paizo_PRD_Using_Google_from_Your_Browser|here]]!&lt;br /&gt;
&lt;br /&gt;
Works with Firefox, Chrome, and IE.&lt;br /&gt;
&lt;br /&gt;
:- Lahar&lt;br /&gt;
&lt;br /&gt;
===October 23===&lt;br /&gt;
====Ghosts, Gobbers, and Ghouls, Oh My!====&lt;br /&gt;
In just a few days, we enter into the land of spooks, ghosts, and goblins. And the High Hunt, one of Tenebrae's greatest festivities in honor of Gilead! To celebrate these two events, staff will be dropping the occasional, unique horror-themed Magic Item into plots and PrPs. That is, items that have never been seen before, and will not be seen again (probably).&lt;br /&gt;
&lt;br /&gt;
In addition, we'll be awarding all PrPs as Death Consent for the next two weeks! That is, treasure and XP will be given at the same level as they would a DM'd plot. In addition, well. There is the risk of DEATH.&lt;br /&gt;
&lt;br /&gt;
But it is Halloween.&lt;br /&gt;
&lt;br /&gt;
- Tenebrae Staff&lt;br /&gt;
&lt;br /&gt;
===October 13===&lt;br /&gt;
Not so long ago, we updated the grid. X) This was a project that ran the span of two years, and for which we're grateful to a number of folks for leading to its completion. &lt;br /&gt;
&lt;br /&gt;
Soon, we'll be working towards Release Package 8! RP8 will contain mostly PrCs and Feats, things that Outbreak, Thunder, and I will be digging into soon. &lt;br /&gt;
&lt;br /&gt;
In the meantime, I'd like to announce two more animal companions, ones we've had some demand for: the rhinoceros and the elephant! These two have been added to the wiki under World &amp;gt; [[Flora and Fauna]].&lt;br /&gt;
&lt;br /&gt;
There's a new [[RPPs|RPP spend]], as well: Gladiators! These [[RPPs]] provide bonuses to gladiatorial combat. &lt;br /&gt;
 &lt;br /&gt;
As PrCs take a bit of time to code, Ob and I will be dropping some items here and there, just so it doesn't hit at once. X) We're also working on some rules for artificer constructs, but this will need a little playtesting before it's released.&lt;br /&gt;
 &lt;br /&gt;
:- Lahar&lt;br /&gt;
&lt;br /&gt;
===October 10===&lt;br /&gt;
====Maps Added!====&lt;br /&gt;
We've added maps to the website! You may [[Alexandria|view them here]], or in the game by &amp;lt;font color=&amp;quot;gray&amp;quot;&amp;gt;+map/view &amp;lt;nowiki&amp;gt;&amp;lt;name of map&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/font&amp;gt;. Or, just type &amp;lt;font color=&amp;quot;gray&amp;quot;&amp;gt;+map&amp;lt;/font&amp;gt; while you're in that area.&lt;br /&gt;
&lt;br /&gt;
- Lahar&lt;br /&gt;
&lt;br /&gt;
====Release Package 8!====&lt;br /&gt;
We've begun to &amp;quot;gear up&amp;quot; for Release Package 8! While still in the works, it's known that RP8 will contain our Prestige Classes...as well as one or two other surprises.&lt;br /&gt;
&lt;br /&gt;
- Lahar&lt;br /&gt;
&lt;br /&gt;
====Do You Facebook?====&lt;br /&gt;
We're now on Facebook! Check us out at [https://www.facebook.com/tenebrae.mux Tenebrae.MUX]!&lt;br /&gt;
&lt;br /&gt;
Many of our community members use Facebook, so this is just another way to chat. We're not intending FB to be a major outlet, though we may share updates about Release Packages and the like. More, it's an opportunity for those who are interested to meet other members of the community...or for us to answer questions such as, &amp;quot;What's a MUX?&amp;quot; and &amp;quot;They're still alive, really?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Also, being who we are, '''we respect your choice of privacy: we're not going to friend you unless you friend us.''' How you make use of this resource is all up to you, though we're pleased to provide you updates and goings-on about the world we all share (this will be mostly in the form of Release Packages, or &amp;quot;hey, our server's down for a few hours&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
- Lahar&lt;br /&gt;
===September 13===&lt;br /&gt;
====Your Rumors, Your Stories!====&lt;br /&gt;
As part of celebrations, many of your stories and rumors have been placed on the grid! You can see them just by visiting...&lt;br /&gt;
&lt;br /&gt;
Among them:&lt;br /&gt;
&lt;br /&gt;
:Arena (Jibbom)&lt;br /&gt;
:Southern Bridge Over Tornmawr River (Colrick)&lt;br /&gt;
: Festival Grounds (Colrick)&lt;br /&gt;
: Catacombs (Cesran)&lt;br /&gt;
&lt;br /&gt;
...to name a few! Drop by, poke about, or contribute: http://forum.tenebraemush.net/index.php/topic,1426.0.html &lt;br /&gt;
&lt;br /&gt;
: Lahar&lt;br /&gt;
&lt;br /&gt;
====Orgs and You====&lt;br /&gt;
This is a bit lengthy, so I apologize ahead of time. On the other, I hope it answers some questions! &lt;br /&gt;
:- Lahar&lt;br /&gt;
     &lt;br /&gt;
''Where can I find lists of existing orgs?''&lt;br /&gt;
&lt;br /&gt;
There are several places to find lists of existing orgs: &lt;br /&gt;
&lt;br /&gt;
:Alexandria: Core Setting &amp;gt; [[Local Organizations]]&lt;br /&gt;
:Worldwide: World &amp;gt; [[Organizations]]&lt;br /&gt;
:Temple: World &amp;gt; Organizations &amp;gt; [[Religious Organizations|Temple Affiliations]]&lt;br /&gt;
:Monastic: World &amp;gt; Organizations &amp;gt; [[Organizations|Monastic]] OR Characters &amp;gt; Classes &amp;gt; [[Monk]]&lt;br /&gt;
:Cavalier: Characters &amp;gt; Classes &amp;gt; [[Cavalier]]&lt;br /&gt;
     &lt;br /&gt;
     &lt;br /&gt;
''What are some examples?''&lt;br /&gt;
&lt;br /&gt;
Many of the deities have their own groups, while others work together over a common cause. For instance, the Silver Crescent is composed of a number of different faiths, and Tarien and Angorite groups may often be found side by side, while other groups blend Korites and Angorites quite well.&lt;br /&gt;
     &lt;br /&gt;
Here's one of Eluna's:&lt;br /&gt;
&lt;br /&gt;
:Vision Keepers: This order is arguably a military armed faction of clergymen who follow Eluna. Composed mostly of non-elves, the followers of this order consist of paladins, rangers, and other warriors who often accompany other members of the clergy on quests to recover magical artifacts, locate ancient hoards as well as defend Eluna’s shrines and temples. The head of this order is known as The Wielder of the Star of Tears and represents the sickle phase of the moon. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Are orgs limited to the ones listed? Can I make my own?''&lt;br /&gt;
&lt;br /&gt;
Not at all, and yes, absolutely. In fact, if you've something specific that suits you, let us know. For player-created groups, the guidelines are pretty much the same as everything else: make sure you leave room for other people and that it is headed by NPCs. A chivalric group of knights is fine; the same chivalric group who is the star of everything and in secret rules the entire country is not... and, well, everyone should feel free to participate.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''How do I join an existing org?''&lt;br /&gt;
&lt;br /&gt;
For most orgs (save the underworld ones and the Crimson Hand), becoming a member just means declaring your intent and RPing towards it. You might even include it as part of your background. On Tenebrae, orgs are considered storytelling devices, not clubs, and we treat them as such. In fact, if an org lists &amp;quot;by invite only,&amp;quot; that is likely old text and should probably be deleted. Check with staff.&lt;br /&gt;
    &lt;br /&gt;
    &lt;br /&gt;
''Will there be more org-based RPP spends? RPP spends in general?''&lt;br /&gt;
&lt;br /&gt;
Yes.&lt;br /&gt;
     &lt;br /&gt;
 &lt;br /&gt;
''How can I get others involved?''&lt;br /&gt;
&lt;br /&gt;
Some of the ways include roleplay, and use of the Roleplay Requests +bboard. If you'd like some other ideas, speak with staff; we're always happy to help!&lt;br /&gt;
&lt;br /&gt;
===September 11===&lt;br /&gt;
====Events Code Updates====&lt;br /&gt;
&lt;br /&gt;
The +events code has another addition: +event/notifyalts&lt;br /&gt;
&lt;br /&gt;
If you've already set up your alts for the RPP tracker, then you just need to type +event/notifyalts. You and all your alts will then be set so that any time any one of your alts receives an alert for an +event they're scheduled for, the system will notify all of them. This goes for @mails and @pemits.&lt;br /&gt;
&lt;br /&gt;
Some notes: To set up your alts, send in a +request if you haven't already.&lt;br /&gt;
: Outbreak&lt;br /&gt;
&lt;br /&gt;
====Events +help Updates====&lt;br /&gt;
Updates:&lt;br /&gt;
* &amp;lt;del&amp;gt;+event/notifyalts is now listed under +help rpp.&amp;lt;/del&amp;gt; It'll be added soon to +help events. &lt;br /&gt;
* Information about the notifications, what type and when they occur, may now be found under +help events.&lt;br /&gt;
&lt;br /&gt;
: Lahar&lt;br /&gt;
&lt;br /&gt;
===September 10===&lt;br /&gt;
====Events Code Updates====&lt;br /&gt;
The +events code has an addition: alerts! 24-hours before an event is scheduled to start, the +events docket will send an @mail to the Poster of the +event as well as any confirmed players reminding them about it. 10 minutes and 0 minutes before an event is scheduled to start, the same players will receive a @pemit from the +events docket reminding them.&lt;br /&gt;
&lt;br /&gt;
These alerts will only occur on any events created AFTER this bbpost. Contact Outbreak with any questions you may have, or if you'd like your existing +event to start sending alerts.&lt;br /&gt;
: Outbreak&lt;br /&gt;
&lt;br /&gt;
===August 30===&lt;br /&gt;
====Aaaaand...Launched!====&lt;br /&gt;
Welcome to the new grid, y'all!&lt;br /&gt;
&lt;br /&gt;
As of now, the BRAND! NEW! GRID! is open to you guys! Feel free to explore it! Just remember to use the RP Nexus 'ic' exit the first time ''with each alt''. That way, the standard ooc and ic commands will work correctly for you from here on out.&lt;br /&gt;
&lt;br /&gt;
Along with the grid comes a new +map! It'll tell you where you are wherever you be. We have a couple different maps that you can view with +map/view all. Hooray!&lt;br /&gt;
&lt;br /&gt;
Finally, be sure to check out opportunities to earn additional RPPs, XP, and gold as a way to celebrate the end of two years' hard work: http://forum.tenebraemush.net/index.php?topic=1426&lt;br /&gt;
&lt;br /&gt;
Happy gridding, you guys! :D Be sure to thank all the staff for their hard work! ESPECIALLY ME. (Just kidding, I just threw the map code together. They did all the heavy lifting!)&lt;br /&gt;
&lt;br /&gt;
- Mudslide&lt;br /&gt;
&lt;br /&gt;
===August 29===&lt;br /&gt;
====Grid Launch, Tomorrow!====&lt;br /&gt;
Tomorrow evening, we'll be launching the new grid! As we do, we'll be closing off the old one. As of this time, please migrate your PCs off the old grid and towards the Gaming Table. If you forget, you will not be &amp;quot;trapped,&amp;quot; this will just make the transition easier for everyone.&lt;br /&gt;
&lt;br /&gt;
The new grid will be enterable via the RP Nexus. You'll enter it using the 'ic' exit, just as though you were a new player. From there on, you'll be able to use +ooc and +ic as normal.&lt;br /&gt;
&lt;br /&gt;
When hitting the new grid for the first time, you will find that it is a little different than the old one. For instance, everyone begins in part of the [[Alexandros|Heartlands]], the area around Alexandria. From here, it is sort of like Zelda--there are enterable towns and places, accessible from the greater &amp;quot;world map.&amp;quot; When you enter these places, the map will change to show the local townscape. On the new grid, there are two such places: [[Wilderness Pointe]], and [[Alexandria]].&lt;br /&gt;
&lt;br /&gt;
We condensed the grid as we could, while retaining important features and landmarks, and smoothing out some of the geography.  The role of the river, for instance, is more apparent and mountains may be traversed and visited. That said, it's condensed when compared to the older version. What this means is, the new grid will have that familiar feel to it, though it will be different.&lt;br /&gt;
&lt;br /&gt;
Also...as part of the opening celebrations, and the closing of RP7, we will be having some contests and events, and the chance to earn additional XP, RPPs, and more! +bbread on for details. :D&lt;br /&gt;
&lt;br /&gt;
- Tenebrae Staff&lt;br /&gt;
&lt;br /&gt;
====And to Celebrate...====&lt;br /&gt;
A game's grid is central to its community, and it is important to us that everyone get a chance to be a part of it. What we'd like to ask for your help in--is developing the rumors, legends, and history around these new areas in Alexandria and the Heartlands.&lt;br /&gt;
&lt;br /&gt;
See, while many areas of the grid are old, some are new, untried, and untested! How did these areas come about? What legends have been told about them?&lt;br /&gt;
&lt;br /&gt;
So! For every legend you craft and share on the forums, staff will award 1 RPP (up to 3). These legends should be a story in and of themselves--a legend locals tell about the Fate Spire, deep within the mountain range, for example. Local gossip throughout the shipyards about the dockworker who never came home. The tale you tell is up to you.&lt;br /&gt;
&lt;br /&gt;
Some new areas in need of local gossip include, but are not limited to:&lt;br /&gt;
&lt;br /&gt;
* The Monestary at Fate's Spire&lt;br /&gt;
* The Soldier's Defense&lt;br /&gt;
* Vadran Village&lt;br /&gt;
* The Arena&lt;br /&gt;
* The khazads' mining village, hidden in the midst of the Redridge Mountains...&lt;br /&gt;
&lt;br /&gt;
...and many more, waiting for your discovery, your exploration, your input.&lt;br /&gt;
&lt;br /&gt;
To share your legend, go here: http://forum.tenebraemush.net/index.php/topic,1426.0.html&lt;br /&gt;
&lt;br /&gt;
As an added bonus and to celebrate our new grid's opening, for the next three weeks we'll award a bonus RPP, as well as additional XP, to anyone who runs a PrP (Player Run Plot) featuring one of the new &amp;quot;legends&amp;quot; that someone's posted. Participants will receive a bonus, too!&lt;br /&gt;
&lt;br /&gt;
Thank you for being part of our community!&lt;br /&gt;
&lt;br /&gt;
- Tenebrae Staff&lt;br /&gt;
&lt;br /&gt;
===August 28===&lt;br /&gt;
====Hooray, Mudslide!====&lt;br /&gt;
Mudslide's chugging away at grid code!!!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===August 25===&lt;br /&gt;
====RP 7 Rollout, Part 1!====&lt;br /&gt;
Welcome to the first part of Release Package 7! RP7 is one of our larger packages, and so will be rolled out in parts. The first part involves a significant expansion of our Roleplay Points system, or RPPs. We've added a variety of new options, which can be seen under Characters &amp;gt; [[RPPs]] on the website!&lt;br /&gt;
&lt;br /&gt;
Note that some items have been adjusted due to feedback. If there was an increase, it's on us! If the cost was reduced, please let us know and we'll refund you.&lt;br /&gt;
&lt;br /&gt;
We've also included a new command, +roll/ten which can be used to 'take ten' on appropriate skills.&lt;br /&gt;
&lt;br /&gt;
Finally, we have two bug fixes! First, Wizard 0-Level Spells are now onboard and running, so please see 1/38 on getting those fixed if it is something you need to do. In addition, Fighter Training has received some tweaks and upgrades! If you're a fighter, please unequip and requip your armor and equipment to see the changes.&lt;br /&gt;
&lt;br /&gt;
As with all new additions, expect there to be a few bumps as things settle in. &lt;br /&gt;
&lt;br /&gt;
Thank you for being part of our community! Too, a special thanks goes out to everyone who's pitched in, particularly our coders, reviewers, to make this package a reality. Some of this has been over two years in the making, and we hope the wait has been, will be, worth it.&lt;br /&gt;
 &lt;br /&gt;
- Your Tenebrae Staff&lt;br /&gt;
&lt;br /&gt;
NOTE: The special materials policy has been rolled into RPPs.&lt;br /&gt;
&lt;br /&gt;
===August 22===&lt;br /&gt;
====Preview: New Grid!====&lt;br /&gt;
The new grid is a little different than the old one. For instance, you begin in part of the Heartlands, the area around Alexandria. From here, it is sort of like Zelda--there are enterable towns and places, accessible from the greater &amp;quot;world map.&amp;quot; When you enter these places, the map will change to show the local townscape. On the new grid, there are two such places: [[Wilderness Pointe]], and [[Alexandria]].&lt;br /&gt;
&lt;br /&gt;
Here's a sample of the new, traversable [[Alexandros|Heartlands]]:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
              ~~~  @@@@@@&lt;br /&gt;
               ~~~ @@@@@@@@&lt;br /&gt;
         ~~      ~~@[W]@@@@@&lt;br /&gt;
           ~~      @@@@@@@@&lt;br /&gt;
           ~~        |   ~~  ^&lt;br /&gt;
      -----------\   |  ~~   ^&lt;br /&gt;
     /      ~~    --[3]-[4]--[5]&lt;br /&gt;
     |       ~~     ~|    ^   |&lt;br /&gt;
    [7]       ~~~ ~~~|   ^    |&lt;br /&gt;
     |         ~~ ~~ |  ^     |&lt;br /&gt;
     |          ~~~~ | ^     [6]&lt;br /&gt;
     |             ~~| ^     /&lt;br /&gt;
    [1]-------------[A]^----/&lt;br /&gt;
    @@@             ~~ ^&lt;br /&gt;
  @@[2]@            ~~ ^&lt;br /&gt;
  @@@@@             ~~ ^&lt;br /&gt;
   @@@              ~~  ^&lt;br /&gt;
                     ~~ ^&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I've taken the legend off to save space...but, note the areas with letters instead of numbers. Those? Those are enterable &amp;quot;towns.&amp;quot; The biggest one is, of course, Alexandria...&lt;br /&gt;
&lt;br /&gt;
When the new grid launches, we'll be launching a MU-wide celebration, with chances to earn RPPs, XP, and additional treasures, so stay tuned!&lt;br /&gt;
&lt;br /&gt;
- Lahar&lt;br /&gt;
&lt;br /&gt;
'''UPDATE:''' The Core Setting menu is being updated in preparation for the launch. This is posted to help avoid any confusion in the meantime... *shuffleshuffle*&lt;br /&gt;
&lt;br /&gt;
===August 20===&lt;br /&gt;
====Happy Birthday, Lolth!====&lt;br /&gt;
[[file:mlpbd.png|link=http://forum.tenebraemush.net/index.php/topic,1407.msg7482.html]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
- Signed, Tenebrae (PS Couldn't find any dragons)&lt;br /&gt;
&lt;br /&gt;
===August 20===&lt;br /&gt;
====Preview: New RPP Spends!====&lt;br /&gt;
Whew! It has been a great season this year, and we've such a great community to thank for it. RP7 is around the corner, and as part of it, we've a number of things in store. The biggest of these, of course, is the new grid. The new grid is a project that's been 2+ years in the making, and has involved a near-MU-wide effort.&lt;br /&gt;
&lt;br /&gt;
In addition to the grid, we'll also have some new RPP spends. While this is all still in the reviews phase, I wanted to share some samples of what's up and coming...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''New Aspects...'''&lt;br /&gt;
&lt;br /&gt;
''Trickster's Affinity I''&lt;br /&gt;
&lt;br /&gt;
You've developed a talent for mischief and trickery. Whether through practice as an avid prankster or through some connection to one of the more mischievous Gods or spirits, your ability to trick others for a laugh gives you an aura of mirth and high spirits. You may well receive the notice of the temples of Tarien. Dancing Lights 3/day.&lt;br /&gt;
&lt;br /&gt;
''Trickster's Affinity II''&lt;br /&gt;
&lt;br /&gt;
Your affinity for trickery grows stronger, as does your fascination with pranks and mischief. At any time and whenever it would aid in your mischief, you may produce any mundane item valued at 5 GP or less from your person, as you just happen to have a variety of funny items on hand. The item must be something you could easily carry. Too, Coyote senses intent, so the item must be produced with the intent of a joke, prank, to illustrate a boasting tale, or similar effect. The item will fade out of existence after its use is complete, though will not last longer than an hour.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''New Spends...'''&lt;br /&gt;
&lt;br /&gt;
''Trained Blade (15 RPP, Active Organization Membership)''&lt;br /&gt;
&lt;br /&gt;
You've been honed, trained as a member of your organization. If you are an Elunite, for example, you've trained with the Hunters to find and bring back the misshapen of Garm. This purchase is only available to organizations with a more clearly defined opposition, so be sure to speak with staff before selecting it.&lt;br /&gt;
&lt;br /&gt;
Because of your training, you receive a +1 bonus to damage rolls made with a melee weapon against enemies of this type.&lt;br /&gt;
&lt;br /&gt;
For mechanical purposes, this should be selected after speaking with staff, and selected from the ranger's Favored Enemy list. Choices must be considered thematically appropriate. This may be taken more than once, but applies to a different type of creature each time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Organizational Knowledge (15 RPP, Active Organization Membership)''&lt;br /&gt;
&lt;br /&gt;
You've studied extensively within your organization. As a bonus, you receive a +2 to any specific skill check related to their area of study. This may include any knowledge, craft, or profession skill. This may be taken multiple times, but applies to a different skill each time. The choice of skill should be thematic to the group. For example, knowledge/dungeoneering would likely not fit the Hearthguards, but knowledge/nature for the understanding of herbs might. In contrast, knowledge/nature might not fit the Progressive Arcanists, but profession/scribe might.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I'm excited! I hope you, are, too! In the meantime, be sure to thank our code folk and our director, Whirlpoops the Fluffy Toilet. None of this would be possible without their efforts.&lt;br /&gt;
&lt;br /&gt;
See you ongrid!&lt;br /&gt;
&lt;br /&gt;
- Lahar&lt;br /&gt;
&lt;br /&gt;
===August 12===&lt;br /&gt;
Release Package 7 is on the wings. It is still a little ways away, but is entering the final stages of wrap-up. Included in RP7 will be the new grid.&lt;br /&gt;
&lt;br /&gt;
- Lahar&lt;br /&gt;
&lt;br /&gt;
===August 7===&lt;br /&gt;
====Roleplay Menu Updated====&lt;br /&gt;
A few more clarifications to the Roleplay menu to make it easier to navigate. &amp;quot;Roleplay Archives&amp;quot; is now &amp;quot;Game History&amp;quot;, and &amp;quot;Recent Logs&amp;quot; has been moved to just &amp;quot;Logs.&amp;quot; From there, you can pick Recent Logs or Archived Logs.&lt;br /&gt;
&lt;br /&gt;
We're also trying something a little different with our logs page! What do you think?&lt;br /&gt;
&lt;br /&gt;
: - Lahar&lt;br /&gt;
===July 30===&lt;br /&gt;
====RPPs: Clarifications and Updates!====&lt;br /&gt;
Hey there, folks. :3 After getting some feedback, I've clarified the [[RPPs|RPP page. How does it look]]?&lt;br /&gt;
&lt;br /&gt;
This is new for all of us, so we'll be keeping our ears to the ground in the coming months to hear what you have to say. RPPs, over time, will become a greater part of the game, and a way to award things we haven't had a method for, previously. Ancestral Weapon is one of these &amp;quot;types of things,&amp;quot; so expect to see options grow, not shrink. ... &lt;br /&gt;
&lt;br /&gt;
: - Lahar&lt;br /&gt;
&lt;br /&gt;
===July 21===&lt;br /&gt;
====RPPs: Multiple People in a Scene!====&lt;br /&gt;
How do you handle it when multiple people are in a scene, and want to send in a log? The best answer: use common sense and &amp;quot;whatever reasonably works.&amp;quot; Here's an example showing, and explaining, one way to do so: &lt;br /&gt;
 &lt;br /&gt;
:Roleplay &amp;gt; Roleplay Logs &amp;gt; [[A Cart of Rainbows]]&lt;br /&gt;
  &lt;br /&gt;
As always, please don't hesitate to speak up if you've a question. This is something new, and so we are all adjusting a little bit. ^^;&lt;br /&gt;
&lt;br /&gt;
===July 20===&lt;br /&gt;
====Roleplay Menu Updated====&lt;br /&gt;
The Roleplay menu has been updated! It's a little more organized, now. And look! Pathfinder!&lt;br /&gt;
&lt;br /&gt;
- Lahar&lt;br /&gt;
&lt;br /&gt;
===July 19===&lt;br /&gt;
====Grappling!====&lt;br /&gt;
We've updated the grappling charts to include a few more offerings from the greater Pathfinder community. Visit Start Here &amp;gt; [[Pathfinder Resources|What is Pathfinder?]] and check under &amp;quot;Pathfinder Resources.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===Wed Jun 20===&lt;br /&gt;
====Release Package 6!====&lt;br /&gt;
Hello, everyone!&lt;br /&gt;
&lt;br /&gt;
Our sixth release package is now in the process of rolling out!&lt;br /&gt;
&lt;br /&gt;
The largest of the changes will be the introduction of RPPs. The code is now live, as you can see from your +sheets, and we'll be publishing some more information on this soon. We'll also be awarding everyone some starting points as well as bonuses from Aspects that were earned up until this time.&lt;br /&gt;
&lt;br /&gt;
We're also pleaed to announce some other tools that are going live. The Magic Item generator is the chief of these adn thse will be available during DM'd scenes to assist in the purchase of scrolls and potions. Expect some kinks and bugs to need to be worked out with these.&lt;br /&gt;
&lt;br /&gt;
Also included in RP6 are a number of fixes. Among them:&lt;br /&gt;
&lt;br /&gt;
* Attribute Damage is now calculated correctly.&lt;br /&gt;
* Chargen weighted attributes now let you know how much is left to spend!&lt;br /&gt;
* Numerous pre-req updates and fixes.&lt;br /&gt;
* A code tweak or two.&lt;br /&gt;
* Removed the old 3.5 feats of: Danger Sense, Dive for Cover, Double Wand Wielder, Wandstrike&lt;br /&gt;
* Knowledge/Artifice now merged with Craft/Artifice. If this means you have additional skill points leftover, please +request.&lt;br /&gt;
&lt;br /&gt;
A big thanks to the hard work of the entire staff corp and those players who've been assisting us with these matters. A special shout out goes to Azog, whose help has been instrumental.&lt;br /&gt;
&lt;br /&gt;
'''UPDATE:''' RP6 is now fully operational. Be sure to follow the [[Getting Started with RPPs]] and send staff your feedback.&lt;br /&gt;
&lt;br /&gt;
===May 29===&lt;br /&gt;
====Release Package 5====&lt;br /&gt;
Hi everyone. Whirlpool here!&lt;br /&gt;
&lt;br /&gt;
We're pleased to announce Release Package 5 is rolling out like Optimus Prime. This mostly consists of a few small things and a couple big things that have finally been made possible. Everyone's been burnin' the midnight oil as much as possible to make it all happen.&lt;br /&gt;
&lt;br /&gt;
So, without further ado, Release Package 5 is here for your consideration and praise of our benevolent awesomeness. &amp;lt;.&amp;lt;&lt;br /&gt;
&lt;br /&gt;
Okay, in all seriousness, here it goes:&lt;br /&gt;
&lt;br /&gt;
* '''Artificer Spells''': The artificer's received a few new spells! A few of these are carried over into the Wizard/Sorc and Bard lists, though the focus has been on our new class and developing appropriate content for it. You can find these new spells by visiting the [[Artificer|Artificer's class page]]!&lt;br /&gt;
&lt;br /&gt;
* '''+hp''': Need to know your party's current hit points during battle? Type +hp when in a DM scene or a Plot Room. +hp is crafted primarily to help out our healers. Thank you, Outbreak!&lt;br /&gt;
&lt;br /&gt;
* '''Multiple Noms''': Type +help xp to see our new +nom command, +nom/multi! Also note that +nomcheck is now +nom/check. This is part of a slow, careful move towards a more uniform command structure. +nomcheck will work for a while, and will eventually be phased out in favor of the new form.&lt;br /&gt;
&lt;br /&gt;
* '''Events''': The biggest part of RP5 is our new events code! Events will help you schedule any sort of event related to Tenebrae: plots, gatherings, socials, and even gathering online to watch a movie at the Gaming Table. Given the size and complexity of this program, please consider it to be in beta, and forward any bugs through our +request system. Type +help events to get started!&lt;br /&gt;
&lt;br /&gt;
As with any new content, there may be a tweak or two as we move forward. Thank you for playing with us, for for being a part of this community.&lt;br /&gt;
&lt;br /&gt;
Our next RP will focus on the RPPs you've seen about the site (Characters &amp;gt; [[RPPs]]), and bringing them live. We're continuing work on the grid as well, and hope to have it in play soon.&lt;br /&gt;
&lt;br /&gt;
===May 24===&lt;br /&gt;
====New Website Section====&lt;br /&gt;
Opened up our [[Play Now]]! section!&lt;br /&gt;
&lt;br /&gt;
===May 23===&lt;br /&gt;
====Release Package Upcoming====&lt;br /&gt;
Hi, everyone! &lt;br /&gt;
 &lt;br /&gt;
It has been some time since our last release package. We have been hard at work on a new one and it will soon be going live. Big thanks to everyone who has so far worked on it. EQ and Outbreak especially, along with Lahar, of course. &lt;br /&gt;
 &lt;br /&gt;
Keep your eyes peeled!&lt;br /&gt;
&lt;br /&gt;
: - Whirlpool&lt;br /&gt;
&lt;br /&gt;
===May 5===&lt;br /&gt;
====What's Needed?====&lt;br /&gt;
One of the most frequent questions we get asked is: what's needed? Well, the best response is to play what you like. This is a game about having fun within a community. In that spirit, too...we thought we'd offer up a few ideas. These are not required, they're not even us or anyone else asking you to play them.&lt;br /&gt;
&lt;br /&gt;
However, the question DOES come up. So, IF one of these strikes your fancy, and IF you'd enjoy playing it...why, dive right in!! Always, always, however: play what you love.&lt;br /&gt;
&lt;br /&gt;
''Oruch Bards''&lt;br /&gt;
&lt;br /&gt;
The 'goblinoid' races in general could use some love, yet here is a concept that is rarely played out. With their ties to their ancestors and great voices, [[oruch]] make strong war [[bard|bards]], as versed in blood as they are song and history.&lt;br /&gt;
&lt;br /&gt;
''Arvek Nar Cavaliers, Fighters, Druids''&lt;br /&gt;
&lt;br /&gt;
The [[Arvek Nar|arvek nar]] are an emergent race with ties unknown to the goddess [[Serriel]]. They are masters of war and combat. [[cavalier|Cavaliers]], [[fighter|fighters]], are all needed and well-within their grasp. They feature [[druid|druids]] as well--secret trainers of their famed war mounts.&lt;br /&gt;
&lt;br /&gt;
''Gobber Artificers''&lt;br /&gt;
&lt;br /&gt;
These gun-toting stinkers could use some love and flavor. Known artificers, inventors, and thieves, the [[artificer]] class lends itself to gun use with its Titan Armor, and [[gobbers]]...well. Gobbers love things that go boom. Firearms are iconic for them.&lt;br /&gt;
&lt;br /&gt;
''Khazad-Aul, Khazad-Mornir Warriors''&lt;br /&gt;
&lt;br /&gt;
The iconic [[fighter|warrior]], the [[khazad]] are sorely unrepresented in this area. So too, are their wise priests and [[cleric|clerics]], who tend to hold a respected, and treasured, place within khazad society. A number of them are also famed beard-readers and diviners, a respected form of divination among the race.&lt;br /&gt;
&lt;br /&gt;
''Clerics''&lt;br /&gt;
&lt;br /&gt;
[[cleric|Clerics]] in general are always a welcome addition. They're one of the ones we suggest 'in general,' because not only are they always needed, they're a great way to get to know others, and make friends.&lt;br /&gt;
&lt;br /&gt;
''Wizards''&lt;br /&gt;
&lt;br /&gt;
[[wizard|Wizards]]! While the knowledge skill heavy or linguistically talented wizard is iconic, there are other avenues to explore with wizards. We'd like to see them.&lt;br /&gt;
&lt;br /&gt;
===April 29===&lt;br /&gt;
====Update to Rangers====&lt;br /&gt;
Rangers (mounted combat) and cavaliers now have the abilitiy to summon their mounts to their side, a limited number of times per day. Each class flavors the ability differently, and according to theme. This is to help even out the playing field somewhat, and relieve some anxiety about such concepts.&lt;br /&gt;
&lt;br /&gt;
:- Lahar&lt;br /&gt;
&lt;br /&gt;
===April 25===&lt;br /&gt;
====Ten Years of Tenebrae====&lt;br /&gt;
That's right, folks. &lt;br /&gt;
 &lt;br /&gt;
This May, Tenebrae turns ten years old. It's hard for me personally to believe that we've been going this long and we're stronger than ever. Hopefully, this is a trend that continues. This is not something we could have done without a lot of blood, sweat and tears from everyone who has ever staffed here and the combined efforts of all of you. &lt;br /&gt;
 &lt;br /&gt;
There will be more forthcoming on this front. Few MUSHes reach this kind of milestone and we'll definitely be celebrating it and talking more about our future plans. &lt;br /&gt;
 &lt;br /&gt;
:- Whirl&lt;br /&gt;
&lt;br /&gt;
====Profession Skills Now on Website====&lt;br /&gt;
The [[Skills|skills page]] now contains a list of professions. Before, this list was only available in chargen and during advancement. &lt;br /&gt;
&lt;br /&gt;
:- Lahar&lt;br /&gt;
&lt;br /&gt;
===April 16===&lt;br /&gt;
====The Official Jinks' Sheet Contest====&lt;br /&gt;
It is our firm belief that Jinks' +sheet is not yet long enough. &lt;br /&gt;
 &lt;br /&gt;
We are offering a 10 XP bonus for hilarious submissions of things that should be added to his +sheet under miscellaneous abilities. There is a maximum of 100 XP earned this way. &lt;br /&gt;
 &lt;br /&gt;
Please @mail Lahar and I with your submissions.&lt;br /&gt;
&lt;br /&gt;
:- Whirlpool&lt;br /&gt;
&lt;br /&gt;
====Already on Jinks' Sheet====&lt;br /&gt;
Already on Jinks' Sheet:&lt;br /&gt;
&lt;br /&gt;
     * Deadbeat Dad&lt;br /&gt;
     * Chopped Liver&lt;br /&gt;
     * Landscape Gnome&lt;br /&gt;
     * Lengthy Rap Sheet&lt;br /&gt;
     * Levels Inconveniently&lt;br /&gt;
     * Owes Child Support&lt;br /&gt;
     * Smartypants McGnomerson&lt;br /&gt;
     * Springheel'd Jinks&lt;br /&gt;
     * Typhoid Gnomery&lt;br /&gt;
&lt;br /&gt;
Looking forward to your ideas. XD&lt;br /&gt;
&lt;br /&gt;
:- Lahar&lt;br /&gt;
&lt;br /&gt;
===April 12===&lt;br /&gt;
====Gentle Reminder!====&lt;br /&gt;
This is just a gentle reminder to folks: If you think a time is going to bad for you for a scene you've been scheduled for, please remember to let the DMs know as quickly as possible. We put a lot of work into our scenes and having people no show or show late or tell us at the last minute they can't make can be frustrating. Keep in mind we have a lot of players in a lot of timezones, some of whom have to rearrange their sleeping schedules just to make their scenes. &lt;br /&gt;
 &lt;br /&gt;
No one is being pointed a finger at here -- this is just a general reminder from which we can all benefit. It is important to stay in communication and sometimes those things can slip.&lt;br /&gt;
&lt;br /&gt;
:- Whirl&lt;br /&gt;
&lt;br /&gt;
===April 05===&lt;br /&gt;
====Introducing... ME!====&lt;br /&gt;
New staffette here, Pororoca, the destructive wave! In very short order, I hope to be crushing your hopes and dreams in the manner you are accustomed to from my mentor, Whirlpool. Thank you. You may get back to quivering in fear.&lt;br /&gt;
&lt;br /&gt;
:- Pororoca&lt;br /&gt;
===April 02===&lt;br /&gt;
====CLOSED: Friendship Reports====&lt;br /&gt;
That's it, it was fun while it lasted. No more Friendship Reports -- we shall sleep, and then see what everypony has written to us about magic of friendship.&lt;br /&gt;
&lt;br /&gt;
:- Cobweb Tangle&lt;br /&gt;
&lt;br /&gt;
===April 02===&lt;br /&gt;
====Thank you, everyone!====&lt;br /&gt;
Hi, everyone! We want to thank all of you for getting into the spirit of our April Fool's Day Joke. Rest assured, all of you are a big part of what makes this game successful and awesome. We'd also like to offer a special thank you to those who helped us make it work: Eleria, Melon, and Azog. &lt;br /&gt;
 &lt;br /&gt;
We could not have done this without them. &lt;br /&gt;
 &lt;br /&gt;
We'll begin the process of unponifyng everyone tonight. :)&lt;br /&gt;
&lt;br /&gt;
:- Rainbow Swirl&lt;br /&gt;
&lt;br /&gt;
===April 01===&lt;br /&gt;
====Welcome to Ponyfinder!====&lt;br /&gt;
Welcome to Ponyfinder!&lt;br /&gt;
&lt;br /&gt;
Er...welcome, everypony! We're proud to announce that after a year and a half of work, we're ready to launch Ponyfinder here on Tenebrae! You'll see more and more of the Ponytheme appearing over the next week, so we ask you to be patient with us until that time.&lt;br /&gt;
&lt;br /&gt;
In the meantime, you can catch a sneak peek at our new races by visiting People &amp;gt; [[Races]]. You will want to think of ponynames for your existing PCs, also (and we will be providing a tool to help do so, shortly).&lt;br /&gt;
&lt;br /&gt;
Be sure to check out our new login, and website, too, for hints of things to come!&lt;br /&gt;
&lt;br /&gt;
Your new staff are:&lt;br /&gt;
&lt;br /&gt;
:Whirlpool -&amp;gt; Rainbow Swirl&lt;br /&gt;
:Lahar -&amp;gt; Chocolate Lava Cake&lt;br /&gt;
:Lolth -&amp;gt; Aunty Cobweb Tangle&lt;br /&gt;
:Pyroclasm -&amp;gt; Hippieclasm&lt;br /&gt;
:Earthquake -&amp;gt; Cranky Doodle Donkey&lt;br /&gt;
:Thunder -&amp;gt; Thunder Hooves&lt;br /&gt;
&lt;br /&gt;
Welcome to Ponyfinder! Friendship truly IS Magic...&lt;br /&gt;
&lt;br /&gt;
====Pony resources====&lt;br /&gt;
If you have trouble visualizing your ponyself, we recommend to use this handy tool for creating your ponysona:&lt;br /&gt;
&lt;br /&gt;
http://generalzoi.deviantart.com/art/Pony-Creator-Full-Version-254295904&lt;br /&gt;
&lt;br /&gt;
:- Cobweb Tangle&lt;br /&gt;
&lt;br /&gt;
====Friendship Reports====&lt;br /&gt;
Since our beloved cousin Celestia is not around, we accept friendship reports in her stead.&lt;br /&gt;
&lt;br /&gt;
Everypony who sends a friendship report via @mail to us, Cobweb Tangle, today, will be rewarded for their effort.&lt;br /&gt;
&lt;br /&gt;
Instructions:&lt;br /&gt;
1) Send @mail to Cobweb Tangle, titled &amp;quot;Friendship Report&amp;quot;.&lt;br /&gt;
2) Write what you have learned about magic of friendship today. (Note that the best ones shall be shared with public, because everypony should learn.)&lt;br /&gt;
3) Only one friendship report per character. If you have used Pony Creator (see the link in a previous post) to create a ponysona, share the link for extra rewards.&lt;br /&gt;
&lt;br /&gt;
:- Cobweb Tangle&lt;br /&gt;
&lt;br /&gt;
====Ponyfinder RP====&lt;br /&gt;
Today, a colorful mist surrounds Alexandria. For the next 24 hours, you may take your ponyfinder pony ongrid as the land of Friendship and Dreams briefly visits. RP for this day will be considered to happen in a 'pony sandbox,' so please have fun, everypony!&lt;br /&gt;
&lt;br /&gt;
P.S. You can, of course, have normal RP. It just cannot involve ponies.&lt;br /&gt;
&lt;br /&gt;
:-Chocolate Lava Cake&lt;br /&gt;
&lt;br /&gt;
===March 24===&lt;br /&gt;
====RPPs!====&lt;br /&gt;
''The oruch stood his ground as the army marched away. He could not go with them--his destiny, as much as he cursed it, lay at the small bundle at his feet. An arm shot up, its skin oddly translucent, its interior filled with smoke. The djinn. Wanted their child back.''&lt;br /&gt;
&lt;br /&gt;
Stories. Roleplay. Adventure. These three are at the heart of Tenebrae. Though, we've always struggled with how to reward stories. When monsters aren't involved, DnD turns shy. &lt;br /&gt;
&lt;br /&gt;
We'd begun this journey with Dramatic PrPs, and Aspects, and with their success, are looking to expand into a new, more flexible realm. We're pleased to announce RPPs, or Role Play Points.&lt;br /&gt;
&lt;br /&gt;
RPPs are tied to you, the player. You earn them by doing awesome things, and logging it. Get ongrid, tell a story, and let us know about it. Once you accumulate these points, you can spend them however you wish, on any alt you like.&lt;br /&gt;
&lt;br /&gt;
Aspects are being rolled into this system which is, we hope, an overall and smoother approach to them. As we prepare to launch, we welcome your questions, and while we may not always have answers, we will try our best. Bear with us, though, and keep in mind, as with any new thing there may need to be adjustments along the way, based on feedback.&lt;br /&gt;
&lt;br /&gt;
To see what's down the line, visit Characters &amp;gt; [[RPPs]].&lt;br /&gt;
&lt;br /&gt;
:- The Tenebrae Staff and Community&lt;br /&gt;
&lt;br /&gt;
===March 19===&lt;br /&gt;
====Time Is Out of Kilter (not)====&lt;br /&gt;
Hello, peeps. As a reminder, Finland (where the server lies), does not warp into future 'till 25th of March. There's nothing wrong with the reality you observe.&lt;br /&gt;
&lt;br /&gt;
:- Lolth&lt;br /&gt;
&lt;br /&gt;
===March 19===&lt;br /&gt;
====Automagic Log Cleaner====&lt;br /&gt;
Our automagic log cleaner is now available in two places on the website:&lt;br /&gt;
&lt;br /&gt;
: Roleplay &amp;gt; Logs &amp;gt; [[How to Format a Log Quickly|Automagic Log Cleaning]], OR&lt;br /&gt;
: Start Here &amp;gt; Wiki Help &amp;gt; [[How to Format a Log Quickly|Automagic Log Cleaning]]&lt;br /&gt;
&lt;br /&gt;
Let me know if you run into any issues.&lt;br /&gt;
&lt;br /&gt;
:- Lahar&lt;br /&gt;
&lt;br /&gt;
===March 19===&lt;br /&gt;
====Reminder II====&lt;br /&gt;
This is a second reminder to Whirl's first reminder!&lt;br /&gt;
&lt;br /&gt;
Death in DnD isn't that big of a deal, OOCly. ICly, it's part of the profession you're in. People with Destinies (adventurers) have a chance to come back, and it's part of life (ha ha). &lt;br /&gt;
&lt;br /&gt;
Althea even sponsors raises.&lt;br /&gt;
&lt;br /&gt;
So sit back and enjoy the game. Stories are what you make of them.&lt;br /&gt;
&lt;br /&gt;
:- Lahar&lt;br /&gt;
&lt;br /&gt;
===March 19===&lt;br /&gt;
====Reminder====&lt;br /&gt;
All DM plots and Plotmaster plots are ones in which you automatically consent to the risk of death. &lt;br /&gt;
 &lt;br /&gt;
That said, this is D&amp;amp;D. Death is not exactly the end of the game. &lt;br /&gt;
 &lt;br /&gt;
:- Whirl&lt;br /&gt;
&lt;br /&gt;
(p.s. Current DMs are: Whirl, Thunder, Pyro. Current Plotmasters are: Jinks, Spike, Eva. &amp;lt;3 Tsu)&lt;br /&gt;
&lt;br /&gt;
===March 12===&lt;br /&gt;
====Eva!====&lt;br /&gt;
Eva has officially decided to join our Plotmaster squad. :) &lt;br /&gt;
 &lt;br /&gt;
Everyone give her a big welcome!&lt;br /&gt;
&lt;br /&gt;
:- Whirl&lt;br /&gt;
===March 11===&lt;br /&gt;
====ASCII Art====&lt;br /&gt;
Ported over from...way, way back in 2009, on crafting ASCII art, using it within a MU, and how to do so responsibly (and for effect). If you've any questions, please ping.&lt;br /&gt;
&lt;br /&gt;
:http://www.tenebraemush.net/index.php/ASCII_Tutorial&lt;br /&gt;
&lt;br /&gt;
:- Lahar&lt;br /&gt;
&lt;br /&gt;
===March 11===&lt;br /&gt;
====Automagic Log Cleaning!====&lt;br /&gt;
With a click or two and a little help from Notepad++, you can now automagically clean your logs! A big thanks to Eleria for helping out with this project! Without his assistance with the RegEx, none of this would be possible.&lt;br /&gt;
&lt;br /&gt;
You can find the instructions here: &lt;br /&gt;
: Roleplay &amp;gt; Logs &amp;gt; [[How to Format a Log Quickly|Automagic Log Cleaning]], OR&lt;br /&gt;
: Start Here &amp;gt; Wiki Help &amp;gt; [[How to Format a Log Quickly|Automagic Log Cleaning]]&lt;br /&gt;
&lt;br /&gt;
The tutorial gives you two options: manual, and macros. Manual is useful if you'd just like to clean out specific sections. Macro are useful if you want to clean everything at once (though I've included a macro for &amp;quot;everything except OOC,&amp;quot; too).&lt;br /&gt;
&lt;br /&gt;
You can also find the tutorial by navigating to Roleplay &amp;gt; Logs, and looking at the top help section.&lt;br /&gt;
&lt;br /&gt;
Please @mail me with your feedback, and make sure to thank Eleria next time you see him.&lt;br /&gt;
&lt;br /&gt;
:- Lahar&lt;br /&gt;
&lt;br /&gt;
===March 09===&lt;br /&gt;
I am running a little behind on requests. I will get to them this weekend. :)&lt;br /&gt;
&lt;br /&gt;
:- Whirl&lt;br /&gt;
&lt;br /&gt;
===February 29===&lt;br /&gt;
====Artifice Armor Clarification====&lt;br /&gt;
Artificer's Titan Armor clarified a bit. We hope this helps. :3&lt;br /&gt;
&lt;br /&gt;
http://www.tenebraemush.net/index.php/Artificer&lt;br /&gt;
&lt;br /&gt;
:- Lahar&lt;br /&gt;
&lt;br /&gt;
===February 29===&lt;br /&gt;
====Languages====&lt;br /&gt;
Just a heads-up that the languages in CG aren't accurate. We'll be rectifying this as soon as possible.&lt;br /&gt;
&lt;br /&gt;
:- Lahar&lt;br /&gt;
&lt;br /&gt;
===February 26===&lt;br /&gt;
====Wow!====&lt;br /&gt;
We broke our all time connections record. Yes, a chunk of that was connected alts, but holy hell. We broke the record. 70 connections. That's a lot of players no matter how you look at it. &lt;br /&gt;
 &lt;br /&gt;
Thank you, again, to everyone for making Tenebrae a continued success.&lt;br /&gt;
&lt;br /&gt;
:- Whirl&lt;br /&gt;
&lt;br /&gt;
===February 25===&lt;br /&gt;
[[Behaviour#What_About_Alts.3F_And_Alt_Secrecy.3F|Alt policy clarified a bit]]. This is a direction we've been in for some time--it's about time to write it down. So we did! None of it should be a surprise, and is more a continuation with what we'd begun with forum logins.&lt;br /&gt;
&lt;br /&gt;
===February 24===&lt;br /&gt;
====Request Backlog====&lt;br /&gt;
We have a backlog of requests. I will be trying to work through them and approvals this weekend. :)&lt;br /&gt;
&lt;br /&gt;
:- Whirl&lt;br /&gt;
&lt;br /&gt;
===February 22===&lt;br /&gt;
====They Said I had OCD...====&lt;br /&gt;
...I believed them: http://www.tenebraemush.net/index.php/Feats&lt;br /&gt;
&lt;br /&gt;
:- Lahar&lt;br /&gt;
&lt;br /&gt;
===February 19===&lt;br /&gt;
I'll be out of town on business this coming Tuesday, February 21st, through Friday, the 24th.&lt;br /&gt;
&lt;br /&gt;
:- Thunder&lt;br /&gt;
&lt;br /&gt;
===February 16===&lt;br /&gt;
====Recent History Updated====&lt;br /&gt;
We've updated the recent history on the wiki at Roleplay &amp;gt; [[Recent_History#The_Fake_Mists|Recent History]] to reflect the 'Fake Mists' plot that ended recently. &lt;br /&gt;
 &lt;br /&gt;
This should bring several of our newer players up to date on what has gone on with that. :) &lt;br /&gt;
 &lt;br /&gt;
:- Whirl&lt;br /&gt;
&lt;br /&gt;
===February 15===&lt;br /&gt;
====...I hate you, wizard schools!====&lt;br /&gt;
This is why: Characters &amp;gt; [[Magic]] (updated)&lt;br /&gt;
&lt;br /&gt;
:- Lahar &amp;lt;333foreversquee!&lt;br /&gt;
&lt;br /&gt;
===February 06===&lt;br /&gt;
====New BBoard!====&lt;br /&gt;
We're pleased to announce a new +bboard group: IC: RP Requests. RP Requests is a place to request a more specific type of RP. For example, you might advertise wanting to get together with other druids on a specific date. Or, you might also post a request for someone to play an NPC for you. &lt;br /&gt;
&lt;br /&gt;
Remember, specific requests are better than general ones when it comes to getting responses.&lt;br /&gt;
&lt;br /&gt;
We hope you'll enjoy the new board. As with any new feature, we'll be looking to make adjustments depending on how things go.&lt;br /&gt;
&lt;br /&gt;
:- Lahar&lt;br /&gt;
&lt;br /&gt;
===February 06===&lt;br /&gt;
[[image:AngryEgalrin.jpg|150px|center]] &lt;br /&gt;
&lt;br /&gt;
Egalrin page cleaned up.&lt;br /&gt;
&lt;br /&gt;
:- Lahar&lt;br /&gt;
&lt;br /&gt;
===February 05===&lt;br /&gt;
Just a heads-up for anyone who wasn't sure how website logins worked, or who hadn't requested one yet. &lt;br /&gt;
&lt;br /&gt;
:&amp;lt;nowiki&amp;gt;* Your forum ID and password are also your wiki login. However, make sure to login to the forum first, or the wiki might not 'pick up' that you're there.&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;nowiki&amp;gt;* Once logged into the website, you can edit or make a character page, post logs, or share your NPCs. We've a template for character pages, if you're not too familiar with wikis, and Tsu and I are here to help!&amp;lt;/nowiki&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
If you haven't requested a login, and are approved, please @mail me with an email and a desired password. We'll get you up. :)&lt;br /&gt;
&lt;br /&gt;
:- Lahar&lt;br /&gt;
&lt;br /&gt;
===February 04===&lt;br /&gt;
====Diceless PrPs!====&lt;br /&gt;
Did you know we have diceless PrPs? Dramatic PrPs are aimed at telling a story that's a little out of the way of the standard adventure. That is, they're great for festivals, for a dramatic chase of a thief across town, the exploration of foreign cultures and places. &lt;br /&gt;
&lt;br /&gt;
They also involve as many, or as few (though at least 2) players as you wish, and any mixture of levels, to boot.&lt;br /&gt;
&lt;br /&gt;
You can find a few more details [http://www.tenebraemush.net/index.php/Plotrunner%27s_Guide#Dramatic_Player_Run_Plots_.28DPrPs.29 here].&lt;br /&gt;
&lt;br /&gt;
===February 02===&lt;br /&gt;
====Upcoming Holidays====&lt;br /&gt;
We've THREE upcoming holidays this month on Alexandria's [[calendar]]! These are:&lt;br /&gt;
&lt;br /&gt;
2/12-2/17 &lt;br /&gt;
[[Calendar|Kegger Fest]]: A [[Khazad|dwarven]] festival in honor of getting smashed. New beer is often introduced!&lt;br /&gt;
&lt;br /&gt;
2/20 &lt;br /&gt;
[[Calendar|Deathwatch]]: A day celebrated by the followers of the undead god, [[Thul]]. This holiday is outlawed in many lands, and dangerous to boot!&lt;br /&gt;
&lt;br /&gt;
2/21 &lt;br /&gt;
[[Calendar|Balefire]]: A ritual day of spring summoning usually held after Deathwatch; a [[Druid|Druidic]] festival. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
We don't have anything planned for these, specifically, though welcome anyone who would like to step forward. All forms of [[Running_PrPs|PrPs]] are open as well--please check with staff if you've any questions, and we and your community are always around to offer ideas and support. &lt;br /&gt;
&lt;br /&gt;
:- Your Tenebrae Staff&lt;br /&gt;
&lt;br /&gt;
===February 02===&lt;br /&gt;
For my latest scene, I've had a grand total of 14 applicants. Let's keep this activity going, folks! RP! Get on the grid! Support your fellow players! &lt;br /&gt;
 &lt;br /&gt;
:- Whirl&lt;br /&gt;
&lt;br /&gt;
===January 29===&lt;br /&gt;
====Mists of Malik Update====&lt;br /&gt;
The plot is over! &lt;br /&gt;
 &lt;br /&gt;
All RP will be unfrozen as soon as I can get a post up Sunday evening. :d&lt;br /&gt;
&lt;br /&gt;
:- Whirl&lt;br /&gt;
&lt;br /&gt;
===January 27===&lt;br /&gt;
To those of you cgenning wizards right now: &lt;br /&gt;
 &lt;br /&gt;
There appears to be a bug where your 0th level spells are not being appropriately added to your sheets. We are aware of the bug and it will be fixed as soon as EQ has a chance. :)&lt;br /&gt;
&lt;br /&gt;
:- Whirl&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Janurary 26===&lt;br /&gt;
It has been pointed out several times that halflings are the only race that don't have a unique racial name for themselves. After some discussion and ideas being bounced around, we've settled on [[An_Lucht_Siuil|An Lucht Siuil]], which translates into 'The Travelling Folk' in tradespeak, for the halflings as their proper name. Check out the wiki page for more details and we'll be doing some more cleaning over the next several days. &lt;br /&gt;
 &lt;br /&gt;
Thanks to Laoise for her suggestions and to our players for bringing this to our attention.&lt;br /&gt;
&lt;br /&gt;
:- Whirl&lt;br /&gt;
&lt;br /&gt;
===January 23===&lt;br /&gt;
Special Materials policy updated! Basically, we've just made it a little clearer, friendlier, and worth a bit more. :)&lt;br /&gt;
&lt;br /&gt;
:Start Here &amp;gt; Game Policies &amp;gt; [[Special Materials]]&lt;br /&gt;
&lt;br /&gt;
:- Lahar&lt;br /&gt;
&lt;br /&gt;
===January 22===&lt;br /&gt;
hi i kno ur busybut canyo u ...&lt;br /&gt;
&lt;br /&gt;
Hard to understand that, eh? One of the things we're doing on Tenebrae is to encourage clearer communication. We're a text-based medium. Everything we do is based around how someone on the other end of the screen perceives what you've typed.&lt;br /&gt;
&lt;br /&gt;
Since we see, and hear, one another by words across the screen, those same words are how we perceive others. If someone types and spells in a sloppy manner, without taking a moment to look over their spelling and use basic punctuation, then they appear lazy or worse, as though they don't respect or care enough about those they are communicating with. &lt;br /&gt;
&lt;br /&gt;
So put a period or proper punctuation at the end of sentences. Capitalise the first word in a sentence and other words that require it. Take the time to spell out abbreviations, and watch your spelling. This isn't to say perfection is expected, everyone makes typos and mistakes. Just make an honest attempt to communicate clearly. &lt;br /&gt;
&lt;br /&gt;
:- Your Tenebrae Staff&lt;br /&gt;
&lt;br /&gt;
===January 20===&lt;br /&gt;
Well, that wasn't MY fault this time.&lt;br /&gt;
&lt;br /&gt;
I'll tell you a joke:&lt;br /&gt;
&lt;br /&gt;
Q: How a lost network engineer will find his or her way back to civilization from wilderness?&lt;br /&gt;
&lt;br /&gt;
A: S/he takes that six feet cable s/he was carrying, buries it to the ground, and thirty minutes later when the backhoe shows up, hitches a ride back to town.&lt;br /&gt;
&lt;br /&gt;
In other words, the expected happened in a nearby excavation site, and some stupid ass dug through the main electricity cable to my neighborhood.&lt;br /&gt;
&lt;br /&gt;
:- Lolth&lt;br /&gt;
&lt;br /&gt;
===January 20===&lt;br /&gt;
Hi everyone! &lt;br /&gt;
 &lt;br /&gt;
As you know, we've been looking into rebuilding the grid. The old one has been in service for a long time -- close to ten years now -- and it is time to take what we've learned in that time and make something better, stronger, (Tsu ed: faster!) and more useful to you players. Something easier to navigate. &lt;br /&gt;
 &lt;br /&gt;
While we're not quite ready to do a building push, we *are* getting ready to do so. This is where you, our players, come in. We're going to start pulling people aside for their thoughts on the grid and what's important and what isn't. You're going to be seeing more in this space going forward. We feel this is important and we hope you'll help us in this project.&lt;br /&gt;
&lt;br /&gt;
:- Whirl&lt;br /&gt;
&lt;br /&gt;
===January 17===&lt;br /&gt;
Sit down and pass the nachos. Tenebrae's Geek Corner is now open! Share your thoughts, your favorites, your hate on recent video games, authors, RPGs, webcomics, music, and artists. Other community members are welcome to share and comment on your posts, too... just keep it civil. &lt;br /&gt;
&lt;br /&gt;
:Visit: Community &amp;gt; [[Tenebrae_Geek_Corner|Our Geek Corner]]&lt;br /&gt;
&lt;br /&gt;
:- Lahar&lt;br /&gt;
&lt;br /&gt;
===January 16===&lt;br /&gt;
This is just a friendly reminder to be respectful to your fellow players, give them a fair shake, and to remember to be respectful of the time that people invest in getting things done here. This goes doubly for the OOC room, guys. We're a community sitting around our shared gaming table. Make sure you're not That Guy. &lt;br /&gt;
 &lt;br /&gt;
I would ask that everyone take a moment and review our behavior policies at http://www.tenebraemush.net/index.php/Behaviour and remember that a friendly and safe community for people to play in is one of our goals here.&lt;br /&gt;
&lt;br /&gt;
:- Whirl&lt;br /&gt;
&lt;br /&gt;
===January 16===&lt;br /&gt;
I will be away on a business trip as of this coming Wednesday, January 18th, through Sunday evening, January 22nd.&lt;br /&gt;
&lt;br /&gt;
I may log in briefly in the evenings thanks to the free wifi at the hotel, but I won't be really be free to run scenes and so on.&lt;br /&gt;
&lt;br /&gt;
:- Thunder&lt;br /&gt;
&lt;br /&gt;
===January 16===&lt;br /&gt;
The fancy skin works again, more or less so, and I'll puzzle the mystery of the drop-down menu later. -- Lolth&lt;br /&gt;
&lt;br /&gt;
===January 15===&lt;br /&gt;
Updates done, but the fancy skin for the wiki is TEH BORKEN. Will continue figuring out what's going on with it.&lt;br /&gt;
&lt;br /&gt;
===January 13===&lt;br /&gt;
When we launched [[Cavalier]], one of our goals was to add more Teamwork feats...and I'm proud to announce that we just did. Proud, because we've a hard-working team who's been willing to dig in and make things happen for the Tenebrae community for over a year now. I am blessed to be able to work with each and every one of them. :)&lt;br /&gt;
&lt;br /&gt;
So, hop on over to Characters &amp;gt; [[Feats]], and you'll see a list of the new ones. If you'd like to trade out or exchange, just let us know via +request. A full list of additional Cavalier options (including some rules updates to make traveling with your mount easier) may be seen by visiting their class page.&lt;br /&gt;
&lt;br /&gt;
This finishes Release Package Four, and we'll be gearing up to focus on Five, which focuses on our [http://www.tenebraemush.net/index.php/File:Grid_alexandria_big.jpg grid]. Note, there may be a few bug fixes here or there, as per usual, and if so, please be patient, we're there with you.&lt;br /&gt;
&lt;br /&gt;
:- Lahar&lt;br /&gt;
&lt;br /&gt;
===January 11===&lt;br /&gt;
&amp;lt;nowiki&amp;gt;&amp;quot;By fire and earth! By the divine and sacred blood of Bruce Campbell!&amp;quot; the oruch exclaimed as he raised shaking, scarred hands to the unforgiving darkness, &amp;quot;ARTIFICERS. ARE. DONE!!!&amp;quot;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Many thanks to Earthquake and our hard-working staffers! It has taken us a while to get here, though I think we are better for it.&lt;br /&gt;
&lt;br /&gt;
When Pathfinder first released, most of us knew &amp;quot;3.5 compatible,&amp;quot; though not the extent of it, or the changes and change of outlook that Paizo had introduced. It's taken a while to understand these changes. And we're better for it, overall. &lt;br /&gt;
&lt;br /&gt;
We will be taking +requests for conversions to [[Artificer]] beginning this evening. Conversions will be handled normally, and report any bugs to Eq via +request.&lt;br /&gt;
&lt;br /&gt;
Please be aware that things may be tweaked as play progresses--this is just normal for new material.&lt;br /&gt;
&lt;br /&gt;
:- Lahar&lt;br /&gt;
&lt;br /&gt;
===January 7===&lt;br /&gt;
[[Classes]] and [[Races]] pages updated. Pretty! And, check out our [[Introduction to Tenebrae]] and new [[Player Run Plots|PrP Policies]] if you haven't already!&lt;br /&gt;
&lt;br /&gt;
:- Lahar&lt;br /&gt;
&lt;br /&gt;
===January 4===&lt;br /&gt;
Firearms are a go! We've adopted the Inner Sea Guide rules for firearms, with a few minor adaptations. &lt;br /&gt;
&lt;br /&gt;
:&amp;lt;nowiki&amp;gt;* Firearms are artifice creations, crafted by gobbers&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
:&amp;lt;nowiki&amp;gt;* We've updated Craft/Gunsmithing to allow for in-combat repairs&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
:&amp;lt;nowiki&amp;gt;* We've added and tweaked a few feats to make them more awesome&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
:&amp;lt;nowiki&amp;gt;* Ranger gunnery style has been updated&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You will find the Skills and Feats on the Skills and Feats pages, respectively. Firearms and their new theme and base mechanics are availible under Equipment.&lt;br /&gt;
&lt;br /&gt;
Note, we've removed bayonets until we can get a good look at how the new rules will test. &lt;br /&gt;
&lt;br /&gt;
Respecs are availible via +request.&lt;br /&gt;
&lt;br /&gt;
:- Lahar&lt;br /&gt;
&lt;br /&gt;
===January 4===&lt;br /&gt;
The updated artificer is not yet in code. &lt;br /&gt;
 &lt;br /&gt;
However, the version we will be using is now available on our wiki. &lt;br /&gt;
 &lt;br /&gt;
:- Whirl&lt;br /&gt;
&lt;br /&gt;
===January 4===&lt;br /&gt;
The [[Arvek_Nar|Arvek Nar]] have a few new [[feats]], and Unit Tactics has been updated to make it easier to track for our DMs. [[Mul'niessa]] also received a minor tweak. We're almost through...please send Eq a thank-you the next time he pops online!&lt;br /&gt;
&lt;br /&gt;
:- Lahar&lt;br /&gt;
&lt;br /&gt;
===January 4===&lt;br /&gt;
If you possess a rifle, pistol, or other firearm, you will need to contact staff for a trade. This will just be an even trade-in for the new set at no charge. :3&lt;br /&gt;
&lt;br /&gt;
:- Lahar&lt;br /&gt;
&lt;br /&gt;
===January 3===&lt;br /&gt;
As the new year is here, it is time we let you know what it is we're working on next. &lt;br /&gt;
 &lt;br /&gt;
Some of you have heard us talk about our dissatisfaction with the current grid. As such, our next major project after finishing the release of Package 4 is to do a complete rebuild of the grid for package 5. The grid is old and we've all learned a lot since then and it is something that's long been needed. Our goals are to highlight [[Alexandria|Alexandria's]] landmarks better, compress it and make it less difficult to navigate and add more colorful and useful locations *outside* of Alexandria for you to make use of. &lt;br /&gt;
 &lt;br /&gt;
We want to better incentivize the use of the grid and RPing at a variety of new locations. &lt;br /&gt;
 &lt;br /&gt;
As we move forward on this project, we will be enlisting the help of you, our players, in making this project doable, and opening a dialogue with you to find out what sort of things you want out of the new grid. More information will be coming soon. :)&lt;br /&gt;
&lt;br /&gt;
:- Whirlpool&lt;br /&gt;
&lt;br /&gt;
===January 2===&lt;br /&gt;
You may now use content from Beastiary 3 in PRPs as long as you ask us first. :)&lt;br /&gt;
&lt;br /&gt;
:- Whirlpool&lt;br /&gt;
&lt;br /&gt;
===January 1===&lt;br /&gt;
As most of you know, we've experimented with death consent PRPs. We are now reopening these once more. Players can ask for and receive permission to run death consent PRPs. This means full XP and treasure, as per a standard DM'd plot, but with the risk of death being higher. We ask that players communicate with us on these to maintain a standard of challenge to help players do so as well. &lt;br /&gt;
 &lt;br /&gt;
In addition to this, players are now free to use any and all Beastiary 2 content in their PRPs. That said, if a monster is a 'world spanning, soul devoring creature', we do ask that they come to us and ask us if it is okay to use. Moreover, if you're uncertain something fits into theme, or how it might fit into theme, don't hesitate to ask us as well. We'll work something out with you if we can. :) &lt;br /&gt;
 &lt;br /&gt;
Please peruse hte updated plotrunning guide and rules at Roleplay &amp;gt; Running PrPs &amp;gt; [[Introduction to Plotrunning]].&lt;br /&gt;
 &lt;br /&gt;
Bestiary 3 is also now open on a case-by-case basis. Basically, ask us first--the tome is still new, and we're looking to avoid any unexpected surprises as things shake out within the greater Pathfinder community.&lt;br /&gt;
&lt;br /&gt;
===December 26===&lt;br /&gt;
FYI, Finland is currently being ravaged by excessively strong winds (300K people are currently without electricity). Thankfully, central areas have been holding on in that respect, but one can never tell for sure, as the storms continue. Fingers crossed, folks.&lt;br /&gt;
&lt;br /&gt;
:- Lolth&lt;br /&gt;
&lt;br /&gt;
===December 25===&lt;br /&gt;
''The arvek stands over the ruins of the Thulite spires, his eyes filled with the Blaze of Dawn. He raises his spear, giving out a war cry--and finds the wind, the storm responding. Wind roars from the West and the East, tearing at his clothing, and bringing with it the scent of blood...''&lt;br /&gt;
&lt;br /&gt;
The world of Ea is saturated with magic, and we have struggled for years with ways to reflect this. Today, we've launched what we hope is the opening of a new chapter for characters within the world of Ea: the launch of Aspects.&lt;br /&gt;
&lt;br /&gt;
Aspects are benefits, some supernatural in nature, some not, that reflect the effort, experience, and time you have spent on your character and their story. You may read more about them through our website, by visiting Characters &amp;gt; [[Aspects]]. &lt;br /&gt;
&lt;br /&gt;
As this is the first time Aspects are available, we'll be working with you to offer them to PCs who have part of their stories told already. That is, characters 6+ may apply for Level I of an Aspect as normal, and then consider it 'earned' after 1 month's worth of RP. Level IIs must be applied for as normal. Characters of levels 11+ may do the same for both Levels I and II of an Aspect (that is, one month each). &lt;br /&gt;
&lt;br /&gt;
As we move forward, we will also be looking at the response to Aspects and how they work ingame. That is, you might expect a tweak or two, just as with anything new added to the game.&lt;br /&gt;
&lt;br /&gt;
Happy Holidays, and happy gaming, everyone. :) &lt;br /&gt;
&lt;br /&gt;
:- Your Tenebrae Staff (But mostly Lahar because she did the work on it.)&lt;br /&gt;
&lt;br /&gt;
===December 15===&lt;br /&gt;
A big thanks to everyone who participated Make-a-Wish this holiday season! We've one or two more that've been scheduled, and those will be awarded as promised. Scheduling issues are scheduling issues.&lt;br /&gt;
&lt;br /&gt;
Thanks again to everyone, and well, we'd love to do this again next year. Happy Holidays, and make a point of checking out +today. It's been snowing lately...&lt;br /&gt;
&lt;br /&gt;
:- Your Tenebrae Staffers&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Admin]]&lt;/div&gt;</summary>
		<author><name>Typhoon</name></author>
	</entry>
	<entry>
		<id>http://www.tenebraemush.net/index.php?title=Main_Page&amp;diff=17140</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="http://www.tenebraemush.net/index.php?title=Main_Page&amp;diff=17140"/>
		<updated>2015-02-04T23:23:33Z</updated>

		<summary type="html">&lt;p&gt;Typhoon: /* =Backgrounds! */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__ &lt;br /&gt;
[[File:play_now.png|850px|link=Play_Now|center]]&lt;br /&gt;
&lt;br /&gt;
=Welcome to an Age of Heroes=&lt;br /&gt;
{{DivGray-Start}}&lt;br /&gt;
In Taara's wake the earth crumbled. [[Recent History|Gods fell]], others rose, and the race of mankind looked forward and saw the destruction of nations. For five years, [[Magitech and Magic|necrotech]] seared the world's landscape and forces unknown decimated the once-insurmountable Walls of Charn. [[Locations|Nations]] turned against one another with the vanishing of monarchs--brother to brother and kin to kin. During the struggles, the nation of Dragonier attempted to keep the peace before it, too, fell. Other nations threatened to follow. &lt;br /&gt;
&lt;br /&gt;
Now returned from the Mists, [[Alexandria]] finds itself thrown into a world in turmoil. In this world, the [[Gods of Good|Pantheon of Light]] stride forward in anger, the [[Gods of Neutrality|Twilight]] fall into debate, and the [[Gods of Evil|forces of Darkness]] are locked in a war between Maugrim and Taara. High arcana soars over the landscape with the renewed activity of the [[races|Old Races]], while guilds and organizations struggle to find their footing with the fall of Rune. The [[sildanyar]] and [[khazad]] have moved forward into the world once again, driven by the perceived neglect of the world by humankind.  &lt;br /&gt;
&lt;br /&gt;
The world had waited for the return of [[Alexandria]] and the return of the [[Myrddion|Myrrish]] and [[Bludgun]] kings for five years--only to find Alexandria suddenly returned unchanged, and unknowing, from the Land of Mists. To Alexandria, the [[Recent History|War of Sendor]] is just days past. To the world--&lt;br /&gt;
&lt;br /&gt;
It is the time for heroes.{{DivEnd}}&lt;br /&gt;
&lt;br /&gt;
=Current Meta-Arc=&lt;br /&gt;
&lt;br /&gt;
{{CurrentMetaArc}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding-top:5px;&amp;quot;&amp;gt;&lt;br /&gt;
[[file:Readmore.png|100px|link=Recent History|right|]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: left; width: 50%;&amp;quot;&amp;gt;&lt;br /&gt;
==Recent Website Updates==&lt;br /&gt;
===Mon Feb 2, 2015===&lt;br /&gt;
====+SOTD====&lt;br /&gt;
&lt;br /&gt;
Curious for a place to RP? Want to try something new? Try our new and exciting Spot of the Day! Typing +sotd will send you to a random locale,possibly secretly set by gremlins! This location will update every 24 hours.&lt;br /&gt;
&lt;br /&gt;
A big thanks to Whiteout for this great new tool. :3&lt;br /&gt;
&lt;br /&gt;
:Your Tenebrae Staff&lt;br /&gt;
&lt;br /&gt;
====Small Stories Rewards!====&lt;br /&gt;
&lt;br /&gt;
We have really been listening to your feedback on this one. Short story examples, such as Aspect stories, Mentoring stories, and so on are now included, and the breakdown is shorter and sweeter than before.&lt;br /&gt;
&lt;br /&gt;
We have also sorted out rewards: a level 10 PC for example, could earn 2400 xp and 3 RPP for completing one, once a month, in addition to the RPP they'd earned on the way. Oh, and treasure, too.&lt;br /&gt;
&lt;br /&gt;
Rewards are limited to once a month per player, not character.&lt;br /&gt;
&lt;br /&gt;
====Calendar Reminder====&lt;br /&gt;
&lt;br /&gt;
As you all know, we keep all our IC Holidays on the +events. Sometimes, people feel a little leery of tackling doing things with these themselves. Please don't hesitate. If you have a fun idea for Kegger Fest (come on, it's Kegger Fest), do it. Same for Deathwatch. If you have any concerns, approach a member of staff directly. We'll help you out!&lt;br /&gt;
&lt;br /&gt;
===Wed Jan 28, 2015===&lt;br /&gt;
====Backgrounds!====&lt;br /&gt;
&lt;br /&gt;
Batman began somewhere. Though that moment in the alleyway is not the sum of who he is, it is a part of it--a reason that he's who he is, today. Backgrounds in a sense, are like that--not the definition of a character, but a beginning.&lt;br /&gt;
&lt;br /&gt;
We're inviting you to share yours. Bring it up in discussion, share it at the Gaming Table, ask questions of others.&lt;br /&gt;
&lt;br /&gt;
As a MU, staff will be implementing a 10% bonus to PrPs which make use of another character's background tale. The goal behind this is to encourage sharing stories, and providing greater opportunities for your character's development. &lt;br /&gt;
&lt;br /&gt;
This is a new mechanic, so we'll be seeing how things go, of course.&lt;br /&gt;
&lt;br /&gt;
===Thu Jan 8, 2015===&lt;br /&gt;
====Legwork Scenes?====&lt;br /&gt;
&lt;br /&gt;
This is a heads-up that I'll be doing a more personal workshop on legwork-based scenes, also known as extended scenes, 'find your own party scenes,' and so on. I'm not certain of the date yet--this is more a declaration of intent.&lt;br /&gt;
&lt;br /&gt;
So, what are they? Legwork scenes tend to:&lt;br /&gt;
*Involve judicious use of a single, very long +job queue&lt;br /&gt;
*Involve mixed levels&lt;br /&gt;
*Be more roleplay-dependant, though this does not exclude combat&lt;br /&gt;
*Involve and encourage more planning, intrigue, problem-solving&lt;br /&gt;
*Possess a looser schedule than traditional scenes&lt;br /&gt;
&lt;br /&gt;
Previous examples have been:&lt;br /&gt;
*Getting together to sabotage some of Arendt's army&lt;br /&gt;
*Getting together to do retcon on a political figure&lt;br /&gt;
*Arranging a funeral for a dragon in Am'shere&lt;br /&gt;
*...etc.&lt;br /&gt;
&lt;br /&gt;
In the meantime, I'll be looking for specific questions or ideas you'd like see addressed or shared, as well as general interest: that is, is there any?&lt;br /&gt;
&lt;br /&gt;
===Wed Jan 7, 2015===&lt;br /&gt;
====Flaws!====&lt;br /&gt;
&lt;br /&gt;
Hi all! &lt;br /&gt;
 &lt;br /&gt;
Some of you were about when we announced the potential of Flaws for Tenebrae. Well, Flaws have now entered playtest to see how they'll hold up. We've added some guidelines to keep them friendly, and within what we feel is the Tenebrae spirit, as well as a few additional rewards for taking and developing them for a character. &lt;br /&gt;
 &lt;br /&gt;
If you're interested in the playtest, please contact Staff if you need help and peruse our wiki for additional info. These are merely in testing as an idea. :) &lt;br /&gt;
 &lt;br /&gt;
:Tenebrae Staff&lt;br /&gt;
&lt;br /&gt;
====New Monster Templates====&lt;br /&gt;
&lt;br /&gt;
Heth is power unseen upon Ea since its greatest age. The wights of Dragonier, it is said, are an extension of his will.&lt;br /&gt;
&lt;br /&gt;
So, undeath just got a little boost, and adventurers' paychecks just got a little bigger.&lt;br /&gt;
&lt;br /&gt;
We're pleased to announce new toys for our plot runners! From soul-eating undead to empowered ghasts, please feel free to use these to give your players a great big...hug.&lt;br /&gt;
&lt;br /&gt;
*Devourers and Dread Devourers&lt;br /&gt;
*Dread Ghost templates&lt;br /&gt;
*Dread Ghast Templates&lt;br /&gt;
&lt;br /&gt;
These may be found by visiting: World &amp;gt; World Bestiary.&lt;br /&gt;
&lt;br /&gt;
:Your Tenebrae Staff&lt;br /&gt;
&lt;br /&gt;
====Release Package 14====&lt;br /&gt;
&lt;br /&gt;
Hello all,&lt;br /&gt;
&lt;br /&gt;
I would like to announce the release of our latest information package of shiny and new things! While there are new things from the MI section of Ultimate Equipment, for sanity of staff we are releasing this information in chunks. Don't worry, more will come soon in time as we are able to. Please remember to keep to our Wiki for what is approved and coded into the game. The full list of this package is as follows.&lt;br /&gt;
&lt;br /&gt;
*A number of new MIs from Ultimate Equipment in Belts, Body, Chest, Eyes, Feet and Hands&lt;br /&gt;
*A fix for nobility domain!&lt;br /&gt;
*An update to Unit Tactics&lt;br /&gt;
&lt;br /&gt;
As always with new content, expect there may be an update or two as things adjust. In the meantime, if you'd like to swap for any of these new items, please send a +request to staff.&lt;br /&gt;
&lt;br /&gt;
:Your Tenebrae Staff&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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[[File:more_news.png|350px|link=Update_Archives|center]]&lt;br /&gt;
''&amp;quot;The roads shall be painted teal!&amp;quot; announced the maddened hobgoblin king. And lo, his subjects bowed before him, and all roads from Hither to Yon became teal with bright green roses.''&lt;br /&gt;
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&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: left; width: 50%;&amp;quot;&amp;gt;&amp;lt;div style=&amp;quot;padding-left: 20px;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Recent Rumors in Alexandria==&lt;br /&gt;
===Gilday, Vhast 28, 1017===&lt;br /&gt;
====Another assassination attempt!====&lt;br /&gt;
&lt;br /&gt;
Word from the Iron Tide comes swiftly: there has been an assassination attempt on Arendt himself! The assassins appeared with a flash of fire and magic, lunging at him in the middle of his nightly tea. He was able to fend them off, bravely, until the Raven Guard could get into place. &lt;br /&gt;
 &lt;br /&gt;
These assassins now have a similar bounty on them to the one posted for the alleged assassination attempt on the Grey Gore. While casualties were high, Arendt has emerged wounded and suffering from the effects of poisoned blades, but alive. &lt;br /&gt;
 &lt;br /&gt;
Descriptions floating about sound an awful lot like [[Jareth]], [[Tatyannah]], [[Kerbasy]], and [[Cesran]]. &lt;br /&gt;
 &lt;br /&gt;
In a statement, Arendt suggests that the assassins have since fled with Rune's assistance to lick their wounds in Alexandria, 'a home to vile cowards who aid and abet the enemy without daring to engage on their own'. He's begun calling for a trade embargo against the city-state 'until these criminals are handed over to the proper authorities' for trial and judgement.&lt;br /&gt;
&lt;br /&gt;
:Posted by Whirlpool&lt;br /&gt;
&lt;br /&gt;
====Surrenders in Rune====&lt;br /&gt;
&lt;br /&gt;
No, Rune is not surrendering, but several contingents of Dran warriors have, as of lately, surrendered to their outmatched Runic Parliamentary Guard. Why? No one is exactly sure, but some point to the new banners that several units have been equipped with that have been persuading Dran soldiers to drop their weapons, flee, or otherwise get in the way of their lines. Some sort of compulsion magic is suspected. It's only a matter of time before Dran figures out how to respond. Rune in no way can hold onto a large number of prisoners and many have already escaped, while others were simply released aftter swearing an oath to Angoron and Kor that they would not rejoin the fighting. A few high value targets have already been taken for interrogation and no doubt that will pay dividends. &lt;br /&gt;
 &lt;br /&gt;
((This is the result of an action began by [[Selerik]]. A big thanks to him and everyone who helped it along, as well as Inferno!))&lt;br /&gt;
&lt;br /&gt;
:Posted by Whirlpool&lt;br /&gt;
&lt;br /&gt;
===Tariday, Vhast 27, 1017===&lt;br /&gt;
====Elessa's Willy-Nilly Stabbings====&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Have you seen the young lady?&amp;quot; The phrase is repeated discreetly throughout the city, by a wizened-looking Vardamen. Old, with a beard to his chest, he wobbles down the street, a traditionalist on a mission.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Yes, we'd heard about her new profession...it has everyone concerned...this sort of loose canon...you know, spreading death willy-nilly. There are forms to be filled out, paperwork. Prayers. ...rites to observe, and purification rituals. ...Is she notifying the next of kin?&amp;quot; &lt;br /&gt;
&lt;br /&gt;
&amp;quot;...do you know where I could find her? We need to have a talk about procedures.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The Vardamen are on the lookout for [[Elessa]], it seems, &amp;quot;in light of the young woman's new career choice, and new, cavalier attitude towards death.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
They wish to make sure she knows how to pray properly, within her new line of work. And is aware of laws. Which she should be following. And apparently needs to hear about. There may also be purification rituals involved, and the memorization of long prayer-forms.&lt;br /&gt;
&lt;br /&gt;
Also, they haven't seen her in Temple, lately. What's up with that?&lt;br /&gt;
&lt;br /&gt;
:Posted by Lahar&lt;br /&gt;
&lt;br /&gt;
===Variday, Vhast 26, 1017===&lt;br /&gt;
====Attempted Assassination!====&lt;br /&gt;
Rumors from Dran come streaming to the ALexandrian community of adventurers. There has been an attempt on the life of the Grey Gore, one of the leaders of the Iron Tide, and a central figure in maintaing healthy relationships between the Tide and the giants of Dran's mountains. Rumors indicate a young Tsuran woman murdered the Grey Gore's body guards and that only the leader's 'stnregth in the might of Kor and studious attention to omens' warned him of her approach. He was able to drive her off. &lt;br /&gt;
 &lt;br /&gt;
Fingers are already pointing at Rune and Alexandria for such an underhanded effort, and what's worse, the description (and large bounty attached for her apprehension) will remind all who know her of [[Elessa]].&lt;br /&gt;
&lt;br /&gt;
:Posted by Whirlpool&lt;br /&gt;
&lt;br /&gt;
===Korday, Vhast 16, 1017===&lt;br /&gt;
====Temple Quarantine!====&lt;br /&gt;
&lt;br /&gt;
The Vardaman Temple went into lockdown recently. Contacts with the temple report quarntine, through 'some wizard gone mad, again.' Some adventurers were reported heading into the Temple before the doors closed. Reports give it anywhere from one to three days before things re-open.&lt;br /&gt;
&lt;br /&gt;
:Posted by Kerbasy&lt;br /&gt;
&lt;br /&gt;
===Gilday, Vhast 14, 1017===&lt;br /&gt;
====Felwood Expedition====&lt;br /&gt;
&lt;br /&gt;
An expedition to the felwoods was made by a group of adventurers the other day. They were tasked in retrieving the body of a lesser noble. It is said that he died due to foul demons.&lt;br /&gt;
&lt;br /&gt;
When the adventurers return, they didn't bring along a body. There was no body to retrieve anymore. A signet ring was offered, and this was enough for the noble family to find closure.&lt;br /&gt;
&lt;br /&gt;
(For more information, talk to: [[Lothos]], [[Rhar]], [[Sentry H-U]], [[Flicker]], [[Cesran]], and [[Godwyn]])&lt;br /&gt;
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:Posted by Benthus&lt;br /&gt;
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===Gilday, Vhast 7, 1017===&lt;br /&gt;
====Fang and Ice====&lt;br /&gt;
&lt;br /&gt;
A farming village near the Eldwyn was menaced by a small pack of wargs, driven by a large, winter wolf alpha. Some livestock had been lost, but a call for help placed with the Adventurer's Guild seems to have come just in time. While the village is safe for the moment, news of the winter wolf's unnamed 'master' leaves the village wary of future reprisals. For the moment, however, peace has settled in time for the planting season to begin. (For more information, or just a good story, speak to [[Dain]], [[Belladona]], or [[Alba]])&lt;br /&gt;
&lt;br /&gt;
:Posted by Alba&lt;br /&gt;
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&lt;br /&gt;
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[[File:more_rumors.png|350px|link=News_Archives|center]]&lt;/div&gt;</summary>
		<author><name>Typhoon</name></author>
	</entry>
	<entry>
		<id>http://www.tenebraemush.net/index.php?title=Rumor_Archives&amp;diff=17139</id>
		<title>Rumor Archives</title>
		<link rel="alternate" type="text/html" href="http://www.tenebraemush.net/index.php?title=Rumor_Archives&amp;diff=17139"/>
		<updated>2015-02-04T23:09:27Z</updated>

		<summary type="html">&lt;p&gt;Typhoon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Most recent rumors are on the top. &lt;br /&gt;
&lt;br /&gt;
==Recent Rumors==&lt;br /&gt;
===Ceriday, Khael 27, 1016===&lt;br /&gt;
====Escaped Animals====&lt;br /&gt;
&lt;br /&gt;
An event in Am'shere results in the arrival of several members of the explorers guild of Alexandria into the area. The explorers who were called forth were tasked in capturing six large creatures and one colossal insect that have escaped their perimeter.&lt;br /&gt;
&lt;br /&gt;
Of the six large creatures that have escaped, one was accidentally killed. The rest, including the colossal insect, were incapacitated and returned to where they came from.&lt;br /&gt;
&lt;br /&gt;
For more information, please look for [[Corra]], [[Kravar]] and [[Benthus]].&lt;br /&gt;
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:Posted by Benthus&lt;br /&gt;
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===Korday, Khael 25, 1016===&lt;br /&gt;
====Sandy Claws and Brutolph====&lt;br /&gt;
&amp;quot;It was like any other adventure, till that brute of a red nosed reindeer rose up with eight other reindeer... There was Basher and Cancer, Dander and Pigskin... Foppet and Lupid, Boner and Ritlin. But do you recall, the biggest reindeer of all... Brutolph the red nosed reindeer...&amp;quot; Or so that is how the war golem artificer known as Vroole was singing it around town for the little kiddies. Yes, yes he did give them all names even as nearby in the market they were roasting them up for all to share. On and on he went talking of Frosty the snow demon and Sandy claws and how he will never come to town again.&lt;br /&gt;
&lt;br /&gt;
:Posted by Vroole&lt;br /&gt;
===Kesenday, Khael 5, 1016===&lt;br /&gt;
====Weather Incoming?====&lt;br /&gt;
It's a crystal clear, chill evening in the Temple of Eluna, and an elderly Seer sits before the crystal-clear pool that never fails to show the stars above, no matter the weather. Her iron-grey hair flutters around long, pointed ears as she sprinkles a powder around the edge of the pool, then chants several lines in the sibilant Sildanyari tongue, spreading a hand over the pool. After a moment, it begins to glow softly, the powder vanishing from around it; it appears to be ... waiting.&lt;br /&gt;
&lt;br /&gt;
Satisfied, the woman lowers her hand, tucking up her heels next to her, and asks the pool, &amp;quot;What will the weather for this coming sevenday bring?&amp;quot; &lt;br /&gt;
&lt;br /&gt;
In answer, the pool pauses, then flashes a bright, clear, pristine white, with nothing else visible. The image holds a moment, then fades away, leaving two or three others who had come to watch startled and the elderly Seer chuckling. &amp;quot;Well, then. I hope the acolytes know where the shovels are.&amp;quot; With an effort, she gets to her feet, dusts herself off, and takes herself off into the recesses of the temple, leaving chatter of younger Seers and acolytes behind her.&lt;br /&gt;
:Aldean&lt;br /&gt;
&lt;br /&gt;
===Gilday, Khael 3, 1016===&lt;br /&gt;
====Damage Assessment====&lt;br /&gt;
Concerns about the recent rumors on the deserters-turned-raiders at the war front have risen from the Temple of Althea. Sentinel Godwyn Sylvan has stated interest to find out if these rumors have any truth to them, and is thus looking to form a reconnaissance team to find answers. Make for the Temple District for more information.&lt;br /&gt;
:Godwyn&lt;br /&gt;
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===Tariday, Khael 2, 1016===&lt;br /&gt;
====Another Celestial Appearance====&lt;br /&gt;
Rumors about 'Paladin Training Sessions' apparently were not unfounded. A man was said to've created an obstacle course and claimed that he could help those present 'prove themselves' paladins. When actual paladins objected to this and began explaining the nature of the calling, he questioned them. Several people tried the obstacle course and failed, but the paladins, working together, were able to cross it succesfully. When they did, the host of the event revealed himself to be some kind of Celestial being of light and wings and soon vanished thereafter, according to rumor. Some speculate that this may have been the same Celestial being that was behind the Braggart's Tavern contest before it was taken over and renamed Steel Von Ironbrew's.&lt;br /&gt;
:Whirlpool&lt;br /&gt;
&lt;br /&gt;
===Eliday, Quintoos 30, 1016===&lt;br /&gt;
====Rumors from the War Front====&lt;br /&gt;
Word starts to spread about one of Arendt's generals, Grey Gore. It seems he's been spotting a lot of omens that promise his defeat to Rune. An owl with the corpse of a raven in its claws. Grey Gore's personal weapon, rusted found in a bloodied personal banner of Grey Gore's. There has also been mentioned a spectre of death that seems to be haunting the man, wherever he goes. More than a few of his troops are starting to lose heart, and it's said that some of his troops have begun to desert. Even more damning, he's been unable to stop raiding in the countryside, unable to protect the people, and it's even being said that his troops are the ones doing the raiding. Grey Gore is losing control of himself, of his troops and Arendt is beginning to lose confidence and quietly starting to look for a replacement.&lt;br /&gt;
:Tatyannah&lt;br /&gt;
&lt;br /&gt;
===Variday, Quintoos 17, 1016===&lt;br /&gt;
====Justice or Vengeance?====&lt;br /&gt;
Over the last week, several people - mostly those who are known for being minor magical shysters of the nastier sorts - have reported being stalked, attacked, and forcibly branded by a woman tattooed with the symbol of Eluna. Their brands are seared into their foreheads, and their wounds otherwise are just enough to subdue them for the branding. Complaints about subverting proper justice procedures have been made to the Temple of Eluna, which has promised to take the situation under contemplation.&lt;br /&gt;
&lt;br /&gt;
(OOC: Want to know more, get involved in the cleansing of the streets, or chastize someone for taking the law into their own hands? Contact Meihui!)&lt;br /&gt;
:Meihui&lt;br /&gt;
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===Eliday, Quintoos 16, 1016===&lt;br /&gt;
====Caldor Methis Found Alive!====&lt;br /&gt;
Rumors of the Councilman's death have been greatly exagerated. &lt;br /&gt;
 &lt;br /&gt;
In a brief statement issued by the Council of Alexandria, Caldor Methis has been located alive and returned to the city o f Alexandria by brave heroes who faced the fearsome Obsidian Syndicate, that had attempted to kidnap the councilman while he was attending to diplomatic business within Bludgun. Swift conemnations of the criminal organization by both governments followed. Caldor has been seen about town, sporting a very bad limp, but moving under his own power. No doubt these public appearances are to put to ease any who might doubt the story. &lt;br /&gt;
 &lt;br /&gt;
Of course, that's just the official story. &lt;br /&gt;
 &lt;br /&gt;
&amp;lt;&amp;lt;Questions can be ICly directed to Solace, Verna, Corra, Moonshadow, Rhodes, Godwyn, Kiroth and Constantin, as they all mysteriously returned to town around the same time for the keen observer! &amp;gt;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:Whirlpool&lt;br /&gt;
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====Adamantine Found!====&lt;br /&gt;
The coffers of Rune have received a much needed inflation of gold, as well as their war supplies having been bolstered. Indeed, an unknown quantity of Adamantine has been located by the city-state and is alrady beeing forged into the instruments of war to use against the so-scalled Iron Tide. One Runish Blacksmith can be heard to say, &amp;quot;Iron beats copper, Steel beats iron, and Adamantine carves them all to pieces.&amp;quot; &lt;br /&gt;
 &lt;br /&gt;
He thinks he's clever. &lt;br /&gt;
 &lt;br /&gt;
At any rate, Rune has received a much needed boost from this. &lt;br /&gt;
 &lt;br /&gt;
&amp;lt;&amp;lt;For a look behind the official story, talk to Jareth, Kerbasy, Verna, Ssylrath, Benthus, Aurala and Azog. &amp;gt;&amp;gt;&lt;br /&gt;
:Whirlpool&lt;br /&gt;
&lt;br /&gt;
====The Secure Panacea Wants You!====&lt;br /&gt;
The Secure Panacea, Khazadi trading company, is looking for adventurers who might be interested in helping them delvier a caravan of much needed supplies onto the frontier! &lt;br /&gt;
 &lt;br /&gt;
They are looking for several, reputable individuals. If you're interested, please contact the Guild of Explorers with your qualifications. &lt;br /&gt;
 &lt;br /&gt;
&amp;lt;@Mail Whirlpool&amp;gt;&lt;br /&gt;
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:Whirlpool&lt;br /&gt;
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===Variday, Quintoos 10, 1016===&lt;br /&gt;
====A Door in Rune====&lt;br /&gt;
Earlier today, a door opened in Rune. No one knew what it was for, or where it went, and that's why adventurers were sent through it. The door lead to some sort of extraplanar location, where an obelisk dedicated to a Kulthian stood. Being brave adnveturers, it was said that they toppled the obelisk. Worse still, apparently, the bones of those who built were immured within. The door is said to be destabilizing, much like the pocket plane it leads to, but not before the Vardamans were summoned and the bones of many ancient individuals were retrieved for proper burial. &lt;br /&gt;
 &lt;br /&gt;
&amp;lt;&amp;lt;For information, seek out Aevarr, Korrani, Belladona, Aldean, Fa'lere and Dragomir! &amp;gt;&amp;gt;&lt;br /&gt;
:Whirlpool&lt;br /&gt;
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===Korday, Quintoos 6, 1016===&lt;br /&gt;
====Harvest Festival Announcement====&lt;br /&gt;
Talk of this year's Harvest Festival is beginning to spread around the Lower Markets. A general invitation to the Temple of Althea for a grand feast, for example. Soon enough, word should begin to reach the rest of the city.&lt;br /&gt;
&lt;br /&gt;
(OOC: Visit the Temple of Althea and speak to Godwyn for more details.)&lt;br /&gt;
:Godwyn&lt;br /&gt;
&lt;br /&gt;
===Tariday, Quintoos 4, 1016===&lt;br /&gt;
====Volcano Calms in Dran====&lt;br /&gt;
The volcano that had erupted recently in Dran just as suddenly stops it's huffing and puffing. The rains of ash that plagued the land and more have ceased and things have calmed down. A little. The Dranei force are still busy, thankfully for Rune, and it seems to've bought the beleagured city state time that it has needed to bolster its defenses and resupply. &lt;br /&gt;
 &lt;br /&gt;
The Piarliament of Rune continues to deny any involvement in the eruption while the so-called 'Iron Tide' continues to point fingers in their direction, claiming the timing was the work of wizardry and a clear indication that the wizards of Rune must be brought to heel. &lt;br /&gt;
 &lt;br /&gt;
In other news, preparations for the summit between Khazadi and Stormgaard's leaders are proceeding apace, with the final details in the process of being worked out.&lt;br /&gt;
:Whirlpool&lt;br /&gt;
&lt;br /&gt;
===Variday, Rhaltaas 20, 1016===&lt;br /&gt;
====Hunter's Call====&lt;br /&gt;
The High Hunt honors [[Gilead]]...and its celebrations explode into a world of culture and variety. The [[Egalrin|egalrin]] in their elder days celebrated it under the auspices of [[Caracoroth]], as scourges of the skies. Today it may take the form of spiritual hunts and sky dances, guided by their eldest shamans. Or for the warhawks among them, a confrontation against old blood--old traditions versus new in the darkest hunt of blood and talon and kin against kin.&lt;br /&gt;
&lt;br /&gt;
The [[Sildanyar|sildanyari]] have always celebrated it; their rituals go back to their race's birth, to the time when Gods walked upon Ea and the sildanyari's fae blood ran strong. [[Cosmology|Quelynos]]' unending forests opened before them and their blades of light stood against the blood hordes. For a night, legend says, they touch upon this ancient power and honor their histories. (Though, for [[Mul'niessa|mul'niessa]], it may be a time of mourning or mockery...through Taara's curse, no such light comes to them). The [[Sith-makar|sith-makar]] celebrate it with tribe-wide hunts against [[Am'shere]]'s terrors, eradicating threats to their tribal lands, and the [[Oruch|oruch]] with the beat of hunting drums in the Hound's honor, the air filled with their full-throated hunter's cries.&lt;br /&gt;
&lt;br /&gt;
Among the druids, legend says that the Hunt lessens the barriers between the [[Faiths_and_Pantheons#The_Green_Word|Green]] and the every day. Tales circulate (how true they are, no one can swear to) of pathways glimpsed to wilderness unknown, where forests run forever and great beasts thunder beneath the skies...for some among them, a pale and ghostly stag leads the way, and the hunters may do naught but follow. &lt;br /&gt;
&lt;br /&gt;
Among the [[Myrddion|Myrrish]], the holiday is more well-organized, with honorable targets chosen for the greater good. Among the [[Stormgarde]], endurance and survival are achievements of the greatest hunters, in contests and hunt-gatherings that take place in the mountains' coldest depths.&lt;br /&gt;
&lt;br /&gt;
Though celebrated worldwide, there has never been one way to do so. The High Hunt honors Gilead, it honors the Wild...with traditions both new, and those which trace their lineage to beginning times.&lt;br /&gt;
  &lt;br /&gt;
Against them all stands is Caracoroth, a force who  would end with blooded claw everything the Hunt embodies. His forces stand ready to slake the divine fields with hunters' own blood, to turn the tide against Gilead and turn its power towards His own means.&lt;br /&gt;
&lt;br /&gt;
OOC: This month, we invite you to run your own High Hunt, as well to bring RP to the grid. Explore and invent traditions, tales, and stories, sing the Wild Song, and ready your bow. The High Hunt officially occurs on the 31st, but feel free to celebrate it any day this month, via the power of Dramatic Time.&lt;br /&gt;
&lt;br /&gt;
===Gilday, Rhaltaas 15, 1016===&lt;br /&gt;
====Spiders Found Outside Temples, Gnomes Charged with Reckless Artificing====&lt;br /&gt;
Brundle and Fythe company was pleased to announce their new shrinking ray! &lt;br /&gt;
 &lt;br /&gt;
And enlarging ray. &lt;br /&gt;
 &lt;br /&gt;
Naturally, the two gnomes invention was a complete disaster and enlarged a pair of spiders to gigantic proportions. While there were no casualties and the spiders were swiftly squashed, Brundle and Fythe were still taken into custody on charges of Reckless Artificing.&lt;br /&gt;
&lt;br /&gt;
:Whirlpool&lt;br /&gt;
&lt;br /&gt;
===Eliday, Rhaltaas 12, 1016===&lt;br /&gt;
====A Poster Appears!====&lt;br /&gt;
Just having recovered from the Sendor War and the Time of Troubles, Alexandria faces a new foe in the form of Heth, in the form of Arendt. Its economy struggles to react and its populace waits on a precipice.&lt;br /&gt;
&lt;br /&gt;
That is why the gnomes have decided to help out.&lt;br /&gt;
&lt;br /&gt;
Known for their cheerfulness (as well as unfor--*delete delete delete* fortunate fortunes in local silver mining), the community of Happy Valley has come together with the Alexandrian Council to sponsor an unofficial Week of Heroism! Celebrations are encouraged, tales will be old, and dancing and drinking will be had and done, all in celebration of Alexandria's accomplishments, the heroism of its denizens and their brave deeds!&lt;br /&gt;
&lt;br /&gt;
Posters have magically appeared--as though by gnomish famous illusionary magic! all over the City announcing this. Some of them are animated; all of them are colorful and festive.&lt;br /&gt;
&lt;br /&gt;
So celebrate with us this week, raise a mug to Angoron, and a toast to what makes Alexandria great and good! Or at least what makes it fun!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Eliday, Rhaltaas 05, 1016===&lt;br /&gt;
====Demon Loosed!====&lt;br /&gt;
It was a tpyical day at the Soldier's Defense, with people streaming in and out to conduct their business, when a group of adventurrs fresh from some sort of exploit lost control of a demonic creature they'd captured. Rumor states it was quickly recaptured by several more adventurers who hapepned to be on scene, resulting in a scene like out of a greased pig contest with people trying to dive and grab it. Magic was evnetually used to bring it under control. But what could people want with such a creature, and why keep such a monstrosity alive?&lt;br /&gt;
&lt;br /&gt;
:Whirlpool&lt;br /&gt;
&lt;br /&gt;
===Tariday, Daeshen 30, 1016===&lt;br /&gt;
====Adventure Scout Troop====&lt;br /&gt;
Overheard by the washwomen of the city gathered to do laundry:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Did you hear that Lady Sandy has agreed to be the Den Mother of the local troop of Adventure Scouts?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;No I didn't...who are the Adventure Scouts?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Well I heard that they are a newly formed children's group that teaches children how to become adventurers one day.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;And Lady Sandy is leading them?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Yes, she has agreed to be the Den Mother.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Did she start this group?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Oh no...supposedly the children themselves did it after finding a Handbook in the library by the Most Famous Adventurer in all the World, Baron Alfonso Escabardo Gallient, esquire.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I've heard of him; he's more famous than Steel Von Ironblood!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;When does this group meet?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Three times a week at Lady Sandy's store, Prestigious Moon, now called &amp;quot;The Den&amp;quot; by the Adventure Scouts.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
:Cesran&lt;br /&gt;
&lt;br /&gt;
===Eliday, Daeshen 28, 1016===&lt;br /&gt;
====Summit!====&lt;br /&gt;
As everyone knows, the Khazadi nations have become a seat of powerful, mercantile interests. It should be of no surprise to anyone that negotiations between nations continue, even in these dark times. Hailed as a break-through, Lord Ygfried Hamergostd, the high ruler of Stormgard itself, is said to be travelling to the Khazad capital of Khazad Duin itself to meet with the High King of the United Dawrven peoples. Stormgaard has a great bounty of goods to trade, they say, and the economic development that the Khazad could help bring to the frozen north with their caravans could benefit both realms extensively. Some whisper that the Jarl is facing restlessness amongst the councils that constitute Stormgard's lower bodies of government and that has helped to prompt this move. &lt;br /&gt;
 &lt;br /&gt;
No official date has been yet set for the summit, but it will be the first time in this generation that such a meeting has taken place.&lt;br /&gt;
&lt;br /&gt;
===Gilday, Daeshen 24, 1016 ===&lt;br /&gt;
====Disaster in Dran====&lt;br /&gt;
Dark smoke fills the Dranei horizon and whispers of newly erupted volcano and a river of magma bursting from the earth and tearing through the countryside are rampant. The destruction of a nearby Dranei foundry and the evacuation of surrounding villages are causing some to point and whisper that the mages of Rune were behind it. &lt;br /&gt;
 &lt;br /&gt;
Statements from Parliament deny such accusations and point out that Dran has always been a vocanicly unstable region, and offers of assistance to the civilians of Dran are open ended to those who wish the aid of the Parliament in easing the suffering caused by this eruption. &lt;br /&gt;
 &lt;br /&gt;
This has greatly eased, for a time, the pressure on Rune's front lines as large number of forces have pulled back in the wake of the disaster, but all indications are that this is only temporary.&lt;br /&gt;
&lt;br /&gt;
===Tariday, Daeshen 23, 1016===&lt;br /&gt;
====Touch of War====&lt;br /&gt;
Rumors come swirling from the port city of Tashraan, across the sea from Alexandrai in the deserts of Veyshan. An entire family of merchants and their household came under attack and many members murdered in a brutal attack. Such warfare is often common in Tashraan, but it's the rumors of why that draw Alexandrian ears. They say that the merchant house, the HighHold Trading Company, were in negotiations to deliver supplies to Rune with representatives from that beleagured city-state. It is thought likely that the attack o nthem was a deliberate effort by forces acting on the payroll of the Iron Tide to intimidate those who might deal with Rune as well as to remove a potential player from the board. &lt;br /&gt;
 &lt;br /&gt;
Bloody reprisals are now on-going and bodies are being left in the streets and alleys of Tashraan. Again, not an uncommon thing, as Tashraan is said to be a hive of scum and villainy of all manner on the same level as Vandalheim, but this time it seems to be all about the war in Rune.&lt;br /&gt;
&lt;br /&gt;
===Tariday, Daeshen 16, 1016===&lt;br /&gt;
====Minor Arrest====&lt;br /&gt;
Several lucht were seen this last eve involved in a theft from a costume shop. Though apprehended by the guards, the theft appeared to be mostly in drunken, though good, spirits and an attempt to, &amp;quot;Show old Garsten some!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
They were apprehended by a pair of guards, one of them a sith-makar who was, according to quotes taken at the time, &amp;quot;Sstudying the lawsss of Alessandria.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
The lucht are currently being held at local cells.&lt;br /&gt;
&lt;br /&gt;
:Lahar&lt;br /&gt;
&lt;br /&gt;
===Variday, Daeshen 15, 1016===&lt;br /&gt;
====Battle Indecisive====&lt;br /&gt;
In what some are calling a victory for Rune, a recent battle was fought to standstill against the Dran forces in the abandoned village of Ortha. Dran forces are said to've pursued the Parilamentary Guard into the abandoned village and attempted to smoke out the defending force before being engaged and driven to retreat. Several prisoners were taken, and many more Dran were killed in this defeat. The Runish Parliamentary Guard is often though to be little more than an untrained militia, and thus, this victory is thought to be signfiant, if small, in proving that they can be an effective fighting force. &lt;br /&gt;
 &lt;br /&gt;
Rune has recently asked for more of its mercenary forces to take an active role in training the milita. &lt;br /&gt;
 &lt;br /&gt;
That said, the battle itself did have high casualties for the Guard, and thus, some others are sauing it's simply a sign of a contiuing lack of a decisive victory for either side.&lt;br /&gt;
&lt;br /&gt;
:Whirlpool&lt;br /&gt;
&lt;br /&gt;
===Gilday, Daeshen 03, 1016===&lt;br /&gt;
====Rumors on the Streets====&lt;br /&gt;
Two interesting rumours today. Firstly there was something of an incident at the infamous Goblin house of ill-repute, Ma Rosey's. Apparently local Goblinoid Criminal Two Toes was confronted by several large and well armed people about some kind of debt. After some destruction of property they seemed to reach some kind of agreement without any further violence.&lt;br /&gt;
&lt;br /&gt;
Secondly the temple of Althea seems to have had a small influx of orphans, brought in by Sentinel Godwyn. Grubby and malnourished they are being looked after by the clergy there.&lt;br /&gt;
&lt;br /&gt;
:Yngvild&lt;br /&gt;
&lt;br /&gt;
====Call for Stories!====&lt;br /&gt;
Lelian continues her quest to document the War and the effect it has had on people. She is willing to pay a small amount to hear your stories and record them for the future.&lt;br /&gt;
 &lt;br /&gt;
OOC: I'm almost always available for RP M/W/F during the day, T/Th and weekends are kinda iffy. I may be on, but doing other things. So, if you want to do an interview, just ping me. Or send me a @mail with a story.&lt;br /&gt;
&lt;br /&gt;
:Lelian&lt;br /&gt;
&lt;br /&gt;
===Ceriday, Callem 30, 1016 ===&lt;br /&gt;
====They Call Him, &amp;quot;The Skipper&amp;quot;====&lt;br /&gt;
They call him 'The Skipper' now. A child, can't be any more than ten years of age, is now regularly skipping and prancing his way through the lower trade district. It seems he can't move in any way/ but/ a skip. One moment he was moving along nicely through the district and the next... he was skipping to and fro while screaming about how he couldn't stop. He's been spotted a few times since then, still skipping along with a not-so-merry look on his face. &lt;br /&gt;
 &lt;br /&gt;
It's the third such unusual malady to strike a child in recent days.&lt;br /&gt;
&lt;br /&gt;
:Whirlpool&lt;br /&gt;
&lt;br /&gt;
===Korday, Callem 28, 1016===&lt;br /&gt;
====Disaster Averted in Rune!====&lt;br /&gt;
It was towards the end of another long day in the bleagured City State of Rune when the top floor of the tower of the School of Enchanting was engulfed in what appeared to be green hellflame. While this event quickly ended, reports of some sort of demonic attack on the school went far and wide. &lt;br /&gt;
 &lt;br /&gt;
The Parliamnet quickly issued the following statement: &lt;br /&gt;
 &lt;br /&gt;
&amp;quot;Treachery most foul nearly befell Rune tonight when a traitor to our ranks, a minor wizard by the name of Arnus Shagan, unleashed demons in an effort to decapitate the school of enchanting through clever manipulations. Shagan is now to be formerly tried for his crimes punished appropriately as per the rules of Rune. He had hoped, as all traitors do, to gain some monetary reward for his actions from Arendt. It would appear that no base treachery, no vile plan, and no scheme is too low for the enemy confronting Rune. Where has the fabled honor of the Dran gone when they back those would ply the trade of demon-summoning?&amp;quot; &lt;br /&gt;
 &lt;br /&gt;
Shan is being held in an 'undisclosed location'... which probably means he's not even on this plane anymore. &lt;br /&gt;
 &lt;br /&gt;
&amp;lt;RP with Orion, Cressida, Alice, Zlegvog, Laefwyn and Alakton for more details!)&lt;br /&gt;
&lt;br /&gt;
: Whirlpool&lt;br /&gt;
===Tariday, Callem 26, 1016===&lt;br /&gt;
====Strange Malady====&lt;br /&gt;
A child has been taken to the temple of Althea for a strange malady that's afflicted him. His voice has gone from the normal voice of a child to a rather... high pitched squeaky voice. It's very unsuual and most everyone seems to find it amusing, but the clerics of ALthea seem rather stumped as to how to treat it.&lt;br /&gt;
&lt;br /&gt;
:Whirlpool&lt;br /&gt;
&lt;br /&gt;
====Unusual Smell====&lt;br /&gt;
Rumors emanate from the Orphanage that a particular child has developed a most unusual smell. None of the othr children can stand to be around him. Any number of baths appear to be doing nothing to wash the stink off. &amp;quot;It's almost as bad as that rodent vendor,&amp;quot; one is quoted as saying, &amp;quot;but not quite that bad.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
:Whirlpool&lt;br /&gt;
&lt;br /&gt;
===Kesenday, Callem 22, 1016===&lt;br /&gt;
====Evil Plot Broken in Goblintown====&lt;br /&gt;
Though the exact situation is unclear, apparent agents of the treacherous Hobgoblin clan known as 'The Garnaks' were located in Goblintown and their treacherous plan foiled! The Alexandrian Intelligence Operations are taking credit for the deed, declaring success in the effort against the minions odf Thul, and dismiss all reports to the contrary that a group of adventurers stumbled into them by sheer dumb luck investigating a phony kidnapping.&lt;br /&gt;
&lt;br /&gt;
:Whirlpool&lt;br /&gt;
&lt;br /&gt;
===Korday, Callem 21, 1016===&lt;br /&gt;
====A Call for Stories====&lt;br /&gt;
Fliers and a bit of news around Alexandria bring the following:&lt;br /&gt;
&lt;br /&gt;
''Lelian, librarian and scribe, wishes to record the stories of those affected by the Dran-Rune War. She would like to hear from soldiers, refugees, prisoners, diplomats, and even regular civilians. These stories will be collected and recorded as a reminder of what transpired in this time.''&lt;br /&gt;
&lt;br /&gt;
OOC: I am not sure how I will RP out any interview scenes, but I'll think of something. In addition, you can also @mail me your stories. I am planning on editting them and putting them on Lelian's wiki page.&lt;br /&gt;
&lt;br /&gt;
IC: (because I am lame and forgot this until after I had put a bunch of stuff in) Lelian is offering a small amount of compensation for peoples' time.&lt;br /&gt;
&lt;br /&gt;
:Lelian&lt;br /&gt;
&lt;br /&gt;
===Tariday, Callem 19, 1016===&lt;br /&gt;
====News from the Front====&lt;br /&gt;
Word of new magics comes down from the northern front. It seems that Rune's magi, armed with new and terrible incantations, have managed to hold firm against Dran's advances in the north. Even though the flow of casualties back to the capital seems unabated, they no longer talk about pulling back.&lt;br /&gt;
&lt;br /&gt;
In other unrelated news, an airship heading southeast from Volstengrad claims to have seen a great white winged shape venting it's anger against the upper slopes of the Sky Curtains. Naturally, it didn't approach closer.&lt;br /&gt;
&lt;br /&gt;
(If you're curious, Alice, Orion, Cressida, Duncan, Renfrey and Rhar may know more ICly -- go find them on the grid)&lt;br /&gt;
&lt;br /&gt;
:Hippieclasm&lt;br /&gt;
&lt;br /&gt;
===Variday, Callem 18, 1016===&lt;br /&gt;
====Vandals strike Tarien's temple!====&lt;br /&gt;
Vandals struck the Temple of Tarien, according to some reports. Well, reports might be giving the tales a little too much credit. More like tavern rumors and jokes told over campfires by followers of Coyote. Nothing was taken and no permanent damage was done, mostly just a mess and some graffiti. It seems rather than getting upset over the incident, Tarienites are split between taking it as a poorly thought prank - though still a prank and therefore something the Laughing One would approve of - and an excuse to spruce up the 'old and already stale' furnishings that haven't been replaced since the last celebration.&lt;br /&gt;
&lt;br /&gt;
An impromptu investigation by Rhar, Jibbom, Tatyannah, Aenyn and Nicolai soon discovered the culprits. A band of young orphans who are no doubt headed for lives of poverty or banditry. Their punishment is...to be taken in and taught how to pull pranks and to rob people more effectively.&lt;br /&gt;
&lt;br /&gt;
Tarienites.&lt;br /&gt;
&lt;br /&gt;
:Nicolai&lt;br /&gt;
&lt;br /&gt;
===Tariday, Callem 12, 1016===&lt;br /&gt;
====Plant Pirate Pizzaz====&lt;br /&gt;
A group of adventurer's were contracted by an../honest/ captain to seek out something that his former /honest/ captain had left behind. It seems the captain had hidden something on an isle and while it was discovered where, they were not having much luck getting onto the isle. THe adventurer's undertook the job and set to the isle. There they were beset upon by plant pygmies, but those were narrowly able to be defeated and from there they entered a deep dark dank cave. Well things did not go too well, as it was slippery. There was a fall, a fight, and a nasty belching plant monster. They made it out but there are plans to return eventually and try again.&lt;br /&gt;
&lt;br /&gt;
(For info seek, Lothos, Lyrana, Dur'ankar, Autumn, Grumpins, Selerik, and Smythly. Brought to you by Zlegvog plot)&lt;br /&gt;
&lt;br /&gt;
:Lyrana&lt;br /&gt;
&lt;br /&gt;
===Tariday, Callem 12, 1016===&lt;br /&gt;
====Goblin on a Bear====&lt;br /&gt;
Smyhtly, the so-called Goblin Paladin of Reos, was seen reutrning to town on a...bear. Those who spoke to him say he claimed to want to be like his hero, 'Lady Cinnamon', and that his new friend, 'Muddy', was quite the smart (and apparently harmless, or so the goblin'd have you believe), bear. They were soon seen at the fish market. Buying a lot of fish, of course.&lt;br /&gt;
&lt;br /&gt;
:Smythly&lt;br /&gt;
&lt;br /&gt;
===Kesenday, Callem 08, 1016===&lt;br /&gt;
====Infernal Fire?====&lt;br /&gt;
Last night, a fire broke out near the Lower Market. Details are unclear, but at least one local was seriously burned, and several members of the Guild of Explorers were burned in fighting the blaze. There are unconfirmed reports of a demon involved, and word has begun to circulate of another demon cult in the city. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;&amp;lt;Cesran, Jenner, Klythos, Mikilos, MoonMoonVuk, Svarshan, and Talazia may provide additional details.&amp;gt;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:Mikilos&lt;br /&gt;
&lt;br /&gt;
===Kesenday, Callem 08, 1016===&lt;br /&gt;
====Pet Engineer====&lt;br /&gt;
It seems that there was an emergency. An airship went down and its engineer hadn't been heard from. A group of adventurers were called upon to seek out what had happened and return the engineer if at all possible. The group gathered together, led by the tracking skills of Rhar, they eventually made it to where the ship went down and then tracked to the location of the engineer. Once there they discovered what no one expected. The engineer appeared to be the pet of a grey render. Through libral use of stew laced with prunes, the grey render was rendered out of the picture and the Engineer escorted home. He got lucky though cause for a moment it looked like the render might follow the poor engineer home.&lt;br /&gt;
&lt;br /&gt;
(OOC: this was from Totally Tuesday Spontanaity plot, any questions seekout Rhar, Benthus, Lyrana, Selerik, Grumpins, or Silverwing.)&lt;br /&gt;
&lt;br /&gt;
:Lyrana&lt;br /&gt;
&lt;br /&gt;
===Korday, Aestry 31, 1016===&lt;br /&gt;
====Murder in Rune!====&lt;br /&gt;
In the middle of the night, a large group of guards were summoned to a home near to the wall in the city of Rune. There, they quickly surrounded the small, unassuming looking cottage and far more of them, according to rumor, went inside than could possibly fit. This is not exactly out of the question in a city like Rune. &lt;br /&gt;
 &lt;br /&gt;
Immediately thereafter, the word spreads the Transmuter Korgan was found murdered in his home last night. As a member of the Parliament of Rune, he was apparently on the Subcomitte for Internal Security. His murder raises serious concerns, and has set the city to a restless edge. &lt;br /&gt;
 &lt;br /&gt;
...well... more of one, anyways.&lt;br /&gt;
&lt;br /&gt;
:Whirlpool&lt;br /&gt;
&lt;br /&gt;
===Gilday, Aestry 30, 1016===&lt;br /&gt;
====Refugees declare: Ogres, Worgs...====&lt;br /&gt;
It seems that a group of adventurers recently were contracted to help evacuate a village before Dran forces could get too close. The group arrived and the evacuation was started. Just before they got into the clear a group of bugbears and worgs attacked. They were led by an ogre. It was close, the worgs kept tripping folks but eventually they took them down. The Sling is truly a mighty weapon. Only a couple refugees were killed most made to safety.&lt;br /&gt;
&lt;br /&gt;
(For Information talk to Corra, Lothos, Alakton, Laefwyn, or Lelian)&lt;br /&gt;
&lt;br /&gt;
: Corra&lt;br /&gt;
&lt;br /&gt;
===Variday, Aestry 21, 1016===&lt;br /&gt;
====Renewed Trade with Veyshan====&lt;br /&gt;
With food prices spiking, trade with the Veyshanti has become more important, which is why it was a relief for many merchants to hear that the trade routes across the sea have resumed with no further loss of ships. Recently, a few had dissapeared along the usual route from Tashraan, but it would appear whatever was causing that has ended. &lt;br /&gt;
 &lt;br /&gt;
While Alexandria does not buy food from Veyshan, obviously, and is in fact considered the 'breadbasket' of much of it's immediate area with it's strength of agriculture, the resumption of obstructed trade should help offset the increase in price.&lt;br /&gt;
&lt;br /&gt;
: Whirlpool&lt;br /&gt;
&lt;br /&gt;
===Eliday, Aestry 20, 1016===&lt;br /&gt;
====Attempted Kidnapping in Rune!====&lt;br /&gt;
The famed(???) Professor Fizzulefuse was the victim of an attempted kidnapping by constructs. Some speculate that they were, of course, of his own devise and that the project went awry, but such things could never happen to the famed Professor Fizzlefuse, right? &lt;br /&gt;
 &lt;br /&gt;
Right. &lt;br /&gt;
 &lt;br /&gt;
At any rate, they were defeated, and the Professor moved to another inn. &lt;br /&gt;
 &lt;br /&gt;
No one is blaming Dran for the attack.&lt;br /&gt;
&lt;br /&gt;
: Posted by Whirlpool&lt;br /&gt;
&lt;br /&gt;
===Eliday, Aestry 20, 1016===&lt;br /&gt;
====Denouncement of Rune====&lt;br /&gt;
An angry letter from Arendt is making the rounds, loudly accusing Rune of murdering it's own civilians and trying to cast the blame on Dran's forces. He openly blames Rune for the event and swears that any and all civilians who wish to surrender to the Dran will be treated with mercy and honor, as well as given a chance to start a new under Dran's rule. &lt;br /&gt;
 &lt;br /&gt;
Naturally, this fine bit of propaganda is earning many scoffs within the walls of Rune, and raucous laughter in Alexandria, but for those caught between the warring powers, it might just make letting Dran roll over them seem a bit more tempting.&lt;br /&gt;
&lt;br /&gt;
: Posted by Whirlpool&lt;br /&gt;
&lt;br /&gt;
===Eliday, Firetide 1, 1016===&lt;br /&gt;
====A Successful Hunt====&lt;br /&gt;
The tracking party that set out after the disruption at Mictlan returns with a trussed up Lucht. Seems they caught whoever it is they were after. &lt;br /&gt;
 &lt;br /&gt;
OOC: Questions to Sslyrath, Solace, Azog, Lorien, and Radek.&lt;br /&gt;
&lt;br /&gt;
====Something's Brewing!====&lt;br /&gt;
&amp;quot;Mead? You call that a mead?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Better'n yours!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;MY MEAD IS MADE ONLY WITH THE FINEST HONEY. I feed me bees no less than 10 proof,&amp;quot; says the second brewer more modestly, as she pushes back a mane of khazad-true hair.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Oh! And I feed mine 15!&amp;quot; goes her opponent, obviously lying, but the debate is thick now, and the stories soon grander.&lt;br /&gt;
&lt;br /&gt;
Such are the debates on the streets... /something/ is (haha) brewing. With the coming of summer, the khazad are breaking out the summer ales and even whiskeys, topping the latter off with mixes flavored by bloodstone and deepcrystal and newfangled...they whisper...&lt;br /&gt;
&lt;br /&gt;
...ice. Soon more easily obtainable, for cold, chilled drinks under summer's heat. The rumors hint, in a few overly-vocal, khazad debates. &lt;br /&gt;
&lt;br /&gt;
It's a /rumor/. But the heat already over the Alexandrian metropolis has more than a few excited...and more than a few local merchants looking over their shoulders, at more evidence of the growing power of the khazad empire.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Kesenday, Hattanan 30, 1016===&lt;br /&gt;
====The Sith-makar Empress to Mictlan====&lt;br /&gt;
Today, the Sith-Makar Empress took a trip to the holy site, a land of Dragon Bones, known as Mictlan. It was there that she spoke to those present to learn the history of the place and to bless the union between Alexandria and the people of Am'shere. It is also said that the Dragon Knight, Anise, was in attendance and that a Dran spy may well have been captured in the vicinity. No one in authority has confirmed or denied this, but a group of riders set off on an effort to track additional friends that might've been with this rumored spy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Korday, Hattanan 29, 1016===&lt;br /&gt;
====Sewer Work====&lt;br /&gt;
There seems to be an unusual amount of work going on in the swwers lately. A whole lot more people than usual dressed in sewer worker's suits going in and out of it. Someone in the government is clearly up to something.&lt;br /&gt;
&lt;br /&gt;
====Brain Drain====&lt;br /&gt;
While the Conclave has been broken for years now, there are a great many wizards who still feel some loyalty to the nation and city that birthed it. &lt;br /&gt;
 &lt;br /&gt;
A great many sorcerers, wizards, and other dabblers in the magical arts are flocking to volunteer their service in Rune's protection, much to the chagrin of their former patron states.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Variday, Hattanan 23, 1016===&lt;br /&gt;
====The Madness of Angorites and Dinosaurs====&lt;br /&gt;
Angorites are mad. &lt;br /&gt;
 &lt;br /&gt;
Hiring Wizards to summon giant lizards from Am'shere /just/ so they could practice wrestling on them? /Mad/. &lt;br /&gt;
 &lt;br /&gt;
Apparently, no one died. This is probably because there were clerics nearby.&lt;br /&gt;
&lt;br /&gt;
====Well, Sir...It had Wings. Sort of.====&lt;br /&gt;
Late--or rather, early this Variday saw a group of oruch were seen going from tavern to tavern. The oruch themselves were unremarkable...but the large, long-beaked bird-creature trailing along through the streets and behind them, well.&lt;br /&gt;
&lt;br /&gt;
THAT was a sight to see!&lt;br /&gt;
&lt;br /&gt;
The 'pterodactyl' was apparently (it turns out) a prank by some Tarienites, wanting to have some fun with the recent dinosaur wrestling event. &lt;br /&gt;
&lt;br /&gt;
In light of this, the drunken rampage that occured an hour later (apparently those same oruch, but reports also blame it on gnomes; everyone blames it on gnomes) was almost overlooked.&lt;br /&gt;
&lt;br /&gt;
Supposedly, though, it had something to do about baths.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Gilday, Hattanan 21, 1016===&lt;br /&gt;
====Merchant Ties Cross Cultures====&lt;br /&gt;
&amp;quot;'Ey. Yeah, business has been busy, praise Truehammer. What with the war...I mean, it's not a war. But you know how it goes.&amp;quot; The khazad-aul rubs at his beard. He watches one of the Am'sherians explore the shop. The sith-makar picks up an axe, then a blade.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;You like that one? Black ash-forged. Passed down son to son, to daughter. Hah! Then to me! Legend has it--we forged Caracoroth's chains, you know.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The sith looks up, eyes narrowing. &amp;quot;Sarasorothh?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
There's an awkward pause.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Think I heard one of you 'scales refer to him as the Hunger Dragon.&amp;quot; At that, the sith-makar's eyes widen, then narrow in speculation.&lt;br /&gt;
&lt;br /&gt;
He purchases the axe with a thanks to the 'ssoftskin', before making his way out again.&lt;br /&gt;
&lt;br /&gt;
Tales like this are becoming while not uncommon, at least less rare, with the visit of the Empress. The khazad, rightly famous for their goods and wares, have found business booming among local adventurers, and it's said the clans may be sending in another skilled craftsman or...three, to help spread the load.&lt;br /&gt;
&lt;br /&gt;
The khazad have never been shy about spotting a business opportunity.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Eliday, Hattanan 18, 1016===&lt;br /&gt;
====Reports from Rune====&lt;br /&gt;
No one ever said conquering Rune would be easy. &lt;br /&gt;
 &lt;br /&gt;
The so-called 'Iron Tide' of the warlord Arendt and the Adomari Oruch are engaged in a brutal slugfest with the defensive forces of Rune. Early reports are that the cost in blood is high on both sides, though Rune's magical prowess has so far limited its losses -- but those losses it does suffer are far more grievous. And as news of high toll spreads, pradoxically, more warriors of Dran rush to join the fighting to be part of it's 'glory'.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Ceriday, Hattanan 17, 1016===&lt;br /&gt;
====Wealthy Youth?====&lt;br /&gt;
Recently, several merchants involved in the trade of arms and armor report attemots to purchsae weaposn by a large number of children, perhaps a dozen of them, who seemed incredibly rich for their age and street-clothes. This has resulted in several arched eyebrows. The few merchants talking about it indicate that they did not sell to them, themselves, but that no doubt someone did.&lt;br /&gt;
&lt;br /&gt;
====Light Show====&lt;br /&gt;
Alexandrian military maneuvers and war drills, involving their airship fleet, were sighted around the Red Ridge Mountains rencently. Witnesses reports many strange lights and flashes coming from the mountains that night, but the government assures all citizens of Alexandria that this was nothing more than a routine military exercise.&lt;br /&gt;
&lt;br /&gt;
====Arendt Speaks====&lt;br /&gt;
The following missive is found nailed in several key points all over the city. It is apparently a missive from Warlord Arendt, commander of the forces that are marching on and are engaged in mighty battle with the nation of Rune. &lt;br /&gt;
&lt;br /&gt;
Citizens of Alexandria. &lt;br /&gt;
&lt;br /&gt;
Know first that I am Arendt. It is upon my shoulders that the Gods have, in their infinite wisdom and through the course of destiny, bestowed upon me the privledge and obligation to lead our mighty armies into battle with with Rune under the leadership of the so-called Parliament of the Magi. &lt;br /&gt;
&lt;br /&gt;
Due to a lack of faith in the leadership of Alexandria, who cowers behind the walls of their Castellum and meddles in the affairs of nations which have no recourse against them, I have directly reached out to the people of Alexandria in the hopes their wisdom will allow them to see the proper course.&lt;br /&gt;
&lt;br /&gt;
My grievances with the government of Alexandria are not grievances with it's people, for whom those of Dran and Alexandria have a great deal more in common with than they may realize. We have both persevered in the face of treachery, both stood against the darkness, and both sought freedom from those who would control us. Both have stood with honor and determinaion in the face of overwhelming odds and roared defiance against destiny itself when fate conspired to destroy it.&lt;br /&gt;
&lt;br /&gt;
There are, however, grievances against the government and ruling council of the Alexandros region. I shall list them and ask the people to consider them.&lt;br /&gt;
&lt;br /&gt;
1) The Ruling Council of Alexandria recently reactivated, during a period of great madness, the so-called 'Planar Disjunction Cannon'. Since it's reactivation, the Council has fired this destructive weapon not once, but twice.&lt;br /&gt;
&lt;br /&gt;
2) The so-called Azure Queen, a spirit of madness, was inhabiting the city at that time. Only the mad would think the reactivation of such a Kulthian weapon would be wise, let alone to use it. It is a sign of a lack of belief in the people of the city's strength to defend themselves from all comers that they would claim this is for defense. And we both know Alexandrians are stronger than that.&lt;br /&gt;
&lt;br /&gt;
3) We ask you, then, to question why Alexandria has the Planar Disjunction Cannon in action and to fear for what damage it might cause. I am told that elementals appear in its vicinity in alarming regularity. The Council's mad grab for power puts the innocent at risk, where as in Dran, one can walk from one of the Khanate to another with nary a danger. Our strength sees to it. Your's would as well, if you were to embrace it.&lt;br /&gt;
&lt;br /&gt;
4) Alexandria has taken a dragon knight onto it's lands, despite knowing that these so-called knights are honorless curs in the thrall of their dragon overlords. Man is not meant to be subject to monster or beast. Dragonier paid for this with the life of most of it's citizens. Do not allow the Council to fall under the sway of such a creature, nor to hide criminals from Dran's hand of justice. We ask you, civilians of Alexandria, to pressure your council. Turn over the Dragon Knight to us so that we may verify that she is the one we seek. If she is not, you have my word that no harm will come to her by my hand or order. We have reason to believe that the Dragon Knight, this /criminal/ has been allowed in with the full knowledge of the Alexandrian government. They hide a fugitive from justice, and why? What /reason/ could your Council have to do this thing? Ask them. See how they respond.&lt;br /&gt;
&lt;br /&gt;
5) The diplomatic mission of Alexandria to Dran was nothing more than a pretext. They sought us out in the name of Peace, and gracious and honored as we are, we allow them to parley, without fear of a repeat of history. They attempted to assassinate us and, when that failed on account of our wisdom and preperation, attempted to flee, as honorless dogs always shall, into the hands of those who might shelter them in Rune. We immediately launched our invasion and laid low your 'diplomatic mission' that was not. Such an affront can not be allowed to pass without punishment. Your government meddles and then hides behind others who will need to shed blood for their crimes, scuttling our ongoinbg negotations with Rune for recompense over the death done in their name and Dran does not forget. This war is on the hands of the government's of Rune and Alenxandria.&lt;br /&gt;
&lt;br /&gt;
6) We do not declare war on you, people of Alexandria, as we've no wish to shed the blood of a strong and honorable people for whom we have more in common than they may realize. The strength of Dran will stand with it's people should they wish to take action and replace their leadership. Should, however, the people of Alexandria choose hostility and belligerance in defense of Rune, we will act. All who oppose our justice shall drown in a tide of blood and iron. We will have justice.&lt;br /&gt;
&lt;br /&gt;
7) Heth. Know that we have another reason for striking Rune. In it's vaults, Rune has a great many magical artifacts and powers which it has witheld out of 'wisdom'. Cowardice, I say. The power of Rune could've been turned to save many Dragonieri lives, but they were deadlocked in pathetic debates over 'procedure'. How many /more/ Dragonieri lives could've been saved had the wizards of Rune been willing to risk their use? We will take this power of Rune, and it's might, and turn it towards Dragonier and do battle with Heth. This I promise. No more will the mighty hide in their towers and declare it wisdom when they do nothing. The elves would have you believe we have squandered an age of man. I say nay! The age of MIGHT will begin with our hands! I call on all who seek justice and to defeat the darkness of this world to stand with me.&lt;br /&gt;
&lt;br /&gt;
:ANGORON and KOR shall GUIDE OUR HANDS. &lt;br /&gt;
&lt;br /&gt;
: For victory and honor. &lt;br /&gt;
&lt;br /&gt;
:ARENDT&lt;br /&gt;
&lt;br /&gt;
=====Responses to Arendt=====&lt;br /&gt;
======Jeor======&lt;br /&gt;
Any who frequent the gambling dens, bars or training arena will have a hard time not overhearing a boisterous giantborn in finery named Jeor. Comments include the following: &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Ardent is a coward! He openly admits his fear of the spell cannon and the good peoples of the city. He would try and compliment us and insult us all in the same sentence. Hes a small dog with a very loud bark who simply wants to add more problems to the ones we have.&amp;quot;  r r Anyone who wishes to delve further into these opinions or wager some gold on cards can speak with Jeor.&lt;br /&gt;
&lt;br /&gt;
======Fa'lere======&lt;br /&gt;
You dare invoke the name of Angoron, when you restrict the freedom of another country? Invoke the name of the strongest of the gods, to strike down people clearly incapable of defending themselves, not once...but twice. You say we are a strong and honorable people when, before that, you accuse the ruling coucil, as well as the rest of Alexandria by proxy, of cowering behind it's walls!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Who are the real cowards here?&lt;br /&gt;
&lt;br /&gt;
It is clearly not Alexandria. They have clearly more strength that Arendt to even seek peaceful negotiations in the first place. Alexandria opened their hand to Dran, and Arendt for peace. Instead it was met with a closed fist. Only a TRUE coward attacks when someone offers peace.&lt;br /&gt;
&lt;br /&gt;
ARENDT SPITS IN THE FACE OF ANGORON WITH HIS LIES!&lt;br /&gt;
&lt;br /&gt;
======Azog======&lt;br /&gt;
A rebuttal to Arendt's posting is placed by several of them. The first is nailed deeply, a few of the rest are stuck with glue, possibly by hired poster hangars. The text is almost certainly that of a hired scribe. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;The words of Arendt of Dran have some lies to them, and that calls the truth of the other words into question. But some things may be true, and we of Alexandria are owed answers. &lt;br /&gt;
&lt;br /&gt;
It is said that the Dragon Knight slew the Warlord of Dran, Arendt's predecessor, under a flag of parley. This action is contrary to honor and has not been disavowed by the Dragon Knight. This story has been told by many sources, and none have denied it. The truth of this matter is of importance because many of Arendt's actions would be justified by revenge for that treachery, if it is true. &lt;br /&gt;
&lt;br /&gt;
I do know that the diplomatic mission to Dran was not pretext. It was foolish, shortsighted, ignorant of Dranei honor, and effectively meaningless even beyond the events that transpired, but it was not a pretext for treachery. And I know this because I was there. The Alexandrian diplomat was killed in lieu of the Dragon Knight, who would not allow justice to be done where all can see. However, the airship was taken by Arendt's order; his troops were not sent to stop it but were aboard as passengers, flying under an Alexandrian flag to catch Rune at unawares. Arendt's accusation that the government meddles in foreign affairs and hides behind adventurers who shed blood for them is true, though it is not relevant to the issue. &lt;br /&gt;
&lt;br /&gt;
The statement that the war is on the hands of Alexandria is of course propaganda as much as the peace attempt was, and just as meaningless. Dran's war is a war of conquest and honor, but Arendt does not believe Alexandria understand Dranei honor, and I think he is right in that. So these words may be his way of offering peace with the rest of the city once the Dragon Knight is brought to justice.&lt;br /&gt;
&lt;br /&gt;
So, if the Dragon Knight will stand up rather than hide behind Alexandria, who suffers for her alleged actions, then the truth of matters may be seen and judged by those of honor. Only when that is settled may Arent be dealt with justly.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
======Svarshan======&lt;br /&gt;
Underneath some of these fliers, a second one is posted. The writing is shaking but carefully done. The style looks slightly Myrrish though only nominally. It reads:&lt;br /&gt;
&lt;br /&gt;
The mouth of Arendt speaks, and says that Dran wishes to punish Dragonier. &lt;br /&gt;
&lt;br /&gt;
They say Dragonier dishonored them. &lt;br /&gt;
&lt;br /&gt;
Yet, Dragonier is dead. We see with our own eyes this truth. Its people starve. Its children cry out in blood and terror. They walk our streets as skeletons without names or homes.&lt;br /&gt;
&lt;br /&gt;
Dran has had its retribution. It has won utter destruction of its enemy, its enemies' children. It has won utter destruction now and for the future. The children of these children shall have no home and no people.&lt;br /&gt;
&lt;br /&gt;
Yet perversely, it still hungers. Arendt -craves-.&lt;br /&gt;
&lt;br /&gt;
Caracoroth must speak from the maw of Arendt. For when he speaks, Arendt's hunger knows no bounds and its truth lies before us in its baldfaced starkness. &lt;br /&gt;
&lt;br /&gt;
Arendt, we name you the Hungry Maw, who seeks the blood of children. You bear the fire of the Blood Wolf in your gaze and you seek to devour the world around you. You wear the lust of Kor and the guidance of Hunger.&lt;br /&gt;
&lt;br /&gt;
Beneath it is signed, in reddened ink: 'And all shall belong to the jaws of Caracoroth, the eternal hunger. His ache knows no bounds; may all the nations of man be crushed beneath his jaw and digested unto his stomach. Red oblivion awaits them.' - The Book of Hunger, year 014, writ during the Years of the Sword&lt;br /&gt;
&lt;br /&gt;
======Crow======&lt;br /&gt;
(Posted in a few public places, written on simple paper without decoration)&lt;br /&gt;
&lt;br /&gt;
Citizens of Alexandria,&lt;br /&gt;
&lt;br /&gt;
You probably don't know me. To some, I'm a familiar face. To most, I'm a stranger in your city who follows strange ways many consider outdated or mere superstition. That's fine. All I ask of you is your time, and simple consideration.&lt;br /&gt;
&lt;br /&gt;
Many words have been said by Arendt and others in regards to the actions taking place outside of Alexandria. I won't take the time to repeat them here. You already know what's said.&lt;br /&gt;
&lt;br /&gt;
What you might not have considered is this: War is ugly. This is a fact of life that many are familiar with. Some of you have probably even served in a conflict of some nature, and have a firsthand understanding of exactly what is meant. The fact that we are on the precipice of engaging a foe that is intelligent, determined, and powerful only adds to the potential for ruin, should we engage this hastily.&lt;br /&gt;
&lt;br /&gt;
Alexandria was not involved in this in the beginning, from what I've come to understand. It was brought into this by the actions of others. We were not given a choice in the matter then. But we have a choice to make now.&lt;br /&gt;
&lt;br /&gt;
Alexandria already suffers greatly. As a caretaker of the land, my first duty is to -the land-. Not to those of a political affiliation, or those of a particular religious ideology. And I ask you now to consider the consequences for -the land- should Alexandria engage this man.&lt;br /&gt;
&lt;br /&gt;
The Felwood is a growing threat, a place of chaos and disorder that seeks to spread and continue twisting the existence of the land around it. It's been kept in check by the diligent efforts of those like myself, those who take an interest in making sure that this affliction doesn't spread. The strength of the natural world around it seems to be one of the things that keep it from growing.&lt;br /&gt;
&lt;br /&gt;
But that world is now being threatened with war. With smoke and fire, sword and blood, chaos and madness. These are the things that feed the wounds created in nature. These are the things that could cause its growth to become unchecked. And that's only one of the many slings and arrows that could befall this land if we go to war.&lt;br /&gt;
&lt;br /&gt;
I'm not saying that those who believe we should go to war are wrong. I'm not saying that those who don't support war are right. What I'm asking of you is this: consider, for a moment, if the problems of strangers are worth the risk to your land. This land. Your -children's land-. The Warlord is described as a monster, but the man is clearly not mad. He's cunning, and ruthless, and determined. He's raised points that should be considered before a decision is made, answers that must be found before you can, in good concience, decide if the risk is worth the reward.&lt;br /&gt;
&lt;br /&gt;
I implore you not to act rashly in this. Weigh this decision carefully. The future of many generations could be at stake, and in the years to come, they will ask the most important question: Why is the world we've been given in the state that it's in?&lt;br /&gt;
&lt;br /&gt;
How do you want to be able to answer?&lt;br /&gt;
&lt;br /&gt;
With All Respect,&lt;br /&gt;
&lt;br /&gt;
:Druid Crow&lt;br /&gt;
&lt;br /&gt;
======Ssylrath======&lt;br /&gt;
Posted in response to one of the Warlord's messages:&lt;br /&gt;
&lt;br /&gt;
Which is it? Is Heth the prime threat that Rune should have been fighting to save Dragonier from, or is he a just punishment for Dragonier's sins? How is invading Rune, the prime target of Heth's depredations outside Dragonier, just retribution for an act taken by an agent of the former Dragonier government? &lt;br /&gt;
&lt;br /&gt;
If Heth is such a threat then ally with Rune against him. Bring your combined arms to bear and Heth will be defeated. No, instead you strengthen Heth by trying to destroy his enemy.&lt;br /&gt;
&lt;br /&gt;
Ssylrath of Am'shere&lt;br /&gt;
&lt;br /&gt;
======Stjepan======&lt;br /&gt;
It seems that someone has taken to scrawling graffiti on Arendt's posters, circling point five: ARENDT, YOU TRY TO USE BIG WORDS BUT FAIL. THE APOSTROPHE DOES NOT PLURALIZE. ANGORON DEMANDS RIGOUR AND PROPER PUNCTUATION.&lt;br /&gt;
&lt;br /&gt;
It's not hard to figure out who is doing this, really, since the artiste is a very large giant born who writes in big block letters.&lt;br /&gt;
&lt;br /&gt;
======Colrick======&lt;br /&gt;
Alexandrians, Arendt talks to us as if we were children who know nothing of what we face, but we know all too well.&lt;br /&gt;
&lt;br /&gt;
It was only decades ago that we lived under the tyranny of an invader, the hated Witch Queen Altima. She conquered our land and for years we suffered under her brutal rule. A generation of Alexandrians was born in servitude, forced to watch the public executions of their loved ones, until our struggle eventually regained our freedom at great cost.&lt;br /&gt;
&lt;br /&gt;
Not long after breaking free of our chains we witnessed Sendor fall prey to the desires of another conqueror. Having felt the lash of the whip on our backs, we stood up and marched to war so that our friends would never have to endure what we did. Our triumph ensured Sendor's peace and prosperity.&lt;br /&gt;
&lt;br /&gt;
Now Arendt sets his eyes upon Rune, claiming his war is just, but we know the truth. We have first-hand experience with conquerors. We know what he is, we know what he intends to do, and we will not stand idly by. We have already shouted out our denial twice and raised our weapons against his kind, it is time to do it again.&lt;br /&gt;
&lt;br /&gt;
======Tatyannah======&lt;br /&gt;
There's various graffiti from the same hand that says either 'Shut up, Arendt, you jackass. You know, if you'd stopped before the bit about the diplomatic mission, you'd have gained more support, but you're a moron who overreaches', 'Masterly, I'm going to find you and kill you' and there might be the occasional 'I am coming for your gold'.&lt;br /&gt;
&lt;br /&gt;
======Jareth======&lt;br /&gt;
Overheard at the Wayfarer's while dining and drinking with friends, someone asks Jareth for his opinion on the Dranei invasion of Rune and Arendt's claims.&lt;br /&gt;
&lt;br /&gt;
Downing his ale, Jareth wipes his mouth with the back of his hand and leans forward a little in his chair to say,&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I have an easy solution. One that can save a lot of bloodshed and lies. Arendt should come meet me on the battlefield. No Dragon Riders. No Spell Cannon. No shambling undead. No wizards of Rune. Just him, me and our steel. Save the war chests from being diminished in any way.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
This is followed by a call for another pitcher and more of whatever is being roasted over the fire.&lt;br /&gt;
&lt;br /&gt;
======Bor======&lt;br /&gt;
Overheard in conversation amongst the citizens that traverse the Temple District is talk a scene that happened earlier today. Bor, one of the rare Giantborn Chosen of Daeus, was seen reading one of the missives posted for Arendt. The few brave souls willing to speak to the Giantborn, a race known to have helped the Dran in the past, asked him what he thought of the War Lords proclamation.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The gods provide guidance to everyone. It's not often they speak with us directly. Angoron uses his Strength to protect the people. Not to make people do what he thinks is right. This isn't Angoron's way. The Iron Behemoth won't be pleased. Someone will need to speak to the followers of Angoron to remind them. Know that there are those that will stand to protect instead of make War. I will stand to protect those that can't protect themselves.&amp;quot;&lt;br /&gt;
 &lt;br /&gt;
In after thought, the folks that were actually nearby during the conversation will add that he said something like, &amp;quot;The Words of Man rarely are what the gods tell him, but what he wanted to hear for himself.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
======Ceres======&lt;br /&gt;
It takes a little time, and more than a little effort, but a new song starts to make the rounds, first in the taverns and inns where Alexandria's Adventurers spend much of their time. Then it spreads, often as not by a certain adventuring bard, then by others. Not her usual style, not up to her usual polish, but then - consider the subject matter. &lt;br /&gt;
&lt;br /&gt;
:'Now Smackwater Arendt, he had an dran army.... &lt;br /&gt;
:Cause he... was in the mood for little confrontation &lt;br /&gt;
:He just let it all hang loose &lt;br /&gt;
:He didn't care about the truth &lt;br /&gt;
:He wanted to give all the abuse &lt;br /&gt;
:So he started a war with the wizards' Rune. &lt;br /&gt;
&lt;br /&gt;
:You can't talk to a man &lt;br /&gt;
:With an army in his hand &lt;br /&gt;
:Army in his hand. &lt;br /&gt;
&lt;br /&gt;
:Now Big Jareth the hero stood for law and order &lt;br /&gt;
:He called for the blackguard to come and meet at the border &lt;br /&gt;
:Now from his bulldog mouth &lt;br /&gt;
:As he met the man up south &lt;br /&gt;
:Came the cry, we got to ride &lt;br /&gt;
:Clean up the 'side for our friends and neighbours &lt;br /&gt;
&lt;br /&gt;
:You can't talk to a man &lt;br /&gt;
:When he already understands &lt;br /&gt;
:No, no, no, no, no, no &lt;br /&gt;
&lt;br /&gt;
:The battle was in all the papers &lt;br /&gt;
:Cause you know, he beat ole Arendt right then instead of later &lt;br /&gt;
:You know the countries were quite pleased &lt;br /&gt;
:'Cause the tyrant had been seized &lt;br /&gt;
:And on a whole, it was a very good year &lt;br /&gt;
:For the Adventurers Guild &lt;br /&gt;
&lt;br /&gt;
:You know, you know, you can't talk to a man &lt;br /&gt;
:With an army in his hand &lt;br /&gt;
:Army in his hand. &lt;br /&gt;
&lt;br /&gt;
:Smackwater Arendt, yeah &lt;br /&gt;
:Smackwater Arendt bought an army &lt;br /&gt;
:Yeah, Smackwater Arendt bought an army &lt;br /&gt;
:Smackwater Arendt, yeah &lt;br /&gt;
:Smackwater Arendt, yeah &lt;br /&gt;
&lt;br /&gt;
:Talkin' about Smackwater Arendt, yeah &lt;br /&gt;
:Talkin' about Smackwater Arendt, oh &lt;br /&gt;
:Talkin' about Arendt and his army &lt;br /&gt;
:Talkin' about Smack, talkin' about Arendt &lt;br /&gt;
:Smackwater Arendt, yeah.' &lt;br /&gt;
&lt;br /&gt;
======Mikilos======&lt;br /&gt;
Posted next to several posts made by Arendt. Where room can be found amoung other replies.&lt;br /&gt;
&lt;br /&gt;
The previous message uses a great many words, many of them big words, in order to confuse the issue. Allow me, humble readers, to translate for you: &lt;br /&gt;
&lt;br /&gt;
'Me Arendt. Me Big Guy. You pay attention to me. Me not like Alexandria leaders. Alexandira people okay. Me prove: &lt;br /&gt;
&lt;br /&gt;
1) Spell Cannon bad. &lt;br /&gt;
&lt;br /&gt;
2) Blue Bitch bad. &lt;br /&gt;
&lt;br /&gt;
3) Spell cannon still bad. &lt;br /&gt;
&lt;br /&gt;
4) Dragon Knight bad. &lt;br /&gt;
&lt;br /&gt;
5) Talking bad, when not say what me want to hear. &lt;br /&gt;
&lt;br /&gt;
6) Me think you okay, but you not do what me want, me hit you. &lt;br /&gt;
&lt;br /&gt;
7) Wizards dumb. Me smart. Me take wizard power, use like smart. &lt;br /&gt;
&lt;br /&gt;
Blah blah, me big man. &lt;br /&gt;
&lt;br /&gt;
ARENDT'&lt;br /&gt;
&lt;br /&gt;
======Karelin======&lt;br /&gt;
Another response to Arendt's posters appears at the Arena, both in handbills and as an insert to program guides as well. Eventually, they're used to wrap finger foods, too.&lt;br /&gt;
&lt;br /&gt;
ARENDT: LIMP WARLORD OF DRAN&lt;br /&gt;
&lt;br /&gt;
Another lick-spittle all-conquering warlord is waving his three-inch quill all over Alexandria's wall. He's not the first and he's certainly not the most creative. The logic in his argument is weak and flaccid, puffed up by big words that have more place in an arena for entertainment's sake than out of the mouth of someone sending people off to fight and die.&lt;br /&gt;
&lt;br /&gt;
I should I know, I do it for real.&lt;br /&gt;
&lt;br /&gt;
He implied that we're crazy for using the weapons at our disposal to defend ourselves. It's not crazy; as any true worshipper of Kor would know -- it's only good sense. He claims to be saving us from Heth by striking down those who know how to use the tools at their disposal. This? This is crazy. Maybe the Azure Queen snuck into his tent when he was fantasizing about being a real warrior and planted this fantasy in his head. Leave the fighting to the soldiers and the wizarding to the wizards, especially against an enemy as strong as Heth. He conveniently ignores the threat of Skald to his left flank. He is going to need all of Angoron's protection, because Kor is going to toss him in the gutters for his abject ignorance of the arts of war.&lt;br /&gt;
&lt;br /&gt;
Arendt is an embarrassment to The Warlord and by Kor Makar's holy names, not deserving of the hand he used to blaspheme their names.&lt;br /&gt;
&lt;br /&gt;
Karelin Andarin, Warbringer of Solmnus, Hero of Blar and Arendt's Mother&lt;br /&gt;
&lt;br /&gt;
===Tariday, Hattanan 13, 1016===&lt;br /&gt;
====Treaty Signing====&lt;br /&gt;
It would appear that negotiations between the Council of Alexandria and the Empress of the Sith-Makar has gone well. There are rumors circulating that an official treaty of some kind will be signed any day now and it will no doubt be accompanied by spectacle and celebration. No doubt that Alexandria is in a unique position to gain access to such an alliance, given that the lone permanent gateway to the land of Am'shere lays within their territory. &lt;br /&gt;
&lt;br /&gt;
Still, one must wonder what the terms are, and what exactly the treaty will entail. No doubt a public announcement will be due soon, and one can not ignore the political signifance of such a treaty being concluded within days of Alexandria's announcement of support for Rune.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Eliday, Hattanan 11, 1016===&lt;br /&gt;
====Executed====&lt;br /&gt;
Rumors are coming down from those with an ear on the council, which has spent the better part of the last few days in meetings to discuss the situation between Dran and Rune, that the ambassador to Dran was /personally executed/ by the warlord, a fellow by the name of Arendt, in charge of the invasion of Rune. This shocking news is leaving many Alexadrians enraged, and anti-Dran sentiment is beginning to form. &lt;br /&gt;
 &lt;br /&gt;
A statement from the Council on the matter is due any day.&lt;br /&gt;
&lt;br /&gt;
====Shev: Wanted Dead or Alive====&lt;br /&gt;
The merchant known as 'Shev' has had a bounty issued for him. He is wanted dead or alive, and is responsible for the murder of several contractees to the Guild of Explorers and members of the City Watch. Formerly a merchant specializing in the acquisition of rare goods of a legitimate stripe in Alexandria, a reliable source indicated his involvement in at least one murder and possibly others, as well as tax evasion. An attempt to arrest him was made and several guardsmen and a few assisting contractors from the Guild of Explorers met their untimely end at the hands of his clockwork defenses in his manor home in upscale Upper Alexandria, as well as others wounded and killed by a bomb he left to destroy evidence in his study. It is believed he is at large within the city and security has been tightened at all enrances and exits in an effort to locate him, not that that wouldn't be happening any ways with talk of war. &lt;br /&gt;
 &lt;br /&gt;
A poster bearing his likeness has been posted in numerous public spaces. The City Watch reccomends all civilians avoid contact with, or offering any assistance to, this fugitive and that if sighted you are to contact the City Watch immediately.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====A Statement from the Council of Alexandria====&lt;br /&gt;
A Statement by the Council of Alexandria: &lt;br /&gt;
 &lt;br /&gt;
The news from Rune is grave and true: Our diplomatic envoy was mercilessly slain by the Warlord Arendt under flag of truce in a misguided effort at vengeance over the death of their own previous Emperor at the hands of a Dragon Knight some years prior. It is our belief that, due to the presence of Dragon Knight Anise and her Silver in Alexandria and the refuge we have offered her, that some memebrs of the Dran Khanate have taken to the mistaken belief we have share some culpability for what happened in our absence. Had Dran a legitimate grievance with us, rather than naked ploys to give it's actions a veil of legitimacy, it could have approached us to discuss the matter of the Dragon Knight and challenged her asylum or asked to have her face Dranei justice. Of course, to do that would require evidence and materials which Arendt does not possess, nor has a true interest in. &lt;br /&gt;
 &lt;br /&gt;
It has not does this and will not do this since these claims are nothing but an attempt to grant himself legitimacy in the eyes of his followers. It is the actions of a murderer, a thug, and a coward with no honor to speak of. We condemn his actions in the strongest possible words and hope to see this criminal brought to face the justice he so richly deserves. &lt;br /&gt;
 &lt;br /&gt;
Thusly, the ruling Council has offered to Rune our assistance. &lt;br /&gt;
 &lt;br /&gt;
Rune has said that they will not be invoking our treaty of mutual defense, a decision which we respectfully acknowledge even as we wish for justice, even in the face of relentlessly provocation from Dran in the murder of Ambassador Vril and the loss of his entire diplomatic mission. The Wisdom of Animus is still present in this time, as Parliament spoke eloquently of the need, even in the face of potential destruction, to continue the effort to contain Heth. &lt;br /&gt;
 &lt;br /&gt;
Even so, we will continue to offer and all material support which they request from us, even as Alexandros remains neutral in this conflict between the forces under the leadership of Arendt and the nation of Rune. &lt;br /&gt;
 &lt;br /&gt;
But the Wisdom of Animus spoke truly and now we must turn towards the other who are watching: Know that the Murderer of Dragonier waits for no one. As Dran weakens Rune and washes itself in an ocean of blood, it leaves a greater threat, and a greater honor, unchallenged. Dragonier must be contained and the threat which Heth poses to life must be checked. It has brought together those who were once enemies in a combined purpose. &lt;br /&gt;
 &lt;br /&gt;
Know now that Bludgun and Aleaxndria have signed a treaty of mutual support in the effort to contain the threat of Dragonier, a treaty which Rune has also joined in. We would extend an offer to all right-thinking Dranei who recognize what the true threat is, rather than chase the ghosts of years past, to join us in a quest that will surely be blessed by the Gods. &lt;br /&gt;
 &lt;br /&gt;
May the Hymn fill every heart with wisdom and courage.&lt;br /&gt;
 &lt;br /&gt;
CALDOR METHIS, COUNCILMAN. &lt;br /&gt;
 &lt;br /&gt;
(the rest of the council's names, including Rawyn Telenils, are signed beneath.)&lt;br /&gt;
&lt;br /&gt;
===Kesenday, Hattanan 9, 1016===&lt;br /&gt;
====Strange Rumors and Airships====&lt;br /&gt;
Strange rumors are filtering down to Alexandria that the Alexandrian diplomatic airship that crashed inside the borders of Rune was actually carrying a large number of soldiers from Dran Empire. Was Alexandira involved in some form of double dealing with Rune and the Dran Empire? What sort of game was the ruling council playing? Even more disturbing is the rumor that the Dran warriors aboard the airship were armed with blades of Alexandrian origin. &lt;br /&gt;
 &lt;br /&gt;
The ruling council has not yet issued a statement on the matter of Rune or Dran, but one is no doubt coming soon.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Gilday, Hattanan 7, 1016===&lt;br /&gt;
====Initial Reports====&lt;br /&gt;
Rumor is filtering down from Rune that fierce fighting has broken out along the northern and eastern borders of Rune. While badly outnumbered by the invading forces and weakened by Heth's minions, Rune is still a powerful center of magical learning and seems to be holding it's own for the moment. &lt;br /&gt;
 &lt;br /&gt;
Alexandria has issued a statement of support for Rune. High level negotiations are said to be occurring, though it seems unlikely that any other power will enter the war on Rune's behalf. It is widely supposed in some quarters that the wizards, being wizards, should be able to take care of this on their own with their fireballs and what have you. More quietly, there are few that want to risk drawing Dran's attention, and it's military juggernaut, to themselves. &lt;br /&gt;
 &lt;br /&gt;
Rumors also indicate that the airship that was sent to Dran in the early days before the war began has crashed inside Rune's border.&lt;br /&gt;
&lt;br /&gt;
====Vardamen Responses====&lt;br /&gt;
The agents of Vardama have been heavily involved in investigations into Dragonier so far. However, with Heth still unbreathing, the rumored ties between Vardama the Gray Lady and Serriel the Shining Dawn seem to have tightened. More Lancers may be seen among the crypt entrances, and it's suggested that Vanguards and laymen have been seen in increased comings and goings among the temples. &lt;br /&gt;
&lt;br /&gt;
A number of the additional guards and workmen are also arvek. This number is not exclusive, though it is biased. These are sturdy men and women pulled from the renmants and memory of recent wars. Ever since their freedom from the tyrrany of Thul (who even now ravages Dragonier), many arvek have borne the colors of the Gray Lady and the Shining Dawn proudly, and these temples have offered them homes. &lt;br /&gt;
&lt;br /&gt;
Heth's threat, though, have caused some to have taken to capping a single tusk in brilliant and shining gold.&lt;br /&gt;
&lt;br /&gt;
OOC: This is primarily a call-out to illustrate the growing ties between the two faiths and as opportunity for RP. Please make of it how you like, and according to your own tales and stories.&lt;br /&gt;
&lt;br /&gt;
===Eliday, Hattanan 4, 1016===&lt;br /&gt;
====No Surprise====&lt;br /&gt;
With war between Dran and Rune on the horizon, or so it would seem, it should be no surprise that Charn's military continues it's mobilization alongs its borders on the northern frontier of the empire. Reports from Veyshan and from airships that travel near that border say that the Stygian Empire is putting on quite the display. There can be little doubt that this is directed towards Myrrdion and Alexandria in a calculated move to encourage them to sit out the war to the north.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Eliday, Bernfleur 27, 1016===&lt;br /&gt;
====Not Secret Enough====&lt;br /&gt;
Despite the best efforts of the government in trying to keep it secret, rumors circulate that several Alexandrian airships were sighted heading in the direction of Dragonier recently. Most of them were filled, not with weapons and armor, but supplies for construction of some kind. It's hard to say what's going on, but it's clear that, even with Rune and Dran on the brink of war, that issue of Dragonier is one that is not to be ignored.&lt;br /&gt;
&lt;br /&gt;
: Posted by Whirlpool&lt;br /&gt;
&lt;br /&gt;
====Alexandrian Council Meets with Sith-Makar Empress====&lt;br /&gt;
It would appear that negotiations between the Sith-Maker Empress from beyond the portal to Am'shere and the ruling council of the city of ALexandria are continuing. Representatives from other local powers, such as the Mythwood and the gnomish town of Happy Valley, have been witnessed coming to the Castellum as well, no doubt to greet the apparent leader of the Sith-Makr tribal confederation. &lt;br /&gt;
 &lt;br /&gt;
It is said that the talks will soon be pasued for the Empress to make a trip to a site called 'Mictlan'. There's no clear indication /when/ that will happen, but the city guard does appear to be on high alert and with more boots on the ground than usual.&lt;br /&gt;
&lt;br /&gt;
: Posted by Whirlpool&lt;br /&gt;
&lt;br /&gt;
===Eliday, Bernfleur 20, 1016===&lt;br /&gt;
====Farmer, Dead====&lt;br /&gt;
&amp;quot;Y'hear about old man Woodridge?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;What, that skirt-chasing coot with the farm?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Yep. Hear tell he got th'crotch rot and it killed him.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Well, hell. Poor old bastard. Guess his son'll inherit th'land now, if he ever gets back.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: Posted by Fishbelly&lt;br /&gt;
&lt;br /&gt;
===Korday, Bernfleur 10, 1016===&lt;br /&gt;
====The Sewers, Glue, and Professor Fizzlefuse====&lt;br /&gt;
A party of adventurers from the Explorer's Guild emerged from the sewers late last night. They brought with them a human and what looked at first to be a battered door. The man was partially bound with glue and alternated ranting and mumbling something about 'Fizzlefuze's Doom'. The 'door' seemed to have tiny limbs and face and also talked. Many onlookers took one look before uttering 'mimic', often in weary tones. Both door and man are now thought to be residing in the city jails for 'interfering with vital city services'.&lt;br /&gt;
&lt;br /&gt;
The adventurers were covered in an assortment of acid burns, bruises and dried glue. The Khazad had no boots. And all were accompanied by the distinctive scent of Otyugh.&lt;br /&gt;
&lt;br /&gt;
OOC: see Bennett, Djelka, Brianna, Zoob or Duncan if you want to hear more. For some reason. :)&lt;br /&gt;
&lt;br /&gt;
: Posted by Duncan&lt;br /&gt;
&lt;br /&gt;
===Gilday, Bernfleur 9, 2016===&lt;br /&gt;
====The Sith-Makar Delegation====&lt;br /&gt;
Since her arrival last week, the so-called Empress of the Sith remains in the security of the Castellum for high level negotiations of some kind. Much of her retinue remains encamped beyond the city walls. Rumors emanating from the Castellum are indicating that, once the negotiations are concluded, she will be heading to a holy site called 'Mictlan', as well as paying a visit to the Dragon Knight.&lt;br /&gt;
&lt;br /&gt;
: Posted by Whirlpool&lt;br /&gt;
&lt;br /&gt;
===Eliday, Eatonis 30, 1016===&lt;br /&gt;
====Dranei &amp;quot;Diplomacy&amp;quot;====&lt;br /&gt;
It would appear Alexandria is not the only country using diplomacy to their advantage. &lt;br /&gt;
&lt;br /&gt;
Dran and the Oruch city-state of Adomar have a long history of conflict, but also a mutual warrior culture and belief in 'strength' and 'honor'. &lt;br /&gt;
&lt;br /&gt;
Rumor has it that several emissaries from the Dran warlords assembling along Rune's border were sighted in the city-state of Adomar, meeting with its leaders, no doubt trying to sway the Oruch to their side. If they are able to do so, the nation of Rune will be in great danger.&lt;br /&gt;
&lt;br /&gt;
: Posted by Whirlpool&lt;br /&gt;
&lt;br /&gt;
====Sith-Makar Empress====&lt;br /&gt;
It starts as a mere whisper. A dignary from the tribes of the Sith-Makar in Am'shere is on their way towards Alexandria from the deep jungle, across the portal that exists outside Alexandria. &lt;br /&gt;
&lt;br /&gt;
From there, the rumors escalates. Not a dignary. Not a mere ambassador. &lt;br /&gt;
 &lt;br /&gt;
No, it is now being said, across the city, that the so-called 'Empress' of the Sith-Makar of Am'shere is on her way to Alexandria for the first visit between the city's leadership and the tribes of the Sith-Makar that reside on the other side of the Am'shere portal in the Alexandrian countryside.&lt;br /&gt;
&lt;br /&gt;
: Posted by Whirlpool&lt;br /&gt;
&lt;br /&gt;
===Eliday Eatonis 30, 1016===&lt;br /&gt;
====Freed Slaves====&lt;br /&gt;
Rumor has it that a pair of new-model War Golems(K-8 and Protectron) were freed from slavery imposed by their creators. Altar, Zoob, Kiroth, Verna, Duncan and Hassan were spotted escorting them to Alexandria, where they were deemed free and their creators, Fizzlefuse and Forgefire are being sued for back pay. Apparently they had been making the War Golems work without wages for far too long, and the precise cost will be determined by the Alexandrian legal system, but it is sure to be expensive.&lt;br /&gt;
&lt;br /&gt;
: Posted by Altar&lt;br /&gt;
&lt;br /&gt;
===Ceriday Eatonis 29, 1016===&lt;br /&gt;
====The Journey of the Enigmatic Magical T====&lt;br /&gt;
Word has finally reached Alexandria that 6 brave adventurers escorted a Quad of Bards out of the city. These bards known as Rodrick, Raven, Thomas and Wanderer, and were known for their snarky witty sarcasm comedy. The adventurers guarded the bards on their trip to their next gig. On the way they were attacked by dire boars, huge owl bears, and a tricky green hag. Or so the rumors have been saying. Interested in the full story contact: Zippo, Duncan, Lorien, Altar, Mogrinaar or Rhar.&lt;br /&gt;
&lt;br /&gt;
: Posted by Cesran&lt;br /&gt;
&lt;br /&gt;
===Gilday Eatonis 26, 1016===&lt;br /&gt;
====Time Lost and Canon Fodder====&lt;br /&gt;
I still don't know what happened for sure. We were sent for help to give some aid and relief to a group of soldiers, but nothing could have prepared us for what we found. It had been less than a week since aid was requested but when we got there, the soldiers were claiming it had been a month. And they all looked like they had been through that much without aid. Something having to do with magic more than likely.&lt;br /&gt;
&lt;br /&gt;
Then these soldiers attacked, they had guns, now I know why I hate guns. We fought them off, but then they brought in this ship, though it wasn't no normal ship. It had wagon wheels and barding like a horse on it. It had these huge guns on top, maybe even a cannon. Of course being the foolish ones we are, we charged the ship, cannon wagon...tank? It was close but I fell to the firepower of the vessel. I remember waking up some time after. What happened exactly? Was it all a dream?&lt;br /&gt;
&lt;br /&gt;
: Posted by Aurala&lt;br /&gt;
&lt;br /&gt;
===Tariday Eatonis 25, 1016===&lt;br /&gt;
====Tides of War====&lt;br /&gt;
Some probably saw it coming. &lt;br /&gt;
&lt;br /&gt;
With Rune weakened by the most recent attack on it, rumors are spreading far and wide from the land of Dran that warleaders and their warbands are converging upon Dran's border with Rune. &lt;br /&gt;
 &lt;br /&gt;
Many years ago, during ALexandria's time in the Mists, the armies of Dran marched upon Rune. Hopelessly out numbered, the wizard nation was still reeling from the loss of the protection of their patron God in Animus, they never the less put up a valiant, if ultimately losing defense against the aggressive, conquest-minded Dran. &lt;br /&gt;
 &lt;br /&gt;
It was only the intervention of a Dragon Knight, who attempted to negotiate a settlement between the nations to preserve the peace, that saved Rune. &lt;br /&gt;
&lt;br /&gt;
The nameless Dragon Knight and her dragon, some say it was a silver, some say it was a gold, approached the war leader of Dran's armies under the flag of truce and made the case for peace. &lt;br /&gt;
&lt;br /&gt;
When the belligerant Dran warlord would not listen, it is said, the dragon struck him down in a great blast of fire. It was an act of treachery that enraged many but it was one that ended the conflict, as the Dranei lapsed into fighting amongst themselves to claim the role of Warleader. Ever since then, the warbands of Dran have hungered for revenge and to find a leader capable of uniting enough of them to finsih what they started that many years ago and to exact the pound of flesh from Rune that they can no longer exact from Dragonier. &lt;br /&gt;
&lt;br /&gt;
If a true leader should emerge from this convergence, a war with Dran that Alexandria may be pulled into could be on the horizon.&lt;br /&gt;
&lt;br /&gt;
: Posted by Whirlpool&lt;br /&gt;
&lt;br /&gt;
===Variday Eatonis 24, 1016===&lt;br /&gt;
====Charnese Military Maneuvers====&lt;br /&gt;
It comes as no surprise to anyone invested in geopolitics that Charn has begun amassing its forces on its own borders for latge scale war games and military maneuvers. It's a show of strength in the wake of Alexandria's firing of the spell cannon. These large scale maneuvers are expected to last through the next month.&lt;br /&gt;
&lt;br /&gt;
: Posted by Whirlpool&lt;br /&gt;
&lt;br /&gt;
====Orphanage====&lt;br /&gt;
After a recent excursion to deal with creatures of Fey Origins, an orphanage was given a Dolly and told it must never leave. Shortly after mischief was afoot, but the children seem to enjoy their new..Leperchaun protectors? Well, lets hope they do! Rumors accuse Vuk of being the one to sneak the dolly to the Orphanage and being convinced the Leperchauns would never let the children come to harm!&lt;br /&gt;
&lt;br /&gt;
: Posted by Vuk&lt;br /&gt;
&lt;br /&gt;
====Metal Trees====&lt;br /&gt;
Watch out! There's traps in the forest. Moving traps! At least that's what Rhar warns anybody out in the northern wilds around Wilderness Pointe. Metal traps with spears on ropes. Other ones with giant claws.&lt;br /&gt;
&lt;br /&gt;
It looks like they came out of a giant metal tree that fell down. A tree with a giant squirrel hole in the side. Instead of giant squirrels, there were more traps sleeping inside.&lt;br /&gt;
&lt;br /&gt;
Rhar and Gurr, her wolf friend, were bloodied and broken, so it's apparent she didn't imagine it. Who knows? Giant squirrels could be out there, too!&lt;br /&gt;
&lt;br /&gt;
: Posted by Vuk&lt;br /&gt;
&lt;br /&gt;
===Korday, Eatonis 20, 1016===&lt;br /&gt;
====Locker Room Rumor====&lt;br /&gt;
A story circulates though certain circles, apparently first told in the Arena locker room by a well known golem. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;So the hole into the place was actually part of a stabilized planar rift to an as yet unknown dimension. ...don't look at me like that, I can use big words. Anyway, started with the regular sort of weird stuff you see in Kulthian ruins. Gears and bones and lots of dust. Old holding cells, one with some weird mutant blob thing. &lt;br /&gt;
&lt;br /&gt;
Then came the Void guys. Like, flesh and artifice and magic and smokey shadows all meshed into one. Creepy. Yes, -I- called them creepy. Guess the first two were workers or something, they went down pretty easy. &lt;br /&gt;
&lt;br /&gt;
Then the guards showed up. I can hold my own in a fight, but these guys were pretty badass. Some sorta gun thing, shot like these weird little energy eels or something, crawled inside you and swam around, trying to lay eggs or whatever. I mean, my insides are a pretty nasty place, so you know the little things were hardcore. &lt;br /&gt;
&lt;br /&gt;
We got out of there. I don't like running from a fight, but I like dying even less. They didn't follow. Maybe they couldn't go though the planar rift. We didn't have a good way to seal it, so just piled a bunch of stuff on top to slow them down. &lt;br /&gt;
&lt;br /&gt;
Really weird part? When we came back out, it was actually -before- we went in. Sorta hoped to meet myself on the way back, but since I didn't meet myself on the way in, maybe I couldn't. &lt;br /&gt;
&lt;br /&gt;
So the Upper Ups at the Guild didn't find anything when they took a look. I don't know, time shifted; I guess that's a really good way to hide your stuff. But I'm telling you guys, if ever you meet one of those Void Soldier things, take it seriously, they're Bad News.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: Posted by Munch&lt;br /&gt;
&lt;br /&gt;
====Kulthian Ruins?====&lt;br /&gt;
At least, that is what Verna , Munch , Gragnar and Brom were saying when they returned from them. Contacts within the various Guilds and some temples, and general street talk. Given the reports, it should not be surprising some of the more experienced members of these Orders and Guilds went to the location..and found nothing but a burnt glade and some scattered stones and collapsed wooden hovels. Undead were found in a small number, some given ancient, but once well crafted weapons. The only thing that stood out was a shattered stone shaped like a tear with runes in an unknown tongue, with a crushed artifice powered arm sticking out from under it. Possibly Kulthian in design.&lt;br /&gt;
&lt;br /&gt;
: Posted by Vuk&lt;br /&gt;
&lt;br /&gt;
===Variday, Eatonis 17, 1016===&lt;br /&gt;
====New Food====&lt;br /&gt;
From within the halls where the ever-hungry adventurers congregate. Someone ordered a late night snack that looked tasty. Another saw it and asked for the same. A third made a suggestion to avoid confusion. Now that snack spreads like wildfire through Alexandria. It is a triple bacon lettuce onion (gherkins optional) sandwich, called the &amp;quot;Sandywich&amp;quot;. No &amp;quot;t&amp;quot; to avoid confusion, insult and en-mazement. Hence the onions.&lt;br /&gt;
&lt;br /&gt;
===Variday, Eatonis 17, 1016===&lt;br /&gt;
====Anklar Sighting====&lt;br /&gt;
Once again, Anklar Vanche, that horrible wastrel, has been seen touring Alexadria's pubs. Most recently he was seen at the Wayfarer's Inn, getting utterly sloshed. The /scandal/. Such behavior from the heir to a Myrrish countship is considered humiliating to his father.&lt;br /&gt;
&lt;br /&gt;
===Variday, Eatonis 17, 1016===&lt;br /&gt;
====Dragonieri Reactions====&lt;br /&gt;
While word that the City of Alexandria is taking point on addressing the matter of the fallen nation of Dragonier is welcomed by the Dragonieri refugees living in the city, many of them seems to view it with a little outright cynicism. A sort of 'we'll believe it when we see things actually happening' point of view. There is also concern that this will beget the wholesale looting of Dragonier's 'unique cultural history'. Some speculate and whisper that this is an excuse for the other nations to shamelessly loot the lost treasures of the nation... the ones that haven't been destroyed by Heth, anyways.&lt;br /&gt;
&lt;br /&gt;
===Eliday, Eatonis 16, 1016===&lt;br /&gt;
====Spell Cannon After Effects====&lt;br /&gt;
The Spell Cannon's firing is accompanied by the now traditional warning that one should watch for disturbances in the elemental forces in the countryside around Alexandria. The planar disjunction affect may have let some loose. The Council has issued a warning that if you see one, you are to contact the Guild of Explorers.&lt;br /&gt;
&lt;br /&gt;
===Eliday, Eatonis 16, 1016===&lt;br /&gt;
====The Spell Cannon Fires====&lt;br /&gt;
With word of strange events in the Vast conspiring, the massive Planar Disjunction Cannon swivels in its housing in the great fortification that holds it in the Red Ridge Mountains. With a blazing, blinding white light, the cannon /fires/ upon a location in the direction of the Vast. &lt;br /&gt;
 &lt;br /&gt;
The City Council offers no other comment at this time.&lt;br /&gt;
&lt;br /&gt;
===Eliday, Eatonis 16, 1016===&lt;br /&gt;
====Kulthis!====&lt;br /&gt;
A gathering numbering hundreds in The Vast was nearly wiped out to the last soul when the supposed coming of the gods was instead a Cult Legion. They came with out warning, demanding the Gods surrender to their will, and any who joined them would share enlightenment. But..why did one of their Aetheric Warships have the mark of Kulthus, and how did they travel safely through The Void and spill into this world? Several vessels entered our reality, and who knows what else could truly glimpsed on the other side of the rift they tore open!&lt;br /&gt;
&lt;br /&gt;
===Ceriday, Eatonis 15, 1016===&lt;br /&gt;
====Parade====&lt;br /&gt;
Though it is in the early planning stages, several of the wealhtier Dragonieri are planning a march with the refugee populace through Alexandria to show their support for claiming back their lost homeland and to demand aggressive action against the blight infesting the fallen country. &lt;br /&gt;
 &lt;br /&gt;
With tensions rising, many are concerned that violence could erupt.&lt;br /&gt;
&lt;br /&gt;
===Ceriday, Eatonis 15, 1016===&lt;br /&gt;
====Half Dragons Aplenty====&lt;br /&gt;
The Half-Dragon symbols have begun to slow in their appearance. Whatever point was being made with them has now clearly been made. &lt;br /&gt;
 &lt;br /&gt;
Many of them are now being washed away, either through magic or through scrunch brush. &lt;br /&gt;
 &lt;br /&gt;
Whispers in the underworld, however, indicate that a new presence is definitely continuing to make itself felt in the seedier portions of Alexandria, primarily operating in locales populated by Dragonieri refugees.&lt;br /&gt;
&lt;br /&gt;
===Korday, Eatonis 6, 1016===&lt;br /&gt;
====Anklar Vanche, Trouble Magnet====&lt;br /&gt;
Just a day after turning up alive in Alexandira, when he was feared missing, Anklar Vanche was the subject of a kidnapping attempt by unknown individuals. A fight broke out outside a dockside tavern and he was nearly whisked away! Some speculate it has something to do with internal Myrrish politics, others wonder at ransom, and still more suggest that it was Anklar's unpaid debts catching up with him. No matter what, the Count's son does appear to be quite the trouble magnet. &lt;br /&gt;
&lt;br /&gt;
It was only the timely arrival of several adventurers -- some suggest too fortuious an arrival for them -- that spared the Count's son this indignity.&lt;br /&gt;
&lt;br /&gt;
===Tariday, Eatonis 4, 1016===&lt;br /&gt;
====Missing Wastrel Son turns Up Alive====&lt;br /&gt;
The son of Counce Vanhce of Rosalia, a Myrrish noble with familial ties to Alexandria, has turned up alive and well back in the city. Rumor was brief that Anklar, the Count's heir, had gone missing but it would appear that these rumors were unfounded, as Anklar was soon seen hitting up the taverns of Alexandria and making a nuisance of himself all over the city. Some speculate that he was deliberately making himself seen, but most of that is dismissed as silly -- everyone knows that Anklar is a no-good indulgent wastrel who fritters away his money almost constantly wherever he goes. &lt;br /&gt;
&lt;br /&gt;
===Variday, Eatonis 3, 1016===&lt;br /&gt;
====Public Meeting====&lt;br /&gt;
The ruling council of Alexandria is announcing that there will be a series of public meetings conducted with various interest groups within the city relating to recent moves about the issues of Dragonier. One such meeting will be directed to the city's mercenary population, as they will no doubt have much a role to play in the coming days as the nation's attention pivots to dealing with the threat to civilization itself posed by Heth. &lt;br /&gt;
&lt;br /&gt;
===Variday, Eatonis 3, 1016===&lt;br /&gt;
====Dranei Ambassador?!====&lt;br /&gt;
Today, an unusual figure was sighted leaving the chambers of the Alexandrian ruling council. A slender, cloaked figure apparently addressed the council and then departed, being seen on his way to the Arena accompanied by a much large figure. Apparently, the man in the scholar's robe was said to be an emissary from one of the more powerful Warlords of Dran and his business with the council had something to do with Dragonier.&lt;br /&gt;
&lt;br /&gt;
===Kesenday, Pryntar 28, 1016===&lt;br /&gt;
====Home Exorcised====&lt;br /&gt;
Gathering together, a group of Vardamites, Clerics, Paladins and Monks, went into the home where undead have been known to plague it in the past few weeks. With guards outside to keep anyone from sneaking in and disrupting it, they performed a ritual to undo what was said to be a circle made for necromantic rituals. They all returned out, a few hours later, tired, but unscathed. Word is the family owning the home are free to return and ideally return to their daily lives.&lt;br /&gt;
&lt;br /&gt;
===Korday, Pryntar 27, 1016===&lt;br /&gt;
====Alexandrian Diplomats====&lt;br /&gt;
It would appear that several diplomatic missions have been sent by Alexandria to the far corners of the world. To Veyshan, to Rune, to Dran, and on and on. No doubt adventurers will be called on to help guard some of these vital missions. It's likely that this has something to do with Dragonier.&lt;br /&gt;
&lt;br /&gt;
===Tariday, Pryntar 25, 1016===&lt;br /&gt;
====A Bright Spot in the Darkness====&lt;br /&gt;
Until recently, few dared to set foot in Dragonier. &lt;br /&gt;
 &lt;br /&gt;
That seems to have changed. &lt;br /&gt;
 &lt;br /&gt;
The government of Alexandria took the lead on an initiative to strike into the borders of Dragonier and land a blow on the hordes of undead that roam the fallen kingdom. There once was a forest called the Groves of the Twin Hearts. Those hearts had been destroyed by the corruption of Heth. Now, it is said, that those hearts beat once more and the grove has been purified. The forest will once again be giving its gifts, solace, and security to those who seek it and will no doubt provide a useful refuge for those moving on the border of Dragonier. &lt;br /&gt;
 &lt;br /&gt;
It's not much, but it's a start in what will be the long battle to reclaim what Heth has taken. &lt;br /&gt;
 &lt;br /&gt;
(A big thanks to Hurricane for splitting running duties with me, and a thanks to [[Kerbasy]], [[Jareth]], [[Jibbom]], [[Myrana]], [[Oates]], [[Halani]], [[Cesran]], [[Ceres]], [[Tatyannah]], [[Fishbelly]], [[Elessa]], [[Munch]], [[Aurala]], [[Thyrson]], [[Aenyn]] and [[Ssylrath]]!)&lt;br /&gt;
&lt;br /&gt;
===Korday, Pyrntar 20, 1016===&lt;br /&gt;
====Cultist Changelings in our Midst!====&lt;br /&gt;
Rumors come in about a cult of doppelgangers who worship a long-forgotten deity of the Void.&lt;br /&gt;
&lt;br /&gt;
Two were found in a town northeast of Alexandria, having killed two apprentice blacksmiths and taken their places.&lt;br /&gt;
&lt;br /&gt;
===Korday, Pryntar 13, 1016===&lt;br /&gt;
====Lady Sandiel Pregnant?====&lt;br /&gt;
Recently at a Gala, a well to do party and silent auction of some means, Jibbom was hearding carousing with guests and explaining to them on a recent trip with his beloved Lady Sandiel to the plane of 'Breathless Nights' and 'Sweet Tender Embraces' she found her self, as one may guess after such planar jaunts for wholesome recreations.. pregnant with twins.&lt;br /&gt;
&lt;br /&gt;
Oh Jibbom what ever will you do?&lt;br /&gt;
&lt;br /&gt;
===Korday, Pryntar 13, 1016===&lt;br /&gt;
====Kegger Fest!====&lt;br /&gt;
Today, Kegger Fest has started! &lt;br /&gt;
 &lt;br /&gt;
That means that all over the city, new types of booze are being introduced from far and wide. ALexandria, as a very cosmopolitan city, benefits greatly from it... as does the local economy, of course. &lt;br /&gt;
 &lt;br /&gt;
Farmers, Khazadi merchants, and more are all bringing their best brews to the table. &lt;br /&gt;
 &lt;br /&gt;
The city guard (all wincing, of course) is knuckling down in preparation for the inevitable trouble a town full of rowdy mercenaries and merchants is going to bring.&lt;br /&gt;
&lt;br /&gt;
===Gilday, Pryntar 12, 1016===&lt;br /&gt;
====Undead Rumors====&lt;br /&gt;
Seems there has been a rash of undead in the city, all centered around one old house in the Lower District. Two calls have gone out to the Guild of Explorers and the Temple of Vardama for help, and it seems to be getting worse. The family is no longer living at the house, but haven't moved out, and the house appears to be on complete lock down after this second visit, and with a guard. The Temple of Vardama is scrambling a bit to deal with whatever problem has been discovered inside the house.&lt;br /&gt;
&lt;br /&gt;
===Variday, Pryntar 10, 1016===&lt;br /&gt;
====Althean Cloister====&lt;br /&gt;
Several ALtheans have retreated into the church. Apparently, they are engaged in some kind of meditation or rite over the next several days. Something to do with the 'Foundation Stone' recovered from Dragonier to assist in the ritual exorcism of the Azure Queen, at least that's what the rumors are saying.&lt;br /&gt;
&lt;br /&gt;
===Ceriday, Pryntar 01, 1016===&lt;br /&gt;
====Black Markets Buzz...====&lt;br /&gt;
Underground markets buzz with the word of a Dragoneri trinket, reportedly deeply historical and perhaps magical in nature. The specifics change from story-to-story but the basic message remains the same; Someone out there has an important piece of history.&lt;br /&gt;
&lt;br /&gt;
Word seems to radiate from Goblintown.&lt;br /&gt;
&lt;br /&gt;
Contact [[Younger]] for more information!&lt;br /&gt;
&lt;br /&gt;
===Kesenday, Vhast 31, 1016===&lt;br /&gt;
====Show of Force====&lt;br /&gt;
The City Guard and militia -- and even adventurers -- have been brought out to patrol the city in the wake of the Feast of Darkness. This being a holy day dedicated to Maugrim, many people will not be conducting business or going about other affairs for fear of offending the Tyrant God, while others will carry on. Either way, the city government is taking no chances and intends to make it clear that no disruption or threat to the security of the city will be tolerated. It is oddly appropriate.&lt;br /&gt;
&lt;br /&gt;
===Kesenday, Vhast 31, 1016===&lt;br /&gt;
====Dragonieri Business Defaced====&lt;br /&gt;
A dragonieri owned business, the Smiling Gnome General Store in the Lower Trade District, was defaced with crude slogans against the Dragonieri this morning. While efforts have been made to clean it up since then, the vandalized business is now shuttered. &lt;br /&gt;
 &lt;br /&gt;
This clearly points to some anti-dragonieri sentiment being stirred up in the wake of the 'half-dragons' being left in various locales about the city.&lt;br /&gt;
&lt;br /&gt;
===Variday, Vhast 27, 1016===&lt;br /&gt;
====Sewer Catastrophe Averted!====&lt;br /&gt;
A strange rumbling sound was eminating from the sewers beneath the lower trade district of Alexandria. Brave adventurers were called in and sent beneath the sewers, where they apparently did battle with some kind of creature that was gumming up the works quite deliberately down there. Where it came from remains unclear, but the city of Alexandria owes a debt to these brave (and dirty) souls. &lt;br /&gt;
 &lt;br /&gt;
(Feel free to hassle [[Oates]], [[Kravar]], [[Jibbom]], [[Leisel]], [[Uarala]] and [[Tatyannah]].)&lt;br /&gt;
&lt;br /&gt;
===Ceriday, Vhast 25, 1016===&lt;br /&gt;
====Shadow Boxing====&lt;br /&gt;
In advance of his headbutting challenge Boshter was training some young warriors on the art of headbutting at the Festival Grounds. Fellow martial weapons aficionado, Azog was on hand to witness this lesson as was local wizard, Cesran. As the trio began to discuss the technique that Boshter was using, Azog doubtful of the prowess of the headbeat and Cesran, spewing confusing wizard terminology, they were suddenly attacked by three shadows. Azog and Boshter bravely stood their grounds as cowardly Cesran disappeared from sight. Demonstrating the superiority of the headbutt Boshter destroyed two of the shadow fiends while Azog with some very minor assistance from Cesran was able to banish the last fiend.&lt;br /&gt;
&lt;br /&gt;
This is the story that's going around the Arena, Temple of Kor local taverns and anywhere that manly men gather to discuss the new of the day. (OOC: Talk to [[Boshter]], [[Azog]] and/or [[Cesran]] for the full story)&lt;br /&gt;
&lt;br /&gt;
===Kesenday, Vhast 24, 1016===&lt;br /&gt;
====Dragon Knight Seen Again====&lt;br /&gt;
The Dragon Knight and it's great, majestic silver dragon have once again been sighted. This time it would appear that both Dragon and Knight paid a visit to the Temple of Eluna. The Knight descended into the courtyard of the Temple, then left, flying back to the ruined fort that they have since made their home.&lt;br /&gt;
&lt;br /&gt;
===Gilday, Vhast 22, 1016===&lt;br /&gt;
====Jibbom-s-====&lt;br /&gt;
Details remain vague, but reports confirm there to now be -two- Steel Von Ironblood, Bane of Night's running around. Or something. While tensions are high in certain areas, the Watch has yet to be mobilized on this spreading madness.&lt;br /&gt;
&lt;br /&gt;
===Tariday, Vhast 21, 1016===&lt;br /&gt;
====Hauntings in the City====&lt;br /&gt;
A number of hauntings were reported across the city in recent days, with spooky activity becoming the latest topic of gossip. One family, as the story goes, had their house terrorized by the not-so-imaginary playmates of their son... flying books and phantom children made their lives miserable until a group of local adventurers reportedly drove the malevolent spirits out.&lt;br /&gt;
&lt;br /&gt;
In possibly related ghost-chatter, the mansion which was the home for the auction some weeks back also seems to have fallen upon more haunted times. Furniture is said to move of its own accord, creaks and groans emanate throughout the hallways, and curtains blow and billow even in the absence of a breeze.&lt;br /&gt;
&lt;br /&gt;
The local temples have gone on record to say that there is, in fact, not a widespread spectral outbreak in the city, and these are likely isolated incidents.&lt;br /&gt;
&lt;br /&gt;
===Gilday, Vhast 15, 1016===&lt;br /&gt;
====Dragonieri Images====&lt;br /&gt;
Throughout the city, and especially in the lower parts where there are more refugees from Dragonier, various duplicated images of a dragon have been turning up on walls, streets, and more. The image is of a coppery dragon's front half, like half the image is missing. &lt;br /&gt;
 &lt;br /&gt;
How they are appearing is a mystery, but they appear to be cropping up quite frequently.&lt;br /&gt;
&lt;br /&gt;
===Tariday, Vhast 14, 1016===&lt;br /&gt;
====Prestigious Moon Under New Ownership====&lt;br /&gt;
Apparently, Lady Sandiel has come into the possession of a Llyranessi clothing shop. &lt;br /&gt;
 &lt;br /&gt;
Really. &lt;br /&gt;
 &lt;br /&gt;
Needless to say, this is contributing to a great deal of curiosity, given her usual disdain for fashion.&lt;br /&gt;
&lt;br /&gt;
===Variday, Vhast 13, 1016===&lt;br /&gt;
====A Song of Headbutting====&lt;br /&gt;
From the town criers': &amp;quot;Let it be known that Zaxx of the Adventurer's Guild sponsors a detailed song of the upcoming Headbutting Contest with no less than fifty gold coins to be paid when the song is in circulation and to be performed at midsummer and the temple of Angoron for no less than once a month until midsummer.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===Ceriday, Vhast 11, 1016===&lt;br /&gt;
====Boshter Headbutt Challenge====&lt;br /&gt;
The Arvek Nar, Boshter, has issued a standing challenge. &lt;br /&gt;
 &lt;br /&gt;
Apparently, the challenge is to break an object with your head that Boshter can not also break. &lt;br /&gt;
 &lt;br /&gt;
No. Really. The Boshter headbutt challenge is now a 'thing'.&lt;br /&gt;
&lt;br /&gt;
===Kesenday, Vhast 10, 1016===&lt;br /&gt;
====Dragon Knight Sighted====&lt;br /&gt;
During the blizzard that took place over the last couple of days, the Dragon Knight and her silver Dragon have been sighted in flight near Alexandria. Apparently, they were recently seen travelling towards the Vast before returning to the crumbling fort they've been operating out of since their arrival in Alexandria last fall.&lt;br /&gt;
&lt;br /&gt;
===Kesenday, Vhast 10, 1016===&lt;br /&gt;
====Guardsman Slain in Sting Gone Wrong====&lt;br /&gt;
Two groups of mercenaries from the Guild of Explorers and the City Guard set out together and were working in concert to trap bandits which are said to've been hassling merchants on the roads recently. They returned later that same day with several wounded guardsman and a few deceased ones as well being carried back to Alexandria for proper internment in the city's crypts. &lt;br /&gt;
 &lt;br /&gt;
The local rumor mill is indicating that both groups ran into unrelated (or was it?) trouble and were forced to give up their efforts to lure out the bandits in question.&lt;br /&gt;
&lt;br /&gt;
===Korday, Vhast 09, 1016===&lt;br /&gt;
====Snow Tapers Off====&lt;br /&gt;
The sudden snowstorm which rocked Alexandria and environs has slowed down and finally stopped. It will take a few days to dig out from under it and the snow will be around for a while with the weather generally being a good bit colder than it usually is this time of year.&lt;br /&gt;
&lt;br /&gt;
===Tariday, Vhast 07, 1016===&lt;br /&gt;
====Illothan Cult Broken Up====&lt;br /&gt;
The City Watch today is pleased to announce that a ring of Illothan Cultists, worshipers of the goddess of murder, have been either killed or apprehended. The Guard claims that these cultists were responsible for the troubles in Goblintown during the exorcism and more recently along the wall with the release of their so-called 'Blood Golems'. &lt;br /&gt;
 &lt;br /&gt;
The City Watch offers a special thank to you all the Guild of Explorer Members who assisted and took great risks for the safety of the city. [[Eligar]], [[Findrago]], [[Bennet]], [[Zippo]], [[Ulharilti Wiivai]], [[Katyana]], [[Dragomir]], [[Millicent]], [[Zippo]], [[Jonan]], [[Vuk]], and [[Fazahd]] have all received a commendation from the city and are publically thanked at the end of the announcement.&lt;br /&gt;
&lt;br /&gt;
===Variday, Vhast 06, 1016===&lt;br /&gt;
====Sudden Blizzard====&lt;br /&gt;
A sudden snow storm struck Alexandria tonight. It began snowing at around midnight and didn't stop until eight hours later. The city will begin digging itself out, but the storm blew in from over the Redridge mountains. It's thought likely an odd weather pattern from the Desolation is to blame. &lt;br /&gt;
&lt;br /&gt;
For the next day or two, the city and surrounding countryside will be struck with additional flurries.&lt;br /&gt;
&lt;br /&gt;
===Gilday, Vhast 01, 1016===&lt;br /&gt;
====Estate Sale Successful====&lt;br /&gt;
The estate sale of Renthis Banhold went quite well, according to rumor, and many miscellaneous souvenirs of a career in adventuring were purchased by those with interests in such thing. The house now lays abandoned and will soon go up for sale, no doubt, itself.&lt;br /&gt;
&lt;br /&gt;
===Gilday, Vhast 01, 1016===&lt;br /&gt;
====The Phoenix====&lt;br /&gt;
As part of the turning of the year, the Progressive Arcanist's put on quite a show! The highlight of it was the fireworks display, which began with a illusory phoenix of great size flying over Alexandria before taking off high into the sky and exploding into a brilliant display of fireworks. The phoenix, being the symbol of ALexandria's flag and its many rebirths, was a welcome sight to close out the year for many and cheers were heard throughout the city at the display.&lt;br /&gt;
&lt;br /&gt;
===Ceriday, Khael 28, 1015===&lt;br /&gt;
====Daemon Trouble====&lt;br /&gt;
It seems that it is all over, the rash of demon sightings and attacks over in the Redridge Mountains. Seems the miners of the platinum mine released a daemon (that's with an A) that used demons to cause trouble while it was gaining a base of power. It attacked and took over a local monastery, but thankfully even with some relatively minor damage, they have been freed from the daemon's control. &lt;br /&gt;
&lt;br /&gt;
There was also a rash of demons that were about just causing mischief and mayhem, but it seems other groups have already gone through and swept them up quite handedly. Though it might be wise to be cautious of the mystery meat at the Ox-Strength Tavern for a while.&lt;br /&gt;
&lt;br /&gt;
===Kesenday, Khael 27, 1015===&lt;br /&gt;
====Bandits Strike?====&lt;br /&gt;
A merchant was seen stumbling into town by the north gate today, telling a tale of masked man who came out of nowhere to strike him down and burn his wagon after pillaging it. He claims they left him a single half-copper, which some say was from the fallen kingdom of Dragonier. As this tale spreads, wary eyes are turned towards those from the fallen kingdom who've made Alexandria their home.&lt;br /&gt;
&lt;br /&gt;
===Eliday, Khael 22, 1015===&lt;br /&gt;
====Fighting Crime====&lt;br /&gt;
In response to the rising crime some adventurers have been recruited to help track down and catch those that break the law. One such group was in action recently, following a break in at a local jewelry store. One of the perpetrators was caught turned informant. Using that information the adventurers broke up the gang and recovered the jewelry. However on a darker note, the informant was found dead a couple of nights later, his body drained of all its blood...&lt;br /&gt;
&lt;br /&gt;
(Feel free to speak to [[Bennet]], [[Vuk]], [[Kade]], [[Zippo]], [[Ulharilti Wiivai]] and [[Takiyah]] about what happened.)&lt;br /&gt;
&lt;br /&gt;
===Ceriday, Khael 21, 1015===&lt;br /&gt;
====Rising Crime====&lt;br /&gt;
With the guard depleted after the fall of the Blue Lady, the cost having been so high, shadier elements in Alexandria are returning to business as usual as well. Reports of extortion, smuggling and all other manner of larceny seem to be on the rise. More rumors indicate the growth of new underground organizations born out of the refugees are quite common, with many fingers pointed at the Dragonieri most especially.&lt;br /&gt;
&lt;br /&gt;
===Korday, Khael 19, 1015===&lt;br /&gt;
====Trade Begins Again====&lt;br /&gt;
With the Azure Queen no longer present and things slowly returning to normal in Alexandria, trade is once again beginning to flourish in the city. &lt;br /&gt;
&lt;br /&gt;
More specifically, a number of Khazadi merchant airships seem to be heading northwards. Their destination is rumored to be Bludgun, oddly enough. Despite the ancient animosity between Khazad, Oruch and Giant, the delivery of tools, foodstuffs, and other sorts of things for the development of Bludugn's norther, Dragonier facing fortifications is continuing apace.&lt;br /&gt;
&lt;br /&gt;
===Tariday, Khael 17, 1015===&lt;br /&gt;
====More in the Mountains====&lt;br /&gt;
Things are getting weirder out by the mountains. Now a monk has been brought from a nearby village talking about how his monastery has been run over by some sort of evil that infected him and all of his Brothers, even the Abbot. He is now in the care of the faithful of Navros in the city but being questioned by priests of Daeus.&lt;br /&gt;
&lt;br /&gt;
===Korday, Khael 12, 1015===&lt;br /&gt;
====More from the Redridge====&lt;br /&gt;
Seems a lot have been going on over in the Redridge Mountains as of late. Among everything else, it seems that a recently rediscovered platinum mine was overrun by demons, killing everyone working there. A party sent by the owner found a few stragglers, but also reported oddities evil inside the mine. It is currently sealed off, and with one small artifact recovered, there are still questions.&lt;br /&gt;
&lt;br /&gt;
Also, in a nearby ranching village, they were experiencing disappearances as well as cattle mutilation. These too were investigated and discovered to be caused by various demons causing mayhem. What has gotten everything stirred up?&lt;br /&gt;
&lt;br /&gt;
OOC: Anyone wishing to do any investigations on these events, please @mail or page [[Elessa]].&lt;br /&gt;
&lt;br /&gt;
===Variday, Khael 09, 1015===&lt;br /&gt;
====Rumblings roused from Redridge====&lt;br /&gt;
For the past few nights there have been tales of wolf howls from the trails in the Redridge Mountains leading up to the mining settlements there. More disturbing though are rumours that ancient burial sites have been violated, releasing numbers of the unliving. Something up there in the bleak of winter must have been roused and it seems to be drawing closer to the city. Finally, an older miner comes into town, refusing to explain where his wounds came from until he gets a good stiff shot of whiskey into him. Even then he seems reticent:&lt;br /&gt;
&lt;br /&gt;
:&amp;quot;It were a.. a big dog.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
:&amp;quot;A stray you mean?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
:&amp;quot;Not 'sactly. Like someone 'ad tried to blend a dog and a man. It was tellin' those normal sized wolves and the shamblin' ones wot ta do.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
:&amp;quot;Commanding them?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
:&amp;quot;Yeah. Barely 'scaped wiv me life. Barkeep: fill 'er up!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
:Nothing coherent comes from the man the rest of the night, save to indicate that he has lost a companion on the trail in a horrific attack.&lt;br /&gt;
 &lt;br /&gt;
OOC: For more information, please contact [[Benthus]], [[Kiroth]], [[Zaxx]], [[Bennet]] or [[Larron]].&lt;br /&gt;
===Korday, Khael 05, 1015===&lt;br /&gt;
====Snow Statues====&lt;br /&gt;
Outside of the Ox-Strength Tavern one might see a strange sight. Dozens of Statues have been constructed out of snow in honor of one of the city's most famous elves, the Noble Lady Sandiel or Sandy as she is known by. Come marvel at the artistic majesty of these masterpieces before they melt into nothing. Be careful though, one of they could be the persnickety Lady Sandy.&lt;br /&gt;
&lt;br /&gt;
===Gilday, Khael 04, 1015===&lt;br /&gt;
====An Exhortation in the Market====&lt;br /&gt;
&amp;quot;We must not forget th'horrors to our north, my brothers an' sisters!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
An exhortation was roared forth from the top of a wagon in the market today by an orcish Current of Rada that goes by the name of Brother Fishbelly, apparently having something to do with Dragonier.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I know that th'wounds of our war with Bludgun are fresh... but we must bandage them an' set our differences aside, for what lies beyond threatens not just th'Bludgunni but us as well! Th'Great Dead Dragon will not stop at th'borders of goblinoid lands, no -- he will turn his blackened eyes to us as well, an' his wights an' worse will ravage our lands if he is not stopped. We must send adventurers north, send military aid north as well! HEAR MY WORDS! THERE IS SOMETHING COMING--&amp;quot;&lt;br /&gt;
&lt;br /&gt;
At this point, the town guard dragged him off the wagon and threw him in jail for public drunkenness for the evening.&lt;br /&gt;
&lt;br /&gt;
===Variday, Khael 02, 1015===&lt;br /&gt;
====Dragon in the Hills====&lt;br /&gt;
In the aftermath of recent chaos, a fishing town ran into crossroads with a wandering dragon. Whether over fishing rights, territory, or just malice, the town lost a number of workers to the creature. With help from the local sheriff, adventurers tracked it into the hills. When challenged with axe and spear, the dragon lost and fell to earth.&lt;br /&gt;
&lt;br /&gt;
The threat to the town is ended, and local sith were called upon to dispose of the dragon's body, according to tribal custom. One adventurer was heard to comment that the creature could have been a needed ally against Heth, if he'd only listened. Heth is the massive beast who singlehandedly runs what was once the mighty nation of Dragonier, controlling an army of undeath and destruction. He first took Dragonier sometime between 1008 and 1013, but with things as they were, word was understandably slow to filter out...and uncertain. &lt;br /&gt;
 &lt;br /&gt;
OOC: A big, big thanks to Hurricane for running this! You rock, especially doing this on the fly. :3&lt;br /&gt;
OOC2: For rumors about the scene, contact [[Fishbelly]], [[Kravar]], [[Tatyannah]], [[Zarr]], or [[Ormarr]].&lt;br /&gt;
&lt;br /&gt;
==End Cannibal Queen Arc==&lt;br /&gt;
===Tariday, Quintoos 26, 1015===&lt;br /&gt;
====Damage Report====&lt;br /&gt;
With the City-wide efforts leading to the expulsion of the Cannibal Queen, there is also a lot of damage. According to authorities, the damage report for the city of Alexandria is as follows: &lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
:'''Temple Square:'''  The roof of the Temple of Tarien has been /blown off/. It is now roofless. Most of the windows in the temple district have been shattered. There is a giant hole on the side, a lucht-sized dent in the dome, as well as previous damage, to the Temple of Daeus.&lt;br /&gt;
 &lt;br /&gt;
:'''Riverfront:''' The riverfront district bears a /lot/ of damage. A gret deal of fighting went on down there that ended with a gret deluge of water flooding the distrct, though briefly. The docks suffered significant damage and will take a great deal of time to repair. &lt;br /&gt;
 &lt;br /&gt;
:'''City-wide:''' The mana lights are all having to be replaced, bit by bit. It won't take too terribly long, but the city is going to be darker than usual for a while. &lt;br /&gt;
 &lt;br /&gt;
:'''Bank:''' The bank of Alexandria suffered not one, but /two/ assaults. The second one was more damaging than the first and explosives cracked a bank vault. Unsurprisingly, the bank is now under extremely heavy guard. &lt;br /&gt;
 &lt;br /&gt;
:'''Goblintown:''' Goblintown is recovering from its riots and panics nicely. Since most of the buildings there are rather ramshackle, they've been deconstructed and reconstructed in record time. Artifice helps, too. &lt;br /&gt;
 &lt;br /&gt;
:'''City Defenses:''' A section of the norhtern wall, close to the western edge, was apparently disintegrated by a now slain creature, but barricades and guards have been placed at this brach until such time as members from the appropriate guilds can devise a strategy to patch the hole in the walls. &lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
...There are probably some damages I am not including here, but these are the ones I was able to gather together! If I'm forgetting something, let me know and I'll add it in! - Whirl&lt;br /&gt;
&lt;br /&gt;
===Variday, Quintoos 25, 1015===&lt;br /&gt;
====The End of the Queen====&lt;br /&gt;
Late on the second day of the Exorcism, the ritual completed. &lt;br /&gt;
&lt;br /&gt;
In doing so, it literally exploded just about every window in the Temple District, every window, especially on the Temple of [[Tarien]], and literally ''blew the roof off'' said temple. Turns out that exorcism was being held in there -- and now it is done. At last. Between Kulthian machines, evil doppelgangers, and the Queen's own infected minions, the cost was high and dozens have been left dead, and that's not even getting into the other events of the day. The bank robbery, a rumored trip by agents of Alexandria to Merkabah, undead still loose in the city, the creation of something called 'The Blood Golem' and much, much more. &lt;br /&gt;
&lt;br /&gt;
There were threts large and small, but all of them, one after the other, was confronted and defeated by heroes worthy of the city of Alexandria. &lt;br /&gt;
&lt;br /&gt;
The City Council has issued an edict that for the next week there will be a time of mourning and celebration. Mourning those who were lost, but celebrating what was saved. The [[Vardama|Vardamans]] will be very busy.&lt;br /&gt;
&lt;br /&gt;
===Quintoos 11, 1015===&lt;br /&gt;
====Variday, The Exorcism: Day One Completion====&lt;br /&gt;
 &lt;br /&gt;
The day started off well enough. Though the air was tense, nothing occurred of any real import until the closing hours of the day. &lt;br /&gt;
 &lt;br /&gt;
The barricades around the Temple of Daeus were completed and soldiers and adventurers of the Explorer's Guild -- mercenaries really -- were assigned to watch over the Temple district. Others were assigned to the docks, anticipating the arrival of an attack force of vengeful Sahuagin who were no doubt incensed over the destruction of their underwater home by the Planar Disjunction Cannon (better known as the spell cannon). &lt;br /&gt;
 &lt;br /&gt;
As all these preperations were under way, preperations of another sort were beginning. The guards, early in the day, had heard whispers that there was going to be some kind of plan enacted by a local criminal. They dispatched a team of savvy individuals to arrest him. Tracking him down, they found out that he was planning to attack the Bank of Alexandria, taking advantage of the Guard's distraction and thin stretchedness. His plan was foiled and the criminal slain by a team of adventurers, though not without great difficulty. The bank robbery was foiled and the stolen loot returned, but for that which was given to the heroes for foiling the plan. &lt;br /&gt;
 &lt;br /&gt;
As night fell, several explosions rocked the city. &lt;br /&gt;
 &lt;br /&gt;
The first were at a building in the lower trade district. There, an explosion blew out the top floor of a building. Witnesses report several adventurers leaping from the window shortly thereafter. It was followed by a couple of secondary explosions from within the building. There is no official comment on the operation at this time, but the fires were quickly brought under control by civilians and guardsmen working hand in hand to contain the damage. &lt;br /&gt;
 &lt;br /&gt;
More explosions rocked the city, though, as the attack on Alexandria got truly underway. In the Temple District, an explosion blew open a hole in the temple of Daeus' side. Witnesses report that the Guards were confronted with bombers mind-controlled to blow themselves up on the premises. As this happened, cylinders began raining from the sky in a manner not seen since the days of the Illuminated Order war years ago, spitting out faux-Kulthian horrors all over the city -- though thankfully nowhere near as sophisticated as those used by the Illuminated Order. The heart of the attack, and the greatest number of these, was at the Temple District. There, the paladins of the various faiths and their clerics, along wiht numerous heroes, battled valiantly to contain the threat and drive it back so that the ritual wouldn't be interrupted. Only the Tarienites were absent, apparently enmeshed into an on-going party that doesn't seem to have stopped to this hour. &lt;br /&gt;
 &lt;br /&gt;
While the 'Kulthian' attacks seem to've petered out, that wasn't the end of the night's drama. &lt;br /&gt;
 &lt;br /&gt;
First, there was an alarm sounded at the Castellum. Apparently, something went terribly wrong there. Rumors say that the guard had briefly lost track of the location of several Council Members. A couple hours later, the all clear was given and everyone was assured by city officials that nothing had happened. A mistaken, false alarm. Those skeptical of this whisper that inside sources indicate some sort of demonic attack had taken place and that Lady Rawyn was kidnapped. An edict issued by her countering this rumor came not long after. &lt;br /&gt;
 &lt;br /&gt;
As the night continued, the expected Sahuagin attack came. Hordes of the angry fishmen swarmed the docks, setting several warehouses a blaze. The guard put their plan into effect and destroyed the undersea tunnels that were being used by them to funnel troops close to Alexandria without leaving them exposed to coastal defenses. Several adventurers took part in the battle, making a heroic stand that saved countless lives here as well. &lt;br /&gt;
 &lt;br /&gt;
While Alexandria is still in peril, the hard fought victories on the first day of the Exorcism show that their resolve is unshakeable. They are united in their desire to defeat the Queen and the agents of her discord will not stop them.&lt;br /&gt;
&lt;br /&gt;
===Variday, Quintoos 04, 1015===&lt;br /&gt;
====Attack on West Gate====&lt;br /&gt;
Last last night, sounds of battle could be heard from the west gate of Alexandria, as well as a few late alarms. The rumor, is that something putrid attacked the gate, parents using booger slinging children to attack people guarding the gate. The rumor also states that the wall was partially brought down by vines. The upper wall is missing, but the lower sections and the surrounding areas are fine, however the wall has been charred by fire, with the vines have been burned away. &lt;br /&gt;
 &lt;br /&gt;
OOC: Those who wish to inquire should speak to Kilian, Deril, Kiroth, Holdan, Fishbelly, Caris, or Raethon for details.&lt;br /&gt;
&lt;br /&gt;
===Variday, Rhaltaas 28, 1015===&lt;br /&gt;
====Guards, guards everywhere====&lt;br /&gt;
The city is on lockdown. &lt;br /&gt;
 &lt;br /&gt;
Sort of.&lt;br /&gt;
 &lt;br /&gt;
There are city watchmen /everywhere/. Everyone has been called onto duty, and the Guild of Explorers is assisting in the effort. There are patrols around every corner, it'd seem. Hell, they're even in goblintown, which is causing some tension with the local [[Gobbers|goblin]] and [[Arvek Nar]] militia. &lt;br /&gt;
 &lt;br /&gt;
In other words: the city seems quite ready for /anything/.&lt;br /&gt;
&lt;br /&gt;
===Eliday, Rhaltaas 27, 1015===&lt;br /&gt;
====Lights Out====&lt;br /&gt;
Every light in the city of Alexandria -- that is to say, every mana based lamp or torch that lights public areas, has now gone out. City officials claim that it's merely a technical issue, but it's proximity to the impending 'exorcism' of the Azure Queen can't be any coincidence. &lt;br /&gt;
 &lt;br /&gt;
Regardless, they're /out/ and nobody knows when they'll be working again.&lt;br /&gt;
&lt;br /&gt;
===Eliday, Rhaltaas 20, 1015===&lt;br /&gt;
====An Installation at the Fernwood====&lt;br /&gt;
A marvel!&lt;br /&gt;
&lt;br /&gt;
A catastrophe!&lt;br /&gt;
&lt;br /&gt;
A...a...unique and wondrous gift to the people of Alexandros!&lt;br /&gt;
&lt;br /&gt;
Rumors fly as wildly as opinions. In the midst of the cloud hanging over the City...one of the [[Khazad]] trading companies (who are even now working to re-establish pre-Mist trade routes all over the world) has bequeathed the loan of a grand instrument to the people of Alexandros. &lt;br /&gt;
&lt;br /&gt;
The Harp of the Undermountain, it is declared, is a marvel of not only performance but of khazad craftsmanship. As most harps are small so that they may be carried, the Harp the sponsor boasts, is as large as three khazadi side by side.&lt;br /&gt;
&lt;br /&gt;
The [[Sildanyar|sildanyari]], who are traditionally known for their fine harps and similar instruments, have near universally expressed their...doubt.&lt;br /&gt;
&lt;br /&gt;
Among certain circles, reactions range from doubt to disbelief to a...guarded interest. &lt;br /&gt;
&lt;br /&gt;
Nevertheless, the Masterbuilder-based company, By My Beardstrings, is set to reveal its creation within the week. An installation within the reknowned Fernwood Pub. A number of performances, they say, are scheduled soon after.&lt;br /&gt;
&lt;br /&gt;
===Eliday, Rhaltaas 20, 1015===&lt;br /&gt;
====Temple of Daeus Barricades====&lt;br /&gt;
Additional barricades are being erected around the Temple of [[Daeus]], and additional guards have been placed about it. It would appear that the Temple is taking great lengths to secure itself from any potential violence. No doubt this has something to do with rumored ritual that is to come.&lt;br /&gt;
&lt;br /&gt;
===Tariday, Rhaltaas 08, 1015===&lt;br /&gt;
====The Collection is Complete====&lt;br /&gt;
Rumors are flittering out of the Temples that the collection of holy objects is now complete. One imagines it's only a matter of time before they're put to use. Their location is unknown for security reasons, of course, but just as one can imagine that they'll be soon used, one can also imagine that 'secure' only means that nobody has tried to steal them. &lt;br /&gt;
 &lt;br /&gt;
Yet. &lt;br /&gt;
 &lt;br /&gt;
The air of tension in the city continues exhaustively, but due to the efforts of the adventurers and the city guard, things are still stable. &lt;br /&gt;
 &lt;br /&gt;
For now.&lt;br /&gt;
&lt;br /&gt;
====Visitors to the Dragon and it's Knight====&lt;br /&gt;
Recently, two separate individuals -- one woman and one armored knight, were seen being seen at separate times heading off to the nearby ruined fort where the Dragon and it's Knight are said to be making their home during their visit to Alexandria. People are speculating as to what role they might play in events going forward, especially with regards to the so-called 'Exorcism' of the 'Azure Queen'.&lt;br /&gt;
&lt;br /&gt;
===Tariday, Rhaltaas 08, 1015===&lt;br /&gt;
====Fizzleton's Circus of Marvels!====&lt;br /&gt;
The gobber-run circle known as Master Fizzleton's Circus of Wonders is in town!&lt;br /&gt;
&lt;br /&gt;
It isn't set up yet, because rumor has it that Master Fizzleton just led an expedition to the fabled Isle of the Gargantua, and came back with a magnificent beast to display at the circus once they're ready to show their marvels to the sight-seers of Alexandria.&lt;br /&gt;
&lt;br /&gt;
The usual protests by druids have begun outside their camp beyond the city walls.&lt;br /&gt;
&lt;br /&gt;
===Variday, Daeshen 30, 1015===&lt;br /&gt;
====Ableskein Asylum Burns====&lt;br /&gt;
Terrible news comes back to Alexandria. Dozens of inmates sent to the once well-reputed Ableskein Asylum Home are now dead. Families grieve and search for answers as to what befell them, but all the surviving management can manage is broken accounts of terrible nightmares and waking to a house broken by the Azure Queen. Many former patients are being returned to their families and the care of the Althean church when that is not an option. The survivors are all shaken, and it will be some time before they feel safe enough to speak of their experiences. The Asylum itself is barred to all entry and being investigated by the [[Althea|Altheans]] and Alexandrian Constabulary. All that's known is that [[Jibbom]] and a few others were recently there on suspicious business, and much of the interior of the building itself is blackened and burned out.&lt;br /&gt;
&lt;br /&gt;
===Variday, Daeshen 30, 1015===&lt;br /&gt;
====Food Additives====&lt;br /&gt;
Rumors of a commotion at the Ox this evening circulate. What exactly it was is unclear, though the words 'infestation' and 'that place!' are overheard. &lt;br /&gt;
&lt;br /&gt;
Well.&lt;br /&gt;
&lt;br /&gt;
It's the Ox, right?&lt;br /&gt;
&lt;br /&gt;
OOC: Speak with [[Ulharilti Wiivai]], [[Mel]], [[Zalara]], or [[Mikilos]] for details!&lt;br /&gt;
&lt;br /&gt;
===Ceriday, Daeshen 28, 1015===&lt;br /&gt;
====A light in the night====&lt;br /&gt;
In the early twilight hours of the morning, a great beam of energy streaks from the Red Ridge Mountains out into the open sea. There is a great commotion and giant waves crash against the cliffs of Alexandria. The Tornmawr will be running high for several days. &lt;br /&gt;
 &lt;br /&gt;
The spell cannon has been fired.&lt;br /&gt;
&lt;br /&gt;
====Rumors from the North====&lt;br /&gt;
Bludgun is an isolationist nation. &lt;br /&gt;
 &lt;br /&gt;
It's been one since the end of the [[Sendor|Sendor War]] and the vanishing of King Harshtone. Now ruled by the largely mysterious ====Council of the Fireborn====, they====ve largely closed their borders but to traders who====ve worked out arrangements for the deliveries of desperately needed goods. Now those same traders are reporting that [[Bludgun]] seems to be engaged in some kind of fortification effort along its north border. &lt;br /&gt;
 &lt;br /&gt;
Of course, this fortification effort should come as no surprise, as its northern border is the one they share with the fallen nation of [[Dragonier]]. While not the first such effort, this latest one is said to be the most extensive effort at walling the giant-lead kingdom off from the danger that Heth and its minions represent. Of course, it also serves to keep those still continuing the struggle against Heth and other refugees out as well.&lt;br /&gt;
===Eliday, Daeshen 15, 1015===&lt;br /&gt;
====Pilgrims Again====&lt;br /&gt;
Once more, the trek to the holy Eidolon Court is open to pilgrims who wish to go and hear the Hymn of Creation. The first such group returned this evening, though many of those who went looked more subdued and concerned than one would expect on such a joyous occasion. &lt;br /&gt;
 &lt;br /&gt;
Soon thereafter, rumors begin to surface about some kind of divine vision having been witnessed by some of the pilgrims there, where they were warned about the 'the children of the first born' and how they will 'rise'. &lt;br /&gt;
 &lt;br /&gt;
As if Alexandria needed /more/ to worry about while it untangles the thorny problem of the Azure Queen and her influence.&lt;br /&gt;
&lt;br /&gt;
===Korday, Daeshen 12, 1015===&lt;br /&gt;
====A Queen's Ransom====&lt;br /&gt;
Returning gloriously from the mountains is an expedition that uncovered what appears to be one of the largest treasure troves of art recovered from the Sorceress Wars in at least several years. &lt;br /&gt;
 &lt;br /&gt;
The art in question, found by an expedition lead by two treasure hunters, Maxwell Saymoore and Selma Blayworth, were hot on the trail of merely one magical item, a lyre constructed by an elven bard seven centuries ago with exquisite skill, when they soon learned that they might be on the trail of something much more valuable. &lt;br /&gt;
 &lt;br /&gt;
&amp;quot;We're very proud of this accomplishment. We couldn't have done it without working together from beginning to end,&amp;quot; Maxwell is said to have noted. &lt;br /&gt;
 &lt;br /&gt;
The art is now being housed in various city storehouses under lock and key until artistic evaluators, Ceinarans, Reosians, and more have had the chance to look at it. An effort will be made to return the art to its proper owners or their inheritors. &lt;br /&gt;
 &lt;br /&gt;
This may prove problematic, however, and disputes over appropriate succession are likely to arise. &lt;br /&gt;
 &lt;br /&gt;
OOC: Talk to [[Zippo]], [[Jensine]], [[Jex]], [[Kojot]], [[Kravar]], [[Millicent]], [[Gwendolyn]] for information.&lt;br /&gt;
&lt;br /&gt;
===Gilday, Daeshen 11, 1015===&lt;br /&gt;
====General Bloodeyes Appears====&lt;br /&gt;
The village of [[Alexandros|Vandran]], not far outside the gates of Alexandria, was recently &amp;quot;taken hostage&amp;quot; by a chieftain from [[Bludgun]]! In truth he was here seeing about opening trade relations with some unknown guild through a human middle-man named &amp;quot;Mr. Shram&amp;quot;. General Bloodeyes, a huge ogre, and his gang set up outside of Alexandria and &amp;quot;convinced&amp;quot; many traveling merchants to come and caiter to them before soldiers from the city could establish proper detours.&lt;br /&gt;
&lt;br /&gt;
A group of adventurers made their way to the camp and learned that General Bloodeyes was going to judge Alexandria's worth for trade based entirely on the stories and performances of that group of adventurers, and that once he had had his fill of entertainment he planned to leave. Not entirely prepared for the task, the adventurers made a wide range of performances, though General Bloodeyes seemed most interested in the storytelling (even if some of the stories were a bit far-fetched).&lt;br /&gt;
&lt;br /&gt;
Satisfied with the performances, General Bloodeyes agreed to open a trade route to Alexandria, and both he and his men were gone by dawn the next morning. In the end, trade was momentarily disrupted and the village of Vandran will not be quick to forget the stressful visit, but things turned out well enough.&lt;br /&gt;
&lt;br /&gt;
===Tariday, Daeshen 10, 1015===&lt;br /&gt;
====Word Spreads====&lt;br /&gt;
Word spreads rapidly through the city of Alexandria that one of the few remaining Dragon Knights of the lost nation of [[Dragonier]] is en route to Alexandria. The Dragon Knights were an esteemed order in their heyday, a glorious organization that kept the borders of Dragonier safe and brought justice to the world. Many a time they reached out to help Alexandria in its time of need, up to and including the Sendor War whose conclusion catapulted Alexandria into 'the mists' for five long years... at least to everyone who wasn't in Alexandria. &lt;br /&gt;
 &lt;br /&gt;
During Alexandria's sojourn into the Mists, the Dragon Knights extended their influence into the greater world once more to try to balance delicate political forces, most notably in incinerating a warlord of Dran who refused to take heed of their warnings during a period of expansion and aggression by its war-like people. Busy putting out fires all over hte world, they were ill-equipped when Heth rose and struck down the great golden dragon who ruled the ancient nation and murdered many other slumbering dragons. Though the Dragon Knights fought valiantly to save their country, they were no match for Heth and their final ill-fated charge against the great beast is commemorated in the now famous Bardic Song 'The Last Flight Of the Dragon Knights' by Peville Arborni of the [[Mythwood]]. &lt;br /&gt;
 &lt;br /&gt;
It is, perhaps, ill-named. After all, there a few dragon knights left. But what purpose could bring one to Alexandria? Rumors indicate that he aims to speak with several adventurers about recent events in Dragonier they were witness to.&lt;br /&gt;
&lt;br /&gt;
====The Azure Queen==== &lt;br /&gt;
More of a malevolent entity than a tangible force, the so-called Azure Queen has been an urban legend for some time. Often associated with acts of cannibals (hence her so-called title of 'Queen of the Cannibals', the Azure Queen is at the heart of many of the troubles that plague Alexandria as of late and it has been learned that she is an all too real force for evil even if her nature remains unknown. &lt;br /&gt;
 &lt;br /&gt;
Evidence of her influence can be seen all around as conflicts go worse, pushing families and neighbors into fighting each other over increasingly petty things, business owners devour their own coffers in greed, and merchants hoard their stocks, but there is always a very real, /root/ problem that it stems from. She just seems to make a bad thing /worse/. &lt;br /&gt;
 &lt;br /&gt;
Then there are those more directly afflicted -- actual men who've turned to the practice of cannibalism, claiming to follow 'the lady in blue' and her path. Once such cannibal was hanged after being caught and shouted about how she was 'coming'. Since then, indeed, things have steadily increased in tension all about the city. &lt;br /&gt;
 &lt;br /&gt;
The Churches of Alexandria have declared a plan to exorcise her spirit and purge the region of her taint. Adventurers from Alexandria have been dispatched across the land, hunting down the holy relics necessary for this act. In the meantime, other methods of battling her, and stemming the tide of her influence, continue to be explored.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Eliday, Daeshen 08, 1015===&lt;br /&gt;
====Fires in Goblintown====&lt;br /&gt;
Recently, a firebroke out in the central Goblintown district. It was quickly doused through fast-acting explorer's guild members along with local Goblintown militia. The explorer's guild and militia were apparently on hand to arrest a wanted fugitive. &lt;br /&gt;
 &lt;br /&gt;
More strangely, however, are reports of azure-hued goblins that attacked the adventurers, a worrying sign that the madness of the so-calld 'Cannibal Queen' might've spread into Goblintown itself.&lt;br /&gt;
&lt;br /&gt;
===Ceriday, Daeshen 28, 1015===&lt;br /&gt;
====The Death of Teakettle====&lt;br /&gt;
An announcement is posted all over the city, announcing the death of Captain Teakettle in a major operation to end the pirate threat to Alexandria's shipping and trade. Teakettle, notorious for his stack on Alexandria by slipping up the Tornmawr in a submersible, is a known cannibal and thought to be a mad man in the service of the Azure Queen. The lucht Pirate's head, taken in battle, is now mounted on a spike near the gates of the Castellum for all to see. &lt;br /&gt;
 &lt;br /&gt;
In addition, it is announced that the spell cannon has been used to destroy a major threat to Alexandria. Recently, numerous adventurers hunting for Teakettle's base found a Sahuagin military base beneath he sea where they were gathering some sort of army and conducting dark rituals to their God. The Spell Cannon has been used to annihilate this base and to remove the threat of the Sahuagin from the city's side -- or so it is claimed. Many speculate the spell cannon was used as a show of force to ensure other nations that Alexandria's defenses are secure. Open debate on this matter, and the use of such Kulthian technology by the city government, has spurred many arguments already. &lt;br /&gt;
 &lt;br /&gt;
That said, all of it, Teakettle is dead and the back of the pirate operations broken. All that's left now is to dispel the spirit of the Azure Queen, if such a thing is truly possible.&lt;br /&gt;
&lt;br /&gt;
===Eliday, Daeshen 08, 1015===&lt;br /&gt;
====The Cannon Moves====&lt;br /&gt;
Today, the great turret of the Planar Disjunction Cannon, sitting in the Red Ridge Mountains, turned and now faces out over Alexandria -- aimed towards the sea.&lt;br /&gt;
&lt;br /&gt;
===Korday, Callem 22, 1015===&lt;br /&gt;
====An End To Wasps====&lt;br /&gt;
Reports from the Mythwood Wardens indicate that the threat from the felwood wasps has been contained. A group of adventures recently stormed the nest and put an end to its taint! The injured wardens are finally beginning to recover and the peril the villages outlying to Alexandria were in has now been dealt with. One more situation dealt with. &lt;br /&gt;
 &lt;br /&gt;
(Thanks to Rogun, Sebropert, Ferawyn, Elgin, Eligar and Brom! Especially to Sebropert for taking point on organizing and getting this IC situation handled and everyone else who contributed to this. Also, big thanks to Lahar for tackling the storyline in the first place!)&lt;br /&gt;
&lt;br /&gt;
===Variday, Callem 19, 1015===&lt;br /&gt;
====Forest Fire====&lt;br /&gt;
Travellers are reporting that a forest fire is still burning north of Alexandria -- laying closer to the [[Mythwood]] than to Alexandria proper. Rumor is it was started by a sorcerer -- a sorcerer who is untrained and now in the care of the Mythwood Wardens. Another example, some elves say, of humans failing to keep their magical house in order.&lt;br /&gt;
&lt;br /&gt;
===Korday, Callem 15, 1015===&lt;br /&gt;
====Sildanyari Dance Party?====&lt;br /&gt;
From an article in this week's Alexandrian Tribune... &lt;br /&gt;
 &lt;br /&gt;
&amp;quot;I am unclear what precisely was being celebrated by the [[Sildanyar|Sildanyari]] of the city today but a procession was seen prancing and dancing in fine form through the markets and warehouse district. This reporter has never seen anything like it though I am a bit concerned about their choice of footwear. Still, one never knows with Sildanyar--they are a touchy folk. Still, it is always wonderful to see individuals fully embracing their cultural heritage so this reporter says Prance on!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===Tariday, Callem 6, 1015===&lt;br /&gt;
====Settlings====&lt;br /&gt;
Efforts proceed to banish the so-called 'spirit of the Azure Queen, with groups of adventurers being sent far and wide to gather 'holy relics' for the various churches that will be participating the ritual. Some are said to have been returned already, but the churches and the government are refusing to issue any confirmations for security reasons. &lt;br /&gt;
 &lt;br /&gt;
More of ALexandrian's militia have been deployed to the city streets to assist the Watch. While they are taking a back seat, technically, to the City Watch's authority, some tensions are becoming visible between the two organizations. &lt;br /&gt;
 &lt;br /&gt;
A group of Dragonieri refugees were recently called to the Castellum to speak of the horrors witnessed during the fall of the kingdom to the dragon known as 'Heth'. After this meeting, the newly functional and restored Planar Disjunction Cannon that lays within the Red Ridge Mountains, more commonly referred to as the 'Spell Cannon' had its turret rotated to the north, where it has remained since. &lt;br /&gt;
 &lt;br /&gt;
The Alexandrian Navy continues its efforts to hunt the Lucht Suil pirate, Captain Teakettle, and has reported to the populace that it is closing in on him and will soon put an end to his threat. 'He will serve as a warning to all who choose the path of piracy'. &lt;br /&gt;
 &lt;br /&gt;
With the reduction in patrols outside of Alexandria, due to the forces being called to the city itself, banditry is becoming increasingly prevalent along the roads into and out of Alexandria, not to mention the increased threat from dangerous monsters that are still a problem in the region. Armed bands of Alexandrian advenrurers have been dispatched to quell the problems, but until regular patrols can be resumed and tension in the city itself decrease, it will remain a problem.&lt;br /&gt;
&lt;br /&gt;
===Korday Aestry 11, 1015===&lt;br /&gt;
====The Hunt for Teakettle====&lt;br /&gt;
Word spreads from the river folk and wandering lucht that the popular River's Rest Inn, located not too far from Alexandria, has been a hub of madness. A group sent to investigate the whereabouts of the elusive pirates in their Kulthian submersible stumbled upon a cult of crazed maneaters. Shockingly, it was not ogres or other savages who had seized control of the locale, but man eating man as the stories go. ''St-eww'' seems to be the phrase of the day. The authorities and clergy are looking into the matter, because the inn's shrine to Rada has been desecrated and several questions remain unanswered.&lt;br /&gt;
    &lt;br /&gt;
(Kojot, Remethaer, Kilian, Thorarna, Brom, Solace, Niama, and Zaxx are to blame. Talk to them first if curious. :))===Thu Aestry 11===&lt;br /&gt;
&lt;br /&gt;
===Tariday Aestry 02, 1015===&lt;br /&gt;
====Pirates Raid Alexandria====&lt;br /&gt;
It had been a beautiful day along the banks of the Tornmawr, but it quickly became a spectable. The Alexandrian river patrol had captured the infamous Captain Yuvan, a halfling pirate who had been pillaging the shores of the region, and others, for many years. He apparently surrendered outright to the navy without even a fight, and asked only to make a statement in Alexandria. While details vary on the exact nature of that statement, it would appear that not all pirates were so eager to let him get out of the business. &lt;br /&gt;
 &lt;br /&gt;
As the pirate crew moored their ship and was manacled on the docks, a second pirate ship -- some sort of iron submersible vehicle -- emerged from the water and opened fire on the Alexandrian vessels with mounted magitech cannons. Fire was exchanged between both of them as the iron ship rammed the docks and spilled forth a squadron of pirates, intent on preserving their secrets and inflicting casualties upon the Alexandrian people. &lt;br /&gt;
 &lt;br /&gt;
A fierce battled ensued and the pirates were eventually driven back before they could capture Captain Yuvan and most of his men. The Alexandrian navy has vowed retribution for the attack and the Ruling Councuil has indicated that no stone will be left unturned in their pursuit, while merchants whose business lies along the Tornmawr already whisper fearfully about what they could possibly do to protect themselves from this vessel and make plans for airship or travel by land until the situation is 'resolved'. &lt;br /&gt;
 &lt;br /&gt;
Where did this metal ship come from? Will it attempt to raid the city again? Or will the Alexandrian navy adn its allies destroy it before it can strike? Only time will tell.&lt;br /&gt;
&lt;br /&gt;
====Brief Festival====&lt;br /&gt;
A brief event of some sort broke out without warning in the marketplace this afternoon. Dozens of children swarmed the area, singing songs and offering good cheer to the merchants of the area. Wizardly entertainments were present, and at least one magical lion ride. The children are apparently members of a new club sweeping the youth of the city, promoting inspiration and good cheer. Members can be seen wearing copper braclets, reading an enigmatic 'WWJD?' &lt;br /&gt;
&lt;br /&gt;
A brief scuffle broke out shortly after the festival between children promoting a halfling leader, and others loyal to a gnomish one. Reports of a third group wearing tunics of 'WWSvID?' are unconfirmed.&lt;br /&gt;
&lt;br /&gt;
===Tariday Firetide 18, 1015===&lt;br /&gt;
====Spell Cannon, Reclaimed!====&lt;br /&gt;
Today, the Council of Alexandria announced that they have officially reclaimed the Spell Cannon complex with the aid of members of the Explorer's Guild. In a combined Alexandrian/Myrrish operation, the Planar Disjunction Cannon (the spell cannon for shirt) which was once fired upon the Eidolon Court by the Blasphemer, Augustus Alexandroa, and upon the floating Fortress City of Merkabah, during the Illuminated Order War, vis to be brought back online to protect the city from any threats -- such as the the threat of Heth from Dragonier, or of Charn's armies. Myrrish and ALexandrian technical expertise is presently working together to ascertain how much damage was done during its years of dormancy under a spell of petrification, rendering it unusable until now, but the Council assures all that the cannon, and authority upon its use, are solely in Alexandrian hands.&lt;br /&gt;
&lt;br /&gt;
===Tariday Firetide 11, 1015===&lt;br /&gt;
====Mab Ranting====&lt;br /&gt;
Rumors abound through the goblin population of Alexandria that Mab Smottle has been banned from Ma Rosie's Gambling Hall, after going on a bizarre and entirely unprovoked(?!) rant against artificery and artificers. Although the details of the rumors vary significantly (sometimes involving a generously-hipped elf laughing herself sick), the fact is that Mab was dragged out of the hall and dumped in a horse trough. This has not helped Mab's standing amongst other goblins at all, and she is apparently said to be steaming mad about it. Or at least having to steam her clothes. Rumors are hard.&lt;br /&gt;
&lt;br /&gt;
===Gilday Jun 19===&lt;br /&gt;
====Blue-Tinged Xorns====&lt;br /&gt;
While the spell cannon has been reclaimed, it has not been without consequence. The elements are still not completely settled by the formerly petrified cannon and there are rumors of strange, blue tinged creatures lurking in the mountains still. These reports are being taken seriously and these creatures ar being actively hunted. &lt;br /&gt;
 &lt;br /&gt;
(Bonus points for any PRP which involves hunting 'Maddened, blue tinged Xorns'. )&lt;br /&gt;
&lt;br /&gt;
===Variday Firetide 10, 1015===&lt;br /&gt;
====Swarm Tactics====&lt;br /&gt;
Merchants and travelers passing through Vadran village speak of a large ebony Sith'Makar and his red-headed companion collecting a team to voyage into the dark recesses of the Felwood. The wood is angry, and forces beyond its control need to be quelled. A call has been put out to friends of the wood, and friends of Vadran to find the source of the giant wasp menace and bring it to a halt. &lt;br /&gt;
&lt;br /&gt;
OOC- For those that have been participating in the Vadran village plots, and/or would like to RP or help in adventures within give Sebropert or Ferawyn a holler. We have four interested parties so far, but I want to try to get anyone who would like to be involved to come along. This will be a Whirl/Beaglefarts thing, and should be a lot of fun. Or our doom. Depends on how you interprete them giggling every time they mention it to me. &lt;br /&gt;
&lt;br /&gt;
Dates - I am shooting to get this done in the next week or so, and it will probably be a two parter (Of course time is fluid, and it will get done when people are available). Right now we can't do the 13th or 14th, but most other days are open. Page or mail me with your availabilities, and we'll run it by our lovely GMs and see when they can do it. Until then we can RP to pass along information or discuss strategy.&lt;br /&gt;
&lt;br /&gt;
===Kesenday Firetide 07, 1015===&lt;br /&gt;
====A Village Saved====&lt;br /&gt;
The tiny village of Borm, on the edge of the Red Ridge Mountains, was recently the scene of an operation by Guild of Explorer's members in the employ of the city of Alexandria. Borm was apparently subject to a maddened wizard gating in horrible flying-head monsters (no, really) which, rumors say, apparently had the ability to transform OTHER people into similar flying head monsters. (No! Really!) &lt;br /&gt;
 &lt;br /&gt;
The wizard has apparently been destroyed, but numerous flying head monsters (we're not joking here) are apparently on the loose in the countryside. A bounty has been placed on them (to some scoffing) and life is slowly returning to normal for the villagers left behind. &lt;br /&gt;
 &lt;br /&gt;
(In short, PRP fuel for anyone who wants to run a PRP where folks get to hunt down and murder Vargouilles. Those creepy things!)&lt;br /&gt;
&lt;br /&gt;
====Arena Champions====&lt;br /&gt;
In the western edge of the city a clarion call of brass trumpets sounds...&lt;br /&gt;
&lt;br /&gt;
...the call is picked up deeper in the city and then re-played onward and forward until the sound can be heard at every point within the city.&lt;br /&gt;
&lt;br /&gt;
Within an hour a herald stands in every plaza, &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Hear Ye, Hear Ye,&lt;br /&gt;
&lt;br /&gt;
Let it be known that on the 30th day of Hattan in the year of 1015 that the battle of Snowbarrow Pass did commence in the Great Arena of Alexandria. Know that the Champions of Thane Lofriek did battle the Royal Guard of the Lizard King Ghall-ka; And that upon this day, as was so in ages past, the Champions of Lofriek did defeat the forces of Ghall-ka and claim victory in Snowbarrow Pass.&lt;br /&gt;
&lt;br /&gt;
Hear now the names of you Champions for this day is theirs!&lt;br /&gt;
&lt;br /&gt;
Hunter Bromormodin Thundercleaver of Clan Stonesmasher&lt;br /&gt;
&lt;br /&gt;
Sir Eligar, Knight of Peace&lt;br /&gt;
&lt;br /&gt;
Gunnhilde Sturremsdottir, a Shield Maiden of Volstengrad&lt;br /&gt;
&lt;br /&gt;
Artifice Archivist Jex&lt;br /&gt;
&lt;br /&gt;
Nadara, Ower of so Many Debts to Rada, She's Not Even Kidding&lt;br /&gt;
&lt;br /&gt;
Takholden Windsbreath, Adventurer from the Vast&lt;br /&gt;
&lt;br /&gt;
**&lt;br /&gt;
&lt;br /&gt;
Let no /Lawful Request/ made by these Champions go unconsidered by the /True/ citizens of Alexandria until the dawning of tomorrow!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Gilday Firetide 5, 1015===&lt;br /&gt;
====From the Frozen North====&lt;br /&gt;
The Chaos hasn't benefited most places...but the Arena isn't most. Its draw always the fire of adrenaline, it now boasts exotic warriors from exotic locales, as well as the pride of local heroes. &lt;br /&gt;
&lt;br /&gt;
Other nations have taken notice.&lt;br /&gt;
&lt;br /&gt;
A band of oruch from the High North descended of late on the City. They arrived astride great mammoths, these warriors-turned-merchant...and challenger. Though they've entered their own into the Arena in the form of mighty berserkers, they've also brought with them...&lt;br /&gt;
&lt;br /&gt;
...goods to sell. &lt;br /&gt;
&lt;br /&gt;
They travel under the dual auspices of Kor and Rada, bearing the banners of both...and the strength of the frozen north.&lt;br /&gt;
&lt;br /&gt;
OOC Note: We'll be posting some goods for sale shortly. This is more to set the scene for their arrival, so please go ahead and include these unruly merchants, and warriors, in your RP or even PrPs!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====From the Frozen North, pt 2====&lt;br /&gt;
The oruch band from Stormgarde brings with them a number of items, even as their berserkers enter the Arena in full force. These are listed below. The prices are in gold. If an item does not have a number (such as 2x) in front of its name, assume there is only one of them to sell.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:The Warlord's Maul (1635)&lt;br /&gt;
:This great earthbreaker bears the symbols of Kor and the stain of many battles. It gets its name from a tale associated with it, that once it was forged, a great lightning struck from the sky and demolished the crafter's house. This earthbreaker, goes the story, was made to challenge even the elements.&lt;br /&gt;
&lt;br /&gt;
:For mechanical purposes, treat this as an Earthbreaker +1.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:Flail of the Glacier (3038)&lt;br /&gt;
:This heavy flail bears an unusual chill, and is said to have been forged against the vicious spirits of the north. Its make is heavier than most, and requires a mighty warrior to lift.&lt;br /&gt;
&lt;br /&gt;
:For mechanical purposes, treat this as a +1 cold iron, Dran flail.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:0x Shaman's Mane (13,265)&lt;br /&gt;
:This ancient and gnarled staff was made for the hands of a prominant oruch. It claims an ancestry among the Fire Reavers, though its last owner was not of that tribe. Its surface is hewn with symbols if fire and its color is the color of harshly-burnt ash. At the cap is the mane of a manticore, bound around the staff as a symbol of power and warrior-prestige.&lt;br /&gt;
&lt;br /&gt;
:For mechanical purposes treat this as a staff of fire.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:1x Rings of the Full Belly (oldest is sold) (1750)&lt;br /&gt;
These rings are different: one is old, and one is new, though the merchant claims they serve the same purpose. They keep the bearer's stomach full in even the harshest of climates.&lt;br /&gt;
&lt;br /&gt;
:For mechanical purposes, treat this as a ring of sustenance.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:3x Potions of the War God (210)&lt;br /&gt;
Drinking one of these elixers is said to confer great strength. The bottles are crafted from old glass, done in the style of ages ago, and likely used, re-used over time for different purpose and ceremony. They contain a strong, reddish liquid, and are marked with the symbols of Kor.&lt;br /&gt;
&lt;br /&gt;
:For mechanical purposes, treat these as potions of bull's strength.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:The Knowledge of Shamans (varied)&lt;br /&gt;
:One offering offering from Stormgarde comes in the knowledge of the oruchs' great shamans. Inscribed in hide, they offer the following:&lt;br /&gt;
&lt;br /&gt;
::1x Scroll of Bull's Strength (105)&lt;br /&gt;
::2x Scrolls of Bear's Endurance (105)&lt;br /&gt;
::1x Wand of Endure Elements (525)&lt;br /&gt;
::1x Elixir of (Spirit's) Vision (175)&lt;br /&gt;
  &lt;br /&gt;
:The Knowledge of Warriors (varied)&lt;br /&gt;
:The final offering comes in the form of heavy, masterful weaponry and armor. Most of these are inscribed with images of Kor.&lt;br /&gt;
  &lt;br /&gt;
::1x Adamantine Earthbreaker (2114)&lt;br /&gt;
::1x Masterwork Heavy Flail (221)&lt;br /&gt;
::1x Masterwork Tower Shield (126)&lt;br /&gt;
::2x Masterwork Claws of the Oruch (228)&lt;br /&gt;
  &lt;br /&gt;
  &lt;br /&gt;
To purchase from the caravan, please send in a +request. Items are first come, first served. Sold items will be removed from the queue, or have a 0x placed in front of their name and become unavailable.&lt;br /&gt;
&lt;br /&gt;
OOC: The caravan has since returned to the north!&lt;br /&gt;
&lt;br /&gt;
===Gilday Hattanan 29, 1015===&lt;br /&gt;
====Food Attacks!====&lt;br /&gt;
Did you hear that a new restaurant, Grandma Good'um's Kitchen? It was supposed to open, a place that served exclusively to the members of the Explorer's Guild. Naturally the higher ups of the Explorer's Guild sent some new members with the promise of a free lunch. If they returned without food poisoning then they would have to try it. Tak, Temarie, Brom and Faiza braved accepted the assignment of a free lunch on the guild's dime. Turns out the food tried to eat them. They had to battle soup that wanted to drowned them, a fried roasted chicken that to cook them and mashed potatoes that were looking to well...mash them. The four were able to defeated the food and discovered that Grandma Good'um's Kitchen had an artifice oven that was summoning food from some pocket universe. The guards were called and Grandma's Good'um's Kitchen has been shut down pending investigation.&lt;br /&gt;
&lt;br /&gt;
===Tariday Hattanan 28, 1015===&lt;br /&gt;
====Blight Averted====&lt;br /&gt;
Recently, a group of followers of the Green Word set out for a farm in the Heartland, sent there at the behest of the Alexandrian city government. Rumors indicate some kind of blight was located there and the crops themselves were swiftly burnt after initial explorations. At least one witness reports that someone was deliberately trying to start some kind of blight. City officials assure the populace, however, that Alexandria's food supply is adequate and safe and on target to beat expectations and last year's harvest. &lt;br /&gt;
 &lt;br /&gt;
(Thanks to Tatyannah, Mara, Elessa, Molkh and Brom for a fun scene. Those curious about what happened should RP with them. :))&lt;br /&gt;
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===Tariday Hattanan 21, 1015===&lt;br /&gt;
====Mad Wizard====&lt;br /&gt;
A local wizard is said to've fallen to the Azure Queen's corruption. Sacrificing his own life in black ritual, he conjured a tainted aquatic monster that devoured him in turn and used his remains as a grisly nest for its eggs. The corpse is said to've been found in a warehouse on the western docks beneath an eerie message painted in blood. &lt;br /&gt;
 &lt;br /&gt;
(Thanks to Jinks for running this PRP!)&lt;br /&gt;
&lt;br /&gt;
====Heartland Upset====&lt;br /&gt;
Message: 7/7                       Posted        Author&lt;br /&gt;
Heartland Upset                    Tue May 21    LaGnar&lt;br /&gt;
&lt;br /&gt;
Word spreads that three boys, sons of farmers near the village of Vadran, were slain when playing at what was supposed to be an abandoned farm. According to rumor, the farmer's scarecrow came 'alive' and killed them. &lt;br /&gt;
&lt;br /&gt;
Adventurers investingating the report discovered a field of an unknown narcotic being grown and harvested by order of the Cannibal Queen. How much of the drug has reached various cities is unknown.&lt;br /&gt;
&lt;br /&gt;
OOC: This scene was run by Folkmar, and is part of the Cannibal Queen meta-arc! Get in touch with Rogun, Ferawyn, Petyr, Tatyannah, or Tak to investigate!&lt;br /&gt;
&lt;br /&gt;
===Variday Hattanan 20, 1015===&lt;br /&gt;
====More Raids in the Countryside====&lt;br /&gt;
Chaos spreads. Not the light kind seen around the crackling of the fire, the beautiful kind inherit in the growth of joy, warmth in the heart of an excited child...but the darker sort emergent from forces unknown.&lt;br /&gt;
&lt;br /&gt;
The arvek nar are latecomers to Alexandros, a place often called the hub of the world. They settled here after an orderly fashion and have been solid contributors, and protectors of not only city life but the myriad farm communities that form this great nation's backbone.&lt;br /&gt;
&lt;br /&gt;
This last week, a group of them went 'rogue', thieving cattle and bringing harm to communities already hurt by current and as yet still unknown forces. While a group of adventurers has brought the band to a halt, the damage is there.&lt;br /&gt;
&lt;br /&gt;
There is some bright light. The arvek have developed a solid reputation for hard work. In some cases, the incident brought neighbors closer together. However, in others, it's brought to mind old rivalries and superstition.&lt;br /&gt;
&lt;br /&gt;
OOC: This scene was run by Folknar and is part of the Cannibal Queen meta-arc! Contact Rogun, Elessa, and Sebropert ICly for details!&lt;br /&gt;
&lt;br /&gt;
====Local Heroes...Gone?====&lt;br /&gt;
While the threat of the Arena shutting down has...shut down due to the intervention of the Society (lead by Alexandria's Mikilos Mithralla), it seems as though some of the local fighters are taking their leave. Not all of them, but enough &amp;quot;local names&amp;quot; to be noticed by fans and regulars alike. &lt;br /&gt;
&lt;br /&gt;
There's never a complete lack, though. Supposedly, Arena officials are working to bring in outsiders to fill the gaps, which may lead to new names and new faces. Excitement, they say.&lt;br /&gt;
&lt;br /&gt;
Still, a number of Alexandrians are sad to see familiar heroes go. &lt;br /&gt;
&lt;br /&gt;
OOC: We could use some folks to run some &amp;quot;exotic fights&amp;quot; using some gladitorial teams from far-off locations, either as a participating sport with local PCs, or as a spectator event! If interested, please contact staff for details. :3&lt;br /&gt;
&lt;br /&gt;
OOC2: We tend to award a little extra for tying into meta-arc plots. Shhh. X)&lt;br /&gt;
&lt;br /&gt;
===Tariday Hattanan 14, 1015===&lt;br /&gt;
====Arena Settlings====&lt;br /&gt;
Recent efforts and hard work among local adventurers has impacted the violence in the Arena. A llyranesi of the Society, Mikilos Mithralla let the charge, then found himself joined by other willing hands, as Society crafters took to modifying Arena weapons, enchanting them and rendering them nonlethal for the time being.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;We're certain the fighters know what they're doing. With what's going around, though...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;We're not taking chances.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
The quotes came from a pair of arena judges, notable to all by their distinctive uniforms.&lt;br /&gt;
&lt;br /&gt;
Those who work officially with the Arena expressed their thanks, and have enforced use of these new weapon types during most combats. As a result, violence has dropped, and more than one person noted a sort of 'sighing' sound when the weapons were brought into play.&lt;br /&gt;
&lt;br /&gt;
...though that could have easily been the wind. &lt;br /&gt;
&lt;br /&gt;
===Korday, Hattanan 2, 1015===&lt;br /&gt;
====Intercity Theatrics====&lt;br /&gt;
Only recently re-settled, the flame and fire between the Flightwright and Hope is set to flare up again. As word of the &amp;quot;Remember the 62&amp;quot; warcry reached artistic ears, playwrights immediately set to work to bring the tragedy (and news) to the masses.&lt;br /&gt;
&lt;br /&gt;
The respected playwright, Donathan Mayhew, has set quill to parchment and is purportedly &amp;quot;composing the work of a lifetime, filled with the heart of Vadran and the crying-out of the Heartlands...illustrating the bravery of these people...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Other theatres will put in a bid for the work, though the Hope and Flightwright are expected to be at the forefront of it.&lt;br /&gt;
&lt;br /&gt;
Could a work to honor a tragedy become a tragedy?&lt;br /&gt;
&lt;br /&gt;
'''OOC:''' In older times, theatres were the movie theaters and newsrooms of the day. The Alexandrian theatres certainly play a similar role, and provide a vital means to communicate happenstance, circumstance, and debate political issues...as well as general entertainment from nobility to merchant to commoner. The Flightwright and Hope illustrate part of this mix-and-divide, one being similar to a marble statehouse with noble patrons, and the other...more &amp;quot;down to earth.&amp;quot; Too, donations from noble patrons (and mercantile) are said to influence some plays produced, though at other times, an artist might truly go &amp;quot;out on the stage.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===Variday, Bernfleur 29, 1015===&lt;br /&gt;
====A Warcry Among the Heartlands!====&lt;br /&gt;
&lt;br /&gt;
62! It's the new war cry among the Heartlands. At the entrance of Vadran, someone's shoved a sign into the earth with &amp;quot;62&amp;quot; written upon it, the current loss of the Heartlands's small towns and villages to the chaos.&lt;br /&gt;
&lt;br /&gt;
As best they can count. A Sendor vetran, an Arvek, put the sign there after a recent attack left many dead. Without the adventurers there, many more would have perished.&lt;br /&gt;
&lt;br /&gt;
There are mutterings that the small village, and others like it, will petition Alexandria's council.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''OOC:''' For more information on this rumor, contact [[Ootin]], [[Kravar]], [[Ferawyn]], [[Angrid]], [[Kathryn]], or [[Eligar]]!&lt;br /&gt;
&lt;br /&gt;
'''OOC2:''' This is tied to the meta-arc! A number of you received notices regarding different parts of Alexandria and Alexandros which had begun to erupt. Most areas will be getting worse as our arc heats up. :3&lt;br /&gt;
&lt;br /&gt;
Over time, these sections will 'implode' if not acted upon. When they do, they'll have a direct impact on commerce, trade, and the available of certain goods. This means, among other things, that prices for magic items, and basic items, and possibly even food will increase.&lt;br /&gt;
&lt;br /&gt;
Legwork is open on these rumors, and PrPs. &lt;br /&gt;
&lt;br /&gt;
Whirlpool will be doing another post on this tomorrow (tomorrow or next) with more information on how you can get involved. :) He hasn't been feeling well, so may need a little time.&lt;br /&gt;
&lt;br /&gt;
===Gilday, Bernfleur 24, 1015===&lt;br /&gt;
====Troop Movements====&lt;br /&gt;
Recently, a deatchment of Alexandrian Militia departed from the city to the Red Ridge mountains via airship. They were joined there by a Myrrish detatchment of skyships where they are said to've performed, at least according to rumor, 'military exercises' together. Witnesses report both sets of airship opening fire on a spot somewhere in the mountains.&lt;br /&gt;
&lt;br /&gt;
===Tariday, Bernfleur 23, 1015===&lt;br /&gt;
====I've Gnomed More Women...!!!====&lt;br /&gt;
I've gnomed more tavern wenches than you'll know in a lifetime!!!&lt;br /&gt;
&lt;br /&gt;
Yes, that phrase set off a brawl in the Lower Trades the likes of which hasn't been seen since the Gobber Light Up and Spark pie incident four months ago. A middle-aged gnomish merchant assaulted an oruch chili master and that, they say, is what started it all.&lt;br /&gt;
&lt;br /&gt;
Within seconds, the entire Lower Trades fell into chaos. Witnesses report the events happening swiftly, &amp;quot;Nae, before ya could blink!&amp;quot; according to some (scruffy, stereotypically bearded and kilted khazad-aul men as they hoisted a keg of beer). &lt;br /&gt;
&lt;br /&gt;
Reports from the incident are still trickling in, though afterwards, some adventurers were seen fleeing the scene...&lt;br /&gt;
&lt;br /&gt;
...of the CRIME!&lt;br /&gt;
&lt;br /&gt;
'''OOC:''' I grabbed who was IC for this one. :3 Contact [[Kravar]], [[Shilde]], [[Chloe]], [[Morgrinaar]] if you'd like to learn more! This ties into the Tenebrae Meta-Plot, the Azure (Cannibal) Queen.&lt;br /&gt;
&lt;br /&gt;
===Variday, Bernfleur 22, 1015===&lt;br /&gt;
====Chaos Grows====&lt;br /&gt;
From an increased number of murders to brigades on the roads and high seas, it's apparent to even the casual traveler that chaos is on the rise. Not the warm, friendly chaos of a good song and dance at the pub, but something of a darker sort.&lt;br /&gt;
&lt;br /&gt;
Different sections of the City are reacting different ways, with a number of them poised on a knife's edge. What this means is, a number of you have received @mails describing events in areas of the City you may know about. How much you know, or what, is up to you and your own tale. However, they are hints of things to come--potentially, without the action of heroes.&lt;br /&gt;
&lt;br /&gt;
If you didn't get one, well. ...perhaps your party of the City hasn't started to implode.&lt;br /&gt;
&lt;br /&gt;
Yet.&lt;br /&gt;
&lt;br /&gt;
===Eliday, Bernfleur 7, 1015===&lt;br /&gt;
====Break a Leg====&lt;br /&gt;
Alexandria loves a good show, but usually it happens within the confines of a stage. Today, the entire Theatre District became a stage of sorts, when the long-bubbling, yet more often than not, festive feud between the Flame's Hope and the Flightwright imploded, leaving several wounded and two dead. Of those among the deceased are notable names from Alexandria's acting troupes--Jaryaith Shogunsinja and Sienn Faelight Fluttershyne, the latter of whom was most notable for her role as Lady Sandiel, in The Fall of Lady Sandiel, a love-tradgey which was performed for the first time just this last spring to city-wide acclaim. The Flightwright was also partially burned as an effect of the incident.&lt;br /&gt;
&lt;br /&gt;
Who is responsible for the incident is not immediately certain, though the Watch reports that investigations are currently underway. Tensions within the district are understandably high, and a number of residents reported uneasily that should things not calm down, they may well pack up and move, relocating to other areas. Worse however, is that a number of nobles appear to have placed at least a temporary &amp;quot;hold&amp;quot; on their sponsorships as a result of the outbursts. Between the two events, it appears as though this year's upcoming performances may be...sparse, unless something is done.&lt;br /&gt;
&lt;br /&gt;
===Ceriday, Bernfleur 6, 1015===&lt;br /&gt;
====Tragedy in the Temple District====&lt;br /&gt;
There was a tragedy today in the Temple District. As many were going about their daily business a young woman hanged herself from the top of the Temple of Althea. Despite the quick intervention of the locals as well as the hearhguards, there was not that could be done from her. Rumors indicate that, before she jumped, she shouted, &amp;quot;It's all for her.&amp;quot; &lt;br /&gt;
 &lt;br /&gt;
The City Watch began its investigation, during which they were attacked by some sort of undead monstrosity. . Thankfully for those gathered there was a large group of adventurers, not to mention the huge number of clerics, paladins, and more, and they were able to defeat the monstrosity before it could cause more damage, though two unfortunate lives were lost. &lt;br /&gt;
 &lt;br /&gt;
It's unknown who summoned the undead, but rumors that a Mul'niessa was heard praising the Shadow Sorceress before the undead attacked. She was later said to be taken into custody.&lt;br /&gt;
&lt;br /&gt;
===Gilday, Eatonis 20, 1015===&lt;br /&gt;
====A Rash of Suicides====&lt;br /&gt;
Recently, there's been a rash of suicides from within Alexandria. They've all taken differnt forms, as one can imagine, but the uptick in them is noticable. Over the last couple of weeks, there has been nearly a dozen, or so it is rumroed, suicides in the city proper. The mourning families of those who've taken their own lives seem to be in a state of shock on matter. &lt;br /&gt;
 &lt;br /&gt;
Darker whispers blame demons, ghosts, and the Dark Gods, amongst other things.&lt;br /&gt;
&lt;br /&gt;
===Tariday, Eatonis 19, 1015===&lt;br /&gt;
====Nighttime Disturbances====&lt;br /&gt;
Leaks from the Watch report a commotion from the Dragon's Den the other night. A few suspects were apprehended, though no official word regarding the arrests has been issued. A spokesman says that a statement may be forthcoming. In the meantime, additional Watch have been posted around the Dragon's Den, as well as the general riverside areas. The increased surveillance likely strains the resources of the City, but there's little to be done about it at this time given current events.&lt;br /&gt;
&lt;br /&gt;
'''OOC:''' For details, contact [[Conrad]], [[Jibbom]], [[Zalara]], [[Jibbom]], or [[Jessa]] ongrid!&lt;br /&gt;
&lt;br /&gt;
===Tariday, Eatonis 5, 1015===&lt;br /&gt;
====Limping Back to Shore====&lt;br /&gt;
The recently released Roslanian Galleon, named the Obsteprous Son, has been towed back to port missing its masts and looking much worse for wear. City officials who'd been aboard the ship for its maiden votage claim that it was damaged in a freak storm and that it will be repaired and refitted and sent back out into the waves as a pride of the Alexandrian mercantile fleet. &lt;br /&gt;
 &lt;br /&gt;
The crewmen, on the other hand, are said to be blaming a 'sea monster' for the damage to the ship. Several crewmen did -not- make it back, including the ship's captain and first mate.&lt;br /&gt;
&lt;br /&gt;
===Gilday, Pryntar 13, 1015===&lt;br /&gt;
====Unsettling Dreams====&lt;br /&gt;
It's not the kind of thing that gets talked about too openly, but several people have begun to whisper about the strange dreams they've had lately, or the dreams of those they know. Dreams of deeply violent imagery. The color blue also seems to be a common theme in these dreams. &lt;br /&gt;
&lt;br /&gt;
No doubt this is fueled by the speculation about the so called 'Blue Lady' that has been whispered about for a while now.&lt;br /&gt;
&lt;br /&gt;
===Eliday, Vhast 20, 1015===&lt;br /&gt;
====A Happy Announcement!====&lt;br /&gt;
The Explorer's Guild is pleased to announce the recent action of several of its members in eradicating the recent menace plaguing the Vaersiman Manor. Through intervention of the Guild, deaths have been reduced 100%, ensuring a joyful and romantic getaway spot for all interested newlyweds. Why, the Vaersiman Manor was so inspiring that several of our fine Guild members chose that moment to join together in holy matrimony! [[Jessa]] and [[Vennan]] Hartose were wed while on assignment and the Guild would like to be the first to announce how happy they are to see that two members have found such happiness in each other while also destroying some dastardly fiends bent on destruction. The groom could not be reached for comment but the bride has announced that all gifts and money may be left at the Ceinaran Temple in her name.&lt;br /&gt;
&lt;br /&gt;
===Korday, Vhast 17, 1015===&lt;br /&gt;
====Panic in the Temple District's Great Plaza====&lt;br /&gt;
Yesterday in the temple plaza there were people running out of the area in panic as an extremely large shadow and disguised demons took on a few adventurers. No one knows how the demons were there in the first place, but it IS known that many of the religious temples worked together to try and take down the shadow that was chasing Lady Sandiel. Lady Sandiel bravely took on the shadow on her own until help arrived, even, at one point, flying up into the air before coming down onto the roof of the Temple of Althaea with a rather loud smack.&lt;br /&gt;
&lt;br /&gt;
Other reports had Munch with three others taking on a group of smaller flying things while the innocent people evacuated, even defeated two of them before one summoned more, who were defeated as well. Helping out The war golem were an oruch woman with drums (who could miss them?), a man with a bow, and a short blonde woman who was reportedly throwing lightning.&lt;br /&gt;
&lt;br /&gt;
Lady Sandiel has reportedly survived her 'temple toss', but people are still looking for her husband (or wife) to tell her spouse what has happened.&lt;br /&gt;
&lt;br /&gt;
'''OOC:''' For more rumors and information, please contact [[Munch]], [[Lash]], [[Elycia]], [[Oates]], or [[Sandy]] ongrid!&lt;br /&gt;
&lt;br /&gt;
===Ceriday Vhast 12, 2015===&lt;br /&gt;
====There's a Bug in my Ale====&lt;br /&gt;
Word has filtered around that a band of adventurers did help one of the local brewers save his store of ale and other liquid consumables from a pair of giant scorpions that had gotten in from the sewers. Word has gotten around that anyone who might have a basement or cellar or underground storage should be careful lest any more of the carapaced arachnids be spotted.&lt;br /&gt;
&lt;br /&gt;
'''OOC:''' For more information on this rumor, contact [[Zalara]], [[Nadara]], [[Lash]], [[Brolin]], or [[Zarr]].&lt;br /&gt;
&lt;br /&gt;
===Kesenday, Vhast 11, 1015===&lt;br /&gt;
====The Butcher, Hanged====&lt;br /&gt;
Near dawn and within sight of the phoenix atop the western gates, a man was hanged. The cannibal. The butcher. His crimes were listed by an official, and dozens of people (including those that helped bring him to justice and a number of priests from various temples) witnessed him hanged. Before the door was dropped, he was heard to scream a stream of gibberish that many are repeating as 'she knows she knows'. Other horrible rumors circulate, most popular among them that when they removed his hood, the Butcher had chewed off his own lips. Still, the whole affair seemed to have gone better than many expected and concluded without interruption.&lt;br /&gt;
&lt;br /&gt;
===Eliday Vhast 06, 1015 ===&lt;br /&gt;
==== Ribbeting Times at the Hope ====&lt;br /&gt;
&amp;quot;...practice, just PRACTICE!&amp;quot; one of the proprietors' voice hit that high note when asked about a recent commotion at the Hope Theatre. Just this evening, passers-by in the the Theatre District saw a man being thrown out of the theatre after rounds of screaming were heard inside. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Just...practice, you know. Practice for a...for the...for the...for the...for Sandy and the Frog Prince!&amp;quot; the man said, though he'd looked pale. Swallowed.&lt;br /&gt;
&lt;br /&gt;
Whatever happened, rumors are flying. The man who'd been thrown from the theatre had a certain look about him, bystanders said, and made signs warding themselves against the legions of the Azure Queen (or among more common parlance, the Azure Terror, the Azure Bitch...and other less flattering terms, and some of them more terrifying). &lt;br /&gt;
&lt;br /&gt;
In completely unrelated news, the Ox has taken to, of late, serving frog stew and battered frog boudin. &lt;br /&gt;
&lt;br /&gt;
OOC: Contact [[Tavissha]], [[Lash]], or [[Zalara]] for information on this rumor!&lt;br /&gt;
&lt;br /&gt;
===Kesenday Vhast 04, 1015===&lt;br /&gt;
====Partially Completed Rituals====&lt;br /&gt;
Details are lacking but rumors persist of a wedding held upon the Festival Grounds. The nuptuials were overseen by a [[Jessa|Muse]], and held between an unnamed invisible giant, and a [[Myrana|barmaid]]. Alcohol is not directly mentioned, but may be assumed. &lt;br /&gt;
&lt;br /&gt;
BrightBlade [[Svarshan]], and [[Boshter]] the [[Arvek Nar]] were both seen leaving the area. Both deny involvement.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Korday, Vhast 1, 1015===&lt;br /&gt;
====Adventurers Bring in the New Year====&lt;br /&gt;
As one year passed into the annals of history and a new year arrived the Explorer's Guild sponsored a party of all of the adventurers that get every dirty job in the city done. Be all accounts it was a wild party, there were a couple of brawls and even some sort of Alexandrian Sith'maker chair breaking ritual. One notable chair smasher was strangely absent and her presence was missed. The booze was flowing and very exotic liquor was being served. While most could handle their alcohol no doubt the clerics will be making hangover cures in the morning. To cap the entire event off as the night of the old year turned into the dawn of a new year the skies were alive with bright colors and loud booms. An extremely patriotic display of fireworks could be seen for miles around the city. By all accounts the city is looking up for this next year.&lt;br /&gt;
&lt;br /&gt;
===Eliday, Khael 30, 1014===&lt;br /&gt;
====Erroneous Experiment Damages Docks====&lt;br /&gt;
The wizard who requested Guild of Explorers ruffians to assist him in protecting his testing did not get exactly what he expected as results. The members of the group have been ushered into the Temple of Althea for healing from what has been described by what an eyewitness apothecary reports as &amp;quot;the nastiest jellyfish stings he had ever seen&amp;quot;, quoting the size of the jellyfish to be something to the realm of fifty feet across given the size of the stings, adding that they were lucky to survive such things.&lt;br /&gt;
&lt;br /&gt;
The foreman of the dockworkers on shift is exceptionally irate with the testing of this experiment as it has caused ludicrous damage to two of the piers at the Alexandrian harbour, being caused by possibly the same boat. The City Watch claims that nothing out of the ordinary occurred, just that the wizard's ability to control his own magic is highly suspect.&lt;br /&gt;
&lt;br /&gt;
Due to security issues a week and some ago within the Temple, the wizard, the adventurers, nor those tending to them could be reached for comment.&lt;br /&gt;
===Eliday, Khael 23, 1014===&lt;br /&gt;
====Olyeaux Estate Settled====&lt;br /&gt;
The estate of the late Lord Olyexau has finally been divided and sold, thanks in part to some adventurers from the Guild. His two feuding sons have been left the fruits (and vegetables) of his love of squash, and apparently have been legally denoted as &amp;quot;dunderheads.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The estate itself, though, was granted to Lord George Brawnson, as per the will. Lord Brawnson is best known for his legendary adventuring exploits, such as feeding a purple worm its own tail and using the resutling ball as the head of a flail to take out an entire squadron of roc aerial cavalry, or the time he convinced a thousand year old dragon to pay him its hoard in exchange to forgo the usual beating.&lt;br /&gt;
&lt;br /&gt;
As Lord Brawnson is currently missing in action, the Brawnson estate has begun the process of reclaiming the overgrown and run-down Olyexau property and restoring it to glory, albeit with a Brawnson touch.&lt;br /&gt;
&lt;br /&gt;
===Variday, Khael 10, 1014===&lt;br /&gt;
====  Caravan Adds to Inventory====&lt;br /&gt;
&amp;quot;Whatddya mean I gotta pay a fine??!&amp;quot; the outraged roar could be heard for blocks. Kvnich Snigzof nearly ran afoul of the merchants' guild when word escaped that certain rumors /were/ true. His family was tied to the infamous Fizzlebog, the inventor of the dragonspitter and thunderbelcher. &lt;br /&gt;
&lt;br /&gt;
And the gobbers had swarmed. So had some artificers. Everyone, it seemed, was wanting an autograph.&lt;br /&gt;
&lt;br /&gt;
The City (via the Merchanter's Guild) is wanting him to pay damages. In response, he's added some healing potions to his list, in attempt to gain counter-support from the adventuring community.&lt;br /&gt;
&lt;br /&gt;
OOC: The following items have been added, though they possess the same side effects as the alchemicals (see +bbread 7/18). As folks purchase, I update these +bbposts, so all supply quantities are current. As usual, email me a log of you RPing about the caravan ongrid, and I'll add an additional 5\ discount to the price. :3&lt;br /&gt;
&lt;br /&gt;
The caravan will be leaving in 1 week.&lt;br /&gt;
&lt;br /&gt;
- Lahar&lt;br /&gt;
&lt;br /&gt;
'''New Items'''&lt;br /&gt;
:6x Potions of Cure Light Wounds (37 gold ea.)&lt;br /&gt;
:4x Potions of Cure Moderate Wounds (225 gold ea.)&lt;br /&gt;
:4x Potions of Cure Serious Wounds (562 gold ea.)&lt;br /&gt;
&lt;br /&gt;
=== 	Korday, Quintoos 29, 1014===&lt;br /&gt;
====A Caravan Arrives!====&lt;br /&gt;
Amid cheering, screaming, and tales of woe and hand-wringing, the gobber's carravan arrives. It's led by a trio of gobbers of various ages, each claming to be the head of things, though one (Kvnich Snigzof) seems to be the leader of even /them/. A middle-aged gobber in heavy bear-fur, he struts proudly at the caravan's head, atop a great wolf and with a dragonspitter across his shoulder...&lt;br /&gt;
&lt;br /&gt;
And declares the caravan open for business! The caravan spreads across a full quarter of Goblintown, and has quick business by the arvek and oruch, though other races hang back a while, in general. At first. &lt;br /&gt;
&lt;br /&gt;
The caravan is brightly colored, with wheels and cogs and other things. The Snigzofs' great flag flies over it all, a raging wolf with a thunderbelcher held firmly in its jaws. The old crest held a pair of blades, but with the invention of the thunderbelcher, the dragonspitter, the merchant family was quick to adopt.&lt;br /&gt;
&lt;br /&gt;
Maybe they /are/ related...&lt;br /&gt;
&lt;br /&gt;
'''General Items'''&lt;br /&gt;
: 2x Belt of Enviable Gobber's Stamina (Con +2) (3,000)&lt;br /&gt;
: 2x Dragonspitter +1 (3,975)&lt;br /&gt;
: 1x Thunderbelcher +1 (available with any of the following enhancements, select one at purchase: Flaming, Lightning, Bane) (8,100)&lt;br /&gt;
: 2x Claws of Attack, Orcish +1 (1744)&lt;br /&gt;
: 2x Spiked Heavy Shield +1 (to the shield, spikes are masterwork, however) (1110)&lt;br /&gt;
: 2x Dire Flail +1 (1793)&lt;br /&gt;
: 1x Sword of the Planes (16,737)&lt;br /&gt;
: 3x Goggles! Goggles of Minute Seeing (1,875)&lt;br /&gt;
: 3x Goggles! Goggles of Night (9,000)&lt;br /&gt;
: 2x Lenses! Lens of Detection (2,625)&lt;br /&gt;
: 1x Instant Fortress! (41,250)&lt;br /&gt;
: 1x Robe of Blending (6,300)&lt;br /&gt;
: 2x Scarab of Golembane (1,875)&lt;br /&gt;
: 2x Sustaining Spoon (never leave your labratory again!) (4,050)&lt;br /&gt;
: 2x Wand of Detect Secret Doors (563)&lt;br /&gt;
&lt;br /&gt;
'''Scrolls''' &lt;br /&gt;
: 3x Titan Fist (19)&lt;br /&gt;
: 2x Blur (113)&lt;br /&gt;
: 2x Darkvision (113)&lt;br /&gt;
: 1x Protection from Arrows  (113)&lt;br /&gt;
: 2x Protection from Energy (Fire or Lightning only) (282)&lt;br /&gt;
: 3x Protection from Law (19)&lt;br /&gt;
: 2x Repair Light Damage (19)&lt;br /&gt;
: 2x Repair Moderate Damage  (113)&lt;br /&gt;
: 2x Repair Serious Damage (282)&lt;br /&gt;
: 3x Dispel Magic (282)&lt;br /&gt;
: 2x Displacement (282)&lt;br /&gt;
: 3x Force Punch (282)&lt;br /&gt;
: 2x Stinking Cloud (282)&lt;br /&gt;
: 2x Tongues (282)&lt;br /&gt;
: 2x Water Breathing (282)&lt;br /&gt;
: 2x Detonate (525)&lt;br /&gt;
&lt;br /&gt;
'''Alchemicals''' &lt;br /&gt;
&lt;br /&gt;
All alchemicals are available! The cost for any is at 75\. &lt;br /&gt;
&lt;br /&gt;
However, while the items work, the user may experience additional effects. Whenever an alchemical item which is applied to the skin or imbibed is used, the user should roll 1d6:&lt;br /&gt;
&lt;br /&gt;
: 1-2: Nothing&lt;br /&gt;
: 3-4: The PC grows an unusual color for the next 24 hours or until dispelled&lt;br /&gt;
: 5: Tongue-tied for the next half hour as your tongue attempts to swap to &amp;quot;gobber-speak&amp;quot;; does not affect spell-casting but no one can understand what you say. &lt;br /&gt;
: 6: Suffer a mild case of Goblin Twitch for the next half hour. Shiny things become of slight interest, especially if of a technical nature.&lt;br /&gt;
&lt;br /&gt;
All effects stack.&lt;br /&gt;
&lt;br /&gt;
=== 	Tariday, Quintoos 27, 1014===&lt;br /&gt;
====Strange Sildanyari Rituals ====&lt;br /&gt;
Word whips through the streets like a whippoorwill. [[Sandy]]! [[Sandy|The Shrew]]! Married!&lt;br /&gt;
&lt;br /&gt;
A hoax! A lie!&lt;br /&gt;
&lt;br /&gt;
But the rumors persist. Refuse to be put down.&lt;br /&gt;
&lt;br /&gt;
Others claim they saw the sildanyari with [[Saevrinimata|another]] (they assume it's male, so difficult to tell with the pointy-eared) heading towards a jewelry shoppe. Or discussing one.&lt;br /&gt;
&lt;br /&gt;
A mage comes forward and swears he was hired to whisk the two away to a secret, unbeknown beach locale!&lt;br /&gt;
&lt;br /&gt;
Scandal! Lies! Hoax!&lt;br /&gt;
&lt;br /&gt;
...but. What if it's TRUE???&lt;br /&gt;
&lt;br /&gt;
Statements from [[Jibbom|Steel Von Ironblood]] have yet to be collected.&lt;br /&gt;
&lt;br /&gt;
====A Small Ad in Various Alexandrian Newspapers ====&lt;br /&gt;
In various newspapers that do exist, the [[Sandy|Lady Sandiel]] takes out a small ad. It says:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I am not married. I am not getting married. THAT IS ALL.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
No doubt this will do nothing to help stomp out any speculation. It's too amusing to too many.&lt;br /&gt;
&lt;br /&gt;
====More Ads Taken Out! ====&lt;br /&gt;
[[Mikilos]] Mithralla is still single. There are postings of this, placed where the elf's usual business flyers go. Single. Any rumors to the contrary are false, and any details into the matter unimportant. And any delegations of inquiry from his family are really unnecessary and please please just go back home....&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Variday, Quintoos 26, 1014===&lt;br /&gt;
====A Gobber Caravan====&lt;br /&gt;
&amp;quot;So I says to him, I--heh. Jorgiz Bottleworsher, ya make a better impression ah listenin if yer ears weren't half-folded across't yer--&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Aaaaauuuggghh!!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;--an yer weren't hoppin mad, an--&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;AAAAUUUUGGGHHH!!!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;--an with steam comin outcher either side of yer fa--&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;AAAAAAAAAAAAAAAAAAAAAAAAAA!!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Well Taara's Hairy Eye, Jorg, what is it?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;THEY. ARE. COMING! THEY! EVERYTHING I HAVE--&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;They? Who they?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;THE SNIGZOF!&amp;quot; and with this final yell, Jorgiz screams to the sky, his gobber-ears flaring and flapping in incessant rage, before running off, as fast as his bandy-legs can take him.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Oh,&amp;quot; says the older gobber, then shoves a bony finger up his gobber-nose. Scratches around. &amp;quot;Well, that'd do it.&amp;quot; And, scratching at his handsomely warty gobber-bum (he was quite the looker in his day), the older gobber bends down to lift up the scrap of paper dropped from the other gobber.&lt;br /&gt;
&lt;br /&gt;
The Alexandrian Tribune article reads:&lt;br /&gt;
&lt;br /&gt;
:The Family Snigzof are headed to Alexandria, bringing tales of unimaginable fortune, daring adventure! The arrival causes a mixture of unrest and anticipation among the merchanter and adventuring population. As a precaution, the Watch has commandeered mages from the Society to enforce &amp;quot;fire-suppression&amp;quot; in Goblintown during the arrival.&lt;br /&gt;
&lt;br /&gt;
:The Snigzof caravan is expected to arrive within days, just in time for Yule. It will bear goods from the wonders (and horrors) of the City Clank. The news has Goblintown in an uproar, as the family is well-known, and other merchants scrambling for goods...and accusing the Snigizof of piracy.&lt;br /&gt;
&lt;br /&gt;
:Not an uncommon claim these days, what with the raids just south of the Tornmawr River...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''OOC:''' Celebrate the holidays with us, Part 2! The caravan will be arriving in days. In the meantime, please include some of the tension in your RP--the merchant houses are generally unhappy with the idea, as a well-known gobber caravan can only bring further chaos to already strained relations (or the Tariens say, much-needed relief to some over-stuffed egos!). Mages have been drafted to watch for fires within Goblintown, and gobbers of course, are putting on their best and fluffing up their warts, hoping to arrange a marriage or two within this illustrious merchant family.&lt;br /&gt;
&lt;br /&gt;
:- Lahar&lt;br /&gt;
&lt;br /&gt;
===Tariday, Quintoos 13, 1014===&lt;br /&gt;
====Myrrish Baron Seeks Asylum====&lt;br /&gt;
A Myrrish Baron, one Turilo Psovik, has sought asylum in Alexandria according to leaks from the magistrate's offices that've set the rumor mills amongst Alexandria's upper class a-spinning. He claims to be in grave danger and claims that the recent airship crash he was involved in, in an effort to return home after his father's abdication of his Barony for reasons of 'madness', was an act of sabotage caused by shadowy forces on one side or the other of the current dispute between the heirs to the still unfilled throne of King Serenas. &lt;br /&gt;
 &lt;br /&gt;
Alexandria's governing council has yet to hear his petition, but the Baron is in protective custody somewhere in the city. Or so they say.&lt;br /&gt;
&lt;br /&gt;
=== Gilday, Rhaltaas 17, 1014===&lt;br /&gt;
====Thief Strikes the Petunia====&lt;br /&gt;
The Petunia's captain expressed pleasure at current sales. &amp;quot;It's not bad,&amp;quot; he said, before his brows drew downwards. &amp;quot;Though we had a lad try for the ship the other day. He broke in near some of the crates.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
When asked where the &amp;quot;lad&amp;quot; was, the captain made some vague response about local druids, and irritating the wizards of Rune.&lt;br /&gt;
&lt;br /&gt;
Local authorities are looking into the matter, though there seems nothing to report just yet. They are, however, watching the ship's intake of rubber sap, a common ingredient in some polymorph enchantments, in the interests of &amp;quot;adhering more closely with local justice methods.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''OOC:''' +bbread 7/15 is current with supplies left and available. Expect it to stay that way until the ship departs. X) - Lah&lt;br /&gt;
&lt;br /&gt;
===Gilday, Rhaltaas 10, 1014===&lt;br /&gt;
====Open Market!====&lt;br /&gt;
Despite recent attacks, a great whale of a ship, the Petunia, made way into Alexandria's harbor this week. The Petunia sailed all the way from Rune, and bears, it claims, leftover goods from the 5-year chaos on the island that only now is beginning to settle. The recently-founded wizard's parliment (who spend much of their time arguing various points and sundry, as is the way of proper wizardry), has licensed the Petunia to place these items for sale, either as a charity, for funds, to defund a political opponent, or...who the hell knows why wizards do anything anymore?&lt;br /&gt;
&lt;br /&gt;
: 2x Headbands of Vast Intellect +2 (3,000 gp ea)&lt;br /&gt;
: 3x Potion of Haste (560g ea)&lt;br /&gt;
: 2x Scroll of Fly (280g ea)&lt;br /&gt;
: 1x +1 Flaming Battleaxe (6,250g ea)&lt;br /&gt;
: 2x Scroll of Heroism (280g ea)&lt;br /&gt;
: 1x +1 Platemail of Light Fortification (4,240g ea)&lt;br /&gt;
: 1x +2 Bec-de-Corbin (6,200g ea)&lt;br /&gt;
: 2x Wand of Mage Armor (560g ea)&lt;br /&gt;
: 2x Wand of Enlarge Person (560g ea)&lt;br /&gt;
: 2x +1 Light Crossbow (1,750g ea)&lt;br /&gt;
: 2x Gray Bag of Tricks (2,550g ea)&lt;br /&gt;
: 5x Universal Solvent (35g ea)&lt;br /&gt;
: 5x Soveriegn Glue (1,800g ea)&lt;br /&gt;
: 5x Alchemical Grease (3g ea)&lt;br /&gt;
: 5x Bloodblock (19g ea)&lt;br /&gt;
: ?x An unknown number of stylish wizarding hats, robes, and accoutrements&lt;br /&gt;
		  &lt;br /&gt;
The Petunia will be in dock for the next two weeks before sailing on to other parts of Ea. Please +request to staff with your interest.&lt;br /&gt;
&lt;br /&gt;
===Variday, Rhaltaas 10, 1014===&lt;br /&gt;
Word has recently leaked on the street that the man who tried to poison Steel Von Ironblood (Aka [[Jibbom]]) has been moved by the magistrates into 'protective custody' of some kind. He's been taken out of the dungeons and moved *someplace* less known.&lt;br /&gt;
&lt;br /&gt;
===Eliday, Daeshen 30, 1014===&lt;br /&gt;
The lastest news is that a ship ran aground at one of the Lighthouses that dot the coast of the Alexandros region. Investigators found that some sort of creatures had murdered the lighthouse keeper with intent to cause catastrophes at sea. This continues the trend of strangeness at sea that's been plagueing the region.&lt;br /&gt;
&lt;br /&gt;
Armed soldiers have now taken the island over and secured it, and other such lighthouses are now being fortified and protected from attack even more carefully than they were before. This is at significant expense, but clearly a necessary precaution now.&lt;br /&gt;
&lt;br /&gt;
'''OOC:''' For rumors and general info, follow-up with: [[Constantin]], [[Angrid]], [[Vennan]], [[Jessa]], [[Munch]], [[Quint]] and [[Mako]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''OOC:''' See [[Craft]] for details!&lt;br /&gt;
&lt;br /&gt;
===Kesenday, Daeshen 28, 1014===&lt;br /&gt;
The Braggart's Cup was awarded to one [[Emir]] Zalaahd, eventually, but it was something else that occurred that caught most everyone's attention. &lt;br /&gt;
 &lt;br /&gt;
The story is that one [[Jibbom|Steel Von Ironblood]] was poisoned by someone in the midst of the festivities. While quick thinking preserved his life, the poisoned was said to've escaped...at least initially. &lt;br /&gt;
 &lt;br /&gt;
Rumors also say that the guard and several of the mercenaries present for the Bragging Rights night were seen at the docks, arresting a man who was trying to escape on a skiff.&lt;br /&gt;
&lt;br /&gt;
===Korday, Daeshen 27, 1014===&lt;br /&gt;
====Dragon in the Marketplace?====&lt;br /&gt;
Frantic rumors are circulating that a DRAGON landed in the middle of the MARKET DISTRICT today! It seems to be in conjunction with a little shop called Sunwall Arms, which creates personalized weapons that, by all accounts, seem to be EXCELLENT at dragonslaying. (Sales projected to jump at least 15%!)&lt;br /&gt;
&lt;br /&gt;
'''OOC:''' For rumors and general info, follow-up with: [[Jibbom]], [[Donk]], [[Spike]], [[Teppus]], [[Ormarr]], or [[Achala]]!&lt;br /&gt;
&lt;br /&gt;
====Gobber Arrested!====&lt;br /&gt;
AS a result of some sort of undisclosed 'act of terrorism', a Bludgunni goblin was arrested outside the city in connection with a failed attack on the Wayfarer's Inn. Apparently, he was seeking revenge on Alexandria for its role in Bludgun's defeat in the [[Game History|War on Sendor]].&lt;br /&gt;
&lt;br /&gt;
He is now awaiting trial in the Alexandrian dungeons.&lt;br /&gt;
&lt;br /&gt;
'''OOC:''' For rumors and general info, follow-up with [[Abrahil]], [[Ellerela]], [[Myrana]] and [[Mikilos]].&lt;br /&gt;
&lt;br /&gt;
===Gilday, Daeshen 26, 1014===&lt;br /&gt;
====INFERNUS====&lt;br /&gt;
One fine morning, a shopowner on the docks found his window shattered. He walked inside with trepidation and found its interior ransacked, along with a large banner draped across one wall that is said to've read: &lt;br /&gt;
 &lt;br /&gt;
&amp;quot;INFERNUS. WE'RE CALLING YOU OUT! YOU WON'T KNOW WHEN! YOU WON'T KNOW WHERE! BUT IT'S COMING!!!&amp;quot; &lt;br /&gt;
 &lt;br /&gt;
Of course, the shop owner said that this had a lot more spelling errors in it and being a clerk he had the time to correct them and have it make sense. Mostly. &lt;br /&gt;
 &lt;br /&gt;
Whoever this Infernus is, though, he appears to've made some enemies. The shopkeeper just wishes he didn't have anything to do with it.&lt;br /&gt;
&lt;br /&gt;
===Tariday, Daeshen 25, 1014===&lt;br /&gt;
====Fernwood Pub Home to Unusual Event====&lt;br /&gt;
The poor Fernwood Pub.&lt;br /&gt;
&lt;br /&gt;
Whenever will its indignities end? Tonight, everyone was enjoying their nice meals and some boy comes in and, well... he hands his cat to that crazy lady that's always talking to the trees and the cat just starts having kittens right there at meal time. A very inopportune time for the Fernwood's denizens -- some of which left the establishment rather than see all that while they were trying to eat.&lt;br /&gt;
&lt;br /&gt;
'''OOC:''' For rumors and general info, follow-up with [[Leisel]], [[Quint]], [[Umien]], [[Ellerela]], or [[Achala]].&lt;br /&gt;
&lt;br /&gt;
===Variday, Daeshen 24, 1014===&lt;br /&gt;
====Pirates Infighting====&lt;br /&gt;
In the latest round of rumors and gossip, it seems that the pirates that have been plaguing Alexandria's waters have taken to infighting amongst themselves. Word is that there was a break down at one of the infamous pirate parleys and as such they aren't coordinated like they used to be. &lt;br /&gt;
 &lt;br /&gt;
That said, even with the pirates being less of a threat, ship disappearances are still happening with alarming regularity. The Alexandrian navy has stepped up patrols of the waters and that does seem to have had a deterrent effect, to some degree, but now one or two *navy* vessels have gone missing. &lt;br /&gt;
 &lt;br /&gt;
Needless to say, this is of a concern to merchants everywhere. Sea travel is dangerous enough as it is, after all, and this is raising tensions between the Airship Sailors and their sea-traveling cousins as they compete for contracts. &lt;br /&gt;
 &lt;br /&gt;
The government is beginning to put price controls in place to ensure there's not a repeat of the price-gouging that happened last year during the 'false mists'.&lt;br /&gt;
&lt;br /&gt;
'''OOC:''' For rumors and general info, follow-up with [[Aenyn]], [[Jibbom]], [[Donk]], [[Emir]], [[Kilian]], or [[Ormarr]] ICly&lt;br /&gt;
&lt;br /&gt;
===Ceriday, Daeshen 22, 1014===&lt;br /&gt;
====Teresa====&lt;br /&gt;
Her name was Teresa.&lt;br /&gt;
&lt;br /&gt;
Few figures mark the center of a tragedy so well as a small child. Teresa, a young girl of twelve was slain this evening in the dualy-guarded space between two rival houses. A group of adventurers found her slain, most of her face missing by an attack of an unnatural creature.&lt;br /&gt;
&lt;br /&gt;
As the Watch conducts its search and the Mourners prepare her body, those of Tradition and those of Artifice accuse one another over how the creature was let into Sage Orum's Plaza, though the Watch has named no one officially...&lt;br /&gt;
&lt;br /&gt;
...or even if there was a murder.&lt;br /&gt;
&lt;br /&gt;
Or an accident.&lt;br /&gt;
&lt;br /&gt;
As of this time, no one is certain. As a consequence, tensions will remain higher between the two groups, though this is not expected to last. The heads of both organizations have been engaging in a public, joint effort to address the mess left behind, which has had some impact.&lt;br /&gt;
&lt;br /&gt;
The family of the girl, who are tied to the river-merchants, could not be reached for comment.&lt;br /&gt;
&lt;br /&gt;
'''OOC:''' For rumors and general info, follow-up with [[Jibbom]], [[Sonja]], [[Saevrinimata]], or [[Zalara]] ICly.&lt;br /&gt;
&lt;br /&gt;
===Korday, Daeshen 13, 1014===&lt;br /&gt;
====Limited Edition====&lt;br /&gt;
In recent days a new line of collectable plush toys have been seen around the city, often in the hands of small children, but on occasion held tightly by an adult Collector. The source of these toys is uncertain, but rumors persist of a laughing wizard handing them out at the orphanage. Rare, but occasionally posted flyers detail some of the options. &lt;br /&gt;
&lt;br /&gt;
Bane of Night: &lt;br /&gt;
:Dashing adventure abounds with this wondrous plushie! Based on the local hero, this plush item has authentic features and wardrobe modeled after the real Bane of Night! (Additional Wardrobe pieces not included.) Squeeze the belly to hear real quotes! &lt;br /&gt;
:&amp;quot;Steel von Ironblood, Bane of Night!&amp;quot; &lt;br /&gt;
:&amp;quot;Have at thee, foul beast!&amp;quot; &lt;br /&gt;
:&amp;quot;Now now ladies, settle down!&amp;quot; &lt;br /&gt;
&lt;br /&gt;
BrightScale of Am'shere: &lt;br /&gt;
:Delightfully soft and adorably squishable, this popular plush is based upon another local hero. Hand dyed armor and tabbard are made from all natural fibers, guaranteed to last years of playtime! (Swiftclaw Riding Accessory not included.) Squeeze the belly to hear real quotes! &lt;br /&gt;
:&amp;quot;......mmm.&amp;quot; &lt;br /&gt;
:&amp;quot;.....ah.&amp;quot; &lt;br /&gt;
:&amp;quot;.....&amp;quot; &lt;br /&gt;
&lt;br /&gt;
Lady Sandiel: &lt;br /&gt;
:A wildly popular model based upon the true lady of Alexandria, this plush comes with extended wardrobe and bustle. Delux hips and blunt objects come standard! Squeeze the belly (carefully) to hear real quotes! &lt;br /&gt;
:&amp;quot;What do you want?&amp;quot; &lt;br /&gt;
:&amp;quot;How'd you get in here?&amp;quot; &lt;br /&gt;
:&amp;quot;Get that damn ---! outta my face!&amp;quot; &lt;br /&gt;
&lt;br /&gt;
Donk: &lt;br /&gt;
:The sheer awesome which is Donk cannot be contained in plush form. We're sorry.&lt;br /&gt;
&lt;br /&gt;
OOC: See [[Mikilos]] for rumor details.&lt;br /&gt;
&lt;br /&gt;
===Tariday Daeshen 4, 1014===&lt;br /&gt;
====The Spell Canon====&lt;br /&gt;
Once, Alexandros had a weapon. &lt;br /&gt;
 &lt;br /&gt;
This weapon, the Planar Disjunction Cannon, was of Kulthian design. While how it was built is one lost art amongst many, what it did was unleash a great torrent of energy powerfful enough to ccut a swath of destruction across the land and to destroy enemiy ships, armies... or floating fortresses. &lt;br /&gt;
 &lt;br /&gt;
Indeed, the last time the Cannon was used was during the Illuminated Order War, where it was fired at the floating fortress Merkabah which was then brought low. This lead to the defeat of the supposed Kulthian remnants that lead this force, but it was not without cost. The Spell Cannon itself was then targeted by a direct exposure to the Elemental Plane of Earth -- which turned the complex in the Red Ridge Mountains itself into stone and unleashed numerous earth elementals into the countryside. While this thread has since been neutralized, the complex itself remains useless and transformed, with little being done about it. &lt;br /&gt;
 &lt;br /&gt;
Until now, anyways. With the increasing threat of piracy and more, the City Council of Alexandria has announced that it intends to seek a way to reclaim the Spell Cannon so that it can be revived and once again serve as a detrrent and weapon against those who threaten the fair city of Alexandria and its allies. Researchers from the local societies of Engineers and Wizrds have been called in to study the problems. Solutions are being devised. &lt;br /&gt;
 &lt;br /&gt;
Or say they say.&lt;br /&gt;
&lt;br /&gt;
OOC: See Whirlpool for rumor details.&lt;br /&gt;
&lt;br /&gt;
===Korday, Daeshen 06, 1014===&lt;br /&gt;
====Summer Flu====&lt;br /&gt;
A summer flu has broken out amongst the denizens of lower Alexandria. &lt;br /&gt;
 &lt;br /&gt;
People are flocking to the Soldier's Defense hospital for treatment and the Hearthguards are doing their best, with help from the other churches, to contain the outbreak before it actually takes any lives. The illness is not particularly serious and runs its course after a day or two, though takes a little longer for the elderly and the children. &lt;br /&gt;
 &lt;br /&gt;
If you're a cleric, you've probably got your hands full.&lt;br /&gt;
&lt;br /&gt;
===Kesenday, Callem 31, 1014===&lt;br /&gt;
====Demon Among the Quills====&lt;br /&gt;
A demon ruptured the nominal quiet of Quill's Repose this evening. Leaping onto the Lady Octavia's circulation desk, the demon revealed itself before beginning to set the place on fire. It spoke in a searing, unearthly tongue, though witnesses were able to make out the words, &amp;quot;Wrong!&amp;quot; though little else.&lt;br /&gt;
&lt;br /&gt;
Two adventurers, who were visiting the Repose, stepped forward as the creature began to wreck the place. Working together, the paladin and a mage subdued the creature with heroic blows. The mage declared the beast was on its way to summoning more of its kind just as the final blow was rendered.&lt;br /&gt;
&lt;br /&gt;
Cleanup will take some time; the damage is still being ascertained, though it is minimal compared to what it might have been. Wilder theroies suggest the demon is a cause of Taara's anger at being left out of the new Society's building. Others, however, suggest the demon itself was just spiteful enough to enact the terror it caused. &amp;quot;It could have been angry over a library fine,&amp;quot; one magi suggested.&lt;br /&gt;
&lt;br /&gt;
'''OOC:''' For rumors and general info, follow-up with [[Sonja]] or [[Mikilos]] ICly.&lt;br /&gt;
&lt;br /&gt;
===Ceriday, Callem 11 ===&lt;br /&gt;
====Jailhouse Bar and Grill!====&lt;br /&gt;
The Jailhouse Bar recently had another fantastic evening of violent entertainment with one of their famous 'Fight Nights'. Some battles were long, some were short, but all of them were entertaining as rowdy bloodsport went on throughout the night. Victorious fighters included [[Kalkorth]], Conquerer of the North, [[Angrid]] the Angry, [[Gragnar]] the Growler, [[Katja]] the Crusher, and [[Munch]]y the Golem. All triumphed against a variety of oddball opponents.&lt;br /&gt;
&lt;br /&gt;
While the fights were entertaining, all agree that the show was stolen by the fight announcer: [[Jibbom|Steel Von Ironblood]], Bane of the Night. All in attendance were greatly impressed at how the dashing and handsome halfling's running commentary added an entirely new dimension of entertainment to the proceedings. This according to Jibbom Taribree, who is quite happy to discuss this subject at length.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Gilday, Callem 15===&lt;br /&gt;
====Jibbom of the Mighty Thews! ====&lt;br /&gt;
The latest word on the street is that [[Jibbom|Steel Von Ironblood]] has displayed great feats of strength. Why, he even beat [[Boshter|a tall Arvek Nar]] in an armwrestling contest! After this, he magnanimously declared that he'd buy everyone around him free ale.&lt;br /&gt;
&lt;br /&gt;
The [[Arvek Nar]] declared him to be 'Steel Von Ironthews'.&lt;br /&gt;
&lt;br /&gt;
No, really.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Tariday Aestry 31===&lt;br /&gt;
====Getting Together for a Hunting Expedition====&lt;br /&gt;
Rumor has it that some golem smith is getting folks together for an expedition for materials, and has been spreading instructions for interested parties to meet him at his shop. Which golem, and which shop? Look man, I can't tell them apart, how many Golems with a store can there be?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Eliday Aestry 15===&lt;br /&gt;
====Whorls of Aether====&lt;br /&gt;
Another day of peaceful worship has been interrupted by out of control magicks at the Temple Square. Half-drowned out by the raucous afternoon worship of the [[Tarien|Tarienites]], a handful of adventurers all but exploded in a brilliant flash of green light what devoured all by two of their number; a [[sildanyar|llyanesi]] arcanist and a [[Humans|Xian]] pugilist. Rumor has it that a giant bug of sorts appeared right before they all vanished.&lt;br /&gt;
&lt;br /&gt;
'''OOC:''' See [[Halani]], [[Jibbom]] or [[Mikilos]] ICly for further details&lt;br /&gt;
&lt;br /&gt;
===Gilday Firetide 27===&lt;br /&gt;
====Did You Hear??====&lt;br /&gt;
Did you hear about [[Donk]] Yauti? Apparently he's some kind of king, or an heir apparent...I don't know, he's destined for some kind of throne. Some people were talking about him in the tavern. A gnomish cavalier... I know, I saw him dragging that gaggle of orphans along behind him, singing about him. They must know something we don't, because apparently he toppled a ''kingdom''! And not just any kingdom, but one that was conspiring against Alexandria itself! ...where? Somewhere underground, I think. Enemies of House Brache.&lt;br /&gt;
&lt;br /&gt;
You don't know House Brache? Well, they were only one of the foremost secretive houses standing against the [[Nonplayer Characters|Sorceress Altima]], at ''great'' risk to themselves! Yeah, heroes, yeah.&lt;br /&gt;
&lt;br /&gt;
Speaking of heroes, did you see that game of [[Calendar|Tarienball]]? I'm not sure ''what'' to make of that...&lt;br /&gt;
&lt;br /&gt;
===Variday Firetide 18===&lt;br /&gt;
====Strange Dancers====&lt;br /&gt;
Quite a few people are speaking of seeing something quite strange, but all of them have close to the same account of what happened.&lt;br /&gt;
&lt;br /&gt;
In the light of the full moon, a strange dancer can be seen on the rooftops of a few buildings. Those that actually get more than a passing glance see the strange flowing dance of the veiled dancer, before the dancer disappears from sight. None have gotten a good and clear look at this dancer, but most have put it upon the strange practices of the upcoming Sky Dancers Song holiday that is coming up. (by [[Moonshadow]])&lt;br /&gt;
&lt;br /&gt;
===Ceriday Firetide 17===&lt;br /&gt;
====Tarien's Miracle====&lt;br /&gt;
As usual, rumors are circulating the taverns. Less usual? Their subject. Apparently, [[Tarien]] decided to bestow a 'holy miracle' upon the people of Alexandros. While most got a good giggle out of it, most of the participants are... irritated.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The 'miracle' involved [[Spike|Spikington McChairFoe]], beloved so-called 'saint' of the carpenter's guild and [[Nonplayer_Characters|Greta]]. Apparently, an altercation near the fountain in the temple square happened when the insane golem was apparently 'provoked' by a trio of poo-flinging monkeys. Then more monkeys showed up, gilded in gold, a sure sign of Tarien's favor. Then? Then Greta showed up. Waiting for the really strange part of the story?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;What's that? You mean that wasn't the strange part!?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Nope. See, when Greta showed up and ordered everyone involved arrested, including the monkeys... Spike took a hostage. That is, she took a monkey hostage. Then, to top it all off, she double-crossed a gnome or halfling or somethin' who offered himself in a hostage exchange, and ran off to hide INSIDE the [[Daeus|Daeusite temple]].&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Man. I don't know who's got it worse... Spike, who's no doubt cooling her heels in a cell... or the Watch who have to spend a whole night with Spike.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Yeah. That lucht is calling it a miracle of Tarien.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===Ceriday Firetide 09===&lt;br /&gt;
====Illothian Fallout====&lt;br /&gt;
It's little surprise when rumors spread through the city that the Illothan 'announcement' resulted in (at least) one death. Details are vague and while there must have been more than a few witnesses present it seems as if no one wants to talk at length about it.&lt;br /&gt;
&lt;br /&gt;
One of the Illothan acolytes--or perhaps a man by the name of Ted (who may actually be an acolyte)--fell to black magics, assault by the watch, divine retribution, or adventurer intervention in the middle of their announcement. The contents of the announcement are as variable as there are districts in this city but the two dominant threads propose either defection from the cult or the exposure of several, individual cells of worship dedicated to other dark gods.&lt;br /&gt;
&lt;br /&gt;
The Watch, the [[Althea|Altheans]], and the Vardamans are said to be involved (and maybe those new-fangled [[Serriel|Serrielites]] and the followers of [[Daeus]] as well).&lt;br /&gt;
&lt;br /&gt;
Details are lacking.&lt;br /&gt;
&lt;br /&gt;
===Eliday Firetide 03===&lt;br /&gt;
====A Contest Won====&lt;br /&gt;
A contest was held at the Armsmaster Arena this prior evening -- a contest in which a chest had to be pried from deep within a pit of mud. Typically, many contestants became involved and it descended into a free for all before long -- though one individual had to be pried from the melee by [[Spike|Official Spikington Chairfoe]], designated enforcer by the [[Angoron|Angorites]], for 'improper magic use'.&lt;br /&gt;
&lt;br /&gt;
The eventual winner was a dwarf known only as '[[Thaim]]'. He came to possess the Braggart's Beer Mug, which entitles him to the occasional free alcoholic drink at participating establishments.&lt;br /&gt;
&lt;br /&gt;
Second place went to a fellow by the name of [[Conrad]], who won the 'Running Away Boots', for displaying a considerable deal of intelligence and perception in spotting a second, concealed chest in the pit and escaping with it unnoticed.&lt;br /&gt;
&lt;br /&gt;
All in all, everyone involved seem to have a good time, even if they got extremely muddy.&lt;br /&gt;
&lt;br /&gt;
===Kesenday, Hattanan 25===&lt;br /&gt;
====Bees a-buzzin'====&lt;br /&gt;
With the recent announcement regarding Alexandria's construction upgrades, work crews are now a common sight, with pockets of them being spotted all over the city. A majority have congregated around the higher portions of the city's east. It seems the plan is for them to work their way from the top down, not unlike the way a sculptor would shape a block of marble.&lt;br /&gt;
&lt;br /&gt;
Crews of laborers coming from all stripes can be seen working together under [[Khazad]] oversight. This is with the assistance of the First Blarite Engineers, skilled [[Arvek Nar]] who have been loaned to the city under the terms of the treaty with the [[Arvek Nar|city-state of Blar]]. While there are occasional tensions, most are simply happy for the work and the mass labor necessary for the project is providing a nice local boost to the economy that merchants from all over seem to be thrilled with. The already bustling city is a-buzz with all this new activity, and both the taverns and market squares are experiencing a level of jovial rowdiness unseen until recently.&lt;br /&gt;
&lt;br /&gt;
In short: So far, so good.&lt;br /&gt;
&lt;br /&gt;
===Variday, Hattanan 07===&lt;br /&gt;
Groups of [[khazad]] are being spotted around the city. These [[khazad]] appear to be taking measurements of various locations, escorted by city guard. They meet with merchants and the heads of temples, and fierce arguments, debates take place in angry whispers. Even stranger, they appear to be in communication with a number of Blarite, [[Arvek Nar|arvek nar]] engineers and their counterpart architects among the Alexandrian populace. Something big, some sort of building project, is on the horizon, and prayers to [[Reos]] are accordingly on the rise.&lt;br /&gt;
&lt;br /&gt;
Moreover, airships loaded with masonry and timber are arriving from various destinations and orders to local quarries have tripled. Stone is being stockpiled as government coffers, swollen by the recent increases in trade, are now paying out to purchase supplies for an as-yet unannounced project.&lt;br /&gt;
&lt;br /&gt;
===Gilday, Bernfleur 25===&lt;br /&gt;
Now, an even *larger* and entire cadre of [[Arvek Nar]] from Blar has arrived in the city. While they aren't saying what they're up to, they *did* arrive by airship and most of them seem to be, or say they are, veterans of the First Blar Engineering regiment. Many of them are recognizable to veterans of the Sendor War for their talents with building and fortifications and relentless and well organized drive.&lt;br /&gt;
&lt;br /&gt;
Something is up when this sort of work force arrives, but it isn't clear what projects they might be working on.&lt;br /&gt;
 &lt;br /&gt;
===Tariday, Benfleur 17 ===&lt;br /&gt;
Another foreign dignitary has now arrived today! This time, greeted warmly once more by city officials, one [[Khazad]] straight from Dun Moridin, said to be a member of Clan Masterbuilder.&lt;br /&gt;
&lt;br /&gt;
The ruling council of [[Alexandria]] is clearly up to something, though there's little indication just yet of what it is. Time will tell what the arrival of these dignitaries portends.&lt;br /&gt;
&lt;br /&gt;
===Korday, Bernfleur 12, 1014===&lt;br /&gt;
====An Arvek General Arrives!====&lt;br /&gt;
Today, an airship arrived at the docking stations with the symbol of Blar upon its bow. Disembarking were numerous Arvek Nar soldiers dressed in their colorful uniforms, escorting someone who is rumored to be one of the leading generals from the military-ruled city-state that's allied itself with Alexandria. What reason he has for being here is as yet unknown, but it's more than likely for the purpose of high level negotiations. The numerous Arvek Nar soldiers that have come along can be found in the city, drinking heavily and otherwise orangeing it up.&lt;br /&gt;
&lt;br /&gt;
=== Gilday, Bernfleur 11, 1014 ===&lt;br /&gt;
==== A magical confrontation ====&lt;br /&gt;
Overheard in a pub, and onward, &amp;quot;So, did you hear they blew up the Fernwood last night?&amp;quot; &lt;br /&gt;
 &lt;br /&gt;
The half-elven bartender passes by, drying a mug, saying &amp;quot;You're *in* the Fernwood, Tarn, what'd I tell you about staying off the gnomish stuff?&amp;quot; &lt;br /&gt;
 &lt;br /&gt;
&amp;quot;It's a special occasion!&amp;quot; The drunken fellow protests, &amp;quot;The Fernwood's been blown up! So I had a little something!&amp;quot; &lt;br /&gt;
 &lt;br /&gt;
Tarn's mustachoied friend clarifies, for a third patron, &amp;quot;I believe my esteemed cohort is in referral to the events here this past Variday night,&amp;quot; he says, with a deep, airy tone of pretention, &amp;quot;where this fine stablishment was qute nearly destroyed in a duel of the wizardly arts. If I mistake her not, the lovely and fame-ified Mistress Gelfure, who'd been accosted by a black-clad magician from Rune, doubtless some dispute about the finer points of the magico-arcane arts. Fortunately, a sister of the most blessinged order of the Hearthguard interpostured... &lt;br /&gt;
 &lt;br /&gt;
&amp;quot;She was four feet tall!&amp;quot; Tarn interjects, gesticulating with a whacking motion, &amp;quot;With a ruler! Wasn't she, Knavel? &amp;quot; &lt;br /&gt;
 &lt;br /&gt;
The mustachioed fellow looks impatient a moment, and continues, &amp;quot;Be that as it may, my intoxibated friend, it was a disaster barely avertified, and a brassy piece of clericking on the young devotionary's part, if I may say. Unfortunately, I had an urgent appointment elsewhere... Needless to say, all's not well in the realm of magitocracy.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
=== Tariday, Bernfleur 03, 1014 ===&lt;br /&gt;
==== A New Partnership ====&lt;br /&gt;
It began in the battle-scarred land of Sendor. &lt;br /&gt;
 &lt;br /&gt;
Centuries of racial animus and entrenched positions waged until none are left standing. Months of preperation going into a single day of battle where only one can emerge to claim the title of 'Hottest Chili In The Land'. &lt;br /&gt;
 &lt;br /&gt;
We refer, of course, to the now infamous Oruch-Khazad chili cookoff. Another one has been scheduled and its date will soon be fast approaching. Oruchs and Khazad have been hard at work, trying their damndest to conjure up the hottest combinations they possibly can to put them to the test against all who dare take up the challenge of trying one. &lt;br /&gt;
 &lt;br /&gt;
What's unusual, though, is that recently, Kembar Mudslogger, a wealthy scion of one of the Khazad Trade Houses that has begun the process of opening a station for his House in Alexandros, has recently been seen with what can only be described as his counterpart amongst the Oruchs, one by the name of Krevik, a member of Clan Drum Reaver. &lt;br /&gt;
 &lt;br /&gt;
The two have been said to've struck an unlikely friendship and were recently seen together at the Guild of Explorers. Apparently, they've gone into business with each other. What this portends remains to be seen, but it clearly has something to do with the cookoff. &lt;br /&gt;
 &lt;br /&gt;
Or at least that's the -rumor- anyways.&lt;br /&gt;
&lt;br /&gt;
=== Variday, Eatonis 26, 1014 ===&lt;br /&gt;
Reports out of the Red Ridge Mountains indicate that a volcanic eruption is disrupting trade and agriculture in that area. Its /entirely/ uncharacteristic, but nonetheless the reports remain.&lt;br /&gt;
&lt;br /&gt;
They're followed by reports that ashfall, while light, is starting to threaten newly-recovering crops. Intermixed with these reports are others, more outlandish and less-believed, about winged horrors in the sky that come with the ash.&lt;br /&gt;
&lt;br /&gt;
=== Tariday, Eatonis 20, 1014 ===&lt;br /&gt;
The elderly owner of the alchemist shop has put in a report with the guard. Rumor has it that a half-elf and a stubby little gobber have wreaked havoc on his store, destroying precious merchandise and beating feet before they could be caught. The half-elf called herself 'Melon,' which is obviously a codename of some kind. City guard urges citizens to be safe, and stay wary of persons of ill-repute! And should you have any information regarding these persons, it would be well-appreciated.&lt;br /&gt;
&lt;br /&gt;
=== Tariday, Eatonis 13, 1014 ===&lt;br /&gt;
Recent travellers from the Empire of Charn indicate that trouble struck the city of Aby'ssa not long ago. A host of demons was said to've attacked the city center and was defeated by the brave forces of the Black Dragon Army. The claim is that this attack was caused by 'traitorous servants of the so-called 'Platinum Dragon''. The priests of Maugrim, enraged by this, have redoubled their efforts to stamp out every trace of uncontrolled demonic influence in Charn. Word of purges has already begun. &lt;br /&gt;
 &lt;br /&gt;
Additionally, a seperate rumor indicates that the government of Charn has now placed a bounty on the so-called scourge of Versus, the sorcerer known only as 'Asumit' for having some sort of role of this. Apparently, he is not making any friends anywhere. Charn has indicated that they believe the 'insurgents operating in the name of the Platinum Dragon' behind this have stooped to allying with this figure. That propaganda might work in Charn, but pretty much everyone outside of the Empire's reach seems relatively sure that that is an absurdity.&lt;br /&gt;
&lt;br /&gt;
=== Variday, Pryntar 06, 1014===&lt;br /&gt;
:Solis calls the white knight down&lt;br /&gt;
:pure of heart to protect our town.&lt;br /&gt;
:The Sly One tricks and white knight falls&lt;br /&gt;
:and our town burns by Deceivers' thrall.&lt;br /&gt;
&lt;br /&gt;
The rhyme has grown popular with children almost overnight. Urchins chant it in the alleyways of the western districts as they skip to and fro, clap hands, or toss rocks. Powder monkeys and cabin boys do their duties to the simple rhythm around the docks. The Castle and Noble districts remain free of it by merit of the school marm's switch and the stern looks and hard palms of nannies. Parents around the city wish they could get their hands on the ill mannered 'fugee child that brought such filth into their fair city but tracing these things back to their source is all but impossible. &lt;br /&gt;
 &lt;br /&gt;
Kids these days.&lt;br /&gt;
&lt;br /&gt;
==End Fake Mists Arc==&lt;br /&gt;
===	Variday, Pryntar 06, 1014===&lt;br /&gt;
With the mists dissipating and things beginning to really resettle back to normal, the fear that had locked Alexandria's people has begun to fade all together. Thusly, the merchants can no longer justify their higher prices. In fact, a mob recently drummed one out of town for charging too much. Once this occurred, other merchants were quick to show they had more 'reasonable' prices.&lt;br /&gt;
&lt;br /&gt;
===Variday, Vhast 31, 1014===&lt;br /&gt;
Sometime in the after noon, there was some sort of commotion at the bank of [[Alexandria]]. It was surrounded by guardsman, and several people were arrested in what appears to be some kind of failed robbery attempt and a few bodies were also removed. Some sort of ground tremor had afflicted the area surrounding the bank and it is said by officials that this was part of a failed effort to break into the bank vault. &lt;br /&gt;
 &lt;br /&gt;
Those arrested in this attempt are now in the custody of the city watch, with a few more said to be on the run.&lt;br /&gt;
&lt;br /&gt;
===Variday, Vhast 31, 1014===&lt;br /&gt;
Word spreads throughout [[Alexandria]] through news publications and rumor. &lt;br /&gt;
 &lt;br /&gt;
The mist-making machines that had brought such fear and terror to the area have finally been located and destroyed. The [[Taara|Taaran]] behind this have also been apprehended and slain, having taken over the [[Khazad|dwarven]] fortress of Khamon Sotch and used it as their base of operations. The heroic forces acting on Alexandria's behest, ranging from members of the regular militia and the city watch, as well as [[Explorer's_Guild|hired mercenaries]] to support them, engaged in a titanic struggle over the fort before clearing it. At least one airship was lost in the ongoing battle. &lt;br /&gt;
 &lt;br /&gt;
By evening, the mists had begun to lift off Alexandria and, over the next couple of days, clear completely. &lt;br /&gt;
 &lt;br /&gt;
Merchants will be maintaining their high prices just a *little* longer from the look of things, but public anger on the overcharging has been mounting for a while and it's unlikely they'll be able to keep putting the screws to the populace.&lt;br /&gt;
&lt;br /&gt;
===Tariday, Khael 13, 1013===&lt;br /&gt;
With the recent announcements from the government of [[Alexandria]] that the current mists are an artificial construction, and that they are doing something about it, people are just beginning to stick their heads back out of doors. Civilians are starting to return to the streets and to conduct business more regularly. Gold and red decorations, flags, and streamers are beginning to festoon the city in preperation for [[Calendar|Yuletide]] celebrations. &lt;br /&gt;
 &lt;br /&gt;
In short, things are beginning to get back to normal, even though it is by a degree of inches. &lt;br /&gt;
 &lt;br /&gt;
Of course, the prices haven't dropped...&lt;br /&gt;
&lt;br /&gt;
===Gilday, Khael 07, 1013===&lt;br /&gt;
====Council Issues Statement on Return of Mists====&lt;br /&gt;
The Ruling Council of [[Alexandria]] has released the following statement: &lt;br /&gt;
&lt;br /&gt;
&amp;quot;We know that many [[Alexandria|Alexandrians]] have dreaded the return of the Mists that had locked our city away. After all, if such a thing could happen once, why not twice? But it is with determined satisfaction that we can state, categorically, that these mists are not the powers of [[Taara]] at work once again, but rather, the sick and twisted plan of one individual or a group of individuals, to spread fear and discord in our homeland through black artifice; one who seeks to exploit our understandable concerns. We have, through the aid of several of our very own local heroes, led by one valiant dwarf, Ser Otto, Son of Bandaerl of Clan Masterbuilder and his two assistants, been able to determine, through their efforts, the source of these mists as being from somewhere within the Red Ridge Mountains near the mining town of Denston.&amp;quot; &lt;br /&gt;
 &lt;br /&gt;
&amp;quot;The Council has agreed to launch an immediate investigation into the area and has ordered the dispatch of available city watch and militia, along with mercenary forces contracted through the [[Explorer's Guild|Guild of Explorers]]. We will find the source of these 'mists' and see to their end. Know that [[Alexandria]] will be protected at all costs.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===Gilday, Khael 07, 1013===&lt;br /&gt;
It has taken quite a bit of time to get the harvest together this year. With all the damage done by the mists, monsters, and fear stoked by various sources, food prices have continued to skyrocket. But today the government of [[Alexandros]] stated, having taken stock of all the food brought into the city from the surrounding countryside, that supplies are more than adequate to get through the winter and meet reestablished trade obligations. Even in the face of this news, prices have still continued their climb for basic food staples and have not yet reached their peak. &lt;br /&gt;
 &lt;br /&gt;
Though many farms were abandoned, city workers were hired to go out to the farms and collect what food they could from the fields and begin counting the tonnage secured with the help of adventurers and city watch alike. &lt;br /&gt;
 &lt;br /&gt;
While not everything could be saved due to the cold, wet and... misty weather, Alexandros' food supplies are now better off than they might otherwise have been.&lt;br /&gt;
&lt;br /&gt;
===Kesenday, Quintoos 25, 1013===&lt;br /&gt;
The previous evening ''something'' went down in the [[Alexandria|market district]].&lt;br /&gt;
&lt;br /&gt;
First, there was a run on the alchemist's shop slightly before closing that resulted in everyone being thrown out.&lt;br /&gt;
&lt;br /&gt;
''Then'' there was an explosion that sounded like it came from ''just'' below the streets. Much cobblestone was actually damaged and a couple of manhole grates went flying. All of that was a prelude to the real main event.&lt;br /&gt;
&lt;br /&gt;
Pastvale manor has always sat on the edge of the Market District, kept nicely on the orders of its [[Myrddion|Myrrish]] noble owners who visit during the summers.&lt;br /&gt;
&lt;br /&gt;
Shortly after the first explosion, one ''rocked'' the market from the fifth floor of Pastvale Manor, sending a shockwave through the district that overturned carts, blew out shop windows, and more.&lt;br /&gt;
&lt;br /&gt;
Rumors indicate a [[War Golems|war golem]] was seen jumping onto the balcony of the manor shortly before the explosion.&lt;br /&gt;
&lt;br /&gt;
The City Watch was one scene quickly, doused the flames (of which there were startlingly few) and took control of the scene.&lt;br /&gt;
&lt;br /&gt;
One arrest has been made at this time and one guardsman is in critical condition at the [[Althea|Temple of Althea]].&lt;br /&gt;
&lt;br /&gt;
===Eliday, Quintoos 20, 1013===&lt;br /&gt;
====A Heavier Fog====&lt;br /&gt;
The fog has not gone away.&lt;br /&gt;
&lt;br /&gt;
Some days, it is thicker than others, though not as thick as the growing paranoia on the streets of [[Alexandria]] and surrounding [[Alexandros]]. Whispers suggest the anniversary of the [[Recent History|Return]] is near, while others point to the increased activity of the [[Taara|Taaran cults]].&lt;br /&gt;
&lt;br /&gt;
OOC: As merchants react to the unusual changes, they've begun charging more for prices. The cost of any material or purchase is considered to be 5 percent higher than normal.&lt;br /&gt;
&lt;br /&gt;
===Tariday, Quintoos 08, 1013===&lt;br /&gt;
Adding to farmers' woes, weather in [[Alexandria]] has been unusually overcast of late. River merchants report tales of increased fog and mists, with more on the way. With the Mists so recent in memory, such a phenomenon understandably has many nervous.&lt;br /&gt;
&lt;br /&gt;
In response, some merchants have been raising their prices. This practice has drawn complaints, though not as much as it may have a month ago--the refugee issue appears to have eased, as recently as a few weeks ago. Actions of a [[Althea|Hearthguard]], along with a number of adventurers, are cited.&lt;br /&gt;
&lt;br /&gt;
''OOC Note:'' Despite +today, weather will tend towards overcast and foggy.&lt;br /&gt;
&lt;br /&gt;
===Variday, Quintoos 07, 1013===&lt;br /&gt;
Outlying farms in the immediate [[Alexandria|Alexandrian]] countryside have been inconveniently abandoned by their owners. Those who've come into town indicate, for whatever reason, they no longer feel safe there. &lt;br /&gt;
 &lt;br /&gt;
Exactly *why*, they aren't saying as of now. This close to the harvest and with Alexandria's population still swollen with refugees, its worrisome to see any farm abandoned and the fields left idle as the [[Calendar|harvest]] continues.&lt;br /&gt;
&lt;br /&gt;
===Ceriday, Rhaltaas 29, 1013===&lt;br /&gt;
====Harvest, Refugees, and Unrest====&lt;br /&gt;
&amp;quot;Well, he says he found somethin',&amp;quot; says one doubtful-sounding [[oruch]]. He looks back towards a group of refugees who are busy putting together a large wagon. &amp;quot;That uh, [[Althea|Hearthguard]]. So we're headed out, I guess.&amp;quot; He pauses. &amp;quot;Well, my brother's staying. He found him a good job, though--out there cuttin' wood and haulin' it in for th' farmers. Some adventurer helped him git with the [[Gilead|Gileans]]. 'Parently so long as you're all respectful and plantin' too, they're okay with it.&amp;quot; He rubs at his nose. &amp;quot;The [[Dana|Essence]] don't agree, but what can you do?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Thus runs the tale from the Western wards of the city. As the [[Calendar|Harvest]] rolls in, a number of the refugees appear to be preparing caravans, though not all of them appear to be headed out. Some appear to be settled, or questioning the wisdom of traveling during winter. Not all of the tensions are gone.&lt;br /&gt;
&lt;br /&gt;
In fact, a small riot broke out the other day in the Western ward between a young arvek nar and a [[Dran|Dranei]], over a reportedly stolen loaf of olive bread. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;I say good riddance,&amp;quot; reported another refugee, who was leaving (her aunt and two uncles were staying). &amp;quot;I lost a child to those [[Taara|Taarans]] running around the place. We thought [[Alexandria]] would be the City of Hope. Well, here's what I think of that,&amp;quot; she says, and spits on the ground. Flecks of blood come with it, right before she crumples into her sister's arms.&lt;br /&gt;
&lt;br /&gt;
===Variday, Rhaltaas 17, 1013===&lt;br /&gt;
The guards have spread out into patrols more heavily than normal in the western district of the city. &lt;br /&gt;
 &lt;br /&gt;
A riot nearly broke out in goblintown after arrests were made, notable of one goblin named Teb the White. He is now in custody, being questioned about his role in black market trafficing of magical components and alchemical supplies. &lt;br /&gt;
 &lt;br /&gt;
Furthermore, a house in the western district has been quarantined and, rumor has it, a druid called in from the Union to look into something that has been found there. Apparently, some unusual plantlife was found in it by guardsmen and contracted back up.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Eliday, Rhaltaas 09, 1013===&lt;br /&gt;
====Markets Tentatively Surge with Harvest====&lt;br /&gt;
As fall settles in, the farmers in greater Alexandros prepare to bring in the last of the harvest. Too, this year more than ever, caravans from all over the world come to Alexandria, to trade and share news in the last great Market season before winter closes the doors. Caravans from the exotic locations of [[Veyshan]], from [[Am'shere]], and [[Locations|more]], and will make their way into Alexandria in the coming weeks.&lt;br /&gt;
&lt;br /&gt;
OOC: Use this as an excuse to RP visitors from exotic locales, or involve your PC in trade and even inquiries into local customs. Merchants will be interested in what Alexandria has to offer, as well as selling and trading.&lt;br /&gt;
&lt;br /&gt;
===Ceriday, Rhaltaas  1, 1013===&lt;br /&gt;
Word around the [[Local Organizations|Explorer's Guild]] is more of the same. The collapse of the main chamber of the [[khazad]] ruins and widening of the first sinkhole that first led to the discovery of the ruins is still underway, held up by heavy rains to the north that have hampered progress.&lt;br /&gt;
&lt;br /&gt;
The leadership of the Engineer's Enclave, the Explorer's Guild, and the khazad delegates have been in heated talks regarding renegotiating of the contract and who, if any, is at fault, but all involved have been tight lipped thus far. If exploration is to continue, it could be weeks or even months, though [[Alexandria|Alexandrians]] have gotten a taste of the wealth pulled from the ruins and the demand is high for more Khazdul artifacts.&lt;br /&gt;
&lt;br /&gt;
OOC - This is my IC explanation for my extended absence. I lost all of my notes and maps when my computer crashed, but I will be piecing them back together and getting this show back on the road. Just bear with me, peoples. - Owen&lt;br /&gt;
&lt;br /&gt;
===Tariday, Daeshen 13, 1013===&lt;br /&gt;
====Wizard Taken into Protective Custody?====&lt;br /&gt;
A second raid of the guardsman on the [[Local Organizations|College of Magic]] nearly resulted in the apparent arrest of [[Nonplayer_Characters|Madame Gelfure]]. &lt;br /&gt;
&lt;br /&gt;
Harsh words were exchanged between guard units and the Madame but apparently whatever mix up had occurred was cleared up, as the Madame left the College under her own power. &lt;br /&gt;
&lt;br /&gt;
That said, her estate in the noble district now apparently has guards surrounding it. Rumors are circulating that there may well have been some sort of assassination attempt and she was likely placed into protective custody of some kind. &lt;br /&gt;
&lt;br /&gt;
A wizard. In protective custody. Yeah, right.&lt;br /&gt;
&lt;br /&gt;
===Variday, Daeshen 5, 1013===&lt;br /&gt;
The Temple of [[Eluna]] held a quiet celebration and reconsecration ceremony last night (under the light of the moon, of course). It was more muted than most, but the high clergy are looking more relaxed today -- even if folks didn't notice they were tense before.&lt;br /&gt;
&lt;br /&gt;
===Eliday, Daeshen 4, 1013===&lt;br /&gt;
====A Wizard did It====&lt;br /&gt;
Recently, a body was recovered from within one of the warehouses along the docks. After investigation by the guards and contracted mercenaries in support, some sort of monsters behind the slaying was found and eliminated. This in and of itself would not be so hugely unusual in these dark times but the investigation into the death appears to be continuing. &lt;br /&gt;
&lt;br /&gt;
Recently, several guards were seen searching several rooms within the [[Local Organizations|College of Magic]], much to the frustration and consternation of the workers and academics there. These searches took most of the day. It seem the guards believe that 'a [[wizard]] did it' and plan to continue their investigation.&lt;br /&gt;
&lt;br /&gt;
===Korday, Daeshen 1, 1013===&lt;br /&gt;
An hour before midnight, a piercing shriek hears in the alleyways near the docks, more to the point from the water itself.  Crowds flocked to the docks to see one man sink in the water, his face a mask of terror and desperation.  When the guards arrived, they found a corpse and talk of a priest fingered as the murderer.  Once the guards were able to clear out the crowds, there is rumors of the fighter Alteri lead away bound for the guardhouse.  Many tell of her also being drenched as if she had been in the water, and some speculation if she was trying to hide the body from discovery.&lt;br /&gt;
&lt;br /&gt;
===Variday, Callem 22, 1013===&lt;br /&gt;
====A Downside of Gifts====&lt;br /&gt;
As the gifts from the Beyond, and from more mundane sources are poured over, scholars have of late taken a recent concern to the Council of Alexandria...&lt;br /&gt;
&lt;br /&gt;
...and as a result, images of the Gods of Evil have been removed from the City for fears of security.&lt;br /&gt;
&lt;br /&gt;
OOC: This refers (in part) to ramifications of the spell: Enter Image. ICly, all images of the dark gods are being removed, and nobles, merchants, and commonfolk alike are urged to examine the paintings which may hang upon their walls--images from Charnese nobility, even though political, might be considered a risk in some areas.&lt;br /&gt;
&lt;br /&gt;
===Variday, Callem 22, 1013===&lt;br /&gt;
====An Arrogant Gift Shows Llyranesi Return====&lt;br /&gt;
Since the Fall of [[Rune]], individual [[Organizations|Academy of Sages]] across the world have been undergoing retrofitting into more local-serving institutions. With no instructors, money, or supplies from Rune, each one has been having to make do. [[Alexandria]]'s is no exception. &lt;br /&gt;
 &lt;br /&gt;
With several prominent mages, such as Madame Gelfure leading the charge, with Baldwin Addelberg by her side, along with generous backing from [[Nonplayer Characters|High Lady Rawyn Telenil]], the Academy of Sages is now undergoing large amounts of reconstruction. The final construction, aided through a showing of Alexandrian magic, will better serve more local, Alexandrian needs, according to reports. Instructors are being drawn from the local populace and prominent adventures may occasionally be asked to guest lecture based on their experiences. &lt;br /&gt;
 &lt;br /&gt;
Ambassadors from [[Llyranost]] have also set up shop there--indeed, an entire new section of the College of Magic is dedicated to the sildanyari [[wizard|mages]] and their teachings. For their part, the sildanyari have sought to make themselves at home.&lt;br /&gt;
 &lt;br /&gt;
As the sildanyar continue to step out from beyond the fabled veil, one can only see their influence over local magical culture growing, despite the tension this might cause. This tension can be seen everywhere from the Academy itself, and into local politics--whispers of just what the sildanyar have been hiding, as well as perhaps, well-founded worries over Alexandria's hard-fought-for sovereignty.&lt;br /&gt;
&lt;br /&gt;
===Gilday, Callem 17, 1013===&lt;br /&gt;
====Post Independence Celbrations, Famed Cookoff Begins====&lt;br /&gt;
&amp;quot;We worked hard to get here.&amp;quot; The [[oruch]] folds his arms across his chest. Behind him is the business he'd built--a small chili stall. It stands across from a well-known [[khazad]] vendor who even now eyes him. &lt;br /&gt;
&lt;br /&gt;
The oruch's tale is typical. Rugged, inventive--is the [[Alexandria|Alexandrian]] archetype. A place unlike any on Ea and prideful for it--the people who saved the War of [[Sendor]], who drew [[Blar]] from the reaches of [[Bludgun]]. The City who five years ago, stood being the place--not just any place--but The Place where world peace might first be achieved. The place where gods first spoke to mortal men.&lt;br /&gt;
&lt;br /&gt;
Because every other Court is a copy.&lt;br /&gt;
&lt;br /&gt;
And it's time to celebrate. Live, Alexandria! Today, banners whip in the wind, and the oruch decorates his stall in Alexandria's colors. Street-urchins wave copies of the [[Calendar|Rose Treaty]] for anyone to read--and bards stand on street corners, telling a thousand and one versions of the tale to anyone who will listen.&lt;br /&gt;
&lt;br /&gt;
The famous [[Calendar|oruch and khazad chili cookoff]] will happen anytime.&lt;br /&gt;
&lt;br /&gt;
Live, Alexandria! City of wonders, city of impossibilities. This month is the month of your independence!&lt;br /&gt;
&lt;br /&gt;
:&amp;quot;Siniath! Alexandrie!&amp;quot;&lt;br /&gt;
:&amp;quot;Nuacht an tAlexandreann!&amp;quot;&lt;br /&gt;
:&amp;quot;Korero! Alexandria!&amp;quot;&lt;br /&gt;
:&amp;quot;Mrezne! Alexandria!&amp;quot;&lt;br /&gt;
:&amp;quot;Alexandria-zagad Berud!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
OOC: In order: sildanyar, halfling, oruch, gobber, khadzul.&lt;br /&gt;
&lt;br /&gt;
===Tariday, Callem 09, 1013===&lt;br /&gt;
Combined [[Myrddion|Myrrish]] and [[Alexandria|Alexandrian]] forces declare victory over demonic infestation &lt;br /&gt;
 &lt;br /&gt;
That's the word from the Alexandrian Council and Myrrish Military officers. In their first combined effort since the end of the [[Recent History|Sendor War]] and [[Recent History|Alexandria's return from the Mists]], victory has been achieved against what was said to be a 'demonic infestation' that had been reawoken from the days of the Daemon Wars. Combined military forces pushed into the blighted land of Skald to the north and east of Alexandria, where the Demon Wars began centuries go, and were said to have decisively defeated the demonic legion in battle. &lt;br /&gt;
 &lt;br /&gt;
The Myrrish airship 'The Glorious Rendition', battle-scarred and damaged, is now docked into the [[Alexandria|Alexandrian Airstation]], where it is undergoing temporary repairs before it will be heading back to the Bryn Myridorn for a more full refitting. &lt;br /&gt;
 &lt;br /&gt;
In other news, a meeting of [[llyranesi]], Alexandrian wizards of repute, and city officials was said to be in progress. &lt;br /&gt;
 &lt;br /&gt;
Finally, the bounty on Asumit, one of the remaining war criminals of the Sendor War and the mastermind behind [[Sendor|Versis]], has been increased to 50,000 gold pieces.&lt;br /&gt;
&lt;br /&gt;
===Ceriday, Callem 06, 1013===&lt;br /&gt;
====Alexandria Celebrates Independence====&lt;br /&gt;
Live, Alexandria!&lt;br /&gt;
&lt;br /&gt;
For the first time since the Re-emergence, Alexandria will celebrate its independence. Every year in the month of Callem, the citizens of Alexandria and greater Alexandros celebrate the [[Calendar|Rose Treaty]]. &lt;br /&gt;
&lt;br /&gt;
This year looks to be different--it will be the first celebration since [[Recent History|emerging from the Mists]] and [[Taara]]'s [[Recent History|Ravaging of the World]]. Its walls are packed with refugees, many of whom would look to make the City their home--or at least, a stopping point. Local priests, adventurers have been seen among these groups, organizing food distribution and calling for aid. A number of [[Althea|Altheans]] have been central to the effort, and donations and efforts to that Temple in particular are up as of late.&lt;br /&gt;
&lt;br /&gt;
Just a week ago, temples worldwide sang with the blessings of gods, just as druid circles, reportedly, came to life for a brief moment. As a result, donations and activity among these places are at a new high and taverns are abuzz with ideas for reopening the Court. Even [[Ceinara|Ceinara's Muses]] stand to see some activity in the coming weeks as traditional songs make their way way in City-wide and new ones are invented. &lt;br /&gt;
&lt;br /&gt;
These days, vendors' stalls are full from the emergence of [[khazad]] trading companies--and the alleyways dark with war over mercantile contracts. The recent Delve into the Citadel has generated rumors on its own--including that a number of treasures from ancient Khazad-Alexandrian history will be placed on display. And soon.&lt;br /&gt;
&lt;br /&gt;
Among politicians, [[llyranesi]] ambassadors, once reclusive, rub shoulders with Alexandrian elite, heralding what could be the coming of a new Age...&lt;br /&gt;
&lt;br /&gt;
...potentially the end of the Age of Man, according to some scholars and Seers.&lt;br /&gt;
&lt;br /&gt;
Yet so far, it's too soon to tell. The [[Local Organizations|local mage's guild]] has read the &amp;quot;gift&amp;quot; as a challenge, a demonstration of llyranesi might now that Rune has fallen. Madame Gelfure promises fireworks &amp;quot;the likes of never seen before&amp;quot; during this year's festivities. She's also begun inroads to increase local funding--which to some is seen as a futile effort. &amp;quot;It's the llyranesi, now,&amp;quot; in the words of one anonymous politician. &amp;quot;They'll take Rune's place. Not long, we'll all be llyranesi-this, llyranesi-that. Going to have to look at ear extensions soon, you want any promotion,&amp;quot; he joked. &lt;br /&gt;
&lt;br /&gt;
Apparently to Gelfure, &amp;quot;We have not yet begun to fight.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
And then, reportedly, sent a minion to fetch appropriate shoes. &amp;quot;Something with a bit of iron in the heel.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
So Live, Alexandria! Alexandria, the hub of the world and the center of change, the herald of invention and creative minds. &lt;br /&gt;
&lt;br /&gt;
OOC: We'll be making announcements regarding the Rose Treaty within a week. This will be a MU-wide event.&lt;br /&gt;
&lt;br /&gt;
===Variday, Callem 01, 1013===&lt;br /&gt;
&lt;br /&gt;
&amp;quot;So what is this?&amp;quot; the lean ambassador asks. The [[gobbers|gobber]] tourguide eyes the [[llyranesi]] sideways--too danged /thin/.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Not natural,&amp;quot; he mutters.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;What isn't?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;...eh,&amp;quot; mutters the gobber. And he straightens his nobby frame, and jabs a thumb at the crowd of workers around the Memorial Gardens. &amp;quot;Buildin' something. Gonna be big, one of them [[Recent History|War monument...thingers]].&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;...interesting. There have been alot of wars, of late?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;...of late? Suppose. This'un's just a few--uh. Five years or so, to you people.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The ambassador goes silent. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Heh. Uh, yeah. So as I was sayin'...it's this big project, see. Hired my company to do the fireworks, even.&amp;quot; The gobber grins. A yellow, jagged grin splits across his face so suddenly that the ambassador steps back. Quickly. &amp;quot;You know how we greenskins like fireworks.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Even bigger grin.&lt;br /&gt;
&lt;br /&gt;
OOC: http://forum.tenebraemush.net/index.php/topic,1158.msg6909.html, [[Alexandria|+map 11]]&lt;br /&gt;
&lt;br /&gt;
===Eliday, Aestry 31, 1013===&lt;br /&gt;
====A World Changed====&lt;br /&gt;
There is a shifting in the balance of things. All across the known world rumor and word comes in of change and progress. From the shining southern sun to the clear northern sky, to the uttermost east and the furthest shores of the west, the gods move their hands in action against the recent usurpation of the balance. In their movements, mortal lives are changed and the world continues to turn. New scriptures are written and ancient ones recovered from long lost vaults or temples and cities recently discovered and excavated. The wisdom of the gods mingles with men giving rise to new prayers among the faithful and techniques to wield holy power among the paladins and faith borne knights. Light and dark and those inbetween reap alike from the rise of knowledge. One thing is clear, the pantheon either collectively or individual are not standing for Taara's usurpation of the balance of things. &lt;br /&gt;
 &lt;br /&gt;
The collapse of Rune has sent ripples through the world of magic. Where there was once one power, now many seek to rise. Free from the eyes of the old conclave, spell research, exploration of ancient knowledge and forgotten libraries and warring idealogies have begun to yield the fruit of knowledge without guidance and resulted in much by way of widespread exploration of new forms of magic and recovery of old ones. Some, however, attempt to fill the gap left by Rune. In distant Llyranost, the hammers of elven smithing and the pens of elven script making herald a new era. Their magic colleges, once exclusive to elven kind, open their arms to invite the presence of others, notably mankind, offering stability to the world of wizards that has not existed since Rune's fall. Even with this offer made, many who attend such schools know that centuries, if not millennia old, prejudices do not vanish over the span of a few years but they are eager to prove themselves while also accessing secrets that have long been kept by the fey and away from other races. Magic grows, once again.&lt;br /&gt;
&lt;br /&gt;
===Ceriday, Aestry 30, 1013===&lt;br /&gt;
A hand written parchment note can be found in the Guild of Explorer's Guildhall, amongst all the other notices for bounties and jobs. The thin, flowing handwriting reads:&lt;br /&gt;
&lt;br /&gt;
To gather funds and coordinate efforts to aid the quickly growing immigrant population in Alexandria, I am hosting a meeting in the Dragon's Den two days hence at dusk. Any and all adventurers are welcomed and invited to attend for the discussion of ways to best reach an amiacable solution for the immigrants and natives of this fine city.&lt;br /&gt;
&lt;br /&gt;
Father Owen Tilgentor, Servant of Heaven's Queen&lt;br /&gt;
&lt;br /&gt;
PS - There will be beer and other refreshments available gratis after the meeting is concluded. &lt;br /&gt;
&lt;br /&gt;
(OOC: Looking to start the scene around 7 pm CST on Monday, August 1st)&lt;br /&gt;
&lt;br /&gt;
===Kesenday, Aestry 29, 1013===&lt;br /&gt;
====Airship Thought Lost in Mists, Reclaimed====&lt;br /&gt;
Recently, a distress beacon fired from one of the taller mountains of the [[Alexandros|Red Ridge Range]]. &lt;br /&gt;
 &lt;br /&gt;
This beacon belonged only to an airship, bearing an experimental design and an engine to match it, known only as the Cardinal Direction. &lt;br /&gt;
 &lt;br /&gt;
This airship had been in the sky when [[Alexandria]] had been cast into the mists. It was thought lost. Until now, that is. The airship's beacon fired and it's location has at last been identified. The [[Explorer's Guild|Guild of Explorers]] and several other groups sought to salvage it and it has been at last found by a mixed group of Alexandrians who have agreed to split the profits of the salvage. &lt;br /&gt;
 &lt;br /&gt;
This weekend, the city will be seconding a second expedition of engineers and their bodyguards to jury rig the vessel and return it to Alexandria, but there are whispers that such things are better off left undisturbed.&lt;br /&gt;
&lt;br /&gt;
===Korday, Aestry 27, 1013===&lt;br /&gt;
Unrest has been growing in the western part of [[Alexandria|the city]] for some time. Owners of warehouses report the need for increased security as summer's hottest months roll past. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;They're pretty hungry, mostly,&amp;quot; one guard reported. He was hired, he said, from the local guild. &amp;quot;Makes for of work for us out here, though. Over there's my brother--and then my brother-in-law. Usually it's pretty easy, we just stand here and look rough. Most of'em don't have even a knife. ...it's trouble when they do, though.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Reactions to the plight remain mixed, with support and opposition from both sides. Local workers complain of losing jobs to the incoming populace, while other areas report a marked increase in crime rate. Temples too, are reporting shortages in staffing and in the amount of care they can reasonably provide.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I'm getting worried,&amp;quot; one [[Althea|Hearthguard]] reports. &amp;quot;[[Althea]] gives...but there's always so much more.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
These tensions reached a high point this last [[Calendar|Tariday]], when refugees assaulted one of the local warehouses. Reports from the area indicate they were looking for food. Others report a local worker who only goes by the name of &amp;quot;Younger&amp;quot; switched sides during the battle. Reactions to this reported &amp;quot;turncoating&amp;quot; remain mixed--Younger's had a reputation for defending &amp;quot;common folks&amp;quot; while another said the event was too much like Alexandrians versus Alexandrians. &lt;br /&gt;
&lt;br /&gt;
The merchantess who manages the warehouse says enough was taken that others may be suffering--most notably the farming communities she ships to in the southern part of the [[Alexandros|Heartlands]]. Regardless of impact, the refugee issue continues to grow.&lt;br /&gt;
&lt;br /&gt;
===Kesenday, Aestry 22, 1013===&lt;br /&gt;
&amp;quot;Think they're better'n we are,&amp;quot; snorts one man. He speaks, he says, on behalf of a number of [[Alexandria|Alexandrians]] about the recent arrivals. Well, not that many arrivals. A few [[llyranesi]] have come into the City as part of a trade caravan. One of the first things they did was pay their respects among the Seers of Eluna. &lt;br /&gt;
&lt;br /&gt;
However, residents comment on how aloof and how strange, the [[llyranesi]] appear. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Them...whatever they are. Eh. Fancy names...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Regardless of local feelings, the [[llyranesi]] do not appear to have done anything (yet, according to another resident), and one's volunteered his time to assist the [[Eluna|Seers]] with the refugee issue. Mrs. Corinth, who lives not too far off of Firelight, thought she saw one &amp;quot;cracking a smile, though it was more like...kind of like a fishtail. You know, straight, then all the sudden it twitches.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
One of the Seers commented that the arrival wasn't at all that unusual--&amp;quot;Followers of the Bright Lady, they. The [[Calendar|Dancer's Song]] is coming up, hope to see more of them, really.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
He added, &amp;quot;It will probably be quiet this year.&amp;quot; The Seers it seems, have alot on their plate. The refugees (some from as far away as [[Veyshan]], or further) have taken the City's outskirts by storm, and while the [[Althea|Hearthguards]] see to their comfort and wellfare, the Elunites have taken it on themselves to see to minds and curiosities. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;There just aren't enough schools, not enough Seers to go around,&amp;quot; the priest said.&lt;br /&gt;
&lt;br /&gt;
===Korday, Aestry 14, 1013===&lt;br /&gt;
Whispers of a giant is loose in the area. Rumors abound that a giant has been seen north of Alexandria moving through the woods. His great footfalls caused much panic, as random farmers or hunters took to flight to avoid a fateful confrontation. Strange rumors have circulated that a woman in armor with a Blue Rose accompanies the giant. Reports have come from the Druid's grove that the giant is a fellow druid, and means no harm. He resides at the Druid's grove to recuperate from wounds he sustained during his travels. Speculations have flown about as to why the giant has come to the grove, and why was he wounded. The Druid Grove guardians have refused to comment further.&lt;br /&gt;
&lt;br /&gt;
''For more rumors and updates, +bbread 7 ingame.''&lt;br /&gt;
&lt;br /&gt;
===Korday, Firetide 16, 1013===&lt;br /&gt;
As the Shadows in Alexandros grow longer, so do the tales. Among bars, among merchant-stalls, Alexandrians whisper of children vanishing, of a neighbor waking up under the bloodied auspice of a knife. Other stories grow, too, of a particular figure.  A man in a light blue doublet. &lt;br /&gt;
&lt;br /&gt;
The gossip goes that he appears around street corners and bars after sundown, and some braver sorts claim to have shared a drink with him. They say he snarls at the mention of the [[Illotha|Dagger's]] name, and that he's from [[Dragonier]]. That he's [[Althea|Althean]]--no, wait. That newfangled goddess named [[Serriel]] (if she is, really). Detractors say he's little more than a common drunk. A rabble-rouser.&lt;br /&gt;
&lt;br /&gt;
Rumors pepper his origins, which only increases the interest. &lt;br /&gt;
&lt;br /&gt;
OOC: Shadowfall is coming soon to Alexandros. While not an 'officially' celebrated holiday, expect it to have repercussions. See http://www.tenebraemush.net/index.php/Calendar.&lt;br /&gt;
&lt;br /&gt;
''For more rumors and updates, +bbread 7 ingame.''&lt;br /&gt;
&lt;br /&gt;
===Eliday, Firetide 12, 1013===&lt;br /&gt;
&lt;br /&gt;
One of the final events of the [[Calendar|Tournament Paramount]] is the traditional boasting contest - where warriors and champions gather around a fire and tell tall tales of how impressive they are, inspiring laughter and roars of appreciation for these tales of heroism and glory.&lt;br /&gt;
&lt;br /&gt;
It was held this night, and the noise of the event carried far from the [[Alexandria|Armsmasters' Arena]], with entire kegs of beer vanishing into the place never to be seen again. While most of the participants were drunk as dwarves at a wedding by the end, it is said that something truly astounding occured.&lt;br /&gt;
&lt;br /&gt;
The great warrior who called himself Ivald the Mighty, goes the story, revealed himself before all to be a celestial servitor of [[Angoron]] himself! He declared that even the Gods would know that Alexandria is a place where heroes were born, before departing once more to Heroes' Welcome. Perhaps, some say, this visitation was to assure the city that despite recent events - the Gods have not abandoned us.&lt;br /&gt;
&lt;br /&gt;
There are also some mutters of a 'pixie thing' and a pie and some dire imprecations against Tarien the Prankster, but what these mean is more difficult to make out.&lt;br /&gt;
&lt;br /&gt;
''For more rumors and updates, +bbread 7 ingame.''&lt;br /&gt;
&lt;br /&gt;
===Kesenday, Firetide 10, 1013===&lt;br /&gt;
The [[Alexandria|Dragon's Den]] was the victim of bombing! &lt;br /&gt;
 &lt;br /&gt;
Earlier this evening, a loud explosion sounded from within it. This was followed by a crowd of [[Angoron|Angorites]] rushing over from the Tournament Paramount being held at the Arena alongside Guardsman -- all heading there quickly from across the street. An event at the arena was even put on hold. &lt;br /&gt;
 &lt;br /&gt;
Rumors, no doubt starting with leaks from the city guard, speculate that the bombing was intended to kill several mercenaries to collet some sort of bounty on their heads. The identities of these adventurers has not yet been released, but no doubt people will figure out who it was soon enough.though exactly who is &lt;br /&gt;
 &lt;br /&gt;
The Guard is investigating and, amazingly, no one is said to've actually been *killed* due to the timely intervention of clerical magics, potions, wands, and even a singing gnome. Yes, really. Singing [[gnomes|gnome]]. &lt;br /&gt;
 &lt;br /&gt;
The fire was quickly brought under control, the injured evacuated, and the Den closed briefly for repairs. &lt;br /&gt;
 &lt;br /&gt;
Thankfully, said Den has a long standing contract with the Enclave of Engineers ever since the 'Clockwork Beer Dragon' incident and it should be up and open again in no time at all.&lt;br /&gt;
&lt;br /&gt;
''For more information and news, +bbread 7 ingame.''&lt;br /&gt;
&lt;br /&gt;
==End Fall of Sendor, Vanishing of Alexandria==&lt;br /&gt;
===Gilday, Firetide 01, 1013===&lt;br /&gt;
When the [[Recent History|Sendor War]] drew to a close, it came down with a whisper, and then with a bang. Its veterans now reside across the world, though many of them are here, in [[Alexandros]].&lt;br /&gt;
&lt;br /&gt;
The government of [[Alexandria]], nudged by some scarred figure. has stepped forward and proposed the building of a monument to the sacrifice, to the heroes of this War.&lt;br /&gt;
&lt;br /&gt;
So, our question to you: What is it? What should it be? What should it look like?&lt;br /&gt;
&lt;br /&gt;
Please share your thoughts in the thread below. This, be it a statue, a stone monument, will eventually become a permanent part of the Memorial Gardens (11 on [[Alexandria| +map]]).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
OOC: Please make these suggestions based on something your character would suggest, and don't hesitate to make this a part of your RP. As part of the monument, there will be builders and architects ongrid, and alot of, well. Call it political debate. :)&lt;br /&gt;
&lt;br /&gt;
''For more information and news, +bbread 7 ingame.''&lt;br /&gt;
&lt;br /&gt;
===Tariday, Hattanani 31, 1013===&lt;br /&gt;
&amp;quot;'nd then they come'n say we gots to let'm go! 'n ogre in [[Alexandria]]!&amp;quot; A watchman and a few drinks after hours spawns the rumor and it spreads across western Alexandria. Details vary depending on who you ask but it would seem that a feral ogre attacked a group of adventurers. The beast was subdued and handed over to the watch... only to have a pair of the adventurers return and request its release a few days later. Apparently, there was a 'misunderstanding.'&lt;br /&gt;
&lt;br /&gt;
With no other witnesses and only the word of the adventurers as evidence, the beast was released from custody. Free again to roam the lower class regions. The culprits were a [[mul'niessa]] and a foreign human girl. Two people who don't seem to give a sniff about the poorer folk.&lt;br /&gt;
&lt;br /&gt;
''For more information and news, +bbread 7 ingame.''&lt;br /&gt;
&lt;br /&gt;
===Tariday, Hattanani 24, 1013===&lt;br /&gt;
Although most of the city's chatter and murmurings centers around the Tournament Paramount of late, there's other gossip and rumors running quietly beneath them. Some of those rumors follow.&lt;br /&gt;
&lt;br /&gt;
One of the manor houses in the Noble District - formerly belonging to the ill-fated house of Mielen, whose last scion died some years ago - has been purchased by a rather enigmatic individual who, according to rumour, goes by the name of Lord Eff. Just what or where he's a lord /of/ is rather vague, and it's largely believed that he's a foreigner. Believed, because nobody can actually admit to having seen him. Someone's brother's cousin saw a messenger travelling from the manor to the Explorer's Guild, though, so maybe he'll have some work for adventurers?&lt;br /&gt;
&lt;br /&gt;
Another rumor is stirring more in the University District than anywhere; it's said that the mage-artificer Bryan Dessek of Rune has recently uncovered some artifact of Kulthian origin during an archeological dig at the edges of Alexandrian territory. What it is, exactly, is a subject of wide speculation, but gossip tells that it was nearly completely intact.&lt;br /&gt;
&lt;br /&gt;
''For more information and news, +bbread 7 ingame.''&lt;br /&gt;
&lt;br /&gt;
===Variday, Hattanani 23, 1013===&lt;br /&gt;
An Alexandrian royal once beheaded his lover to save her, and Alexandros' landscape was the birthplace of the Mogareg. These and other stories are the focus of our Coming Home series, and are readable ingame in +bbread 7 over the next few weeks.&lt;br /&gt;
&lt;br /&gt;
''For more information and news, +bbread 7 ingame.''&lt;br /&gt;
&lt;br /&gt;
===Variday, Hattanani 23, 1013===&lt;br /&gt;
Great activity has increased at The Armsmaster Guild Hall; (08 on the +map) banners and various decorations to [[Angoron]] have been put up. Fighting pits have been cordoned off, as well as others challenge or contest areas erected. Some of the toughest men, so called Priests and Clerics of Angoron are seen teaming all over the large Hall making ready for the [[Calendar|Annual Paramount Tournament Gladiatorial Games]]!&lt;br /&gt;
&lt;br /&gt;
In the center of the huge Guild Hall, a large Score board has been erected, a listing of Events and Competitions are viewable, with sections to list all of the contestants. Events such as, The Strongest Man Contest, Wizard Duels, Team Event, and a Triathlon appear on the board and the list goes on. Located at the entrance of the Hall is an official Challenge to all those boasting of Fighting skill, to bring their Courage and Honor, to compete in the greatest Competition in all of Ea!&lt;br /&gt;
&lt;br /&gt;
Opening Ceremonies will kick off the Tournament in three days, launching on Variday, Hattanani the 23rd (this Monday), and run for two weeks.&lt;br /&gt;
&lt;br /&gt;
* Lists and rules will be given to those interested in participating.&lt;br /&gt;
* Come one, Come ALL!  Great contests of Strength and Courage, honor the Great Titan, and show your skill in the Greatest Gladiatorial Games in all of Ea!&lt;br /&gt;
* Postings to Announce day and time of the Events...stay tuned!&lt;br /&gt;
&lt;br /&gt;
''For more information and news, +bbread 7 and +bbread 3 ingame.''&lt;br /&gt;
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===Gilday, Hattanani 18, 1013===&lt;br /&gt;
As the trail of caravans slows to [[Veyshan]], so do the supplies of exotics. Crafty merchants and restaurant owners will be soon looking for the next big thing, though for now appear to be doing well. Interest in Veyshan goods still runs high, and the supplies, ideas, and goods brought back from this exotic landscape will resonate throughout society in the weeks to come.&lt;br /&gt;
&lt;br /&gt;
Refugees, concerned with needs such as basic food and clothing, may seen occasionally purchasing glitter-covered play-blades for their children or a colorful sash. Despite the [[Recent History|horrors of just months past (to us) or five years (to everyone else)]], the people of [[Alexandria|Alexandrian City]] look for things to distract them beyond basic supplies, to begin enjoying life again.&lt;br /&gt;
&lt;br /&gt;
Other social groups have responded in a similar fashion. Ever the trend-setter in style among the upper crust, [[Nonplayer Characters|Madame Gelfure]] was seen returning to the city in colors best described as &amp;quot;Green&amp;quot; with a hint of &amp;quot;Veyshan Sands.&amp;quot; Perhaps unrelated, the uniforms of the [[Local Organizations|Society for Progressive Arcanists]] have changed again, and the [[Nonplayer Characters|librarian]] reports an increase in the study of elemental magic and genie-blooded ancestry. Whatever the cause, the Society is developing a reputation for being very &amp;quot;hip,&amp;quot; which contrasts its previous reputation--as somewhat stodgy and &amp;quot;out of place,&amp;quot; in fact.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Veyshan Sand&amp;quot; appears to be strongly in style in the coming month, with some upper-crust ladies attempting veils--though placed atop the hair and edged with precious stones--and for the super-trendy, cogs or pieces of [[artificer|artificery]] in place of traditional Veyshanti beading. Restaurants serving spiced cuisine also report an increase, and a number of quick-thinking owners responded to the interest by expanding their menus.&lt;br /&gt;
&lt;br /&gt;
The Temple of [[Vardama]], perhaps oddly, has benefitted. Priests there report a slight surge of visitors to their [[monk|monastery]] as interest in that particular fighting style has temporarily increased.&lt;br /&gt;
&lt;br /&gt;
In the next few weeks, we may see a touch of red added to the colors of ladies' headdresses and the sash of swords as some of our [[Calendar|local holiday celebrations]] begin in earnest.&lt;br /&gt;
&lt;br /&gt;
''For more information and news, +bbread 7 ingame.''&lt;br /&gt;
&lt;br /&gt;
===Variday, Hattanani 02, 1013===&lt;br /&gt;
The exotic markets of [[Veyshan]] received an unexpected traveler this last week. [[Nonplayer Characters|Madame Gelfure]], decked in the latest blend of [[Alexandria|Alexandrian]] and Veyshan fashion, hit the famed [[Veyshan|Taashran markets]]. Known for her at times eccentric taste in hats and ties to the &amp;quot;Hats for Orphans&amp;quot; campaign, Gelfure is a well-known figure around Alexandria. It remains to be seen how Veyshan will react, although opinions among local Veyshanti merchants have varied widely thus far. A disgruntled speaker who wishes not to be named suggests that the visitation is part of a covert operations program, to sneak in &amp;quot;scum-ridden, adventurous treasure-hunters&amp;quot; beneath the cover of the Madame's more flamboyant personality. Others counter him by mentioning Taashran's two famous hat-crafters, Aliyah Essa and Qasim Vijaya, and that the Madame is already said to have planned a visitation. &lt;br /&gt;
&lt;br /&gt;
The Madame is expected to attend to a number of diplomatic visits while in the area, on behalf of the recently restructured Society of Progressive Arcanists. &lt;br /&gt;
&lt;br /&gt;
''For more information and news, +bbread 7 ingame.''&lt;br /&gt;
&lt;br /&gt;
===Korday, Bernfleur 14, 1013===&lt;br /&gt;
Things are changing in Alexandria's political climate. Merchants already overtaxed in efforts to reestablish contacts and routes, and in competition with new, stronger dwarven companies, now find themselves facing a threat from the land of genies: [[Veyshan]].&lt;br /&gt;
&lt;br /&gt;
It started with one man, as such things do. A stranger in silks and turbans and astride a sleek black charger, he came bearing items the like which the lands had not seen in centuries. And after him, another.&lt;br /&gt;
&lt;br /&gt;
The exotic merchants from the sands trickle inwards with ever-rarer treasures. Tales of uncovered cities, exposed ruins.&lt;br /&gt;
&lt;br /&gt;
And adventures.&lt;br /&gt;
&lt;br /&gt;
So far as anyone can tell, a new series of ruins have been discovered.&lt;br /&gt;
&lt;br /&gt;
And [[Alexandria|Alexandrian Merchants]], and the [[Local Organizations|Explorer's Guild]] recognize an opportunity when they see one. Even now, [[Veyshan Month|contracts are being issued]], and [[Veyshan Month|caravans planned]].&lt;br /&gt;
&lt;br /&gt;
''For more information and news, +bbread 7 ingame.''&lt;br /&gt;
&lt;br /&gt;
===Ceriday, Bernfleur 09, 1013===&lt;br /&gt;
Tragedy struck the [[Myrddion|Myrrish]] celebration this last Kesenday. The Magistrate held a celebration for the men and women who had worked so hard to make Sendor possible, and found himself nearly poisoned. The poisoning was averted thanks to the acts of several quick-thinking guests. No one has yet claimed responsibility, though the name of the foul god [[Gunahkar]] has been spoken by more than one set of lips.&lt;br /&gt;
&lt;br /&gt;
''For more information and news, +bbread 7 ingame.''&lt;br /&gt;
&lt;br /&gt;
===Eliday, Eatonis 27, 1013===&lt;br /&gt;
&amp;quot;If you go there, you hire someone. You hire alot of someones, and even then? Even then you think about it,&amp;quot; are the reports heard from merchants when there isn't outright refusal. The latest is a barrel-chested dwarf with bristling beard and the wide stance of his race. His name is Cal Stonecutter, and he represents the last in a long line of attempted travelers to the pass near the Crumbled Tower. His race makes it all the more remarkable.&lt;br /&gt;
&lt;br /&gt;
Since [[Taara]]'s Revenge, the dwarves have taken the lead in recovery efforts and exploration. Their stalwart caravans travel on roads no other man would dare. In recent years, they emerged from their Mountain on a quest to reforge communities and bring trade and food to areas nearly fogotten and decimated in 5 years of destruction and chaos. &lt;br /&gt;
&lt;br /&gt;
For Cal to take such a stance, the Pass must be bad. As he says this, the banner of [[Reos]] the Builder flaps in the wind behind him. Many of the dwarves march under Him, though of late a new face has been seen, too. A symbol with two gladius' and a spear crossed over a round shield. They call Her the &amp;quot;[[Serriel|Rising Dawn]].&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Other reports continue to trickle in.&lt;br /&gt;
&lt;br /&gt;
''For more information and news, +bbread 7 ingame.''&lt;br /&gt;
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===Korday, Eatonis 17, 1013===&lt;br /&gt;
Gurin Ashvine hasn't been seen. At least, that's according to the rumor mill. Building whispers in the adventurers' quarters suggest he was kidnapped on his way to the most holy of holies, the Eidolon Court. &lt;br /&gt;
&lt;br /&gt;
Whether he survived or not, or whether the events are true remains debatable--and officials aren't talking. Tensions build, however, as mercenaries within the city prepare for potential contracts. Those in the religious orders see their superiors worried and muttering. And some of them--well, it's hard to explain the mysterious absences. Or--the whispers of Gunakhar's stirring.&lt;br /&gt;
&lt;br /&gt;
''For more information and news, +bbread 7 ingame.''&lt;br /&gt;
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===Ceriday, Eatonis 12, 1013===&lt;br /&gt;
The Red Ridge Mountains have always been a place from which greater Alexandros draws considerable mineral wealth. With the advent of airships, the process of bringing ore from the mines to refineries within Alexandria has become even easier, providing a not inconsiderable source of wealth for Alexandrians and a rugged community of mining towns along the mountains themselves. &lt;br /&gt;
 &lt;br /&gt;
Before the advent of airships, though, there were numerous passes through which transit had to be arranged and tolls paid. A network of forts, towers, and outposts were necessary to secure them against the various threats of bandits, raiders, and monsters and to ensure the orderly transfer of goods and secure trade. Many of these are no longer manned but that doesn't mean the passes that are still mapped aren't used. &lt;br /&gt;
 &lt;br /&gt;
One particular pass known as the Crumbled Tower has recently come under scrutiny. Merchants passing through claim to've seen strange things--shadowy figures moving through the night and stranger sounds along the roadsides. It has rapidly developed a reputation as being haunted. &lt;br /&gt;
 &lt;br /&gt;
Worse, some men claim to've seen a great winged beast in the sky, giving rise to fears that a dragon may've taken up residence in the Red Ridge Mountains for the first time in some years. Alexandrian military airships are already being diverted to the mountains, indicating enough reports of the beast have been seen to encourage a show of force by the local governments. &lt;br /&gt;
 &lt;br /&gt;
Further rumors indicate that bands of adventurers may be hired to ensure that there is nothing to these stories than frightened merchants.&lt;br /&gt;
&lt;br /&gt;
''For more information and news, +bbread 7 ingame.''&lt;br /&gt;
&lt;br /&gt;
===Tariday, Pryntar 22, 1013===&lt;br /&gt;
As light falls over Alexandria, it illuminates a city in turmoil. Members long-established hustle about with bowed shoulders and hold conversations in whispers. The governing houses stand flush with faces old and new, with politicians visiting from different lands. Traders, many of them dwarven and others eager for news and renewed ties, begin their initial forays.  &lt;br /&gt;
&lt;br /&gt;
When Alexandria vanished, rumors now hold that its underside did not, and creatures and horrors unknown settled beneath the once-familiar landscape. City workers complain of species never known before. The City stuggles to contain the problem: priests are called in daily for exorcisms, and adventurers with their swords. Racial tensions rise in some areas, and adventurers are asked to defend even kobolds.&lt;br /&gt;
&lt;br /&gt;
As Alexandria adjusts to the changed world around it, news continues to arrive on the feet of tradesmen and family letters. Dragonier lies in ruins, rumors say, its carcass watched over by some dread overlord. Traders claim him to be ten stories tall, others larger--while some suggest he wears the guise of a hobgoblin. Even Charn does not seem immune; no few travelers draw the Sign of Triangles over their breast when speaking of it, in order to ward away Thul's Eye. Other rumors persist of a demonic sorceress from the mists and an unknown tyrant.&lt;br /&gt;
&lt;br /&gt;
''For more information and news, +bbread 7 ingame.''&lt;br /&gt;
&lt;br /&gt;
===Gilday, Pryntar 2, 1013=== &lt;br /&gt;
Recently, a pair of Myrrish Magistrates have been seen nosing around the city of Alexandria. The Magistrates are leading the charge in attempting to locate the missing Myrrish King on behalf of the feuding, royal brothers who now contend for his throne. King Serenas, who vanished when Alexandria was plunged into the mists, has not yet been located. &lt;br /&gt;
 &lt;br /&gt;
It is rumored that their meeting with the ruling council did not go well but that they were granted sanction to continue their investigations. &lt;br /&gt;
 &lt;br /&gt;
They have already taken to questioning those who witnessed the event at the Eidolon Court and no doubt have other things on their agenda.&lt;br /&gt;
&lt;br /&gt;
''For more information and news, +bbread 7 ingame.''&lt;/div&gt;</summary>
		<author><name>Typhoon</name></author>
	</entry>
	<entry>
		<id>http://www.tenebraemush.net/index.php?title=Main_Page&amp;diff=17138</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="http://www.tenebraemush.net/index.php?title=Main_Page&amp;diff=17138"/>
		<updated>2015-02-04T23:07:15Z</updated>

		<summary type="html">&lt;p&gt;Typhoon: /* Recent Rumors in Alexandria */&lt;/p&gt;
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[[File:play_now.png|850px|link=Play_Now|center]]&lt;br /&gt;
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=Welcome to an Age of Heroes=&lt;br /&gt;
{{DivGray-Start}}&lt;br /&gt;
In Taara's wake the earth crumbled. [[Recent History|Gods fell]], others rose, and the race of mankind looked forward and saw the destruction of nations. For five years, [[Magitech and Magic|necrotech]] seared the world's landscape and forces unknown decimated the once-insurmountable Walls of Charn. [[Locations|Nations]] turned against one another with the vanishing of monarchs--brother to brother and kin to kin. During the struggles, the nation of Dragonier attempted to keep the peace before it, too, fell. Other nations threatened to follow. &lt;br /&gt;
&lt;br /&gt;
Now returned from the Mists, [[Alexandria]] finds itself thrown into a world in turmoil. In this world, the [[Gods of Good|Pantheon of Light]] stride forward in anger, the [[Gods of Neutrality|Twilight]] fall into debate, and the [[Gods of Evil|forces of Darkness]] are locked in a war between Maugrim and Taara. High arcana soars over the landscape with the renewed activity of the [[races|Old Races]], while guilds and organizations struggle to find their footing with the fall of Rune. The [[sildanyar]] and [[khazad]] have moved forward into the world once again, driven by the perceived neglect of the world by humankind.  &lt;br /&gt;
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The world had waited for the return of [[Alexandria]] and the return of the [[Myrddion|Myrrish]] and [[Bludgun]] kings for five years--only to find Alexandria suddenly returned unchanged, and unknowing, from the Land of Mists. To Alexandria, the [[Recent History|War of Sendor]] is just days past. To the world--&lt;br /&gt;
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It is the time for heroes.{{DivEnd}}&lt;br /&gt;
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=Current Meta-Arc=&lt;br /&gt;
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{{Clear}}&lt;br /&gt;
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==Recent Website Updates==&lt;br /&gt;
===Mon Feb 2, 2015===&lt;br /&gt;
====+SOTD====&lt;br /&gt;
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Curious for a place to RP? Want to try something new? Try our new and exciting Spot of the Day! Typing +sotd will send you to a random locale,possibly secretly set by gremlins! This location will update every 24 hours.&lt;br /&gt;
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A big thanks to Whiteout for this great new tool. :3&lt;br /&gt;
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:Your Tenebrae Staff&lt;br /&gt;
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====Small Stories Rewards!====&lt;br /&gt;
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We have really been listening to your feedback on this one. Short story examples, such as Aspect stories, Mentoring stories, and so on are now included, and the breakdown is shorter and sweeter than before.&lt;br /&gt;
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We have also sorted out rewards: a level 10 PC for example, could earn 2400 xp and 3 RPP for completing one, once a month, in addition to the RPP they'd earned on the way. Oh, and treasure, too.&lt;br /&gt;
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Rewards are limited to once a month per player, not character.&lt;br /&gt;
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====Calendar Reminder====&lt;br /&gt;
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As you all know, we keep all our IC Holidays on the +events. Sometimes, people feel a little leery of tackling doing things with these themselves. Please don't hesitate. If you have a fun idea for Kegger Fest (come on, it's Kegger Fest), do it. Same for Deathwatch. If you have any concerns, approach a member of staff directly. We'll help you out!&lt;br /&gt;
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===Wed Jan 28, 2015===&lt;br /&gt;
====Backgrounds!===&lt;br /&gt;
&lt;br /&gt;
Batman began somewhere. Though that moment in the alleyway is not the sum of who he is, it is a part of it--a reason that he's who he is, today. Backgrounds in a sense, are like that--not the definition of a character, but a beginning.&lt;br /&gt;
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We're inviting you to share yours. Bring it up in discussion, share it at the Gaming Table, ask questions of others.&lt;br /&gt;
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As a MU, staff will be implementing a 10% bonus to PrPs which make use of another character's background tale. The goal behind this is to encourage sharing stories, and providing greater opportunities for your character's development. &lt;br /&gt;
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This is a new mechanic, so we'll be seeing how things go, of course.&lt;br /&gt;
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===Thu Jan 8, 2015===&lt;br /&gt;
====Legwork Scenes?====&lt;br /&gt;
&lt;br /&gt;
This is a heads-up that I'll be doing a more personal workshop on legwork-based scenes, also known as extended scenes, 'find your own party scenes,' and so on. I'm not certain of the date yet--this is more a declaration of intent.&lt;br /&gt;
&lt;br /&gt;
So, what are they? Legwork scenes tend to:&lt;br /&gt;
*Involve judicious use of a single, very long +job queue&lt;br /&gt;
*Involve mixed levels&lt;br /&gt;
*Be more roleplay-dependant, though this does not exclude combat&lt;br /&gt;
*Involve and encourage more planning, intrigue, problem-solving&lt;br /&gt;
*Possess a looser schedule than traditional scenes&lt;br /&gt;
&lt;br /&gt;
Previous examples have been:&lt;br /&gt;
*Getting together to sabotage some of Arendt's army&lt;br /&gt;
*Getting together to do retcon on a political figure&lt;br /&gt;
*Arranging a funeral for a dragon in Am'shere&lt;br /&gt;
*...etc.&lt;br /&gt;
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In the meantime, I'll be looking for specific questions or ideas you'd like see addressed or shared, as well as general interest: that is, is there any?&lt;br /&gt;
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===Wed Jan 7, 2015===&lt;br /&gt;
====Flaws!====&lt;br /&gt;
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Hi all! &lt;br /&gt;
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Some of you were about when we announced the potential of Flaws for Tenebrae. Well, Flaws have now entered playtest to see how they'll hold up. We've added some guidelines to keep them friendly, and within what we feel is the Tenebrae spirit, as well as a few additional rewards for taking and developing them for a character. &lt;br /&gt;
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If you're interested in the playtest, please contact Staff if you need help and peruse our wiki for additional info. These are merely in testing as an idea. :) &lt;br /&gt;
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:Tenebrae Staff&lt;br /&gt;
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====New Monster Templates====&lt;br /&gt;
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Heth is power unseen upon Ea since its greatest age. The wights of Dragonier, it is said, are an extension of his will.&lt;br /&gt;
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So, undeath just got a little boost, and adventurers' paychecks just got a little bigger.&lt;br /&gt;
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We're pleased to announce new toys for our plot runners! From soul-eating undead to empowered ghasts, please feel free to use these to give your players a great big...hug.&lt;br /&gt;
&lt;br /&gt;
*Devourers and Dread Devourers&lt;br /&gt;
*Dread Ghost templates&lt;br /&gt;
*Dread Ghast Templates&lt;br /&gt;
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These may be found by visiting: World &amp;gt; World Bestiary.&lt;br /&gt;
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:Your Tenebrae Staff&lt;br /&gt;
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====Release Package 14====&lt;br /&gt;
&lt;br /&gt;
Hello all,&lt;br /&gt;
&lt;br /&gt;
I would like to announce the release of our latest information package of shiny and new things! While there are new things from the MI section of Ultimate Equipment, for sanity of staff we are releasing this information in chunks. Don't worry, more will come soon in time as we are able to. Please remember to keep to our Wiki for what is approved and coded into the game. The full list of this package is as follows.&lt;br /&gt;
&lt;br /&gt;
*A number of new MIs from Ultimate Equipment in Belts, Body, Chest, Eyes, Feet and Hands&lt;br /&gt;
*A fix for nobility domain!&lt;br /&gt;
*An update to Unit Tactics&lt;br /&gt;
&lt;br /&gt;
As always with new content, expect there may be an update or two as things adjust. In the meantime, if you'd like to swap for any of these new items, please send a +request to staff.&lt;br /&gt;
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:Your Tenebrae Staff&lt;br /&gt;
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[[File:more_news.png|350px|link=Update_Archives|center]]&lt;br /&gt;
''&amp;quot;The roads shall be painted teal!&amp;quot; announced the maddened hobgoblin king. And lo, his subjects bowed before him, and all roads from Hither to Yon became teal with bright green roses.''&lt;br /&gt;
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==Recent Rumors in Alexandria==&lt;br /&gt;
===Gilday, Vhast 28, 1017===&lt;br /&gt;
====Another assassination attempt!====&lt;br /&gt;
&lt;br /&gt;
Word from the Iron Tide comes swiftly: there has been an assassination attempt on Arendt himself! The assassins appeared with a flash of fire and magic, lunging at him in the middle of his nightly tea. He was able to fend them off, bravely, until the Raven Guard could get into place. &lt;br /&gt;
 &lt;br /&gt;
These assassins now have a similar bounty on them to the one posted for the alleged assassination attempt on the Grey Gore. While casualties were high, Arendt has emerged wounded and suffering from the effects of poisoned blades, but alive. &lt;br /&gt;
 &lt;br /&gt;
Descriptions floating about sound an awful lot like [[Jareth]], [[Tatyannah]], [[Kerbasy]], and [[Cesran]]. &lt;br /&gt;
 &lt;br /&gt;
In a statement, Arendt suggests that the assassins have since fled with Rune's assistance to lick their wounds in Alexandria, 'a home to vile cowards who aid and abet the enemy without daring to engage on their own'. He's begun calling for a trade embargo against the city-state 'until these criminals are handed over to the proper authorities' for trial and judgement.&lt;br /&gt;
&lt;br /&gt;
:Posted by Whirlpool&lt;br /&gt;
&lt;br /&gt;
====Surrenders in Rune====&lt;br /&gt;
&lt;br /&gt;
No, Rune is not surrendering, but several contingents of Dran warriors have, as of lately, surrendered to their outmatched Runic Parliamentary Guard. Why? No one is exactly sure, but some point to the new banners that several units have been equipped with that have been persuading Dran soldiers to drop their weapons, flee, or otherwise get in the way of their lines. Some sort of compulsion magic is suspected. It's only a matter of time before Dran figures out how to respond. Rune in no way can hold onto a large number of prisoners and many have already escaped, while others were simply released aftter swearing an oath to Angoron and Kor that they would not rejoin the fighting. A few high value targets have already been taken for interrogation and no doubt that will pay dividends. &lt;br /&gt;
 &lt;br /&gt;
((This is the result of an action began by [[Selerik]]. A big thanks to him and everyone who helped it along, as well as Inferno!))&lt;br /&gt;
&lt;br /&gt;
:Posted by Whirlpool&lt;br /&gt;
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===Tariday, Vhast 27, 1017===&lt;br /&gt;
====Elessa's Willy-Nilly Stabbings====&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Have you seen the young lady?&amp;quot; The phrase is repeated discreetly throughout the city, by a wizened-looking Vardamen. Old, with a beard to his chest, he wobbles down the street, a traditionalist on a mission.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Yes, we'd heard about her new profession...it has everyone concerned...this sort of loose canon...you know, spreading death willy-nilly. There are forms to be filled out, paperwork. Prayers. ...rites to observe, and purification rituals. ...Is she notifying the next of kin?&amp;quot; &lt;br /&gt;
&lt;br /&gt;
&amp;quot;...do you know where I could find her? We need to have a talk about procedures.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The Vardamen are on the lookout for [[Elessa]], it seems, &amp;quot;in light of the young woman's new career choice, and new, cavalier attitude towards death.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
They wish to make sure she knows how to pray properly, within her new line of work. And is aware of laws. Which she should be following. And apparently needs to hear about. There may also be purification rituals involved, and the memorization of long prayer-forms.&lt;br /&gt;
&lt;br /&gt;
Also, they haven't seen her in Temple, lately. What's up with that?&lt;br /&gt;
&lt;br /&gt;
:Posted by Lahar&lt;br /&gt;
&lt;br /&gt;
===Variday, Vhast 26, 1017===&lt;br /&gt;
====Attempted Assassination!====&lt;br /&gt;
Rumors from Dran come streaming to the ALexandrian community of adventurers. There has been an attempt on the life of the Grey Gore, one of the leaders of the Iron Tide, and a central figure in maintaing healthy relationships between the Tide and the giants of Dran's mountains. Rumors indicate a young Tsuran woman murdered the Grey Gore's body guards and that only the leader's 'stnregth in the might of Kor and studious attention to omens' warned him of her approach. He was able to drive her off. &lt;br /&gt;
 &lt;br /&gt;
Fingers are already pointing at Rune and Alexandria for such an underhanded effort, and what's worse, the description (and large bounty attached for her apprehension) will remind all who know her of [[Elessa]].&lt;br /&gt;
&lt;br /&gt;
:Posted by Whirlpool&lt;br /&gt;
&lt;br /&gt;
===Korday, Vhast 16, 1017===&lt;br /&gt;
====Temple Quarantine!====&lt;br /&gt;
&lt;br /&gt;
The Vardaman Temple went into lockdown recently. Contacts with the temple report quarntine, through 'some wizard gone mad, again.' Some adventurers were reported heading into the Temple before the doors closed. Reports give it anywhere from one to three days before things re-open.&lt;br /&gt;
&lt;br /&gt;
:Posted by Kerbasy&lt;br /&gt;
&lt;br /&gt;
===Gilday, Vhast 14, 1017===&lt;br /&gt;
====Felwood Expedition====&lt;br /&gt;
&lt;br /&gt;
An expedition to the felwoods was made by a group of adventurers the other day. They were tasked in retrieving the body of a lesser noble. It is said that he died due to foul demons.&lt;br /&gt;
&lt;br /&gt;
When the adventurers return, they didn't bring along a body. There was no body to retrieve anymore. A signet ring was offered, and this was enough for the noble family to find closure.&lt;br /&gt;
&lt;br /&gt;
(For more information, talk to: [[Lothos]], [[Rhar]], [[Sentry H-U]], [[Flicker]], [[Cesran]], and [[Godwyn]])&lt;br /&gt;
&lt;br /&gt;
:Posted by Benthus&lt;br /&gt;
&lt;br /&gt;
===Gilday, Vhast 7, 1017===&lt;br /&gt;
====Fang and Ice====&lt;br /&gt;
&lt;br /&gt;
A farming village near the Eldwyn was menaced by a small pack of wargs, driven by a large, winter wolf alpha. Some livestock had been lost, but a call for help placed with the Adventurer's Guild seems to have come just in time. While the village is safe for the moment, news of the winter wolf's unnamed 'master' leaves the village wary of future reprisals. For the moment, however, peace has settled in time for the planting season to begin. (For more information, or just a good story, speak to [[Dain]], [[Belladona]], or [[Alba]])&lt;br /&gt;
&lt;br /&gt;
:Posted by Alba&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:more_rumors.png|350px|link=News_Archives|center]]&lt;/div&gt;</summary>
		<author><name>Typhoon</name></author>
	</entry>
	<entry>
		<id>http://www.tenebraemush.net/index.php?title=Rumor_Archives&amp;diff=17137</id>
		<title>Rumor Archives</title>
		<link rel="alternate" type="text/html" href="http://www.tenebraemush.net/index.php?title=Rumor_Archives&amp;diff=17137"/>
		<updated>2015-02-04T23:07:04Z</updated>

		<summary type="html">&lt;p&gt;Typhoon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Most recent rumors are on the top. &lt;br /&gt;
&lt;br /&gt;
==Recent Rumors==&lt;br /&gt;
===Ceriday, Khael 27, 1016===&lt;br /&gt;
====Escaped Animals====&lt;br /&gt;
&lt;br /&gt;
An event in Am'shere results in the arrival of several members of the explorers guild of Alexandria into the area. The explorers who were called forth were tasked in capturing six large creatures and one colossal insect that have escaped their perimeter.&lt;br /&gt;
&lt;br /&gt;
Of the six large creatures that have escaped, one was accidentally killed. The rest, including the colossal insect, were incapacitated and returned to where they came from.&lt;br /&gt;
&lt;br /&gt;
For more information, please look for [[Corra]], [[Kravar]] and [[Benthus]].&lt;br /&gt;
&lt;br /&gt;
:Posted by Benthus&lt;br /&gt;
===Kesenday, Quintoos 5, 1016===&lt;br /&gt;
====Weather Incoming?====&lt;br /&gt;
It's a crystal clear, chill evening in the Temple of Eluna, and an elderly Seer sits before the crystal-clear pool that never fails to show the stars above, no matter the weather. Her iron-grey hair flutters around long, pointed ears as she sprinkles a powder around the edge of the pool, then chants several lines in the sibilant Sildanyari tongue, spreading a hand over the pool. After a moment, it begins to glow softly, the powder vanishing from around it; it appears to be ... waiting.&lt;br /&gt;
&lt;br /&gt;
Satisfied, the woman lowers her hand, tucking up her heels next to her, and asks the pool, &amp;quot;What will the weather for this coming sevenday bring?&amp;quot; &lt;br /&gt;
&lt;br /&gt;
In answer, the pool pauses, then flashes a bright, clear, pristine white, with nothing else visible. The image holds a moment, then fades away, leaving two or three others who had come to watch startled and the elderly Seer chuckling. &amp;quot;Well, then. I hope the acolytes know where the shovels are.&amp;quot; With an effort, she gets to her feet, dusts herself off, and takes herself off into the recesses of the temple, leaving chatter of younger Seers and acolytes behind her.&lt;br /&gt;
:Aldean&lt;br /&gt;
&lt;br /&gt;
===Gilday, Khael 3, 1016===&lt;br /&gt;
====Damage Assessment====&lt;br /&gt;
Concerns about the recent rumors on the deserters-turned-raiders at the war front have risen from the Temple of Althea. Sentinel Godwyn Sylvan has stated interest to find out if these rumors have any truth to them, and is thus looking to form a reconnaissance team to find answers. Make for the Temple District for more information.&lt;br /&gt;
:Godwyn&lt;br /&gt;
&lt;br /&gt;
===Tariday, Khael 2, 1016===&lt;br /&gt;
====Another Celestial Appearance====&lt;br /&gt;
Rumors about 'Paladin Training Sessions' apparently were not unfounded. A man was said to've created an obstacle course and claimed that he could help those present 'prove themselves' paladins. When actual paladins objected to this and began explaining the nature of the calling, he questioned them. Several people tried the obstacle course and failed, but the paladins, working together, were able to cross it succesfully. When they did, the host of the event revealed himself to be some kind of Celestial being of light and wings and soon vanished thereafter, according to rumor. Some speculate that this may have been the same Celestial being that was behind the Braggart's Tavern contest before it was taken over and renamed Steel Von Ironbrew's.&lt;br /&gt;
:Whirlpool&lt;br /&gt;
&lt;br /&gt;
===Eliday, Quintoos 30, 1016===&lt;br /&gt;
====Rumors from the War Front====&lt;br /&gt;
Word starts to spread about one of Arendt's generals, Grey Gore. It seems he's been spotting a lot of omens that promise his defeat to Rune. An owl with the corpse of a raven in its claws. Grey Gore's personal weapon, rusted found in a bloodied personal banner of Grey Gore's. There has also been mentioned a spectre of death that seems to be haunting the man, wherever he goes. More than a few of his troops are starting to lose heart, and it's said that some of his troops have begun to desert. Even more damning, he's been unable to stop raiding in the countryside, unable to protect the people, and it's even being said that his troops are the ones doing the raiding. Grey Gore is losing control of himself, of his troops and Arendt is beginning to lose confidence and quietly starting to look for a replacement.&lt;br /&gt;
:Tatyannah&lt;br /&gt;
&lt;br /&gt;
===Variday, Quintoos 17, 1016===&lt;br /&gt;
====Justice or Vengeance?====&lt;br /&gt;
Over the last week, several people - mostly those who are known for being minor magical shysters of the nastier sorts - have reported being stalked, attacked, and forcibly branded by a woman tattooed with the symbol of Eluna. Their brands are seared into their foreheads, and their wounds otherwise are just enough to subdue them for the branding. Complaints about subverting proper justice procedures have been made to the Temple of Eluna, which has promised to take the situation under contemplation.&lt;br /&gt;
&lt;br /&gt;
(OOC: Want to know more, get involved in the cleansing of the streets, or chastize someone for taking the law into their own hands? Contact Meihui!)&lt;br /&gt;
:Meihui&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Eliday, Quintoos 16, 1016===&lt;br /&gt;
====Caldor Methis Found Alive!====&lt;br /&gt;
Rumors of the Councilman's death have been greatly exagerated. &lt;br /&gt;
 &lt;br /&gt;
In a brief statement issued by the Council of Alexandria, Caldor Methis has been located alive and returned to the city o f Alexandria by brave heroes who faced the fearsome Obsidian Syndicate, that had attempted to kidnap the councilman while he was attending to diplomatic business within Bludgun. Swift conemnations of the criminal organization by both governments followed. Caldor has been seen about town, sporting a very bad limp, but moving under his own power. No doubt these public appearances are to put to ease any who might doubt the story. &lt;br /&gt;
 &lt;br /&gt;
Of course, that's just the official story. &lt;br /&gt;
 &lt;br /&gt;
&amp;lt;&amp;lt;Questions can be ICly directed to Solace, Verna, Corra, Moonshadow, Rhodes, Godwyn, Kiroth and Constantin, as they all mysteriously returned to town around the same time for the keen observer! &amp;gt;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:Whirlpool&lt;br /&gt;
&lt;br /&gt;
====Adamantine Found!====&lt;br /&gt;
The coffers of Rune have received a much needed inflation of gold, as well as their war supplies having been bolstered. Indeed, an unknown quantity of Adamantine has been located by the city-state and is alrady beeing forged into the instruments of war to use against the so-scalled Iron Tide. One Runish Blacksmith can be heard to say, &amp;quot;Iron beats copper, Steel beats iron, and Adamantine carves them all to pieces.&amp;quot; &lt;br /&gt;
 &lt;br /&gt;
He thinks he's clever. &lt;br /&gt;
 &lt;br /&gt;
At any rate, Rune has received a much needed boost from this. &lt;br /&gt;
 &lt;br /&gt;
&amp;lt;&amp;lt;For a look behind the official story, talk to Jareth, Kerbasy, Verna, Ssylrath, Benthus, Aurala and Azog. &amp;gt;&amp;gt;&lt;br /&gt;
:Whirlpool&lt;br /&gt;
&lt;br /&gt;
====The Secure Panacea Wants You!====&lt;br /&gt;
The Secure Panacea, Khazadi trading company, is looking for adventurers who might be interested in helping them delvier a caravan of much needed supplies onto the frontier! &lt;br /&gt;
 &lt;br /&gt;
They are looking for several, reputable individuals. If you're interested, please contact the Guild of Explorers with your qualifications. &lt;br /&gt;
 &lt;br /&gt;
&amp;lt;@Mail Whirlpool&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:Whirlpool&lt;br /&gt;
&lt;br /&gt;
===Variday, Quintoos 10, 1016===&lt;br /&gt;
====A Door in Rune====&lt;br /&gt;
Earlier today, a door opened in Rune. No one knew what it was for, or where it went, and that's why adventurers were sent through it. The door lead to some sort of extraplanar location, where an obelisk dedicated to a Kulthian stood. Being brave adnveturers, it was said that they toppled the obelisk. Worse still, apparently, the bones of those who built were immured within. The door is said to be destabilizing, much like the pocket plane it leads to, but not before the Vardamans were summoned and the bones of many ancient individuals were retrieved for proper burial. &lt;br /&gt;
 &lt;br /&gt;
&amp;lt;&amp;lt;For information, seek out Aevarr, Korrani, Belladona, Aldean, Fa'lere and Dragomir! &amp;gt;&amp;gt;&lt;br /&gt;
:Whirlpool&lt;br /&gt;
&lt;br /&gt;
===Korday, Quintoos 6, 1016===&lt;br /&gt;
====Harvest Festival Announcement====&lt;br /&gt;
Talk of this year's Harvest Festival is beginning to spread around the Lower Markets. A general invitation to the Temple of Althea for a grand feast, for example. Soon enough, word should begin to reach the rest of the city.&lt;br /&gt;
&lt;br /&gt;
(OOC: Visit the Temple of Althea and speak to Godwyn for more details.)&lt;br /&gt;
:Godwyn&lt;br /&gt;
&lt;br /&gt;
===Tariday, Quintoos 4, 1016===&lt;br /&gt;
====Volcano Calms in Dran====&lt;br /&gt;
The volcano that had erupted recently in Dran just as suddenly stops it's huffing and puffing. The rains of ash that plagued the land and more have ceased and things have calmed down. A little. The Dranei force are still busy, thankfully for Rune, and it seems to've bought the beleagured city state time that it has needed to bolster its defenses and resupply. &lt;br /&gt;
 &lt;br /&gt;
The Piarliament of Rune continues to deny any involvement in the eruption while the so-called 'Iron Tide' continues to point fingers in their direction, claiming the timing was the work of wizardry and a clear indication that the wizards of Rune must be brought to heel. &lt;br /&gt;
 &lt;br /&gt;
In other news, preparations for the summit between Khazadi and Stormgaard's leaders are proceeding apace, with the final details in the process of being worked out.&lt;br /&gt;
:Whirlpool&lt;br /&gt;
&lt;br /&gt;
===Variday, Rhaltaas 20, 1016===&lt;br /&gt;
====Hunter's Call====&lt;br /&gt;
The High Hunt honors [[Gilead]]...and its celebrations explode into a world of culture and variety. The [[Egalrin|egalrin]] in their elder days celebrated it under the auspices of [[Caracoroth]], as scourges of the skies. Today it may take the form of spiritual hunts and sky dances, guided by their eldest shamans. Or for the warhawks among them, a confrontation against old blood--old traditions versus new in the darkest hunt of blood and talon and kin against kin.&lt;br /&gt;
&lt;br /&gt;
The [[Sildanyar|sildanyari]] have always celebrated it; their rituals go back to their race's birth, to the time when Gods walked upon Ea and the sildanyari's fae blood ran strong. [[Cosmology|Quelynos]]' unending forests opened before them and their blades of light stood against the blood hordes. For a night, legend says, they touch upon this ancient power and honor their histories. (Though, for [[Mul'niessa|mul'niessa]], it may be a time of mourning or mockery...through Taara's curse, no such light comes to them). The [[Sith-makar|sith-makar]] celebrate it with tribe-wide hunts against [[Am'shere]]'s terrors, eradicating threats to their tribal lands, and the [[Oruch|oruch]] with the beat of hunting drums in the Hound's honor, the air filled with their full-throated hunter's cries.&lt;br /&gt;
&lt;br /&gt;
Among the druids, legend says that the Hunt lessens the barriers between the [[Faiths_and_Pantheons#The_Green_Word|Green]] and the every day. Tales circulate (how true they are, no one can swear to) of pathways glimpsed to wilderness unknown, where forests run forever and great beasts thunder beneath the skies...for some among them, a pale and ghostly stag leads the way, and the hunters may do naught but follow. &lt;br /&gt;
&lt;br /&gt;
Among the [[Myrddion|Myrrish]], the holiday is more well-organized, with honorable targets chosen for the greater good. Among the [[Stormgarde]], endurance and survival are achievements of the greatest hunters, in contests and hunt-gatherings that take place in the mountains' coldest depths.&lt;br /&gt;
&lt;br /&gt;
Though celebrated worldwide, there has never been one way to do so. The High Hunt honors Gilead, it honors the Wild...with traditions both new, and those which trace their lineage to beginning times.&lt;br /&gt;
  &lt;br /&gt;
Against them all stands is Caracoroth, a force who  would end with blooded claw everything the Hunt embodies. His forces stand ready to slake the divine fields with hunters' own blood, to turn the tide against Gilead and turn its power towards His own means.&lt;br /&gt;
&lt;br /&gt;
OOC: This month, we invite you to run your own High Hunt, as well to bring RP to the grid. Explore and invent traditions, tales, and stories, sing the Wild Song, and ready your bow. The High Hunt officially occurs on the 31st, but feel free to celebrate it any day this month, via the power of Dramatic Time.&lt;br /&gt;
&lt;br /&gt;
===Gilday, Rhaltaas 15, 1016===&lt;br /&gt;
====Spiders Found Outside Temples, Gnomes Charged with Reckless Artificing====&lt;br /&gt;
Brundle and Fythe company was pleased to announce their new shrinking ray! &lt;br /&gt;
 &lt;br /&gt;
And enlarging ray. &lt;br /&gt;
 &lt;br /&gt;
Naturally, the two gnomes invention was a complete disaster and enlarged a pair of spiders to gigantic proportions. While there were no casualties and the spiders were swiftly squashed, Brundle and Fythe were still taken into custody on charges of Reckless Artificing.&lt;br /&gt;
&lt;br /&gt;
:Whirlpool&lt;br /&gt;
&lt;br /&gt;
===Eliday, Rhaltaas 12, 1016===&lt;br /&gt;
====A Poster Appears!====&lt;br /&gt;
Just having recovered from the Sendor War and the Time of Troubles, Alexandria faces a new foe in the form of Heth, in the form of Arendt. Its economy struggles to react and its populace waits on a precipice.&lt;br /&gt;
&lt;br /&gt;
That is why the gnomes have decided to help out.&lt;br /&gt;
&lt;br /&gt;
Known for their cheerfulness (as well as unfor--*delete delete delete* fortunate fortunes in local silver mining), the community of Happy Valley has come together with the Alexandrian Council to sponsor an unofficial Week of Heroism! Celebrations are encouraged, tales will be old, and dancing and drinking will be had and done, all in celebration of Alexandria's accomplishments, the heroism of its denizens and their brave deeds!&lt;br /&gt;
&lt;br /&gt;
Posters have magically appeared--as though by gnomish famous illusionary magic! all over the City announcing this. Some of them are animated; all of them are colorful and festive.&lt;br /&gt;
&lt;br /&gt;
So celebrate with us this week, raise a mug to Angoron, and a toast to what makes Alexandria great and good! Or at least what makes it fun!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Eliday, Rhaltaas 05, 1016===&lt;br /&gt;
====Demon Loosed!====&lt;br /&gt;
It was a tpyical day at the Soldier's Defense, with people streaming in and out to conduct their business, when a group of adventurrs fresh from some sort of exploit lost control of a demonic creature they'd captured. Rumor states it was quickly recaptured by several more adventurers who hapepned to be on scene, resulting in a scene like out of a greased pig contest with people trying to dive and grab it. Magic was evnetually used to bring it under control. But what could people want with such a creature, and why keep such a monstrosity alive?&lt;br /&gt;
&lt;br /&gt;
:Whirlpool&lt;br /&gt;
&lt;br /&gt;
===Tariday, Daeshen 30, 1016===&lt;br /&gt;
====Adventure Scout Troop====&lt;br /&gt;
Overheard by the washwomen of the city gathered to do laundry:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Did you hear that Lady Sandy has agreed to be the Den Mother of the local troop of Adventure Scouts?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;No I didn't...who are the Adventure Scouts?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Well I heard that they are a newly formed children's group that teaches children how to become adventurers one day.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;And Lady Sandy is leading them?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Yes, she has agreed to be the Den Mother.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Did she start this group?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Oh no...supposedly the children themselves did it after finding a Handbook in the library by the Most Famous Adventurer in all the World, Baron Alfonso Escabardo Gallient, esquire.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I've heard of him; he's more famous than Steel Von Ironblood!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;When does this group meet?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Three times a week at Lady Sandy's store, Prestigious Moon, now called &amp;quot;The Den&amp;quot; by the Adventure Scouts.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
:Cesran&lt;br /&gt;
&lt;br /&gt;
===Eliday, Daeshen 28, 1016===&lt;br /&gt;
====Summit!====&lt;br /&gt;
As everyone knows, the Khazadi nations have become a seat of powerful, mercantile interests. It should be of no surprise to anyone that negotiations between nations continue, even in these dark times. Hailed as a break-through, Lord Ygfried Hamergostd, the high ruler of Stormgard itself, is said to be travelling to the Khazad capital of Khazad Duin itself to meet with the High King of the United Dawrven peoples. Stormgaard has a great bounty of goods to trade, they say, and the economic development that the Khazad could help bring to the frozen north with their caravans could benefit both realms extensively. Some whisper that the Jarl is facing restlessness amongst the councils that constitute Stormgard's lower bodies of government and that has helped to prompt this move. &lt;br /&gt;
 &lt;br /&gt;
No official date has been yet set for the summit, but it will be the first time in this generation that such a meeting has taken place.&lt;br /&gt;
&lt;br /&gt;
===Gilday, Daeshen 24, 1016 ===&lt;br /&gt;
====Disaster in Dran====&lt;br /&gt;
Dark smoke fills the Dranei horizon and whispers of newly erupted volcano and a river of magma bursting from the earth and tearing through the countryside are rampant. The destruction of a nearby Dranei foundry and the evacuation of surrounding villages are causing some to point and whisper that the mages of Rune were behind it. &lt;br /&gt;
 &lt;br /&gt;
Statements from Parliament deny such accusations and point out that Dran has always been a vocanicly unstable region, and offers of assistance to the civilians of Dran are open ended to those who wish the aid of the Parliament in easing the suffering caused by this eruption. &lt;br /&gt;
 &lt;br /&gt;
This has greatly eased, for a time, the pressure on Rune's front lines as large number of forces have pulled back in the wake of the disaster, but all indications are that this is only temporary.&lt;br /&gt;
&lt;br /&gt;
===Tariday, Daeshen 23, 1016===&lt;br /&gt;
====Touch of War====&lt;br /&gt;
Rumors come swirling from the port city of Tashraan, across the sea from Alexandrai in the deserts of Veyshan. An entire family of merchants and their household came under attack and many members murdered in a brutal attack. Such warfare is often common in Tashraan, but it's the rumors of why that draw Alexandrian ears. They say that the merchant house, the HighHold Trading Company, were in negotiations to deliver supplies to Rune with representatives from that beleagured city-state. It is thought likely that the attack o nthem was a deliberate effort by forces acting on the payroll of the Iron Tide to intimidate those who might deal with Rune as well as to remove a potential player from the board. &lt;br /&gt;
 &lt;br /&gt;
Bloody reprisals are now on-going and bodies are being left in the streets and alleys of Tashraan. Again, not an uncommon thing, as Tashraan is said to be a hive of scum and villainy of all manner on the same level as Vandalheim, but this time it seems to be all about the war in Rune.&lt;br /&gt;
&lt;br /&gt;
===Tariday, Daeshen 16, 1016===&lt;br /&gt;
====Minor Arrest====&lt;br /&gt;
Several lucht were seen this last eve involved in a theft from a costume shop. Though apprehended by the guards, the theft appeared to be mostly in drunken, though good, spirits and an attempt to, &amp;quot;Show old Garsten some!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
They were apprehended by a pair of guards, one of them a sith-makar who was, according to quotes taken at the time, &amp;quot;Sstudying the lawsss of Alessandria.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
The lucht are currently being held at local cells.&lt;br /&gt;
&lt;br /&gt;
:Lahar&lt;br /&gt;
&lt;br /&gt;
===Variday, Daeshen 15, 1016===&lt;br /&gt;
====Battle Indecisive====&lt;br /&gt;
In what some are calling a victory for Rune, a recent battle was fought to standstill against the Dran forces in the abandoned village of Ortha. Dran forces are said to've pursued the Parilamentary Guard into the abandoned village and attempted to smoke out the defending force before being engaged and driven to retreat. Several prisoners were taken, and many more Dran were killed in this defeat. The Runish Parliamentary Guard is often though to be little more than an untrained militia, and thus, this victory is thought to be signfiant, if small, in proving that they can be an effective fighting force. &lt;br /&gt;
 &lt;br /&gt;
Rune has recently asked for more of its mercenary forces to take an active role in training the milita. &lt;br /&gt;
 &lt;br /&gt;
That said, the battle itself did have high casualties for the Guard, and thus, some others are sauing it's simply a sign of a contiuing lack of a decisive victory for either side.&lt;br /&gt;
&lt;br /&gt;
:Whirlpool&lt;br /&gt;
&lt;br /&gt;
===Gilday, Daeshen 03, 1016===&lt;br /&gt;
====Rumors on the Streets====&lt;br /&gt;
Two interesting rumours today. Firstly there was something of an incident at the infamous Goblin house of ill-repute, Ma Rosey's. Apparently local Goblinoid Criminal Two Toes was confronted by several large and well armed people about some kind of debt. After some destruction of property they seemed to reach some kind of agreement without any further violence.&lt;br /&gt;
&lt;br /&gt;
Secondly the temple of Althea seems to have had a small influx of orphans, brought in by Sentinel Godwyn. Grubby and malnourished they are being looked after by the clergy there.&lt;br /&gt;
&lt;br /&gt;
:Yngvild&lt;br /&gt;
&lt;br /&gt;
====Call for Stories!====&lt;br /&gt;
Lelian continues her quest to document the War and the effect it has had on people. She is willing to pay a small amount to hear your stories and record them for the future.&lt;br /&gt;
 &lt;br /&gt;
OOC: I'm almost always available for RP M/W/F during the day, T/Th and weekends are kinda iffy. I may be on, but doing other things. So, if you want to do an interview, just ping me. Or send me a @mail with a story.&lt;br /&gt;
&lt;br /&gt;
:Lelian&lt;br /&gt;
&lt;br /&gt;
===Ceriday, Callem 30, 1016 ===&lt;br /&gt;
====They Call Him, &amp;quot;The Skipper&amp;quot;====&lt;br /&gt;
They call him 'The Skipper' now. A child, can't be any more than ten years of age, is now regularly skipping and prancing his way through the lower trade district. It seems he can't move in any way/ but/ a skip. One moment he was moving along nicely through the district and the next... he was skipping to and fro while screaming about how he couldn't stop. He's been spotted a few times since then, still skipping along with a not-so-merry look on his face. &lt;br /&gt;
 &lt;br /&gt;
It's the third such unusual malady to strike a child in recent days.&lt;br /&gt;
&lt;br /&gt;
:Whirlpool&lt;br /&gt;
&lt;br /&gt;
===Korday, Callem 28, 1016===&lt;br /&gt;
====Disaster Averted in Rune!====&lt;br /&gt;
It was towards the end of another long day in the bleagured City State of Rune when the top floor of the tower of the School of Enchanting was engulfed in what appeared to be green hellflame. While this event quickly ended, reports of some sort of demonic attack on the school went far and wide. &lt;br /&gt;
 &lt;br /&gt;
The Parliamnet quickly issued the following statement: &lt;br /&gt;
 &lt;br /&gt;
&amp;quot;Treachery most foul nearly befell Rune tonight when a traitor to our ranks, a minor wizard by the name of Arnus Shagan, unleashed demons in an effort to decapitate the school of enchanting through clever manipulations. Shagan is now to be formerly tried for his crimes punished appropriately as per the rules of Rune. He had hoped, as all traitors do, to gain some monetary reward for his actions from Arendt. It would appear that no base treachery, no vile plan, and no scheme is too low for the enemy confronting Rune. Where has the fabled honor of the Dran gone when they back those would ply the trade of demon-summoning?&amp;quot; &lt;br /&gt;
 &lt;br /&gt;
Shan is being held in an 'undisclosed location'... which probably means he's not even on this plane anymore. &lt;br /&gt;
 &lt;br /&gt;
&amp;lt;RP with Orion, Cressida, Alice, Zlegvog, Laefwyn and Alakton for more details!)&lt;br /&gt;
&lt;br /&gt;
: Whirlpool&lt;br /&gt;
===Tariday, Callem 26, 1016===&lt;br /&gt;
====Strange Malady====&lt;br /&gt;
A child has been taken to the temple of Althea for a strange malady that's afflicted him. His voice has gone from the normal voice of a child to a rather... high pitched squeaky voice. It's very unsuual and most everyone seems to find it amusing, but the clerics of ALthea seem rather stumped as to how to treat it.&lt;br /&gt;
&lt;br /&gt;
:Whirlpool&lt;br /&gt;
&lt;br /&gt;
====Unusual Smell====&lt;br /&gt;
Rumors emanate from the Orphanage that a particular child has developed a most unusual smell. None of the othr children can stand to be around him. Any number of baths appear to be doing nothing to wash the stink off. &amp;quot;It's almost as bad as that rodent vendor,&amp;quot; one is quoted as saying, &amp;quot;but not quite that bad.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
:Whirlpool&lt;br /&gt;
&lt;br /&gt;
===Kesenday, Callem 22, 1016===&lt;br /&gt;
====Evil Plot Broken in Goblintown====&lt;br /&gt;
Though the exact situation is unclear, apparent agents of the treacherous Hobgoblin clan known as 'The Garnaks' were located in Goblintown and their treacherous plan foiled! The Alexandrian Intelligence Operations are taking credit for the deed, declaring success in the effort against the minions odf Thul, and dismiss all reports to the contrary that a group of adventurers stumbled into them by sheer dumb luck investigating a phony kidnapping.&lt;br /&gt;
&lt;br /&gt;
:Whirlpool&lt;br /&gt;
&lt;br /&gt;
===Korday, Callem 21, 1016===&lt;br /&gt;
====A Call for Stories====&lt;br /&gt;
Fliers and a bit of news around Alexandria bring the following:&lt;br /&gt;
&lt;br /&gt;
''Lelian, librarian and scribe, wishes to record the stories of those affected by the Dran-Rune War. She would like to hear from soldiers, refugees, prisoners, diplomats, and even regular civilians. These stories will be collected and recorded as a reminder of what transpired in this time.''&lt;br /&gt;
&lt;br /&gt;
OOC: I am not sure how I will RP out any interview scenes, but I'll think of something. In addition, you can also @mail me your stories. I am planning on editting them and putting them on Lelian's wiki page.&lt;br /&gt;
&lt;br /&gt;
IC: (because I am lame and forgot this until after I had put a bunch of stuff in) Lelian is offering a small amount of compensation for peoples' time.&lt;br /&gt;
&lt;br /&gt;
:Lelian&lt;br /&gt;
&lt;br /&gt;
===Tariday, Callem 19, 1016===&lt;br /&gt;
====News from the Front====&lt;br /&gt;
Word of new magics comes down from the northern front. It seems that Rune's magi, armed with new and terrible incantations, have managed to hold firm against Dran's advances in the north. Even though the flow of casualties back to the capital seems unabated, they no longer talk about pulling back.&lt;br /&gt;
&lt;br /&gt;
In other unrelated news, an airship heading southeast from Volstengrad claims to have seen a great white winged shape venting it's anger against the upper slopes of the Sky Curtains. Naturally, it didn't approach closer.&lt;br /&gt;
&lt;br /&gt;
(If you're curious, Alice, Orion, Cressida, Duncan, Renfrey and Rhar may know more ICly -- go find them on the grid)&lt;br /&gt;
&lt;br /&gt;
:Hippieclasm&lt;br /&gt;
&lt;br /&gt;
===Variday, Callem 18, 1016===&lt;br /&gt;
====Vandals strike Tarien's temple!====&lt;br /&gt;
Vandals struck the Temple of Tarien, according to some reports. Well, reports might be giving the tales a little too much credit. More like tavern rumors and jokes told over campfires by followers of Coyote. Nothing was taken and no permanent damage was done, mostly just a mess and some graffiti. It seems rather than getting upset over the incident, Tarienites are split between taking it as a poorly thought prank - though still a prank and therefore something the Laughing One would approve of - and an excuse to spruce up the 'old and already stale' furnishings that haven't been replaced since the last celebration.&lt;br /&gt;
&lt;br /&gt;
An impromptu investigation by Rhar, Jibbom, Tatyannah, Aenyn and Nicolai soon discovered the culprits. A band of young orphans who are no doubt headed for lives of poverty or banditry. Their punishment is...to be taken in and taught how to pull pranks and to rob people more effectively.&lt;br /&gt;
&lt;br /&gt;
Tarienites.&lt;br /&gt;
&lt;br /&gt;
:Nicolai&lt;br /&gt;
&lt;br /&gt;
===Tariday, Callem 12, 1016===&lt;br /&gt;
====Plant Pirate Pizzaz====&lt;br /&gt;
A group of adventurer's were contracted by an../honest/ captain to seek out something that his former /honest/ captain had left behind. It seems the captain had hidden something on an isle and while it was discovered where, they were not having much luck getting onto the isle. THe adventurer's undertook the job and set to the isle. There they were beset upon by plant pygmies, but those were narrowly able to be defeated and from there they entered a deep dark dank cave. Well things did not go too well, as it was slippery. There was a fall, a fight, and a nasty belching plant monster. They made it out but there are plans to return eventually and try again.&lt;br /&gt;
&lt;br /&gt;
(For info seek, Lothos, Lyrana, Dur'ankar, Autumn, Grumpins, Selerik, and Smythly. Brought to you by Zlegvog plot)&lt;br /&gt;
&lt;br /&gt;
:Lyrana&lt;br /&gt;
&lt;br /&gt;
===Tariday, Callem 12, 1016===&lt;br /&gt;
====Goblin on a Bear====&lt;br /&gt;
Smyhtly, the so-called Goblin Paladin of Reos, was seen reutrning to town on a...bear. Those who spoke to him say he claimed to want to be like his hero, 'Lady Cinnamon', and that his new friend, 'Muddy', was quite the smart (and apparently harmless, or so the goblin'd have you believe), bear. They were soon seen at the fish market. Buying a lot of fish, of course.&lt;br /&gt;
&lt;br /&gt;
:Smythly&lt;br /&gt;
&lt;br /&gt;
===Kesenday, Callem 08, 1016===&lt;br /&gt;
====Infernal Fire?====&lt;br /&gt;
Last night, a fire broke out near the Lower Market. Details are unclear, but at least one local was seriously burned, and several members of the Guild of Explorers were burned in fighting the blaze. There are unconfirmed reports of a demon involved, and word has begun to circulate of another demon cult in the city. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;&amp;lt;Cesran, Jenner, Klythos, Mikilos, MoonMoonVuk, Svarshan, and Talazia may provide additional details.&amp;gt;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:Mikilos&lt;br /&gt;
&lt;br /&gt;
===Kesenday, Callem 08, 1016===&lt;br /&gt;
====Pet Engineer====&lt;br /&gt;
It seems that there was an emergency. An airship went down and its engineer hadn't been heard from. A group of adventurers were called upon to seek out what had happened and return the engineer if at all possible. The group gathered together, led by the tracking skills of Rhar, they eventually made it to where the ship went down and then tracked to the location of the engineer. Once there they discovered what no one expected. The engineer appeared to be the pet of a grey render. Through libral use of stew laced with prunes, the grey render was rendered out of the picture and the Engineer escorted home. He got lucky though cause for a moment it looked like the render might follow the poor engineer home.&lt;br /&gt;
&lt;br /&gt;
(OOC: this was from Totally Tuesday Spontanaity plot, any questions seekout Rhar, Benthus, Lyrana, Selerik, Grumpins, or Silverwing.)&lt;br /&gt;
&lt;br /&gt;
:Lyrana&lt;br /&gt;
&lt;br /&gt;
===Korday, Aestry 31, 1016===&lt;br /&gt;
====Murder in Rune!====&lt;br /&gt;
In the middle of the night, a large group of guards were summoned to a home near to the wall in the city of Rune. There, they quickly surrounded the small, unassuming looking cottage and far more of them, according to rumor, went inside than could possibly fit. This is not exactly out of the question in a city like Rune. &lt;br /&gt;
 &lt;br /&gt;
Immediately thereafter, the word spreads the Transmuter Korgan was found murdered in his home last night. As a member of the Parliament of Rune, he was apparently on the Subcomitte for Internal Security. His murder raises serious concerns, and has set the city to a restless edge. &lt;br /&gt;
 &lt;br /&gt;
...well... more of one, anyways.&lt;br /&gt;
&lt;br /&gt;
:Whirlpool&lt;br /&gt;
&lt;br /&gt;
===Gilday, Aestry 30, 1016===&lt;br /&gt;
====Refugees declare: Ogres, Worgs...====&lt;br /&gt;
It seems that a group of adventurers recently were contracted to help evacuate a village before Dran forces could get too close. The group arrived and the evacuation was started. Just before they got into the clear a group of bugbears and worgs attacked. They were led by an ogre. It was close, the worgs kept tripping folks but eventually they took them down. The Sling is truly a mighty weapon. Only a couple refugees were killed most made to safety.&lt;br /&gt;
&lt;br /&gt;
(For Information talk to Corra, Lothos, Alakton, Laefwyn, or Lelian)&lt;br /&gt;
&lt;br /&gt;
: Corra&lt;br /&gt;
&lt;br /&gt;
===Variday, Aestry 21, 1016===&lt;br /&gt;
====Renewed Trade with Veyshan====&lt;br /&gt;
With food prices spiking, trade with the Veyshanti has become more important, which is why it was a relief for many merchants to hear that the trade routes across the sea have resumed with no further loss of ships. Recently, a few had dissapeared along the usual route from Tashraan, but it would appear whatever was causing that has ended. &lt;br /&gt;
 &lt;br /&gt;
While Alexandria does not buy food from Veyshan, obviously, and is in fact considered the 'breadbasket' of much of it's immediate area with it's strength of agriculture, the resumption of obstructed trade should help offset the increase in price.&lt;br /&gt;
&lt;br /&gt;
: Whirlpool&lt;br /&gt;
&lt;br /&gt;
===Eliday, Aestry 20, 1016===&lt;br /&gt;
====Attempted Kidnapping in Rune!====&lt;br /&gt;
The famed(???) Professor Fizzulefuse was the victim of an attempted kidnapping by constructs. Some speculate that they were, of course, of his own devise and that the project went awry, but such things could never happen to the famed Professor Fizzlefuse, right? &lt;br /&gt;
 &lt;br /&gt;
Right. &lt;br /&gt;
 &lt;br /&gt;
At any rate, they were defeated, and the Professor moved to another inn. &lt;br /&gt;
 &lt;br /&gt;
No one is blaming Dran for the attack.&lt;br /&gt;
&lt;br /&gt;
: Posted by Whirlpool&lt;br /&gt;
&lt;br /&gt;
===Eliday, Aestry 20, 1016===&lt;br /&gt;
====Denouncement of Rune====&lt;br /&gt;
An angry letter from Arendt is making the rounds, loudly accusing Rune of murdering it's own civilians and trying to cast the blame on Dran's forces. He openly blames Rune for the event and swears that any and all civilians who wish to surrender to the Dran will be treated with mercy and honor, as well as given a chance to start a new under Dran's rule. &lt;br /&gt;
 &lt;br /&gt;
Naturally, this fine bit of propaganda is earning many scoffs within the walls of Rune, and raucous laughter in Alexandria, but for those caught between the warring powers, it might just make letting Dran roll over them seem a bit more tempting.&lt;br /&gt;
&lt;br /&gt;
: Posted by Whirlpool&lt;br /&gt;
&lt;br /&gt;
===Eliday, Firetide 1, 1016===&lt;br /&gt;
====A Successful Hunt====&lt;br /&gt;
The tracking party that set out after the disruption at Mictlan returns with a trussed up Lucht. Seems they caught whoever it is they were after. &lt;br /&gt;
 &lt;br /&gt;
OOC: Questions to Sslyrath, Solace, Azog, Lorien, and Radek.&lt;br /&gt;
&lt;br /&gt;
====Something's Brewing!====&lt;br /&gt;
&amp;quot;Mead? You call that a mead?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Better'n yours!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;MY MEAD IS MADE ONLY WITH THE FINEST HONEY. I feed me bees no less than 10 proof,&amp;quot; says the second brewer more modestly, as she pushes back a mane of khazad-true hair.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Oh! And I feed mine 15!&amp;quot; goes her opponent, obviously lying, but the debate is thick now, and the stories soon grander.&lt;br /&gt;
&lt;br /&gt;
Such are the debates on the streets... /something/ is (haha) brewing. With the coming of summer, the khazad are breaking out the summer ales and even whiskeys, topping the latter off with mixes flavored by bloodstone and deepcrystal and newfangled...they whisper...&lt;br /&gt;
&lt;br /&gt;
...ice. Soon more easily obtainable, for cold, chilled drinks under summer's heat. The rumors hint, in a few overly-vocal, khazad debates. &lt;br /&gt;
&lt;br /&gt;
It's a /rumor/. But the heat already over the Alexandrian metropolis has more than a few excited...and more than a few local merchants looking over their shoulders, at more evidence of the growing power of the khazad empire.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Kesenday, Hattanan 30, 1016===&lt;br /&gt;
====The Sith-makar Empress to Mictlan====&lt;br /&gt;
Today, the Sith-Makar Empress took a trip to the holy site, a land of Dragon Bones, known as Mictlan. It was there that she spoke to those present to learn the history of the place and to bless the union between Alexandria and the people of Am'shere. It is also said that the Dragon Knight, Anise, was in attendance and that a Dran spy may well have been captured in the vicinity. No one in authority has confirmed or denied this, but a group of riders set off on an effort to track additional friends that might've been with this rumored spy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Korday, Hattanan 29, 1016===&lt;br /&gt;
====Sewer Work====&lt;br /&gt;
There seems to be an unusual amount of work going on in the swwers lately. A whole lot more people than usual dressed in sewer worker's suits going in and out of it. Someone in the government is clearly up to something.&lt;br /&gt;
&lt;br /&gt;
====Brain Drain====&lt;br /&gt;
While the Conclave has been broken for years now, there are a great many wizards who still feel some loyalty to the nation and city that birthed it. &lt;br /&gt;
 &lt;br /&gt;
A great many sorcerers, wizards, and other dabblers in the magical arts are flocking to volunteer their service in Rune's protection, much to the chagrin of their former patron states.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Variday, Hattanan 23, 1016===&lt;br /&gt;
====The Madness of Angorites and Dinosaurs====&lt;br /&gt;
Angorites are mad. &lt;br /&gt;
 &lt;br /&gt;
Hiring Wizards to summon giant lizards from Am'shere /just/ so they could practice wrestling on them? /Mad/. &lt;br /&gt;
 &lt;br /&gt;
Apparently, no one died. This is probably because there were clerics nearby.&lt;br /&gt;
&lt;br /&gt;
====Well, Sir...It had Wings. Sort of.====&lt;br /&gt;
Late--or rather, early this Variday saw a group of oruch were seen going from tavern to tavern. The oruch themselves were unremarkable...but the large, long-beaked bird-creature trailing along through the streets and behind them, well.&lt;br /&gt;
&lt;br /&gt;
THAT was a sight to see!&lt;br /&gt;
&lt;br /&gt;
The 'pterodactyl' was apparently (it turns out) a prank by some Tarienites, wanting to have some fun with the recent dinosaur wrestling event. &lt;br /&gt;
&lt;br /&gt;
In light of this, the drunken rampage that occured an hour later (apparently those same oruch, but reports also blame it on gnomes; everyone blames it on gnomes) was almost overlooked.&lt;br /&gt;
&lt;br /&gt;
Supposedly, though, it had something to do about baths.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Gilday, Hattanan 21, 1016===&lt;br /&gt;
====Merchant Ties Cross Cultures====&lt;br /&gt;
&amp;quot;'Ey. Yeah, business has been busy, praise Truehammer. What with the war...I mean, it's not a war. But you know how it goes.&amp;quot; The khazad-aul rubs at his beard. He watches one of the Am'sherians explore the shop. The sith-makar picks up an axe, then a blade.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;You like that one? Black ash-forged. Passed down son to son, to daughter. Hah! Then to me! Legend has it--we forged Caracoroth's chains, you know.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The sith looks up, eyes narrowing. &amp;quot;Sarasorothh?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
There's an awkward pause.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Think I heard one of you 'scales refer to him as the Hunger Dragon.&amp;quot; At that, the sith-makar's eyes widen, then narrow in speculation.&lt;br /&gt;
&lt;br /&gt;
He purchases the axe with a thanks to the 'ssoftskin', before making his way out again.&lt;br /&gt;
&lt;br /&gt;
Tales like this are becoming while not uncommon, at least less rare, with the visit of the Empress. The khazad, rightly famous for their goods and wares, have found business booming among local adventurers, and it's said the clans may be sending in another skilled craftsman or...three, to help spread the load.&lt;br /&gt;
&lt;br /&gt;
The khazad have never been shy about spotting a business opportunity.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Eliday, Hattanan 18, 1016===&lt;br /&gt;
====Reports from Rune====&lt;br /&gt;
No one ever said conquering Rune would be easy. &lt;br /&gt;
 &lt;br /&gt;
The so-called 'Iron Tide' of the warlord Arendt and the Adomari Oruch are engaged in a brutal slugfest with the defensive forces of Rune. Early reports are that the cost in blood is high on both sides, though Rune's magical prowess has so far limited its losses -- but those losses it does suffer are far more grievous. And as news of high toll spreads, pradoxically, more warriors of Dran rush to join the fighting to be part of it's 'glory'.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Ceriday, Hattanan 17, 1016===&lt;br /&gt;
====Wealthy Youth?====&lt;br /&gt;
Recently, several merchants involved in the trade of arms and armor report attemots to purchsae weaposn by a large number of children, perhaps a dozen of them, who seemed incredibly rich for their age and street-clothes. This has resulted in several arched eyebrows. The few merchants talking about it indicate that they did not sell to them, themselves, but that no doubt someone did.&lt;br /&gt;
&lt;br /&gt;
====Light Show====&lt;br /&gt;
Alexandrian military maneuvers and war drills, involving their airship fleet, were sighted around the Red Ridge Mountains rencently. Witnesses reports many strange lights and flashes coming from the mountains that night, but the government assures all citizens of Alexandria that this was nothing more than a routine military exercise.&lt;br /&gt;
&lt;br /&gt;
====Arendt Speaks====&lt;br /&gt;
The following missive is found nailed in several key points all over the city. It is apparently a missive from Warlord Arendt, commander of the forces that are marching on and are engaged in mighty battle with the nation of Rune. &lt;br /&gt;
&lt;br /&gt;
Citizens of Alexandria. &lt;br /&gt;
&lt;br /&gt;
Know first that I am Arendt. It is upon my shoulders that the Gods have, in their infinite wisdom and through the course of destiny, bestowed upon me the privledge and obligation to lead our mighty armies into battle with with Rune under the leadership of the so-called Parliament of the Magi. &lt;br /&gt;
&lt;br /&gt;
Due to a lack of faith in the leadership of Alexandria, who cowers behind the walls of their Castellum and meddles in the affairs of nations which have no recourse against them, I have directly reached out to the people of Alexandria in the hopes their wisdom will allow them to see the proper course.&lt;br /&gt;
&lt;br /&gt;
My grievances with the government of Alexandria are not grievances with it's people, for whom those of Dran and Alexandria have a great deal more in common with than they may realize. We have both persevered in the face of treachery, both stood against the darkness, and both sought freedom from those who would control us. Both have stood with honor and determinaion in the face of overwhelming odds and roared defiance against destiny itself when fate conspired to destroy it.&lt;br /&gt;
&lt;br /&gt;
There are, however, grievances against the government and ruling council of the Alexandros region. I shall list them and ask the people to consider them.&lt;br /&gt;
&lt;br /&gt;
1) The Ruling Council of Alexandria recently reactivated, during a period of great madness, the so-called 'Planar Disjunction Cannon'. Since it's reactivation, the Council has fired this destructive weapon not once, but twice.&lt;br /&gt;
&lt;br /&gt;
2) The so-called Azure Queen, a spirit of madness, was inhabiting the city at that time. Only the mad would think the reactivation of such a Kulthian weapon would be wise, let alone to use it. It is a sign of a lack of belief in the people of the city's strength to defend themselves from all comers that they would claim this is for defense. And we both know Alexandrians are stronger than that.&lt;br /&gt;
&lt;br /&gt;
3) We ask you, then, to question why Alexandria has the Planar Disjunction Cannon in action and to fear for what damage it might cause. I am told that elementals appear in its vicinity in alarming regularity. The Council's mad grab for power puts the innocent at risk, where as in Dran, one can walk from one of the Khanate to another with nary a danger. Our strength sees to it. Your's would as well, if you were to embrace it.&lt;br /&gt;
&lt;br /&gt;
4) Alexandria has taken a dragon knight onto it's lands, despite knowing that these so-called knights are honorless curs in the thrall of their dragon overlords. Man is not meant to be subject to monster or beast. Dragonier paid for this with the life of most of it's citizens. Do not allow the Council to fall under the sway of such a creature, nor to hide criminals from Dran's hand of justice. We ask you, civilians of Alexandria, to pressure your council. Turn over the Dragon Knight to us so that we may verify that she is the one we seek. If she is not, you have my word that no harm will come to her by my hand or order. We have reason to believe that the Dragon Knight, this /criminal/ has been allowed in with the full knowledge of the Alexandrian government. They hide a fugitive from justice, and why? What /reason/ could your Council have to do this thing? Ask them. See how they respond.&lt;br /&gt;
&lt;br /&gt;
5) The diplomatic mission of Alexandria to Dran was nothing more than a pretext. They sought us out in the name of Peace, and gracious and honored as we are, we allow them to parley, without fear of a repeat of history. They attempted to assassinate us and, when that failed on account of our wisdom and preperation, attempted to flee, as honorless dogs always shall, into the hands of those who might shelter them in Rune. We immediately launched our invasion and laid low your 'diplomatic mission' that was not. Such an affront can not be allowed to pass without punishment. Your government meddles and then hides behind others who will need to shed blood for their crimes, scuttling our ongoinbg negotations with Rune for recompense over the death done in their name and Dran does not forget. This war is on the hands of the government's of Rune and Alenxandria.&lt;br /&gt;
&lt;br /&gt;
6) We do not declare war on you, people of Alexandria, as we've no wish to shed the blood of a strong and honorable people for whom we have more in common than they may realize. The strength of Dran will stand with it's people should they wish to take action and replace their leadership. Should, however, the people of Alexandria choose hostility and belligerance in defense of Rune, we will act. All who oppose our justice shall drown in a tide of blood and iron. We will have justice.&lt;br /&gt;
&lt;br /&gt;
7) Heth. Know that we have another reason for striking Rune. In it's vaults, Rune has a great many magical artifacts and powers which it has witheld out of 'wisdom'. Cowardice, I say. The power of Rune could've been turned to save many Dragonieri lives, but they were deadlocked in pathetic debates over 'procedure'. How many /more/ Dragonieri lives could've been saved had the wizards of Rune been willing to risk their use? We will take this power of Rune, and it's might, and turn it towards Dragonier and do battle with Heth. This I promise. No more will the mighty hide in their towers and declare it wisdom when they do nothing. The elves would have you believe we have squandered an age of man. I say nay! The age of MIGHT will begin with our hands! I call on all who seek justice and to defeat the darkness of this world to stand with me.&lt;br /&gt;
&lt;br /&gt;
:ANGORON and KOR shall GUIDE OUR HANDS. &lt;br /&gt;
&lt;br /&gt;
: For victory and honor. &lt;br /&gt;
&lt;br /&gt;
:ARENDT&lt;br /&gt;
&lt;br /&gt;
=====Responses to Arendt=====&lt;br /&gt;
======Jeor======&lt;br /&gt;
Any who frequent the gambling dens, bars or training arena will have a hard time not overhearing a boisterous giantborn in finery named Jeor. Comments include the following: &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Ardent is a coward! He openly admits his fear of the spell cannon and the good peoples of the city. He would try and compliment us and insult us all in the same sentence. Hes a small dog with a very loud bark who simply wants to add more problems to the ones we have.&amp;quot;  r r Anyone who wishes to delve further into these opinions or wager some gold on cards can speak with Jeor.&lt;br /&gt;
&lt;br /&gt;
======Fa'lere======&lt;br /&gt;
You dare invoke the name of Angoron, when you restrict the freedom of another country? Invoke the name of the strongest of the gods, to strike down people clearly incapable of defending themselves, not once...but twice. You say we are a strong and honorable people when, before that, you accuse the ruling coucil, as well as the rest of Alexandria by proxy, of cowering behind it's walls!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Who are the real cowards here?&lt;br /&gt;
&lt;br /&gt;
It is clearly not Alexandria. They have clearly more strength that Arendt to even seek peaceful negotiations in the first place. Alexandria opened their hand to Dran, and Arendt for peace. Instead it was met with a closed fist. Only a TRUE coward attacks when someone offers peace.&lt;br /&gt;
&lt;br /&gt;
ARENDT SPITS IN THE FACE OF ANGORON WITH HIS LIES!&lt;br /&gt;
&lt;br /&gt;
======Azog======&lt;br /&gt;
A rebuttal to Arendt's posting is placed by several of them. The first is nailed deeply, a few of the rest are stuck with glue, possibly by hired poster hangars. The text is almost certainly that of a hired scribe. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;The words of Arendt of Dran have some lies to them, and that calls the truth of the other words into question. But some things may be true, and we of Alexandria are owed answers. &lt;br /&gt;
&lt;br /&gt;
It is said that the Dragon Knight slew the Warlord of Dran, Arendt's predecessor, under a flag of parley. This action is contrary to honor and has not been disavowed by the Dragon Knight. This story has been told by many sources, and none have denied it. The truth of this matter is of importance because many of Arendt's actions would be justified by revenge for that treachery, if it is true. &lt;br /&gt;
&lt;br /&gt;
I do know that the diplomatic mission to Dran was not pretext. It was foolish, shortsighted, ignorant of Dranei honor, and effectively meaningless even beyond the events that transpired, but it was not a pretext for treachery. And I know this because I was there. The Alexandrian diplomat was killed in lieu of the Dragon Knight, who would not allow justice to be done where all can see. However, the airship was taken by Arendt's order; his troops were not sent to stop it but were aboard as passengers, flying under an Alexandrian flag to catch Rune at unawares. Arendt's accusation that the government meddles in foreign affairs and hides behind adventurers who shed blood for them is true, though it is not relevant to the issue. &lt;br /&gt;
&lt;br /&gt;
The statement that the war is on the hands of Alexandria is of course propaganda as much as the peace attempt was, and just as meaningless. Dran's war is a war of conquest and honor, but Arendt does not believe Alexandria understand Dranei honor, and I think he is right in that. So these words may be his way of offering peace with the rest of the city once the Dragon Knight is brought to justice.&lt;br /&gt;
&lt;br /&gt;
So, if the Dragon Knight will stand up rather than hide behind Alexandria, who suffers for her alleged actions, then the truth of matters may be seen and judged by those of honor. Only when that is settled may Arent be dealt with justly.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
======Svarshan======&lt;br /&gt;
Underneath some of these fliers, a second one is posted. The writing is shaking but carefully done. The style looks slightly Myrrish though only nominally. It reads:&lt;br /&gt;
&lt;br /&gt;
The mouth of Arendt speaks, and says that Dran wishes to punish Dragonier. &lt;br /&gt;
&lt;br /&gt;
They say Dragonier dishonored them. &lt;br /&gt;
&lt;br /&gt;
Yet, Dragonier is dead. We see with our own eyes this truth. Its people starve. Its children cry out in blood and terror. They walk our streets as skeletons without names or homes.&lt;br /&gt;
&lt;br /&gt;
Dran has had its retribution. It has won utter destruction of its enemy, its enemies' children. It has won utter destruction now and for the future. The children of these children shall have no home and no people.&lt;br /&gt;
&lt;br /&gt;
Yet perversely, it still hungers. Arendt -craves-.&lt;br /&gt;
&lt;br /&gt;
Caracoroth must speak from the maw of Arendt. For when he speaks, Arendt's hunger knows no bounds and its truth lies before us in its baldfaced starkness. &lt;br /&gt;
&lt;br /&gt;
Arendt, we name you the Hungry Maw, who seeks the blood of children. You bear the fire of the Blood Wolf in your gaze and you seek to devour the world around you. You wear the lust of Kor and the guidance of Hunger.&lt;br /&gt;
&lt;br /&gt;
Beneath it is signed, in reddened ink: 'And all shall belong to the jaws of Caracoroth, the eternal hunger. His ache knows no bounds; may all the nations of man be crushed beneath his jaw and digested unto his stomach. Red oblivion awaits them.' - The Book of Hunger, year 014, writ during the Years of the Sword&lt;br /&gt;
&lt;br /&gt;
======Crow======&lt;br /&gt;
(Posted in a few public places, written on simple paper without decoration)&lt;br /&gt;
&lt;br /&gt;
Citizens of Alexandria,&lt;br /&gt;
&lt;br /&gt;
You probably don't know me. To some, I'm a familiar face. To most, I'm a stranger in your city who follows strange ways many consider outdated or mere superstition. That's fine. All I ask of you is your time, and simple consideration.&lt;br /&gt;
&lt;br /&gt;
Many words have been said by Arendt and others in regards to the actions taking place outside of Alexandria. I won't take the time to repeat them here. You already know what's said.&lt;br /&gt;
&lt;br /&gt;
What you might not have considered is this: War is ugly. This is a fact of life that many are familiar with. Some of you have probably even served in a conflict of some nature, and have a firsthand understanding of exactly what is meant. The fact that we are on the precipice of engaging a foe that is intelligent, determined, and powerful only adds to the potential for ruin, should we engage this hastily.&lt;br /&gt;
&lt;br /&gt;
Alexandria was not involved in this in the beginning, from what I've come to understand. It was brought into this by the actions of others. We were not given a choice in the matter then. But we have a choice to make now.&lt;br /&gt;
&lt;br /&gt;
Alexandria already suffers greatly. As a caretaker of the land, my first duty is to -the land-. Not to those of a political affiliation, or those of a particular religious ideology. And I ask you now to consider the consequences for -the land- should Alexandria engage this man.&lt;br /&gt;
&lt;br /&gt;
The Felwood is a growing threat, a place of chaos and disorder that seeks to spread and continue twisting the existence of the land around it. It's been kept in check by the diligent efforts of those like myself, those who take an interest in making sure that this affliction doesn't spread. The strength of the natural world around it seems to be one of the things that keep it from growing.&lt;br /&gt;
&lt;br /&gt;
But that world is now being threatened with war. With smoke and fire, sword and blood, chaos and madness. These are the things that feed the wounds created in nature. These are the things that could cause its growth to become unchecked. And that's only one of the many slings and arrows that could befall this land if we go to war.&lt;br /&gt;
&lt;br /&gt;
I'm not saying that those who believe we should go to war are wrong. I'm not saying that those who don't support war are right. What I'm asking of you is this: consider, for a moment, if the problems of strangers are worth the risk to your land. This land. Your -children's land-. The Warlord is described as a monster, but the man is clearly not mad. He's cunning, and ruthless, and determined. He's raised points that should be considered before a decision is made, answers that must be found before you can, in good concience, decide if the risk is worth the reward.&lt;br /&gt;
&lt;br /&gt;
I implore you not to act rashly in this. Weigh this decision carefully. The future of many generations could be at stake, and in the years to come, they will ask the most important question: Why is the world we've been given in the state that it's in?&lt;br /&gt;
&lt;br /&gt;
How do you want to be able to answer?&lt;br /&gt;
&lt;br /&gt;
With All Respect,&lt;br /&gt;
&lt;br /&gt;
:Druid Crow&lt;br /&gt;
&lt;br /&gt;
======Ssylrath======&lt;br /&gt;
Posted in response to one of the Warlord's messages:&lt;br /&gt;
&lt;br /&gt;
Which is it? Is Heth the prime threat that Rune should have been fighting to save Dragonier from, or is he a just punishment for Dragonier's sins? How is invading Rune, the prime target of Heth's depredations outside Dragonier, just retribution for an act taken by an agent of the former Dragonier government? &lt;br /&gt;
&lt;br /&gt;
If Heth is such a threat then ally with Rune against him. Bring your combined arms to bear and Heth will be defeated. No, instead you strengthen Heth by trying to destroy his enemy.&lt;br /&gt;
&lt;br /&gt;
Ssylrath of Am'shere&lt;br /&gt;
&lt;br /&gt;
======Stjepan======&lt;br /&gt;
It seems that someone has taken to scrawling graffiti on Arendt's posters, circling point five: ARENDT, YOU TRY TO USE BIG WORDS BUT FAIL. THE APOSTROPHE DOES NOT PLURALIZE. ANGORON DEMANDS RIGOUR AND PROPER PUNCTUATION.&lt;br /&gt;
&lt;br /&gt;
It's not hard to figure out who is doing this, really, since the artiste is a very large giant born who writes in big block letters.&lt;br /&gt;
&lt;br /&gt;
======Colrick======&lt;br /&gt;
Alexandrians, Arendt talks to us as if we were children who know nothing of what we face, but we know all too well.&lt;br /&gt;
&lt;br /&gt;
It was only decades ago that we lived under the tyranny of an invader, the hated Witch Queen Altima. She conquered our land and for years we suffered under her brutal rule. A generation of Alexandrians was born in servitude, forced to watch the public executions of their loved ones, until our struggle eventually regained our freedom at great cost.&lt;br /&gt;
&lt;br /&gt;
Not long after breaking free of our chains we witnessed Sendor fall prey to the desires of another conqueror. Having felt the lash of the whip on our backs, we stood up and marched to war so that our friends would never have to endure what we did. Our triumph ensured Sendor's peace and prosperity.&lt;br /&gt;
&lt;br /&gt;
Now Arendt sets his eyes upon Rune, claiming his war is just, but we know the truth. We have first-hand experience with conquerors. We know what he is, we know what he intends to do, and we will not stand idly by. We have already shouted out our denial twice and raised our weapons against his kind, it is time to do it again.&lt;br /&gt;
&lt;br /&gt;
======Tatyannah======&lt;br /&gt;
There's various graffiti from the same hand that says either 'Shut up, Arendt, you jackass. You know, if you'd stopped before the bit about the diplomatic mission, you'd have gained more support, but you're a moron who overreaches', 'Masterly, I'm going to find you and kill you' and there might be the occasional 'I am coming for your gold'.&lt;br /&gt;
&lt;br /&gt;
======Jareth======&lt;br /&gt;
Overheard at the Wayfarer's while dining and drinking with friends, someone asks Jareth for his opinion on the Dranei invasion of Rune and Arendt's claims.&lt;br /&gt;
&lt;br /&gt;
Downing his ale, Jareth wipes his mouth with the back of his hand and leans forward a little in his chair to say,&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I have an easy solution. One that can save a lot of bloodshed and lies. Arendt should come meet me on the battlefield. No Dragon Riders. No Spell Cannon. No shambling undead. No wizards of Rune. Just him, me and our steel. Save the war chests from being diminished in any way.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
This is followed by a call for another pitcher and more of whatever is being roasted over the fire.&lt;br /&gt;
&lt;br /&gt;
======Bor======&lt;br /&gt;
Overheard in conversation amongst the citizens that traverse the Temple District is talk a scene that happened earlier today. Bor, one of the rare Giantborn Chosen of Daeus, was seen reading one of the missives posted for Arendt. The few brave souls willing to speak to the Giantborn, a race known to have helped the Dran in the past, asked him what he thought of the War Lords proclamation.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The gods provide guidance to everyone. It's not often they speak with us directly. Angoron uses his Strength to protect the people. Not to make people do what he thinks is right. This isn't Angoron's way. The Iron Behemoth won't be pleased. Someone will need to speak to the followers of Angoron to remind them. Know that there are those that will stand to protect instead of make War. I will stand to protect those that can't protect themselves.&amp;quot;&lt;br /&gt;
 &lt;br /&gt;
In after thought, the folks that were actually nearby during the conversation will add that he said something like, &amp;quot;The Words of Man rarely are what the gods tell him, but what he wanted to hear for himself.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
======Ceres======&lt;br /&gt;
It takes a little time, and more than a little effort, but a new song starts to make the rounds, first in the taverns and inns where Alexandria's Adventurers spend much of their time. Then it spreads, often as not by a certain adventuring bard, then by others. Not her usual style, not up to her usual polish, but then - consider the subject matter. &lt;br /&gt;
&lt;br /&gt;
:'Now Smackwater Arendt, he had an dran army.... &lt;br /&gt;
:Cause he... was in the mood for little confrontation &lt;br /&gt;
:He just let it all hang loose &lt;br /&gt;
:He didn't care about the truth &lt;br /&gt;
:He wanted to give all the abuse &lt;br /&gt;
:So he started a war with the wizards' Rune. &lt;br /&gt;
&lt;br /&gt;
:You can't talk to a man &lt;br /&gt;
:With an army in his hand &lt;br /&gt;
:Army in his hand. &lt;br /&gt;
&lt;br /&gt;
:Now Big Jareth the hero stood for law and order &lt;br /&gt;
:He called for the blackguard to come and meet at the border &lt;br /&gt;
:Now from his bulldog mouth &lt;br /&gt;
:As he met the man up south &lt;br /&gt;
:Came the cry, we got to ride &lt;br /&gt;
:Clean up the 'side for our friends and neighbours &lt;br /&gt;
&lt;br /&gt;
:You can't talk to a man &lt;br /&gt;
:When he already understands &lt;br /&gt;
:No, no, no, no, no, no &lt;br /&gt;
&lt;br /&gt;
:The battle was in all the papers &lt;br /&gt;
:Cause you know, he beat ole Arendt right then instead of later &lt;br /&gt;
:You know the countries were quite pleased &lt;br /&gt;
:'Cause the tyrant had been seized &lt;br /&gt;
:And on a whole, it was a very good year &lt;br /&gt;
:For the Adventurers Guild &lt;br /&gt;
&lt;br /&gt;
:You know, you know, you can't talk to a man &lt;br /&gt;
:With an army in his hand &lt;br /&gt;
:Army in his hand. &lt;br /&gt;
&lt;br /&gt;
:Smackwater Arendt, yeah &lt;br /&gt;
:Smackwater Arendt bought an army &lt;br /&gt;
:Yeah, Smackwater Arendt bought an army &lt;br /&gt;
:Smackwater Arendt, yeah &lt;br /&gt;
:Smackwater Arendt, yeah &lt;br /&gt;
&lt;br /&gt;
:Talkin' about Smackwater Arendt, yeah &lt;br /&gt;
:Talkin' about Smackwater Arendt, oh &lt;br /&gt;
:Talkin' about Arendt and his army &lt;br /&gt;
:Talkin' about Smack, talkin' about Arendt &lt;br /&gt;
:Smackwater Arendt, yeah.' &lt;br /&gt;
&lt;br /&gt;
======Mikilos======&lt;br /&gt;
Posted next to several posts made by Arendt. Where room can be found amoung other replies.&lt;br /&gt;
&lt;br /&gt;
The previous message uses a great many words, many of them big words, in order to confuse the issue. Allow me, humble readers, to translate for you: &lt;br /&gt;
&lt;br /&gt;
'Me Arendt. Me Big Guy. You pay attention to me. Me not like Alexandria leaders. Alexandira people okay. Me prove: &lt;br /&gt;
&lt;br /&gt;
1) Spell Cannon bad. &lt;br /&gt;
&lt;br /&gt;
2) Blue Bitch bad. &lt;br /&gt;
&lt;br /&gt;
3) Spell cannon still bad. &lt;br /&gt;
&lt;br /&gt;
4) Dragon Knight bad. &lt;br /&gt;
&lt;br /&gt;
5) Talking bad, when not say what me want to hear. &lt;br /&gt;
&lt;br /&gt;
6) Me think you okay, but you not do what me want, me hit you. &lt;br /&gt;
&lt;br /&gt;
7) Wizards dumb. Me smart. Me take wizard power, use like smart. &lt;br /&gt;
&lt;br /&gt;
Blah blah, me big man. &lt;br /&gt;
&lt;br /&gt;
ARENDT'&lt;br /&gt;
&lt;br /&gt;
======Karelin======&lt;br /&gt;
Another response to Arendt's posters appears at the Arena, both in handbills and as an insert to program guides as well. Eventually, they're used to wrap finger foods, too.&lt;br /&gt;
&lt;br /&gt;
ARENDT: LIMP WARLORD OF DRAN&lt;br /&gt;
&lt;br /&gt;
Another lick-spittle all-conquering warlord is waving his three-inch quill all over Alexandria's wall. He's not the first and he's certainly not the most creative. The logic in his argument is weak and flaccid, puffed up by big words that have more place in an arena for entertainment's sake than out of the mouth of someone sending people off to fight and die.&lt;br /&gt;
&lt;br /&gt;
I should I know, I do it for real.&lt;br /&gt;
&lt;br /&gt;
He implied that we're crazy for using the weapons at our disposal to defend ourselves. It's not crazy; as any true worshipper of Kor would know -- it's only good sense. He claims to be saving us from Heth by striking down those who know how to use the tools at their disposal. This? This is crazy. Maybe the Azure Queen snuck into his tent when he was fantasizing about being a real warrior and planted this fantasy in his head. Leave the fighting to the soldiers and the wizarding to the wizards, especially against an enemy as strong as Heth. He conveniently ignores the threat of Skald to his left flank. He is going to need all of Angoron's protection, because Kor is going to toss him in the gutters for his abject ignorance of the arts of war.&lt;br /&gt;
&lt;br /&gt;
Arendt is an embarrassment to The Warlord and by Kor Makar's holy names, not deserving of the hand he used to blaspheme their names.&lt;br /&gt;
&lt;br /&gt;
Karelin Andarin, Warbringer of Solmnus, Hero of Blar and Arendt's Mother&lt;br /&gt;
&lt;br /&gt;
===Tariday, Hattanan 13, 1016===&lt;br /&gt;
====Treaty Signing====&lt;br /&gt;
It would appear that negotiations between the Council of Alexandria and the Empress of the Sith-Makar has gone well. There are rumors circulating that an official treaty of some kind will be signed any day now and it will no doubt be accompanied by spectacle and celebration. No doubt that Alexandria is in a unique position to gain access to such an alliance, given that the lone permanent gateway to the land of Am'shere lays within their territory. &lt;br /&gt;
&lt;br /&gt;
Still, one must wonder what the terms are, and what exactly the treaty will entail. No doubt a public announcement will be due soon, and one can not ignore the political signifance of such a treaty being concluded within days of Alexandria's announcement of support for Rune.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Eliday, Hattanan 11, 1016===&lt;br /&gt;
====Executed====&lt;br /&gt;
Rumors are coming down from those with an ear on the council, which has spent the better part of the last few days in meetings to discuss the situation between Dran and Rune, that the ambassador to Dran was /personally executed/ by the warlord, a fellow by the name of Arendt, in charge of the invasion of Rune. This shocking news is leaving many Alexadrians enraged, and anti-Dran sentiment is beginning to form. &lt;br /&gt;
 &lt;br /&gt;
A statement from the Council on the matter is due any day.&lt;br /&gt;
&lt;br /&gt;
====Shev: Wanted Dead or Alive====&lt;br /&gt;
The merchant known as 'Shev' has had a bounty issued for him. He is wanted dead or alive, and is responsible for the murder of several contractees to the Guild of Explorers and members of the City Watch. Formerly a merchant specializing in the acquisition of rare goods of a legitimate stripe in Alexandria, a reliable source indicated his involvement in at least one murder and possibly others, as well as tax evasion. An attempt to arrest him was made and several guardsmen and a few assisting contractors from the Guild of Explorers met their untimely end at the hands of his clockwork defenses in his manor home in upscale Upper Alexandria, as well as others wounded and killed by a bomb he left to destroy evidence in his study. It is believed he is at large within the city and security has been tightened at all enrances and exits in an effort to locate him, not that that wouldn't be happening any ways with talk of war. &lt;br /&gt;
 &lt;br /&gt;
A poster bearing his likeness has been posted in numerous public spaces. The City Watch reccomends all civilians avoid contact with, or offering any assistance to, this fugitive and that if sighted you are to contact the City Watch immediately.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====A Statement from the Council of Alexandria====&lt;br /&gt;
A Statement by the Council of Alexandria: &lt;br /&gt;
 &lt;br /&gt;
The news from Rune is grave and true: Our diplomatic envoy was mercilessly slain by the Warlord Arendt under flag of truce in a misguided effort at vengeance over the death of their own previous Emperor at the hands of a Dragon Knight some years prior. It is our belief that, due to the presence of Dragon Knight Anise and her Silver in Alexandria and the refuge we have offered her, that some memebrs of the Dran Khanate have taken to the mistaken belief we have share some culpability for what happened in our absence. Had Dran a legitimate grievance with us, rather than naked ploys to give it's actions a veil of legitimacy, it could have approached us to discuss the matter of the Dragon Knight and challenged her asylum or asked to have her face Dranei justice. Of course, to do that would require evidence and materials which Arendt does not possess, nor has a true interest in. &lt;br /&gt;
 &lt;br /&gt;
It has not does this and will not do this since these claims are nothing but an attempt to grant himself legitimacy in the eyes of his followers. It is the actions of a murderer, a thug, and a coward with no honor to speak of. We condemn his actions in the strongest possible words and hope to see this criminal brought to face the justice he so richly deserves. &lt;br /&gt;
 &lt;br /&gt;
Thusly, the ruling Council has offered to Rune our assistance. &lt;br /&gt;
 &lt;br /&gt;
Rune has said that they will not be invoking our treaty of mutual defense, a decision which we respectfully acknowledge even as we wish for justice, even in the face of relentlessly provocation from Dran in the murder of Ambassador Vril and the loss of his entire diplomatic mission. The Wisdom of Animus is still present in this time, as Parliament spoke eloquently of the need, even in the face of potential destruction, to continue the effort to contain Heth. &lt;br /&gt;
 &lt;br /&gt;
Even so, we will continue to offer and all material support which they request from us, even as Alexandros remains neutral in this conflict between the forces under the leadership of Arendt and the nation of Rune. &lt;br /&gt;
 &lt;br /&gt;
But the Wisdom of Animus spoke truly and now we must turn towards the other who are watching: Know that the Murderer of Dragonier waits for no one. As Dran weakens Rune and washes itself in an ocean of blood, it leaves a greater threat, and a greater honor, unchallenged. Dragonier must be contained and the threat which Heth poses to life must be checked. It has brought together those who were once enemies in a combined purpose. &lt;br /&gt;
 &lt;br /&gt;
Know now that Bludgun and Aleaxndria have signed a treaty of mutual support in the effort to contain the threat of Dragonier, a treaty which Rune has also joined in. We would extend an offer to all right-thinking Dranei who recognize what the true threat is, rather than chase the ghosts of years past, to join us in a quest that will surely be blessed by the Gods. &lt;br /&gt;
 &lt;br /&gt;
May the Hymn fill every heart with wisdom and courage.&lt;br /&gt;
 &lt;br /&gt;
CALDOR METHIS, COUNCILMAN. &lt;br /&gt;
 &lt;br /&gt;
(the rest of the council's names, including Rawyn Telenils, are signed beneath.)&lt;br /&gt;
&lt;br /&gt;
===Kesenday, Hattanan 9, 1016===&lt;br /&gt;
====Strange Rumors and Airships====&lt;br /&gt;
Strange rumors are filtering down to Alexandria that the Alexandrian diplomatic airship that crashed inside the borders of Rune was actually carrying a large number of soldiers from Dran Empire. Was Alexandira involved in some form of double dealing with Rune and the Dran Empire? What sort of game was the ruling council playing? Even more disturbing is the rumor that the Dran warriors aboard the airship were armed with blades of Alexandrian origin. &lt;br /&gt;
 &lt;br /&gt;
The ruling council has not yet issued a statement on the matter of Rune or Dran, but one is no doubt coming soon.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Gilday, Hattanan 7, 1016===&lt;br /&gt;
====Initial Reports====&lt;br /&gt;
Rumor is filtering down from Rune that fierce fighting has broken out along the northern and eastern borders of Rune. While badly outnumbered by the invading forces and weakened by Heth's minions, Rune is still a powerful center of magical learning and seems to be holding it's own for the moment. &lt;br /&gt;
 &lt;br /&gt;
Alexandria has issued a statement of support for Rune. High level negotiations are said to be occurring, though it seems unlikely that any other power will enter the war on Rune's behalf. It is widely supposed in some quarters that the wizards, being wizards, should be able to take care of this on their own with their fireballs and what have you. More quietly, there are few that want to risk drawing Dran's attention, and it's military juggernaut, to themselves. &lt;br /&gt;
 &lt;br /&gt;
Rumors also indicate that the airship that was sent to Dran in the early days before the war began has crashed inside Rune's border.&lt;br /&gt;
&lt;br /&gt;
====Vardamen Responses====&lt;br /&gt;
The agents of Vardama have been heavily involved in investigations into Dragonier so far. However, with Heth still unbreathing, the rumored ties between Vardama the Gray Lady and Serriel the Shining Dawn seem to have tightened. More Lancers may be seen among the crypt entrances, and it's suggested that Vanguards and laymen have been seen in increased comings and goings among the temples. &lt;br /&gt;
&lt;br /&gt;
A number of the additional guards and workmen are also arvek. This number is not exclusive, though it is biased. These are sturdy men and women pulled from the renmants and memory of recent wars. Ever since their freedom from the tyrrany of Thul (who even now ravages Dragonier), many arvek have borne the colors of the Gray Lady and the Shining Dawn proudly, and these temples have offered them homes. &lt;br /&gt;
&lt;br /&gt;
Heth's threat, though, have caused some to have taken to capping a single tusk in brilliant and shining gold.&lt;br /&gt;
&lt;br /&gt;
OOC: This is primarily a call-out to illustrate the growing ties between the two faiths and as opportunity for RP. Please make of it how you like, and according to your own tales and stories.&lt;br /&gt;
&lt;br /&gt;
===Eliday, Hattanan 4, 1016===&lt;br /&gt;
====No Surprise====&lt;br /&gt;
With war between Dran and Rune on the horizon, or so it would seem, it should be no surprise that Charn's military continues it's mobilization alongs its borders on the northern frontier of the empire. Reports from Veyshan and from airships that travel near that border say that the Stygian Empire is putting on quite the display. There can be little doubt that this is directed towards Myrrdion and Alexandria in a calculated move to encourage them to sit out the war to the north.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Eliday, Bernfleur 27, 1016===&lt;br /&gt;
====Not Secret Enough====&lt;br /&gt;
Despite the best efforts of the government in trying to keep it secret, rumors circulate that several Alexandrian airships were sighted heading in the direction of Dragonier recently. Most of them were filled, not with weapons and armor, but supplies for construction of some kind. It's hard to say what's going on, but it's clear that, even with Rune and Dran on the brink of war, that issue of Dragonier is one that is not to be ignored.&lt;br /&gt;
&lt;br /&gt;
: Posted by Whirlpool&lt;br /&gt;
&lt;br /&gt;
====Alexandrian Council Meets with Sith-Makar Empress====&lt;br /&gt;
It would appear that negotiations between the Sith-Maker Empress from beyond the portal to Am'shere and the ruling council of the city of ALexandria are continuing. Representatives from other local powers, such as the Mythwood and the gnomish town of Happy Valley, have been witnessed coming to the Castellum as well, no doubt to greet the apparent leader of the Sith-Makr tribal confederation. &lt;br /&gt;
 &lt;br /&gt;
It is said that the talks will soon be pasued for the Empress to make a trip to a site called 'Mictlan'. There's no clear indication /when/ that will happen, but the city guard does appear to be on high alert and with more boots on the ground than usual.&lt;br /&gt;
&lt;br /&gt;
: Posted by Whirlpool&lt;br /&gt;
&lt;br /&gt;
===Eliday, Bernfleur 20, 1016===&lt;br /&gt;
====Farmer, Dead====&lt;br /&gt;
&amp;quot;Y'hear about old man Woodridge?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;What, that skirt-chasing coot with the farm?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Yep. Hear tell he got th'crotch rot and it killed him.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Well, hell. Poor old bastard. Guess his son'll inherit th'land now, if he ever gets back.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: Posted by Fishbelly&lt;br /&gt;
&lt;br /&gt;
===Korday, Bernfleur 10, 1016===&lt;br /&gt;
====The Sewers, Glue, and Professor Fizzlefuse====&lt;br /&gt;
A party of adventurers from the Explorer's Guild emerged from the sewers late last night. They brought with them a human and what looked at first to be a battered door. The man was partially bound with glue and alternated ranting and mumbling something about 'Fizzlefuze's Doom'. The 'door' seemed to have tiny limbs and face and also talked. Many onlookers took one look before uttering 'mimic', often in weary tones. Both door and man are now thought to be residing in the city jails for 'interfering with vital city services'.&lt;br /&gt;
&lt;br /&gt;
The adventurers were covered in an assortment of acid burns, bruises and dried glue. The Khazad had no boots. And all were accompanied by the distinctive scent of Otyugh.&lt;br /&gt;
&lt;br /&gt;
OOC: see Bennett, Djelka, Brianna, Zoob or Duncan if you want to hear more. For some reason. :)&lt;br /&gt;
&lt;br /&gt;
: Posted by Duncan&lt;br /&gt;
&lt;br /&gt;
===Gilday, Bernfleur 9, 2016===&lt;br /&gt;
====The Sith-Makar Delegation====&lt;br /&gt;
Since her arrival last week, the so-called Empress of the Sith remains in the security of the Castellum for high level negotiations of some kind. Much of her retinue remains encamped beyond the city walls. Rumors emanating from the Castellum are indicating that, once the negotiations are concluded, she will be heading to a holy site called 'Mictlan', as well as paying a visit to the Dragon Knight.&lt;br /&gt;
&lt;br /&gt;
: Posted by Whirlpool&lt;br /&gt;
&lt;br /&gt;
===Eliday, Eatonis 30, 1016===&lt;br /&gt;
====Dranei &amp;quot;Diplomacy&amp;quot;====&lt;br /&gt;
It would appear Alexandria is not the only country using diplomacy to their advantage. &lt;br /&gt;
&lt;br /&gt;
Dran and the Oruch city-state of Adomar have a long history of conflict, but also a mutual warrior culture and belief in 'strength' and 'honor'. &lt;br /&gt;
&lt;br /&gt;
Rumor has it that several emissaries from the Dran warlords assembling along Rune's border were sighted in the city-state of Adomar, meeting with its leaders, no doubt trying to sway the Oruch to their side. If they are able to do so, the nation of Rune will be in great danger.&lt;br /&gt;
&lt;br /&gt;
: Posted by Whirlpool&lt;br /&gt;
&lt;br /&gt;
====Sith-Makar Empress====&lt;br /&gt;
It starts as a mere whisper. A dignary from the tribes of the Sith-Makar in Am'shere is on their way towards Alexandria from the deep jungle, across the portal that exists outside Alexandria. &lt;br /&gt;
&lt;br /&gt;
From there, the rumors escalates. Not a dignary. Not a mere ambassador. &lt;br /&gt;
 &lt;br /&gt;
No, it is now being said, across the city, that the so-called 'Empress' of the Sith-Makar of Am'shere is on her way to Alexandria for the first visit between the city's leadership and the tribes of the Sith-Makar that reside on the other side of the Am'shere portal in the Alexandrian countryside.&lt;br /&gt;
&lt;br /&gt;
: Posted by Whirlpool&lt;br /&gt;
&lt;br /&gt;
===Eliday Eatonis 30, 1016===&lt;br /&gt;
====Freed Slaves====&lt;br /&gt;
Rumor has it that a pair of new-model War Golems(K-8 and Protectron) were freed from slavery imposed by their creators. Altar, Zoob, Kiroth, Verna, Duncan and Hassan were spotted escorting them to Alexandria, where they were deemed free and their creators, Fizzlefuse and Forgefire are being sued for back pay. Apparently they had been making the War Golems work without wages for far too long, and the precise cost will be determined by the Alexandrian legal system, but it is sure to be expensive.&lt;br /&gt;
&lt;br /&gt;
: Posted by Altar&lt;br /&gt;
&lt;br /&gt;
===Ceriday Eatonis 29, 1016===&lt;br /&gt;
====The Journey of the Enigmatic Magical T====&lt;br /&gt;
Word has finally reached Alexandria that 6 brave adventurers escorted a Quad of Bards out of the city. These bards known as Rodrick, Raven, Thomas and Wanderer, and were known for their snarky witty sarcasm comedy. The adventurers guarded the bards on their trip to their next gig. On the way they were attacked by dire boars, huge owl bears, and a tricky green hag. Or so the rumors have been saying. Interested in the full story contact: Zippo, Duncan, Lorien, Altar, Mogrinaar or Rhar.&lt;br /&gt;
&lt;br /&gt;
: Posted by Cesran&lt;br /&gt;
&lt;br /&gt;
===Gilday Eatonis 26, 1016===&lt;br /&gt;
====Time Lost and Canon Fodder====&lt;br /&gt;
I still don't know what happened for sure. We were sent for help to give some aid and relief to a group of soldiers, but nothing could have prepared us for what we found. It had been less than a week since aid was requested but when we got there, the soldiers were claiming it had been a month. And they all looked like they had been through that much without aid. Something having to do with magic more than likely.&lt;br /&gt;
&lt;br /&gt;
Then these soldiers attacked, they had guns, now I know why I hate guns. We fought them off, but then they brought in this ship, though it wasn't no normal ship. It had wagon wheels and barding like a horse on it. It had these huge guns on top, maybe even a cannon. Of course being the foolish ones we are, we charged the ship, cannon wagon...tank? It was close but I fell to the firepower of the vessel. I remember waking up some time after. What happened exactly? Was it all a dream?&lt;br /&gt;
&lt;br /&gt;
: Posted by Aurala&lt;br /&gt;
&lt;br /&gt;
===Tariday Eatonis 25, 1016===&lt;br /&gt;
====Tides of War====&lt;br /&gt;
Some probably saw it coming. &lt;br /&gt;
&lt;br /&gt;
With Rune weakened by the most recent attack on it, rumors are spreading far and wide from the land of Dran that warleaders and their warbands are converging upon Dran's border with Rune. &lt;br /&gt;
 &lt;br /&gt;
Many years ago, during ALexandria's time in the Mists, the armies of Dran marched upon Rune. Hopelessly out numbered, the wizard nation was still reeling from the loss of the protection of their patron God in Animus, they never the less put up a valiant, if ultimately losing defense against the aggressive, conquest-minded Dran. &lt;br /&gt;
 &lt;br /&gt;
It was only the intervention of a Dragon Knight, who attempted to negotiate a settlement between the nations to preserve the peace, that saved Rune. &lt;br /&gt;
&lt;br /&gt;
The nameless Dragon Knight and her dragon, some say it was a silver, some say it was a gold, approached the war leader of Dran's armies under the flag of truce and made the case for peace. &lt;br /&gt;
&lt;br /&gt;
When the belligerant Dran warlord would not listen, it is said, the dragon struck him down in a great blast of fire. It was an act of treachery that enraged many but it was one that ended the conflict, as the Dranei lapsed into fighting amongst themselves to claim the role of Warleader. Ever since then, the warbands of Dran have hungered for revenge and to find a leader capable of uniting enough of them to finsih what they started that many years ago and to exact the pound of flesh from Rune that they can no longer exact from Dragonier. &lt;br /&gt;
&lt;br /&gt;
If a true leader should emerge from this convergence, a war with Dran that Alexandria may be pulled into could be on the horizon.&lt;br /&gt;
&lt;br /&gt;
: Posted by Whirlpool&lt;br /&gt;
&lt;br /&gt;
===Variday Eatonis 24, 1016===&lt;br /&gt;
====Charnese Military Maneuvers====&lt;br /&gt;
It comes as no surprise to anyone invested in geopolitics that Charn has begun amassing its forces on its own borders for latge scale war games and military maneuvers. It's a show of strength in the wake of Alexandria's firing of the spell cannon. These large scale maneuvers are expected to last through the next month.&lt;br /&gt;
&lt;br /&gt;
: Posted by Whirlpool&lt;br /&gt;
&lt;br /&gt;
====Orphanage====&lt;br /&gt;
After a recent excursion to deal with creatures of Fey Origins, an orphanage was given a Dolly and told it must never leave. Shortly after mischief was afoot, but the children seem to enjoy their new..Leperchaun protectors? Well, lets hope they do! Rumors accuse Vuk of being the one to sneak the dolly to the Orphanage and being convinced the Leperchauns would never let the children come to harm!&lt;br /&gt;
&lt;br /&gt;
: Posted by Vuk&lt;br /&gt;
&lt;br /&gt;
====Metal Trees====&lt;br /&gt;
Watch out! There's traps in the forest. Moving traps! At least that's what Rhar warns anybody out in the northern wilds around Wilderness Pointe. Metal traps with spears on ropes. Other ones with giant claws.&lt;br /&gt;
&lt;br /&gt;
It looks like they came out of a giant metal tree that fell down. A tree with a giant squirrel hole in the side. Instead of giant squirrels, there were more traps sleeping inside.&lt;br /&gt;
&lt;br /&gt;
Rhar and Gurr, her wolf friend, were bloodied and broken, so it's apparent she didn't imagine it. Who knows? Giant squirrels could be out there, too!&lt;br /&gt;
&lt;br /&gt;
: Posted by Vuk&lt;br /&gt;
&lt;br /&gt;
===Korday, Eatonis 20, 1016===&lt;br /&gt;
====Locker Room Rumor====&lt;br /&gt;
A story circulates though certain circles, apparently first told in the Arena locker room by a well known golem. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;So the hole into the place was actually part of a stabilized planar rift to an as yet unknown dimension. ...don't look at me like that, I can use big words. Anyway, started with the regular sort of weird stuff you see in Kulthian ruins. Gears and bones and lots of dust. Old holding cells, one with some weird mutant blob thing. &lt;br /&gt;
&lt;br /&gt;
Then came the Void guys. Like, flesh and artifice and magic and smokey shadows all meshed into one. Creepy. Yes, -I- called them creepy. Guess the first two were workers or something, they went down pretty easy. &lt;br /&gt;
&lt;br /&gt;
Then the guards showed up. I can hold my own in a fight, but these guys were pretty badass. Some sorta gun thing, shot like these weird little energy eels or something, crawled inside you and swam around, trying to lay eggs or whatever. I mean, my insides are a pretty nasty place, so you know the little things were hardcore. &lt;br /&gt;
&lt;br /&gt;
We got out of there. I don't like running from a fight, but I like dying even less. They didn't follow. Maybe they couldn't go though the planar rift. We didn't have a good way to seal it, so just piled a bunch of stuff on top to slow them down. &lt;br /&gt;
&lt;br /&gt;
Really weird part? When we came back out, it was actually -before- we went in. Sorta hoped to meet myself on the way back, but since I didn't meet myself on the way in, maybe I couldn't. &lt;br /&gt;
&lt;br /&gt;
So the Upper Ups at the Guild didn't find anything when they took a look. I don't know, time shifted; I guess that's a really good way to hide your stuff. But I'm telling you guys, if ever you meet one of those Void Soldier things, take it seriously, they're Bad News.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: Posted by Munch&lt;br /&gt;
&lt;br /&gt;
====Kulthian Ruins?====&lt;br /&gt;
At least, that is what Verna , Munch , Gragnar and Brom were saying when they returned from them. Contacts within the various Guilds and some temples, and general street talk. Given the reports, it should not be surprising some of the more experienced members of these Orders and Guilds went to the location..and found nothing but a burnt glade and some scattered stones and collapsed wooden hovels. Undead were found in a small number, some given ancient, but once well crafted weapons. The only thing that stood out was a shattered stone shaped like a tear with runes in an unknown tongue, with a crushed artifice powered arm sticking out from under it. Possibly Kulthian in design.&lt;br /&gt;
&lt;br /&gt;
: Posted by Vuk&lt;br /&gt;
&lt;br /&gt;
===Variday, Eatonis 17, 1016===&lt;br /&gt;
====New Food====&lt;br /&gt;
From within the halls where the ever-hungry adventurers congregate. Someone ordered a late night snack that looked tasty. Another saw it and asked for the same. A third made a suggestion to avoid confusion. Now that snack spreads like wildfire through Alexandria. It is a triple bacon lettuce onion (gherkins optional) sandwich, called the &amp;quot;Sandywich&amp;quot;. No &amp;quot;t&amp;quot; to avoid confusion, insult and en-mazement. Hence the onions.&lt;br /&gt;
&lt;br /&gt;
===Variday, Eatonis 17, 1016===&lt;br /&gt;
====Anklar Sighting====&lt;br /&gt;
Once again, Anklar Vanche, that horrible wastrel, has been seen touring Alexadria's pubs. Most recently he was seen at the Wayfarer's Inn, getting utterly sloshed. The /scandal/. Such behavior from the heir to a Myrrish countship is considered humiliating to his father.&lt;br /&gt;
&lt;br /&gt;
===Variday, Eatonis 17, 1016===&lt;br /&gt;
====Dragonieri Reactions====&lt;br /&gt;
While word that the City of Alexandria is taking point on addressing the matter of the fallen nation of Dragonier is welcomed by the Dragonieri refugees living in the city, many of them seems to view it with a little outright cynicism. A sort of 'we'll believe it when we see things actually happening' point of view. There is also concern that this will beget the wholesale looting of Dragonier's 'unique cultural history'. Some speculate and whisper that this is an excuse for the other nations to shamelessly loot the lost treasures of the nation... the ones that haven't been destroyed by Heth, anyways.&lt;br /&gt;
&lt;br /&gt;
===Eliday, Eatonis 16, 1016===&lt;br /&gt;
====Spell Cannon After Effects====&lt;br /&gt;
The Spell Cannon's firing is accompanied by the now traditional warning that one should watch for disturbances in the elemental forces in the countryside around Alexandria. The planar disjunction affect may have let some loose. The Council has issued a warning that if you see one, you are to contact the Guild of Explorers.&lt;br /&gt;
&lt;br /&gt;
===Eliday, Eatonis 16, 1016===&lt;br /&gt;
====The Spell Cannon Fires====&lt;br /&gt;
With word of strange events in the Vast conspiring, the massive Planar Disjunction Cannon swivels in its housing in the great fortification that holds it in the Red Ridge Mountains. With a blazing, blinding white light, the cannon /fires/ upon a location in the direction of the Vast. &lt;br /&gt;
 &lt;br /&gt;
The City Council offers no other comment at this time.&lt;br /&gt;
&lt;br /&gt;
===Eliday, Eatonis 16, 1016===&lt;br /&gt;
====Kulthis!====&lt;br /&gt;
A gathering numbering hundreds in The Vast was nearly wiped out to the last soul when the supposed coming of the gods was instead a Cult Legion. They came with out warning, demanding the Gods surrender to their will, and any who joined them would share enlightenment. But..why did one of their Aetheric Warships have the mark of Kulthus, and how did they travel safely through The Void and spill into this world? Several vessels entered our reality, and who knows what else could truly glimpsed on the other side of the rift they tore open!&lt;br /&gt;
&lt;br /&gt;
===Ceriday, Eatonis 15, 1016===&lt;br /&gt;
====Parade====&lt;br /&gt;
Though it is in the early planning stages, several of the wealhtier Dragonieri are planning a march with the refugee populace through Alexandria to show their support for claiming back their lost homeland and to demand aggressive action against the blight infesting the fallen country. &lt;br /&gt;
 &lt;br /&gt;
With tensions rising, many are concerned that violence could erupt.&lt;br /&gt;
&lt;br /&gt;
===Ceriday, Eatonis 15, 1016===&lt;br /&gt;
====Half Dragons Aplenty====&lt;br /&gt;
The Half-Dragon symbols have begun to slow in their appearance. Whatever point was being made with them has now clearly been made. &lt;br /&gt;
 &lt;br /&gt;
Many of them are now being washed away, either through magic or through scrunch brush. &lt;br /&gt;
 &lt;br /&gt;
Whispers in the underworld, however, indicate that a new presence is definitely continuing to make itself felt in the seedier portions of Alexandria, primarily operating in locales populated by Dragonieri refugees.&lt;br /&gt;
&lt;br /&gt;
===Korday, Eatonis 6, 1016===&lt;br /&gt;
====Anklar Vanche, Trouble Magnet====&lt;br /&gt;
Just a day after turning up alive in Alexandira, when he was feared missing, Anklar Vanche was the subject of a kidnapping attempt by unknown individuals. A fight broke out outside a dockside tavern and he was nearly whisked away! Some speculate it has something to do with internal Myrrish politics, others wonder at ransom, and still more suggest that it was Anklar's unpaid debts catching up with him. No matter what, the Count's son does appear to be quite the trouble magnet. &lt;br /&gt;
&lt;br /&gt;
It was only the timely arrival of several adventurers -- some suggest too fortuious an arrival for them -- that spared the Count's son this indignity.&lt;br /&gt;
&lt;br /&gt;
===Tariday, Eatonis 4, 1016===&lt;br /&gt;
====Missing Wastrel Son turns Up Alive====&lt;br /&gt;
The son of Counce Vanhce of Rosalia, a Myrrish noble with familial ties to Alexandria, has turned up alive and well back in the city. Rumor was brief that Anklar, the Count's heir, had gone missing but it would appear that these rumors were unfounded, as Anklar was soon seen hitting up the taverns of Alexandria and making a nuisance of himself all over the city. Some speculate that he was deliberately making himself seen, but most of that is dismissed as silly -- everyone knows that Anklar is a no-good indulgent wastrel who fritters away his money almost constantly wherever he goes. &lt;br /&gt;
&lt;br /&gt;
===Variday, Eatonis 3, 1016===&lt;br /&gt;
====Public Meeting====&lt;br /&gt;
The ruling council of Alexandria is announcing that there will be a series of public meetings conducted with various interest groups within the city relating to recent moves about the issues of Dragonier. One such meeting will be directed to the city's mercenary population, as they will no doubt have much a role to play in the coming days as the nation's attention pivots to dealing with the threat to civilization itself posed by Heth. &lt;br /&gt;
&lt;br /&gt;
===Variday, Eatonis 3, 1016===&lt;br /&gt;
====Dranei Ambassador?!====&lt;br /&gt;
Today, an unusual figure was sighted leaving the chambers of the Alexandrian ruling council. A slender, cloaked figure apparently addressed the council and then departed, being seen on his way to the Arena accompanied by a much large figure. Apparently, the man in the scholar's robe was said to be an emissary from one of the more powerful Warlords of Dran and his business with the council had something to do with Dragonier.&lt;br /&gt;
&lt;br /&gt;
===Kesenday, Pryntar 28, 1016===&lt;br /&gt;
====Home Exorcised====&lt;br /&gt;
Gathering together, a group of Vardamites, Clerics, Paladins and Monks, went into the home where undead have been known to plague it in the past few weeks. With guards outside to keep anyone from sneaking in and disrupting it, they performed a ritual to undo what was said to be a circle made for necromantic rituals. They all returned out, a few hours later, tired, but unscathed. Word is the family owning the home are free to return and ideally return to their daily lives.&lt;br /&gt;
&lt;br /&gt;
===Korday, Pryntar 27, 1016===&lt;br /&gt;
====Alexandrian Diplomats====&lt;br /&gt;
It would appear that several diplomatic missions have been sent by Alexandria to the far corners of the world. To Veyshan, to Rune, to Dran, and on and on. No doubt adventurers will be called on to help guard some of these vital missions. It's likely that this has something to do with Dragonier.&lt;br /&gt;
&lt;br /&gt;
===Tariday, Pryntar 25, 1016===&lt;br /&gt;
====A Bright Spot in the Darkness====&lt;br /&gt;
Until recently, few dared to set foot in Dragonier. &lt;br /&gt;
 &lt;br /&gt;
That seems to have changed. &lt;br /&gt;
 &lt;br /&gt;
The government of Alexandria took the lead on an initiative to strike into the borders of Dragonier and land a blow on the hordes of undead that roam the fallen kingdom. There once was a forest called the Groves of the Twin Hearts. Those hearts had been destroyed by the corruption of Heth. Now, it is said, that those hearts beat once more and the grove has been purified. The forest will once again be giving its gifts, solace, and security to those who seek it and will no doubt provide a useful refuge for those moving on the border of Dragonier. &lt;br /&gt;
 &lt;br /&gt;
It's not much, but it's a start in what will be the long battle to reclaim what Heth has taken. &lt;br /&gt;
 &lt;br /&gt;
(A big thanks to Hurricane for splitting running duties with me, and a thanks to [[Kerbasy]], [[Jareth]], [[Jibbom]], [[Myrana]], [[Oates]], [[Halani]], [[Cesran]], [[Ceres]], [[Tatyannah]], [[Fishbelly]], [[Elessa]], [[Munch]], [[Aurala]], [[Thyrson]], [[Aenyn]] and [[Ssylrath]]!)&lt;br /&gt;
&lt;br /&gt;
===Korday, Pyrntar 20, 1016===&lt;br /&gt;
====Cultist Changelings in our Midst!====&lt;br /&gt;
Rumors come in about a cult of doppelgangers who worship a long-forgotten deity of the Void.&lt;br /&gt;
&lt;br /&gt;
Two were found in a town northeast of Alexandria, having killed two apprentice blacksmiths and taken their places.&lt;br /&gt;
&lt;br /&gt;
===Korday, Pryntar 13, 1016===&lt;br /&gt;
====Lady Sandiel Pregnant?====&lt;br /&gt;
Recently at a Gala, a well to do party and silent auction of some means, Jibbom was hearding carousing with guests and explaining to them on a recent trip with his beloved Lady Sandiel to the plane of 'Breathless Nights' and 'Sweet Tender Embraces' she found her self, as one may guess after such planar jaunts for wholesome recreations.. pregnant with twins.&lt;br /&gt;
&lt;br /&gt;
Oh Jibbom what ever will you do?&lt;br /&gt;
&lt;br /&gt;
===Korday, Pryntar 13, 1016===&lt;br /&gt;
====Kegger Fest!====&lt;br /&gt;
Today, Kegger Fest has started! &lt;br /&gt;
 &lt;br /&gt;
That means that all over the city, new types of booze are being introduced from far and wide. ALexandria, as a very cosmopolitan city, benefits greatly from it... as does the local economy, of course. &lt;br /&gt;
 &lt;br /&gt;
Farmers, Khazadi merchants, and more are all bringing their best brews to the table. &lt;br /&gt;
 &lt;br /&gt;
The city guard (all wincing, of course) is knuckling down in preparation for the inevitable trouble a town full of rowdy mercenaries and merchants is going to bring.&lt;br /&gt;
&lt;br /&gt;
===Gilday, Pryntar 12, 1016===&lt;br /&gt;
====Undead Rumors====&lt;br /&gt;
Seems there has been a rash of undead in the city, all centered around one old house in the Lower District. Two calls have gone out to the Guild of Explorers and the Temple of Vardama for help, and it seems to be getting worse. The family is no longer living at the house, but haven't moved out, and the house appears to be on complete lock down after this second visit, and with a guard. The Temple of Vardama is scrambling a bit to deal with whatever problem has been discovered inside the house.&lt;br /&gt;
&lt;br /&gt;
===Variday, Pryntar 10, 1016===&lt;br /&gt;
====Althean Cloister====&lt;br /&gt;
Several ALtheans have retreated into the church. Apparently, they are engaged in some kind of meditation or rite over the next several days. Something to do with the 'Foundation Stone' recovered from Dragonier to assist in the ritual exorcism of the Azure Queen, at least that's what the rumors are saying.&lt;br /&gt;
&lt;br /&gt;
===Ceriday, Pryntar 01, 1016===&lt;br /&gt;
====Black Markets Buzz...====&lt;br /&gt;
Underground markets buzz with the word of a Dragoneri trinket, reportedly deeply historical and perhaps magical in nature. The specifics change from story-to-story but the basic message remains the same; Someone out there has an important piece of history.&lt;br /&gt;
&lt;br /&gt;
Word seems to radiate from Goblintown.&lt;br /&gt;
&lt;br /&gt;
Contact [[Younger]] for more information!&lt;br /&gt;
&lt;br /&gt;
===Kesenday, Vhast 31, 1016===&lt;br /&gt;
====Show of Force====&lt;br /&gt;
The City Guard and militia -- and even adventurers -- have been brought out to patrol the city in the wake of the Feast of Darkness. This being a holy day dedicated to Maugrim, many people will not be conducting business or going about other affairs for fear of offending the Tyrant God, while others will carry on. Either way, the city government is taking no chances and intends to make it clear that no disruption or threat to the security of the city will be tolerated. It is oddly appropriate.&lt;br /&gt;
&lt;br /&gt;
===Kesenday, Vhast 31, 1016===&lt;br /&gt;
====Dragonieri Business Defaced====&lt;br /&gt;
A dragonieri owned business, the Smiling Gnome General Store in the Lower Trade District, was defaced with crude slogans against the Dragonieri this morning. While efforts have been made to clean it up since then, the vandalized business is now shuttered. &lt;br /&gt;
 &lt;br /&gt;
This clearly points to some anti-dragonieri sentiment being stirred up in the wake of the 'half-dragons' being left in various locales about the city.&lt;br /&gt;
&lt;br /&gt;
===Variday, Vhast 27, 1016===&lt;br /&gt;
====Sewer Catastrophe Averted!====&lt;br /&gt;
A strange rumbling sound was eminating from the sewers beneath the lower trade district of Alexandria. Brave adventurers were called in and sent beneath the sewers, where they apparently did battle with some kind of creature that was gumming up the works quite deliberately down there. Where it came from remains unclear, but the city of Alexandria owes a debt to these brave (and dirty) souls. &lt;br /&gt;
 &lt;br /&gt;
(Feel free to hassle [[Oates]], [[Kravar]], [[Jibbom]], [[Leisel]], [[Uarala]] and [[Tatyannah]].)&lt;br /&gt;
&lt;br /&gt;
===Ceriday, Vhast 25, 1016===&lt;br /&gt;
====Shadow Boxing====&lt;br /&gt;
In advance of his headbutting challenge Boshter was training some young warriors on the art of headbutting at the Festival Grounds. Fellow martial weapons aficionado, Azog was on hand to witness this lesson as was local wizard, Cesran. As the trio began to discuss the technique that Boshter was using, Azog doubtful of the prowess of the headbeat and Cesran, spewing confusing wizard terminology, they were suddenly attacked by three shadows. Azog and Boshter bravely stood their grounds as cowardly Cesran disappeared from sight. Demonstrating the superiority of the headbutt Boshter destroyed two of the shadow fiends while Azog with some very minor assistance from Cesran was able to banish the last fiend.&lt;br /&gt;
&lt;br /&gt;
This is the story that's going around the Arena, Temple of Kor local taverns and anywhere that manly men gather to discuss the new of the day. (OOC: Talk to [[Boshter]], [[Azog]] and/or [[Cesran]] for the full story)&lt;br /&gt;
&lt;br /&gt;
===Kesenday, Vhast 24, 1016===&lt;br /&gt;
====Dragon Knight Seen Again====&lt;br /&gt;
The Dragon Knight and it's great, majestic silver dragon have once again been sighted. This time it would appear that both Dragon and Knight paid a visit to the Temple of Eluna. The Knight descended into the courtyard of the Temple, then left, flying back to the ruined fort that they have since made their home.&lt;br /&gt;
&lt;br /&gt;
===Gilday, Vhast 22, 1016===&lt;br /&gt;
====Jibbom-s-====&lt;br /&gt;
Details remain vague, but reports confirm there to now be -two- Steel Von Ironblood, Bane of Night's running around. Or something. While tensions are high in certain areas, the Watch has yet to be mobilized on this spreading madness.&lt;br /&gt;
&lt;br /&gt;
===Tariday, Vhast 21, 1016===&lt;br /&gt;
====Hauntings in the City====&lt;br /&gt;
A number of hauntings were reported across the city in recent days, with spooky activity becoming the latest topic of gossip. One family, as the story goes, had their house terrorized by the not-so-imaginary playmates of their son... flying books and phantom children made their lives miserable until a group of local adventurers reportedly drove the malevolent spirits out.&lt;br /&gt;
&lt;br /&gt;
In possibly related ghost-chatter, the mansion which was the home for the auction some weeks back also seems to have fallen upon more haunted times. Furniture is said to move of its own accord, creaks and groans emanate throughout the hallways, and curtains blow and billow even in the absence of a breeze.&lt;br /&gt;
&lt;br /&gt;
The local temples have gone on record to say that there is, in fact, not a widespread spectral outbreak in the city, and these are likely isolated incidents.&lt;br /&gt;
&lt;br /&gt;
===Gilday, Vhast 15, 1016===&lt;br /&gt;
====Dragonieri Images====&lt;br /&gt;
Throughout the city, and especially in the lower parts where there are more refugees from Dragonier, various duplicated images of a dragon have been turning up on walls, streets, and more. The image is of a coppery dragon's front half, like half the image is missing. &lt;br /&gt;
 &lt;br /&gt;
How they are appearing is a mystery, but they appear to be cropping up quite frequently.&lt;br /&gt;
&lt;br /&gt;
===Tariday, Vhast 14, 1016===&lt;br /&gt;
====Prestigious Moon Under New Ownership====&lt;br /&gt;
Apparently, Lady Sandiel has come into the possession of a Llyranessi clothing shop. &lt;br /&gt;
 &lt;br /&gt;
Really. &lt;br /&gt;
 &lt;br /&gt;
Needless to say, this is contributing to a great deal of curiosity, given her usual disdain for fashion.&lt;br /&gt;
&lt;br /&gt;
===Variday, Vhast 13, 1016===&lt;br /&gt;
====A Song of Headbutting====&lt;br /&gt;
From the town criers': &amp;quot;Let it be known that Zaxx of the Adventurer's Guild sponsors a detailed song of the upcoming Headbutting Contest with no less than fifty gold coins to be paid when the song is in circulation and to be performed at midsummer and the temple of Angoron for no less than once a month until midsummer.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===Ceriday, Vhast 11, 1016===&lt;br /&gt;
====Boshter Headbutt Challenge====&lt;br /&gt;
The Arvek Nar, Boshter, has issued a standing challenge. &lt;br /&gt;
 &lt;br /&gt;
Apparently, the challenge is to break an object with your head that Boshter can not also break. &lt;br /&gt;
 &lt;br /&gt;
No. Really. The Boshter headbutt challenge is now a 'thing'.&lt;br /&gt;
&lt;br /&gt;
===Kesenday, Vhast 10, 1016===&lt;br /&gt;
====Dragon Knight Sighted====&lt;br /&gt;
During the blizzard that took place over the last couple of days, the Dragon Knight and her silver Dragon have been sighted in flight near Alexandria. Apparently, they were recently seen travelling towards the Vast before returning to the crumbling fort they've been operating out of since their arrival in Alexandria last fall.&lt;br /&gt;
&lt;br /&gt;
===Kesenday, Vhast 10, 1016===&lt;br /&gt;
====Guardsman Slain in Sting Gone Wrong====&lt;br /&gt;
Two groups of mercenaries from the Guild of Explorers and the City Guard set out together and were working in concert to trap bandits which are said to've been hassling merchants on the roads recently. They returned later that same day with several wounded guardsman and a few deceased ones as well being carried back to Alexandria for proper internment in the city's crypts. &lt;br /&gt;
 &lt;br /&gt;
The local rumor mill is indicating that both groups ran into unrelated (or was it?) trouble and were forced to give up their efforts to lure out the bandits in question.&lt;br /&gt;
&lt;br /&gt;
===Korday, Vhast 09, 1016===&lt;br /&gt;
====Snow Tapers Off====&lt;br /&gt;
The sudden snowstorm which rocked Alexandria and environs has slowed down and finally stopped. It will take a few days to dig out from under it and the snow will be around for a while with the weather generally being a good bit colder than it usually is this time of year.&lt;br /&gt;
&lt;br /&gt;
===Tariday, Vhast 07, 1016===&lt;br /&gt;
====Illothan Cult Broken Up====&lt;br /&gt;
The City Watch today is pleased to announce that a ring of Illothan Cultists, worshipers of the goddess of murder, have been either killed or apprehended. The Guard claims that these cultists were responsible for the troubles in Goblintown during the exorcism and more recently along the wall with the release of their so-called 'Blood Golems'. &lt;br /&gt;
 &lt;br /&gt;
The City Watch offers a special thank to you all the Guild of Explorer Members who assisted and took great risks for the safety of the city. [[Eligar]], [[Findrago]], [[Bennet]], [[Zippo]], [[Ulharilti Wiivai]], [[Katyana]], [[Dragomir]], [[Millicent]], [[Zippo]], [[Jonan]], [[Vuk]], and [[Fazahd]] have all received a commendation from the city and are publically thanked at the end of the announcement.&lt;br /&gt;
&lt;br /&gt;
===Variday, Vhast 06, 1016===&lt;br /&gt;
====Sudden Blizzard====&lt;br /&gt;
A sudden snow storm struck Alexandria tonight. It began snowing at around midnight and didn't stop until eight hours later. The city will begin digging itself out, but the storm blew in from over the Redridge mountains. It's thought likely an odd weather pattern from the Desolation is to blame. &lt;br /&gt;
&lt;br /&gt;
For the next day or two, the city and surrounding countryside will be struck with additional flurries.&lt;br /&gt;
&lt;br /&gt;
===Gilday, Vhast 01, 1016===&lt;br /&gt;
====Estate Sale Successful====&lt;br /&gt;
The estate sale of Renthis Banhold went quite well, according to rumor, and many miscellaneous souvenirs of a career in adventuring were purchased by those with interests in such thing. The house now lays abandoned and will soon go up for sale, no doubt, itself.&lt;br /&gt;
&lt;br /&gt;
===Gilday, Vhast 01, 1016===&lt;br /&gt;
====The Phoenix====&lt;br /&gt;
As part of the turning of the year, the Progressive Arcanist's put on quite a show! The highlight of it was the fireworks display, which began with a illusory phoenix of great size flying over Alexandria before taking off high into the sky and exploding into a brilliant display of fireworks. The phoenix, being the symbol of ALexandria's flag and its many rebirths, was a welcome sight to close out the year for many and cheers were heard throughout the city at the display.&lt;br /&gt;
&lt;br /&gt;
===Ceriday, Khael 28, 1015===&lt;br /&gt;
====Daemon Trouble====&lt;br /&gt;
It seems that it is all over, the rash of demon sightings and attacks over in the Redridge Mountains. Seems the miners of the platinum mine released a daemon (that's with an A) that used demons to cause trouble while it was gaining a base of power. It attacked and took over a local monastery, but thankfully even with some relatively minor damage, they have been freed from the daemon's control. &lt;br /&gt;
&lt;br /&gt;
There was also a rash of demons that were about just causing mischief and mayhem, but it seems other groups have already gone through and swept them up quite handedly. Though it might be wise to be cautious of the mystery meat at the Ox-Strength Tavern for a while.&lt;br /&gt;
&lt;br /&gt;
===Kesenday, Khael 27, 1015===&lt;br /&gt;
====Bandits Strike?====&lt;br /&gt;
A merchant was seen stumbling into town by the north gate today, telling a tale of masked man who came out of nowhere to strike him down and burn his wagon after pillaging it. He claims they left him a single half-copper, which some say was from the fallen kingdom of Dragonier. As this tale spreads, wary eyes are turned towards those from the fallen kingdom who've made Alexandria their home.&lt;br /&gt;
&lt;br /&gt;
===Eliday, Khael 22, 1015===&lt;br /&gt;
====Fighting Crime====&lt;br /&gt;
In response to the rising crime some adventurers have been recruited to help track down and catch those that break the law. One such group was in action recently, following a break in at a local jewelry store. One of the perpetrators was caught turned informant. Using that information the adventurers broke up the gang and recovered the jewelry. However on a darker note, the informant was found dead a couple of nights later, his body drained of all its blood...&lt;br /&gt;
&lt;br /&gt;
(Feel free to speak to [[Bennet]], [[Vuk]], [[Kade]], [[Zippo]], [[Ulharilti Wiivai]] and [[Takiyah]] about what happened.)&lt;br /&gt;
&lt;br /&gt;
===Ceriday, Khael 21, 1015===&lt;br /&gt;
====Rising Crime====&lt;br /&gt;
With the guard depleted after the fall of the Blue Lady, the cost having been so high, shadier elements in Alexandria are returning to business as usual as well. Reports of extortion, smuggling and all other manner of larceny seem to be on the rise. More rumors indicate the growth of new underground organizations born out of the refugees are quite common, with many fingers pointed at the Dragonieri most especially.&lt;br /&gt;
&lt;br /&gt;
===Korday, Khael 19, 1015===&lt;br /&gt;
====Trade Begins Again====&lt;br /&gt;
With the Azure Queen no longer present and things slowly returning to normal in Alexandria, trade is once again beginning to flourish in the city. &lt;br /&gt;
&lt;br /&gt;
More specifically, a number of Khazadi merchant airships seem to be heading northwards. Their destination is rumored to be Bludgun, oddly enough. Despite the ancient animosity between Khazad, Oruch and Giant, the delivery of tools, foodstuffs, and other sorts of things for the development of Bludugn's norther, Dragonier facing fortifications is continuing apace.&lt;br /&gt;
&lt;br /&gt;
===Tariday, Khael 17, 1015===&lt;br /&gt;
====More in the Mountains====&lt;br /&gt;
Things are getting weirder out by the mountains. Now a monk has been brought from a nearby village talking about how his monastery has been run over by some sort of evil that infected him and all of his Brothers, even the Abbot. He is now in the care of the faithful of Navros in the city but being questioned by priests of Daeus.&lt;br /&gt;
&lt;br /&gt;
===Korday, Khael 12, 1015===&lt;br /&gt;
====More from the Redridge====&lt;br /&gt;
Seems a lot have been going on over in the Redridge Mountains as of late. Among everything else, it seems that a recently rediscovered platinum mine was overrun by demons, killing everyone working there. A party sent by the owner found a few stragglers, but also reported oddities evil inside the mine. It is currently sealed off, and with one small artifact recovered, there are still questions.&lt;br /&gt;
&lt;br /&gt;
Also, in a nearby ranching village, they were experiencing disappearances as well as cattle mutilation. These too were investigated and discovered to be caused by various demons causing mayhem. What has gotten everything stirred up?&lt;br /&gt;
&lt;br /&gt;
OOC: Anyone wishing to do any investigations on these events, please @mail or page [[Elessa]].&lt;br /&gt;
&lt;br /&gt;
===Variday, Khael 09, 1015===&lt;br /&gt;
====Rumblings roused from Redridge====&lt;br /&gt;
For the past few nights there have been tales of wolf howls from the trails in the Redridge Mountains leading up to the mining settlements there. More disturbing though are rumours that ancient burial sites have been violated, releasing numbers of the unliving. Something up there in the bleak of winter must have been roused and it seems to be drawing closer to the city. Finally, an older miner comes into town, refusing to explain where his wounds came from until he gets a good stiff shot of whiskey into him. Even then he seems reticent:&lt;br /&gt;
&lt;br /&gt;
:&amp;quot;It were a.. a big dog.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
:&amp;quot;A stray you mean?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
:&amp;quot;Not 'sactly. Like someone 'ad tried to blend a dog and a man. It was tellin' those normal sized wolves and the shamblin' ones wot ta do.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
:&amp;quot;Commanding them?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
:&amp;quot;Yeah. Barely 'scaped wiv me life. Barkeep: fill 'er up!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
:Nothing coherent comes from the man the rest of the night, save to indicate that he has lost a companion on the trail in a horrific attack.&lt;br /&gt;
 &lt;br /&gt;
OOC: For more information, please contact [[Benthus]], [[Kiroth]], [[Zaxx]], [[Bennet]] or [[Larron]].&lt;br /&gt;
===Korday, Khael 05, 1015===&lt;br /&gt;
====Snow Statues====&lt;br /&gt;
Outside of the Ox-Strength Tavern one might see a strange sight. Dozens of Statues have been constructed out of snow in honor of one of the city's most famous elves, the Noble Lady Sandiel or Sandy as she is known by. Come marvel at the artistic majesty of these masterpieces before they melt into nothing. Be careful though, one of they could be the persnickety Lady Sandy.&lt;br /&gt;
&lt;br /&gt;
===Gilday, Khael 04, 1015===&lt;br /&gt;
====An Exhortation in the Market====&lt;br /&gt;
&amp;quot;We must not forget th'horrors to our north, my brothers an' sisters!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
An exhortation was roared forth from the top of a wagon in the market today by an orcish Current of Rada that goes by the name of Brother Fishbelly, apparently having something to do with Dragonier.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I know that th'wounds of our war with Bludgun are fresh... but we must bandage them an' set our differences aside, for what lies beyond threatens not just th'Bludgunni but us as well! Th'Great Dead Dragon will not stop at th'borders of goblinoid lands, no -- he will turn his blackened eyes to us as well, an' his wights an' worse will ravage our lands if he is not stopped. We must send adventurers north, send military aid north as well! HEAR MY WORDS! THERE IS SOMETHING COMING--&amp;quot;&lt;br /&gt;
&lt;br /&gt;
At this point, the town guard dragged him off the wagon and threw him in jail for public drunkenness for the evening.&lt;br /&gt;
&lt;br /&gt;
===Variday, Khael 02, 1015===&lt;br /&gt;
====Dragon in the Hills====&lt;br /&gt;
In the aftermath of recent chaos, a fishing town ran into crossroads with a wandering dragon. Whether over fishing rights, territory, or just malice, the town lost a number of workers to the creature. With help from the local sheriff, adventurers tracked it into the hills. When challenged with axe and spear, the dragon lost and fell to earth.&lt;br /&gt;
&lt;br /&gt;
The threat to the town is ended, and local sith were called upon to dispose of the dragon's body, according to tribal custom. One adventurer was heard to comment that the creature could have been a needed ally against Heth, if he'd only listened. Heth is the massive beast who singlehandedly runs what was once the mighty nation of Dragonier, controlling an army of undeath and destruction. He first took Dragonier sometime between 1008 and 1013, but with things as they were, word was understandably slow to filter out...and uncertain. &lt;br /&gt;
 &lt;br /&gt;
OOC: A big, big thanks to Hurricane for running this! You rock, especially doing this on the fly. :3&lt;br /&gt;
OOC2: For rumors about the scene, contact [[Fishbelly]], [[Kravar]], [[Tatyannah]], [[Zarr]], or [[Ormarr]].&lt;br /&gt;
&lt;br /&gt;
==End Cannibal Queen Arc==&lt;br /&gt;
===Tariday, Quintoos 26, 1015===&lt;br /&gt;
====Damage Report====&lt;br /&gt;
With the City-wide efforts leading to the expulsion of the Cannibal Queen, there is also a lot of damage. According to authorities, the damage report for the city of Alexandria is as follows: &lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
:'''Temple Square:'''  The roof of the Temple of Tarien has been /blown off/. It is now roofless. Most of the windows in the temple district have been shattered. There is a giant hole on the side, a lucht-sized dent in the dome, as well as previous damage, to the Temple of Daeus.&lt;br /&gt;
 &lt;br /&gt;
:'''Riverfront:''' The riverfront district bears a /lot/ of damage. A gret deal of fighting went on down there that ended with a gret deluge of water flooding the distrct, though briefly. The docks suffered significant damage and will take a great deal of time to repair. &lt;br /&gt;
 &lt;br /&gt;
:'''City-wide:''' The mana lights are all having to be replaced, bit by bit. It won't take too terribly long, but the city is going to be darker than usual for a while. &lt;br /&gt;
 &lt;br /&gt;
:'''Bank:''' The bank of Alexandria suffered not one, but /two/ assaults. The second one was more damaging than the first and explosives cracked a bank vault. Unsurprisingly, the bank is now under extremely heavy guard. &lt;br /&gt;
 &lt;br /&gt;
:'''Goblintown:''' Goblintown is recovering from its riots and panics nicely. Since most of the buildings there are rather ramshackle, they've been deconstructed and reconstructed in record time. Artifice helps, too. &lt;br /&gt;
 &lt;br /&gt;
:'''City Defenses:''' A section of the norhtern wall, close to the western edge, was apparently disintegrated by a now slain creature, but barricades and guards have been placed at this brach until such time as members from the appropriate guilds can devise a strategy to patch the hole in the walls. &lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
...There are probably some damages I am not including here, but these are the ones I was able to gather together! If I'm forgetting something, let me know and I'll add it in! - Whirl&lt;br /&gt;
&lt;br /&gt;
===Variday, Quintoos 25, 1015===&lt;br /&gt;
====The End of the Queen====&lt;br /&gt;
Late on the second day of the Exorcism, the ritual completed. &lt;br /&gt;
&lt;br /&gt;
In doing so, it literally exploded just about every window in the Temple District, every window, especially on the Temple of [[Tarien]], and literally ''blew the roof off'' said temple. Turns out that exorcism was being held in there -- and now it is done. At last. Between Kulthian machines, evil doppelgangers, and the Queen's own infected minions, the cost was high and dozens have been left dead, and that's not even getting into the other events of the day. The bank robbery, a rumored trip by agents of Alexandria to Merkabah, undead still loose in the city, the creation of something called 'The Blood Golem' and much, much more. &lt;br /&gt;
&lt;br /&gt;
There were threts large and small, but all of them, one after the other, was confronted and defeated by heroes worthy of the city of Alexandria. &lt;br /&gt;
&lt;br /&gt;
The City Council has issued an edict that for the next week there will be a time of mourning and celebration. Mourning those who were lost, but celebrating what was saved. The [[Vardama|Vardamans]] will be very busy.&lt;br /&gt;
&lt;br /&gt;
===Quintoos 11, 1015===&lt;br /&gt;
====Variday, The Exorcism: Day One Completion====&lt;br /&gt;
 &lt;br /&gt;
The day started off well enough. Though the air was tense, nothing occurred of any real import until the closing hours of the day. &lt;br /&gt;
 &lt;br /&gt;
The barricades around the Temple of Daeus were completed and soldiers and adventurers of the Explorer's Guild -- mercenaries really -- were assigned to watch over the Temple district. Others were assigned to the docks, anticipating the arrival of an attack force of vengeful Sahuagin who were no doubt incensed over the destruction of their underwater home by the Planar Disjunction Cannon (better known as the spell cannon). &lt;br /&gt;
 &lt;br /&gt;
As all these preperations were under way, preperations of another sort were beginning. The guards, early in the day, had heard whispers that there was going to be some kind of plan enacted by a local criminal. They dispatched a team of savvy individuals to arrest him. Tracking him down, they found out that he was planning to attack the Bank of Alexandria, taking advantage of the Guard's distraction and thin stretchedness. His plan was foiled and the criminal slain by a team of adventurers, though not without great difficulty. The bank robbery was foiled and the stolen loot returned, but for that which was given to the heroes for foiling the plan. &lt;br /&gt;
 &lt;br /&gt;
As night fell, several explosions rocked the city. &lt;br /&gt;
 &lt;br /&gt;
The first were at a building in the lower trade district. There, an explosion blew out the top floor of a building. Witnesses report several adventurers leaping from the window shortly thereafter. It was followed by a couple of secondary explosions from within the building. There is no official comment on the operation at this time, but the fires were quickly brought under control by civilians and guardsmen working hand in hand to contain the damage. &lt;br /&gt;
 &lt;br /&gt;
More explosions rocked the city, though, as the attack on Alexandria got truly underway. In the Temple District, an explosion blew open a hole in the temple of Daeus' side. Witnesses report that the Guards were confronted with bombers mind-controlled to blow themselves up on the premises. As this happened, cylinders began raining from the sky in a manner not seen since the days of the Illuminated Order war years ago, spitting out faux-Kulthian horrors all over the city -- though thankfully nowhere near as sophisticated as those used by the Illuminated Order. The heart of the attack, and the greatest number of these, was at the Temple District. There, the paladins of the various faiths and their clerics, along wiht numerous heroes, battled valiantly to contain the threat and drive it back so that the ritual wouldn't be interrupted. Only the Tarienites were absent, apparently enmeshed into an on-going party that doesn't seem to have stopped to this hour. &lt;br /&gt;
 &lt;br /&gt;
While the 'Kulthian' attacks seem to've petered out, that wasn't the end of the night's drama. &lt;br /&gt;
 &lt;br /&gt;
First, there was an alarm sounded at the Castellum. Apparently, something went terribly wrong there. Rumors say that the guard had briefly lost track of the location of several Council Members. A couple hours later, the all clear was given and everyone was assured by city officials that nothing had happened. A mistaken, false alarm. Those skeptical of this whisper that inside sources indicate some sort of demonic attack had taken place and that Lady Rawyn was kidnapped. An edict issued by her countering this rumor came not long after. &lt;br /&gt;
 &lt;br /&gt;
As the night continued, the expected Sahuagin attack came. Hordes of the angry fishmen swarmed the docks, setting several warehouses a blaze. The guard put their plan into effect and destroyed the undersea tunnels that were being used by them to funnel troops close to Alexandria without leaving them exposed to coastal defenses. Several adventurers took part in the battle, making a heroic stand that saved countless lives here as well. &lt;br /&gt;
 &lt;br /&gt;
While Alexandria is still in peril, the hard fought victories on the first day of the Exorcism show that their resolve is unshakeable. They are united in their desire to defeat the Queen and the agents of her discord will not stop them.&lt;br /&gt;
&lt;br /&gt;
===Variday, Quintoos 04, 1015===&lt;br /&gt;
====Attack on West Gate====&lt;br /&gt;
Last last night, sounds of battle could be heard from the west gate of Alexandria, as well as a few late alarms. The rumor, is that something putrid attacked the gate, parents using booger slinging children to attack people guarding the gate. The rumor also states that the wall was partially brought down by vines. The upper wall is missing, but the lower sections and the surrounding areas are fine, however the wall has been charred by fire, with the vines have been burned away. &lt;br /&gt;
 &lt;br /&gt;
OOC: Those who wish to inquire should speak to Kilian, Deril, Kiroth, Holdan, Fishbelly, Caris, or Raethon for details.&lt;br /&gt;
&lt;br /&gt;
===Variday, Rhaltaas 28, 1015===&lt;br /&gt;
====Guards, guards everywhere====&lt;br /&gt;
The city is on lockdown. &lt;br /&gt;
 &lt;br /&gt;
Sort of.&lt;br /&gt;
 &lt;br /&gt;
There are city watchmen /everywhere/. Everyone has been called onto duty, and the Guild of Explorers is assisting in the effort. There are patrols around every corner, it'd seem. Hell, they're even in goblintown, which is causing some tension with the local [[Gobbers|goblin]] and [[Arvek Nar]] militia. &lt;br /&gt;
 &lt;br /&gt;
In other words: the city seems quite ready for /anything/.&lt;br /&gt;
&lt;br /&gt;
===Eliday, Rhaltaas 27, 1015===&lt;br /&gt;
====Lights Out====&lt;br /&gt;
Every light in the city of Alexandria -- that is to say, every mana based lamp or torch that lights public areas, has now gone out. City officials claim that it's merely a technical issue, but it's proximity to the impending 'exorcism' of the Azure Queen can't be any coincidence. &lt;br /&gt;
 &lt;br /&gt;
Regardless, they're /out/ and nobody knows when they'll be working again.&lt;br /&gt;
&lt;br /&gt;
===Eliday, Rhaltaas 20, 1015===&lt;br /&gt;
====An Installation at the Fernwood====&lt;br /&gt;
A marvel!&lt;br /&gt;
&lt;br /&gt;
A catastrophe!&lt;br /&gt;
&lt;br /&gt;
A...a...unique and wondrous gift to the people of Alexandros!&lt;br /&gt;
&lt;br /&gt;
Rumors fly as wildly as opinions. In the midst of the cloud hanging over the City...one of the [[Khazad]] trading companies (who are even now working to re-establish pre-Mist trade routes all over the world) has bequeathed the loan of a grand instrument to the people of Alexandros. &lt;br /&gt;
&lt;br /&gt;
The Harp of the Undermountain, it is declared, is a marvel of not only performance but of khazad craftsmanship. As most harps are small so that they may be carried, the Harp the sponsor boasts, is as large as three khazadi side by side.&lt;br /&gt;
&lt;br /&gt;
The [[Sildanyar|sildanyari]], who are traditionally known for their fine harps and similar instruments, have near universally expressed their...doubt.&lt;br /&gt;
&lt;br /&gt;
Among certain circles, reactions range from doubt to disbelief to a...guarded interest. &lt;br /&gt;
&lt;br /&gt;
Nevertheless, the Masterbuilder-based company, By My Beardstrings, is set to reveal its creation within the week. An installation within the reknowned Fernwood Pub. A number of performances, they say, are scheduled soon after.&lt;br /&gt;
&lt;br /&gt;
===Eliday, Rhaltaas 20, 1015===&lt;br /&gt;
====Temple of Daeus Barricades====&lt;br /&gt;
Additional barricades are being erected around the Temple of [[Daeus]], and additional guards have been placed about it. It would appear that the Temple is taking great lengths to secure itself from any potential violence. No doubt this has something to do with rumored ritual that is to come.&lt;br /&gt;
&lt;br /&gt;
===Tariday, Rhaltaas 08, 1015===&lt;br /&gt;
====The Collection is Complete====&lt;br /&gt;
Rumors are flittering out of the Temples that the collection of holy objects is now complete. One imagines it's only a matter of time before they're put to use. Their location is unknown for security reasons, of course, but just as one can imagine that they'll be soon used, one can also imagine that 'secure' only means that nobody has tried to steal them. &lt;br /&gt;
 &lt;br /&gt;
Yet. &lt;br /&gt;
 &lt;br /&gt;
The air of tension in the city continues exhaustively, but due to the efforts of the adventurers and the city guard, things are still stable. &lt;br /&gt;
 &lt;br /&gt;
For now.&lt;br /&gt;
&lt;br /&gt;
====Visitors to the Dragon and it's Knight====&lt;br /&gt;
Recently, two separate individuals -- one woman and one armored knight, were seen being seen at separate times heading off to the nearby ruined fort where the Dragon and it's Knight are said to be making their home during their visit to Alexandria. People are speculating as to what role they might play in events going forward, especially with regards to the so-called 'Exorcism' of the 'Azure Queen'.&lt;br /&gt;
&lt;br /&gt;
===Tariday, Rhaltaas 08, 1015===&lt;br /&gt;
====Fizzleton's Circus of Marvels!====&lt;br /&gt;
The gobber-run circle known as Master Fizzleton's Circus of Wonders is in town!&lt;br /&gt;
&lt;br /&gt;
It isn't set up yet, because rumor has it that Master Fizzleton just led an expedition to the fabled Isle of the Gargantua, and came back with a magnificent beast to display at the circus once they're ready to show their marvels to the sight-seers of Alexandria.&lt;br /&gt;
&lt;br /&gt;
The usual protests by druids have begun outside their camp beyond the city walls.&lt;br /&gt;
&lt;br /&gt;
===Variday, Daeshen 30, 1015===&lt;br /&gt;
====Ableskein Asylum Burns====&lt;br /&gt;
Terrible news comes back to Alexandria. Dozens of inmates sent to the once well-reputed Ableskein Asylum Home are now dead. Families grieve and search for answers as to what befell them, but all the surviving management can manage is broken accounts of terrible nightmares and waking to a house broken by the Azure Queen. Many former patients are being returned to their families and the care of the Althean church when that is not an option. The survivors are all shaken, and it will be some time before they feel safe enough to speak of their experiences. The Asylum itself is barred to all entry and being investigated by the [[Althea|Altheans]] and Alexandrian Constabulary. All that's known is that [[Jibbom]] and a few others were recently there on suspicious business, and much of the interior of the building itself is blackened and burned out.&lt;br /&gt;
&lt;br /&gt;
===Variday, Daeshen 30, 1015===&lt;br /&gt;
====Food Additives====&lt;br /&gt;
Rumors of a commotion at the Ox this evening circulate. What exactly it was is unclear, though the words 'infestation' and 'that place!' are overheard. &lt;br /&gt;
&lt;br /&gt;
Well.&lt;br /&gt;
&lt;br /&gt;
It's the Ox, right?&lt;br /&gt;
&lt;br /&gt;
OOC: Speak with [[Ulharilti Wiivai]], [[Mel]], [[Zalara]], or [[Mikilos]] for details!&lt;br /&gt;
&lt;br /&gt;
===Ceriday, Daeshen 28, 1015===&lt;br /&gt;
====A light in the night====&lt;br /&gt;
In the early twilight hours of the morning, a great beam of energy streaks from the Red Ridge Mountains out into the open sea. There is a great commotion and giant waves crash against the cliffs of Alexandria. The Tornmawr will be running high for several days. &lt;br /&gt;
 &lt;br /&gt;
The spell cannon has been fired.&lt;br /&gt;
&lt;br /&gt;
====Rumors from the North====&lt;br /&gt;
Bludgun is an isolationist nation. &lt;br /&gt;
 &lt;br /&gt;
It's been one since the end of the [[Sendor|Sendor War]] and the vanishing of King Harshtone. Now ruled by the largely mysterious ====Council of the Fireborn====, they====ve largely closed their borders but to traders who====ve worked out arrangements for the deliveries of desperately needed goods. Now those same traders are reporting that [[Bludgun]] seems to be engaged in some kind of fortification effort along its north border. &lt;br /&gt;
 &lt;br /&gt;
Of course, this fortification effort should come as no surprise, as its northern border is the one they share with the fallen nation of [[Dragonier]]. While not the first such effort, this latest one is said to be the most extensive effort at walling the giant-lead kingdom off from the danger that Heth and its minions represent. Of course, it also serves to keep those still continuing the struggle against Heth and other refugees out as well.&lt;br /&gt;
===Eliday, Daeshen 15, 1015===&lt;br /&gt;
====Pilgrims Again====&lt;br /&gt;
Once more, the trek to the holy Eidolon Court is open to pilgrims who wish to go and hear the Hymn of Creation. The first such group returned this evening, though many of those who went looked more subdued and concerned than one would expect on such a joyous occasion. &lt;br /&gt;
 &lt;br /&gt;
Soon thereafter, rumors begin to surface about some kind of divine vision having been witnessed by some of the pilgrims there, where they were warned about the 'the children of the first born' and how they will 'rise'. &lt;br /&gt;
 &lt;br /&gt;
As if Alexandria needed /more/ to worry about while it untangles the thorny problem of the Azure Queen and her influence.&lt;br /&gt;
&lt;br /&gt;
===Korday, Daeshen 12, 1015===&lt;br /&gt;
====A Queen's Ransom====&lt;br /&gt;
Returning gloriously from the mountains is an expedition that uncovered what appears to be one of the largest treasure troves of art recovered from the Sorceress Wars in at least several years. &lt;br /&gt;
 &lt;br /&gt;
The art in question, found by an expedition lead by two treasure hunters, Maxwell Saymoore and Selma Blayworth, were hot on the trail of merely one magical item, a lyre constructed by an elven bard seven centuries ago with exquisite skill, when they soon learned that they might be on the trail of something much more valuable. &lt;br /&gt;
 &lt;br /&gt;
&amp;quot;We're very proud of this accomplishment. We couldn't have done it without working together from beginning to end,&amp;quot; Maxwell is said to have noted. &lt;br /&gt;
 &lt;br /&gt;
The art is now being housed in various city storehouses under lock and key until artistic evaluators, Ceinarans, Reosians, and more have had the chance to look at it. An effort will be made to return the art to its proper owners or their inheritors. &lt;br /&gt;
 &lt;br /&gt;
This may prove problematic, however, and disputes over appropriate succession are likely to arise. &lt;br /&gt;
 &lt;br /&gt;
OOC: Talk to [[Zippo]], [[Jensine]], [[Jex]], [[Kojot]], [[Kravar]], [[Millicent]], [[Gwendolyn]] for information.&lt;br /&gt;
&lt;br /&gt;
===Gilday, Daeshen 11, 1015===&lt;br /&gt;
====General Bloodeyes Appears====&lt;br /&gt;
The village of [[Alexandros|Vandran]], not far outside the gates of Alexandria, was recently &amp;quot;taken hostage&amp;quot; by a chieftain from [[Bludgun]]! In truth he was here seeing about opening trade relations with some unknown guild through a human middle-man named &amp;quot;Mr. Shram&amp;quot;. General Bloodeyes, a huge ogre, and his gang set up outside of Alexandria and &amp;quot;convinced&amp;quot; many traveling merchants to come and caiter to them before soldiers from the city could establish proper detours.&lt;br /&gt;
&lt;br /&gt;
A group of adventurers made their way to the camp and learned that General Bloodeyes was going to judge Alexandria's worth for trade based entirely on the stories and performances of that group of adventurers, and that once he had had his fill of entertainment he planned to leave. Not entirely prepared for the task, the adventurers made a wide range of performances, though General Bloodeyes seemed most interested in the storytelling (even if some of the stories were a bit far-fetched).&lt;br /&gt;
&lt;br /&gt;
Satisfied with the performances, General Bloodeyes agreed to open a trade route to Alexandria, and both he and his men were gone by dawn the next morning. In the end, trade was momentarily disrupted and the village of Vandran will not be quick to forget the stressful visit, but things turned out well enough.&lt;br /&gt;
&lt;br /&gt;
===Tariday, Daeshen 10, 1015===&lt;br /&gt;
====Word Spreads====&lt;br /&gt;
Word spreads rapidly through the city of Alexandria that one of the few remaining Dragon Knights of the lost nation of [[Dragonier]] is en route to Alexandria. The Dragon Knights were an esteemed order in their heyday, a glorious organization that kept the borders of Dragonier safe and brought justice to the world. Many a time they reached out to help Alexandria in its time of need, up to and including the Sendor War whose conclusion catapulted Alexandria into 'the mists' for five long years... at least to everyone who wasn't in Alexandria. &lt;br /&gt;
 &lt;br /&gt;
During Alexandria's sojourn into the Mists, the Dragon Knights extended their influence into the greater world once more to try to balance delicate political forces, most notably in incinerating a warlord of Dran who refused to take heed of their warnings during a period of expansion and aggression by its war-like people. Busy putting out fires all over hte world, they were ill-equipped when Heth rose and struck down the great golden dragon who ruled the ancient nation and murdered many other slumbering dragons. Though the Dragon Knights fought valiantly to save their country, they were no match for Heth and their final ill-fated charge against the great beast is commemorated in the now famous Bardic Song 'The Last Flight Of the Dragon Knights' by Peville Arborni of the [[Mythwood]]. &lt;br /&gt;
 &lt;br /&gt;
It is, perhaps, ill-named. After all, there a few dragon knights left. But what purpose could bring one to Alexandria? Rumors indicate that he aims to speak with several adventurers about recent events in Dragonier they were witness to.&lt;br /&gt;
&lt;br /&gt;
====The Azure Queen==== &lt;br /&gt;
More of a malevolent entity than a tangible force, the so-called Azure Queen has been an urban legend for some time. Often associated with acts of cannibals (hence her so-called title of 'Queen of the Cannibals', the Azure Queen is at the heart of many of the troubles that plague Alexandria as of late and it has been learned that she is an all too real force for evil even if her nature remains unknown. &lt;br /&gt;
 &lt;br /&gt;
Evidence of her influence can be seen all around as conflicts go worse, pushing families and neighbors into fighting each other over increasingly petty things, business owners devour their own coffers in greed, and merchants hoard their stocks, but there is always a very real, /root/ problem that it stems from. She just seems to make a bad thing /worse/. &lt;br /&gt;
 &lt;br /&gt;
Then there are those more directly afflicted -- actual men who've turned to the practice of cannibalism, claiming to follow 'the lady in blue' and her path. Once such cannibal was hanged after being caught and shouted about how she was 'coming'. Since then, indeed, things have steadily increased in tension all about the city. &lt;br /&gt;
 &lt;br /&gt;
The Churches of Alexandria have declared a plan to exorcise her spirit and purge the region of her taint. Adventurers from Alexandria have been dispatched across the land, hunting down the holy relics necessary for this act. In the meantime, other methods of battling her, and stemming the tide of her influence, continue to be explored.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Eliday, Daeshen 08, 1015===&lt;br /&gt;
====Fires in Goblintown====&lt;br /&gt;
Recently, a firebroke out in the central Goblintown district. It was quickly doused through fast-acting explorer's guild members along with local Goblintown militia. The explorer's guild and militia were apparently on hand to arrest a wanted fugitive. &lt;br /&gt;
 &lt;br /&gt;
More strangely, however, are reports of azure-hued goblins that attacked the adventurers, a worrying sign that the madness of the so-calld 'Cannibal Queen' might've spread into Goblintown itself.&lt;br /&gt;
&lt;br /&gt;
===Ceriday, Daeshen 28, 1015===&lt;br /&gt;
====The Death of Teakettle====&lt;br /&gt;
An announcement is posted all over the city, announcing the death of Captain Teakettle in a major operation to end the pirate threat to Alexandria's shipping and trade. Teakettle, notorious for his stack on Alexandria by slipping up the Tornmawr in a submersible, is a known cannibal and thought to be a mad man in the service of the Azure Queen. The lucht Pirate's head, taken in battle, is now mounted on a spike near the gates of the Castellum for all to see. &lt;br /&gt;
 &lt;br /&gt;
In addition, it is announced that the spell cannon has been used to destroy a major threat to Alexandria. Recently, numerous adventurers hunting for Teakettle's base found a Sahuagin military base beneath he sea where they were gathering some sort of army and conducting dark rituals to their God. The Spell Cannon has been used to annihilate this base and to remove the threat of the Sahuagin from the city's side -- or so it is claimed. Many speculate the spell cannon was used as a show of force to ensure other nations that Alexandria's defenses are secure. Open debate on this matter, and the use of such Kulthian technology by the city government, has spurred many arguments already. &lt;br /&gt;
 &lt;br /&gt;
That said, all of it, Teakettle is dead and the back of the pirate operations broken. All that's left now is to dispel the spirit of the Azure Queen, if such a thing is truly possible.&lt;br /&gt;
&lt;br /&gt;
===Eliday, Daeshen 08, 1015===&lt;br /&gt;
====The Cannon Moves====&lt;br /&gt;
Today, the great turret of the Planar Disjunction Cannon, sitting in the Red Ridge Mountains, turned and now faces out over Alexandria -- aimed towards the sea.&lt;br /&gt;
&lt;br /&gt;
===Korday, Callem 22, 1015===&lt;br /&gt;
====An End To Wasps====&lt;br /&gt;
Reports from the Mythwood Wardens indicate that the threat from the felwood wasps has been contained. A group of adventures recently stormed the nest and put an end to its taint! The injured wardens are finally beginning to recover and the peril the villages outlying to Alexandria were in has now been dealt with. One more situation dealt with. &lt;br /&gt;
 &lt;br /&gt;
(Thanks to Rogun, Sebropert, Ferawyn, Elgin, Eligar and Brom! Especially to Sebropert for taking point on organizing and getting this IC situation handled and everyone else who contributed to this. Also, big thanks to Lahar for tackling the storyline in the first place!)&lt;br /&gt;
&lt;br /&gt;
===Variday, Callem 19, 1015===&lt;br /&gt;
====Forest Fire====&lt;br /&gt;
Travellers are reporting that a forest fire is still burning north of Alexandria -- laying closer to the [[Mythwood]] than to Alexandria proper. Rumor is it was started by a sorcerer -- a sorcerer who is untrained and now in the care of the Mythwood Wardens. Another example, some elves say, of humans failing to keep their magical house in order.&lt;br /&gt;
&lt;br /&gt;
===Korday, Callem 15, 1015===&lt;br /&gt;
====Sildanyari Dance Party?====&lt;br /&gt;
From an article in this week's Alexandrian Tribune... &lt;br /&gt;
 &lt;br /&gt;
&amp;quot;I am unclear what precisely was being celebrated by the [[Sildanyar|Sildanyari]] of the city today but a procession was seen prancing and dancing in fine form through the markets and warehouse district. This reporter has never seen anything like it though I am a bit concerned about their choice of footwear. Still, one never knows with Sildanyar--they are a touchy folk. Still, it is always wonderful to see individuals fully embracing their cultural heritage so this reporter says Prance on!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===Tariday, Callem 6, 1015===&lt;br /&gt;
====Settlings====&lt;br /&gt;
Efforts proceed to banish the so-called 'spirit of the Azure Queen, with groups of adventurers being sent far and wide to gather 'holy relics' for the various churches that will be participating the ritual. Some are said to have been returned already, but the churches and the government are refusing to issue any confirmations for security reasons. &lt;br /&gt;
 &lt;br /&gt;
More of ALexandrian's militia have been deployed to the city streets to assist the Watch. While they are taking a back seat, technically, to the City Watch's authority, some tensions are becoming visible between the two organizations. &lt;br /&gt;
 &lt;br /&gt;
A group of Dragonieri refugees were recently called to the Castellum to speak of the horrors witnessed during the fall of the kingdom to the dragon known as 'Heth'. After this meeting, the newly functional and restored Planar Disjunction Cannon that lays within the Red Ridge Mountains, more commonly referred to as the 'Spell Cannon' had its turret rotated to the north, where it has remained since. &lt;br /&gt;
 &lt;br /&gt;
The Alexandrian Navy continues its efforts to hunt the Lucht Suil pirate, Captain Teakettle, and has reported to the populace that it is closing in on him and will soon put an end to his threat. 'He will serve as a warning to all who choose the path of piracy'. &lt;br /&gt;
 &lt;br /&gt;
With the reduction in patrols outside of Alexandria, due to the forces being called to the city itself, banditry is becoming increasingly prevalent along the roads into and out of Alexandria, not to mention the increased threat from dangerous monsters that are still a problem in the region. Armed bands of Alexandrian advenrurers have been dispatched to quell the problems, but until regular patrols can be resumed and tension in the city itself decrease, it will remain a problem.&lt;br /&gt;
&lt;br /&gt;
===Korday Aestry 11, 1015===&lt;br /&gt;
====The Hunt for Teakettle====&lt;br /&gt;
Word spreads from the river folk and wandering lucht that the popular River's Rest Inn, located not too far from Alexandria, has been a hub of madness. A group sent to investigate the whereabouts of the elusive pirates in their Kulthian submersible stumbled upon a cult of crazed maneaters. Shockingly, it was not ogres or other savages who had seized control of the locale, but man eating man as the stories go. ''St-eww'' seems to be the phrase of the day. The authorities and clergy are looking into the matter, because the inn's shrine to Rada has been desecrated and several questions remain unanswered.&lt;br /&gt;
    &lt;br /&gt;
(Kojot, Remethaer, Kilian, Thorarna, Brom, Solace, Niama, and Zaxx are to blame. Talk to them first if curious. :))===Thu Aestry 11===&lt;br /&gt;
&lt;br /&gt;
===Tariday Aestry 02, 1015===&lt;br /&gt;
====Pirates Raid Alexandria====&lt;br /&gt;
It had been a beautiful day along the banks of the Tornmawr, but it quickly became a spectable. The Alexandrian river patrol had captured the infamous Captain Yuvan, a halfling pirate who had been pillaging the shores of the region, and others, for many years. He apparently surrendered outright to the navy without even a fight, and asked only to make a statement in Alexandria. While details vary on the exact nature of that statement, it would appear that not all pirates were so eager to let him get out of the business. &lt;br /&gt;
 &lt;br /&gt;
As the pirate crew moored their ship and was manacled on the docks, a second pirate ship -- some sort of iron submersible vehicle -- emerged from the water and opened fire on the Alexandrian vessels with mounted magitech cannons. Fire was exchanged between both of them as the iron ship rammed the docks and spilled forth a squadron of pirates, intent on preserving their secrets and inflicting casualties upon the Alexandrian people. &lt;br /&gt;
 &lt;br /&gt;
A fierce battled ensued and the pirates were eventually driven back before they could capture Captain Yuvan and most of his men. The Alexandrian navy has vowed retribution for the attack and the Ruling Councuil has indicated that no stone will be left unturned in their pursuit, while merchants whose business lies along the Tornmawr already whisper fearfully about what they could possibly do to protect themselves from this vessel and make plans for airship or travel by land until the situation is 'resolved'. &lt;br /&gt;
 &lt;br /&gt;
Where did this metal ship come from? Will it attempt to raid the city again? Or will the Alexandrian navy adn its allies destroy it before it can strike? Only time will tell.&lt;br /&gt;
&lt;br /&gt;
====Brief Festival====&lt;br /&gt;
A brief event of some sort broke out without warning in the marketplace this afternoon. Dozens of children swarmed the area, singing songs and offering good cheer to the merchants of the area. Wizardly entertainments were present, and at least one magical lion ride. The children are apparently members of a new club sweeping the youth of the city, promoting inspiration and good cheer. Members can be seen wearing copper braclets, reading an enigmatic 'WWJD?' &lt;br /&gt;
&lt;br /&gt;
A brief scuffle broke out shortly after the festival between children promoting a halfling leader, and others loyal to a gnomish one. Reports of a third group wearing tunics of 'WWSvID?' are unconfirmed.&lt;br /&gt;
&lt;br /&gt;
===Tariday Firetide 18, 1015===&lt;br /&gt;
====Spell Cannon, Reclaimed!====&lt;br /&gt;
Today, the Council of Alexandria announced that they have officially reclaimed the Spell Cannon complex with the aid of members of the Explorer's Guild. In a combined Alexandrian/Myrrish operation, the Planar Disjunction Cannon (the spell cannon for shirt) which was once fired upon the Eidolon Court by the Blasphemer, Augustus Alexandroa, and upon the floating Fortress City of Merkabah, during the Illuminated Order War, vis to be brought back online to protect the city from any threats -- such as the the threat of Heth from Dragonier, or of Charn's armies. Myrrish and ALexandrian technical expertise is presently working together to ascertain how much damage was done during its years of dormancy under a spell of petrification, rendering it unusable until now, but the Council assures all that the cannon, and authority upon its use, are solely in Alexandrian hands.&lt;br /&gt;
&lt;br /&gt;
===Tariday Firetide 11, 1015===&lt;br /&gt;
====Mab Ranting====&lt;br /&gt;
Rumors abound through the goblin population of Alexandria that Mab Smottle has been banned from Ma Rosie's Gambling Hall, after going on a bizarre and entirely unprovoked(?!) rant against artificery and artificers. Although the details of the rumors vary significantly (sometimes involving a generously-hipped elf laughing herself sick), the fact is that Mab was dragged out of the hall and dumped in a horse trough. This has not helped Mab's standing amongst other goblins at all, and she is apparently said to be steaming mad about it. Or at least having to steam her clothes. Rumors are hard.&lt;br /&gt;
&lt;br /&gt;
===Gilday Jun 19===&lt;br /&gt;
====Blue-Tinged Xorns====&lt;br /&gt;
While the spell cannon has been reclaimed, it has not been without consequence. The elements are still not completely settled by the formerly petrified cannon and there are rumors of strange, blue tinged creatures lurking in the mountains still. These reports are being taken seriously and these creatures ar being actively hunted. &lt;br /&gt;
 &lt;br /&gt;
(Bonus points for any PRP which involves hunting 'Maddened, blue tinged Xorns'. )&lt;br /&gt;
&lt;br /&gt;
===Variday Firetide 10, 1015===&lt;br /&gt;
====Swarm Tactics====&lt;br /&gt;
Merchants and travelers passing through Vadran village speak of a large ebony Sith'Makar and his red-headed companion collecting a team to voyage into the dark recesses of the Felwood. The wood is angry, and forces beyond its control need to be quelled. A call has been put out to friends of the wood, and friends of Vadran to find the source of the giant wasp menace and bring it to a halt. &lt;br /&gt;
&lt;br /&gt;
OOC- For those that have been participating in the Vadran village plots, and/or would like to RP or help in adventures within give Sebropert or Ferawyn a holler. We have four interested parties so far, but I want to try to get anyone who would like to be involved to come along. This will be a Whirl/Beaglefarts thing, and should be a lot of fun. Or our doom. Depends on how you interprete them giggling every time they mention it to me. &lt;br /&gt;
&lt;br /&gt;
Dates - I am shooting to get this done in the next week or so, and it will probably be a two parter (Of course time is fluid, and it will get done when people are available). Right now we can't do the 13th or 14th, but most other days are open. Page or mail me with your availabilities, and we'll run it by our lovely GMs and see when they can do it. Until then we can RP to pass along information or discuss strategy.&lt;br /&gt;
&lt;br /&gt;
===Kesenday Firetide 07, 1015===&lt;br /&gt;
====A Village Saved====&lt;br /&gt;
The tiny village of Borm, on the edge of the Red Ridge Mountains, was recently the scene of an operation by Guild of Explorer's members in the employ of the city of Alexandria. Borm was apparently subject to a maddened wizard gating in horrible flying-head monsters (no, really) which, rumors say, apparently had the ability to transform OTHER people into similar flying head monsters. (No! Really!) &lt;br /&gt;
 &lt;br /&gt;
The wizard has apparently been destroyed, but numerous flying head monsters (we're not joking here) are apparently on the loose in the countryside. A bounty has been placed on them (to some scoffing) and life is slowly returning to normal for the villagers left behind. &lt;br /&gt;
 &lt;br /&gt;
(In short, PRP fuel for anyone who wants to run a PRP where folks get to hunt down and murder Vargouilles. Those creepy things!)&lt;br /&gt;
&lt;br /&gt;
====Arena Champions====&lt;br /&gt;
In the western edge of the city a clarion call of brass trumpets sounds...&lt;br /&gt;
&lt;br /&gt;
...the call is picked up deeper in the city and then re-played onward and forward until the sound can be heard at every point within the city.&lt;br /&gt;
&lt;br /&gt;
Within an hour a herald stands in every plaza, &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Hear Ye, Hear Ye,&lt;br /&gt;
&lt;br /&gt;
Let it be known that on the 30th day of Hattan in the year of 1015 that the battle of Snowbarrow Pass did commence in the Great Arena of Alexandria. Know that the Champions of Thane Lofriek did battle the Royal Guard of the Lizard King Ghall-ka; And that upon this day, as was so in ages past, the Champions of Lofriek did defeat the forces of Ghall-ka and claim victory in Snowbarrow Pass.&lt;br /&gt;
&lt;br /&gt;
Hear now the names of you Champions for this day is theirs!&lt;br /&gt;
&lt;br /&gt;
Hunter Bromormodin Thundercleaver of Clan Stonesmasher&lt;br /&gt;
&lt;br /&gt;
Sir Eligar, Knight of Peace&lt;br /&gt;
&lt;br /&gt;
Gunnhilde Sturremsdottir, a Shield Maiden of Volstengrad&lt;br /&gt;
&lt;br /&gt;
Artifice Archivist Jex&lt;br /&gt;
&lt;br /&gt;
Nadara, Ower of so Many Debts to Rada, She's Not Even Kidding&lt;br /&gt;
&lt;br /&gt;
Takholden Windsbreath, Adventurer from the Vast&lt;br /&gt;
&lt;br /&gt;
**&lt;br /&gt;
&lt;br /&gt;
Let no /Lawful Request/ made by these Champions go unconsidered by the /True/ citizens of Alexandria until the dawning of tomorrow!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Gilday Firetide 5, 1015===&lt;br /&gt;
====From the Frozen North====&lt;br /&gt;
The Chaos hasn't benefited most places...but the Arena isn't most. Its draw always the fire of adrenaline, it now boasts exotic warriors from exotic locales, as well as the pride of local heroes. &lt;br /&gt;
&lt;br /&gt;
Other nations have taken notice.&lt;br /&gt;
&lt;br /&gt;
A band of oruch from the High North descended of late on the City. They arrived astride great mammoths, these warriors-turned-merchant...and challenger. Though they've entered their own into the Arena in the form of mighty berserkers, they've also brought with them...&lt;br /&gt;
&lt;br /&gt;
...goods to sell. &lt;br /&gt;
&lt;br /&gt;
They travel under the dual auspices of Kor and Rada, bearing the banners of both...and the strength of the frozen north.&lt;br /&gt;
&lt;br /&gt;
OOC Note: We'll be posting some goods for sale shortly. This is more to set the scene for their arrival, so please go ahead and include these unruly merchants, and warriors, in your RP or even PrPs!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====From the Frozen North, pt 2====&lt;br /&gt;
The oruch band from Stormgarde brings with them a number of items, even as their berserkers enter the Arena in full force. These are listed below. The prices are in gold. If an item does not have a number (such as 2x) in front of its name, assume there is only one of them to sell.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:The Warlord's Maul (1635)&lt;br /&gt;
:This great earthbreaker bears the symbols of Kor and the stain of many battles. It gets its name from a tale associated with it, that once it was forged, a great lightning struck from the sky and demolished the crafter's house. This earthbreaker, goes the story, was made to challenge even the elements.&lt;br /&gt;
&lt;br /&gt;
:For mechanical purposes, treat this as an Earthbreaker +1.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:Flail of the Glacier (3038)&lt;br /&gt;
:This heavy flail bears an unusual chill, and is said to have been forged against the vicious spirits of the north. Its make is heavier than most, and requires a mighty warrior to lift.&lt;br /&gt;
&lt;br /&gt;
:For mechanical purposes, treat this as a +1 cold iron, Dran flail.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:0x Shaman's Mane (13,265)&lt;br /&gt;
:This ancient and gnarled staff was made for the hands of a prominant oruch. It claims an ancestry among the Fire Reavers, though its last owner was not of that tribe. Its surface is hewn with symbols if fire and its color is the color of harshly-burnt ash. At the cap is the mane of a manticore, bound around the staff as a symbol of power and warrior-prestige.&lt;br /&gt;
&lt;br /&gt;
:For mechanical purposes treat this as a staff of fire.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:1x Rings of the Full Belly (oldest is sold) (1750)&lt;br /&gt;
These rings are different: one is old, and one is new, though the merchant claims they serve the same purpose. They keep the bearer's stomach full in even the harshest of climates.&lt;br /&gt;
&lt;br /&gt;
:For mechanical purposes, treat this as a ring of sustenance.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:3x Potions of the War God (210)&lt;br /&gt;
Drinking one of these elixers is said to confer great strength. The bottles are crafted from old glass, done in the style of ages ago, and likely used, re-used over time for different purpose and ceremony. They contain a strong, reddish liquid, and are marked with the symbols of Kor.&lt;br /&gt;
&lt;br /&gt;
:For mechanical purposes, treat these as potions of bull's strength.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:The Knowledge of Shamans (varied)&lt;br /&gt;
:One offering offering from Stormgarde comes in the knowledge of the oruchs' great shamans. Inscribed in hide, they offer the following:&lt;br /&gt;
&lt;br /&gt;
::1x Scroll of Bull's Strength (105)&lt;br /&gt;
::2x Scrolls of Bear's Endurance (105)&lt;br /&gt;
::1x Wand of Endure Elements (525)&lt;br /&gt;
::1x Elixir of (Spirit's) Vision (175)&lt;br /&gt;
  &lt;br /&gt;
:The Knowledge of Warriors (varied)&lt;br /&gt;
:The final offering comes in the form of heavy, masterful weaponry and armor. Most of these are inscribed with images of Kor.&lt;br /&gt;
  &lt;br /&gt;
::1x Adamantine Earthbreaker (2114)&lt;br /&gt;
::1x Masterwork Heavy Flail (221)&lt;br /&gt;
::1x Masterwork Tower Shield (126)&lt;br /&gt;
::2x Masterwork Claws of the Oruch (228)&lt;br /&gt;
  &lt;br /&gt;
  &lt;br /&gt;
To purchase from the caravan, please send in a +request. Items are first come, first served. Sold items will be removed from the queue, or have a 0x placed in front of their name and become unavailable.&lt;br /&gt;
&lt;br /&gt;
OOC: The caravan has since returned to the north!&lt;br /&gt;
&lt;br /&gt;
===Gilday Hattanan 29, 1015===&lt;br /&gt;
====Food Attacks!====&lt;br /&gt;
Did you hear that a new restaurant, Grandma Good'um's Kitchen? It was supposed to open, a place that served exclusively to the members of the Explorer's Guild. Naturally the higher ups of the Explorer's Guild sent some new members with the promise of a free lunch. If they returned without food poisoning then they would have to try it. Tak, Temarie, Brom and Faiza braved accepted the assignment of a free lunch on the guild's dime. Turns out the food tried to eat them. They had to battle soup that wanted to drowned them, a fried roasted chicken that to cook them and mashed potatoes that were looking to well...mash them. The four were able to defeated the food and discovered that Grandma Good'um's Kitchen had an artifice oven that was summoning food from some pocket universe. The guards were called and Grandma's Good'um's Kitchen has been shut down pending investigation.&lt;br /&gt;
&lt;br /&gt;
===Tariday Hattanan 28, 1015===&lt;br /&gt;
====Blight Averted====&lt;br /&gt;
Recently, a group of followers of the Green Word set out for a farm in the Heartland, sent there at the behest of the Alexandrian city government. Rumors indicate some kind of blight was located there and the crops themselves were swiftly burnt after initial explorations. At least one witness reports that someone was deliberately trying to start some kind of blight. City officials assure the populace, however, that Alexandria's food supply is adequate and safe and on target to beat expectations and last year's harvest. &lt;br /&gt;
 &lt;br /&gt;
(Thanks to Tatyannah, Mara, Elessa, Molkh and Brom for a fun scene. Those curious about what happened should RP with them. :))&lt;br /&gt;
&lt;br /&gt;
===Tariday Hattanan 21, 1015===&lt;br /&gt;
====Mad Wizard====&lt;br /&gt;
A local wizard is said to've fallen to the Azure Queen's corruption. Sacrificing his own life in black ritual, he conjured a tainted aquatic monster that devoured him in turn and used his remains as a grisly nest for its eggs. The corpse is said to've been found in a warehouse on the western docks beneath an eerie message painted in blood. &lt;br /&gt;
 &lt;br /&gt;
(Thanks to Jinks for running this PRP!)&lt;br /&gt;
&lt;br /&gt;
====Heartland Upset====&lt;br /&gt;
Message: 7/7                       Posted        Author&lt;br /&gt;
Heartland Upset                    Tue May 21    LaGnar&lt;br /&gt;
&lt;br /&gt;
Word spreads that three boys, sons of farmers near the village of Vadran, were slain when playing at what was supposed to be an abandoned farm. According to rumor, the farmer's scarecrow came 'alive' and killed them. &lt;br /&gt;
&lt;br /&gt;
Adventurers investingating the report discovered a field of an unknown narcotic being grown and harvested by order of the Cannibal Queen. How much of the drug has reached various cities is unknown.&lt;br /&gt;
&lt;br /&gt;
OOC: This scene was run by Folkmar, and is part of the Cannibal Queen meta-arc! Get in touch with Rogun, Ferawyn, Petyr, Tatyannah, or Tak to investigate!&lt;br /&gt;
&lt;br /&gt;
===Variday Hattanan 20, 1015===&lt;br /&gt;
====More Raids in the Countryside====&lt;br /&gt;
Chaos spreads. Not the light kind seen around the crackling of the fire, the beautiful kind inherit in the growth of joy, warmth in the heart of an excited child...but the darker sort emergent from forces unknown.&lt;br /&gt;
&lt;br /&gt;
The arvek nar are latecomers to Alexandros, a place often called the hub of the world. They settled here after an orderly fashion and have been solid contributors, and protectors of not only city life but the myriad farm communities that form this great nation's backbone.&lt;br /&gt;
&lt;br /&gt;
This last week, a group of them went 'rogue', thieving cattle and bringing harm to communities already hurt by current and as yet still unknown forces. While a group of adventurers has brought the band to a halt, the damage is there.&lt;br /&gt;
&lt;br /&gt;
There is some bright light. The arvek have developed a solid reputation for hard work. In some cases, the incident brought neighbors closer together. However, in others, it's brought to mind old rivalries and superstition.&lt;br /&gt;
&lt;br /&gt;
OOC: This scene was run by Folknar and is part of the Cannibal Queen meta-arc! Contact Rogun, Elessa, and Sebropert ICly for details!&lt;br /&gt;
&lt;br /&gt;
====Local Heroes...Gone?====&lt;br /&gt;
While the threat of the Arena shutting down has...shut down due to the intervention of the Society (lead by Alexandria's Mikilos Mithralla), it seems as though some of the local fighters are taking their leave. Not all of them, but enough &amp;quot;local names&amp;quot; to be noticed by fans and regulars alike. &lt;br /&gt;
&lt;br /&gt;
There's never a complete lack, though. Supposedly, Arena officials are working to bring in outsiders to fill the gaps, which may lead to new names and new faces. Excitement, they say.&lt;br /&gt;
&lt;br /&gt;
Still, a number of Alexandrians are sad to see familiar heroes go. &lt;br /&gt;
&lt;br /&gt;
OOC: We could use some folks to run some &amp;quot;exotic fights&amp;quot; using some gladitorial teams from far-off locations, either as a participating sport with local PCs, or as a spectator event! If interested, please contact staff for details. :3&lt;br /&gt;
&lt;br /&gt;
OOC2: We tend to award a little extra for tying into meta-arc plots. Shhh. X)&lt;br /&gt;
&lt;br /&gt;
===Tariday Hattanan 14, 1015===&lt;br /&gt;
====Arena Settlings====&lt;br /&gt;
Recent efforts and hard work among local adventurers has impacted the violence in the Arena. A llyranesi of the Society, Mikilos Mithralla let the charge, then found himself joined by other willing hands, as Society crafters took to modifying Arena weapons, enchanting them and rendering them nonlethal for the time being.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;We're certain the fighters know what they're doing. With what's going around, though...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;We're not taking chances.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
The quotes came from a pair of arena judges, notable to all by their distinctive uniforms.&lt;br /&gt;
&lt;br /&gt;
Those who work officially with the Arena expressed their thanks, and have enforced use of these new weapon types during most combats. As a result, violence has dropped, and more than one person noted a sort of 'sighing' sound when the weapons were brought into play.&lt;br /&gt;
&lt;br /&gt;
...though that could have easily been the wind. &lt;br /&gt;
&lt;br /&gt;
===Korday, Hattanan 2, 1015===&lt;br /&gt;
====Intercity Theatrics====&lt;br /&gt;
Only recently re-settled, the flame and fire between the Flightwright and Hope is set to flare up again. As word of the &amp;quot;Remember the 62&amp;quot; warcry reached artistic ears, playwrights immediately set to work to bring the tragedy (and news) to the masses.&lt;br /&gt;
&lt;br /&gt;
The respected playwright, Donathan Mayhew, has set quill to parchment and is purportedly &amp;quot;composing the work of a lifetime, filled with the heart of Vadran and the crying-out of the Heartlands...illustrating the bravery of these people...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Other theatres will put in a bid for the work, though the Hope and Flightwright are expected to be at the forefront of it.&lt;br /&gt;
&lt;br /&gt;
Could a work to honor a tragedy become a tragedy?&lt;br /&gt;
&lt;br /&gt;
'''OOC:''' In older times, theatres were the movie theaters and newsrooms of the day. The Alexandrian theatres certainly play a similar role, and provide a vital means to communicate happenstance, circumstance, and debate political issues...as well as general entertainment from nobility to merchant to commoner. The Flightwright and Hope illustrate part of this mix-and-divide, one being similar to a marble statehouse with noble patrons, and the other...more &amp;quot;down to earth.&amp;quot; Too, donations from noble patrons (and mercantile) are said to influence some plays produced, though at other times, an artist might truly go &amp;quot;out on the stage.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===Variday, Bernfleur 29, 1015===&lt;br /&gt;
====A Warcry Among the Heartlands!====&lt;br /&gt;
&lt;br /&gt;
62! It's the new war cry among the Heartlands. At the entrance of Vadran, someone's shoved a sign into the earth with &amp;quot;62&amp;quot; written upon it, the current loss of the Heartlands's small towns and villages to the chaos.&lt;br /&gt;
&lt;br /&gt;
As best they can count. A Sendor vetran, an Arvek, put the sign there after a recent attack left many dead. Without the adventurers there, many more would have perished.&lt;br /&gt;
&lt;br /&gt;
There are mutterings that the small village, and others like it, will petition Alexandria's council.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''OOC:''' For more information on this rumor, contact [[Ootin]], [[Kravar]], [[Ferawyn]], [[Angrid]], [[Kathryn]], or [[Eligar]]!&lt;br /&gt;
&lt;br /&gt;
'''OOC2:''' This is tied to the meta-arc! A number of you received notices regarding different parts of Alexandria and Alexandros which had begun to erupt. Most areas will be getting worse as our arc heats up. :3&lt;br /&gt;
&lt;br /&gt;
Over time, these sections will 'implode' if not acted upon. When they do, they'll have a direct impact on commerce, trade, and the available of certain goods. This means, among other things, that prices for magic items, and basic items, and possibly even food will increase.&lt;br /&gt;
&lt;br /&gt;
Legwork is open on these rumors, and PrPs. &lt;br /&gt;
&lt;br /&gt;
Whirlpool will be doing another post on this tomorrow (tomorrow or next) with more information on how you can get involved. :) He hasn't been feeling well, so may need a little time.&lt;br /&gt;
&lt;br /&gt;
===Gilday, Bernfleur 24, 1015===&lt;br /&gt;
====Troop Movements====&lt;br /&gt;
Recently, a deatchment of Alexandrian Militia departed from the city to the Red Ridge mountains via airship. They were joined there by a Myrrish detatchment of skyships where they are said to've performed, at least according to rumor, 'military exercises' together. Witnesses report both sets of airship opening fire on a spot somewhere in the mountains.&lt;br /&gt;
&lt;br /&gt;
===Tariday, Bernfleur 23, 1015===&lt;br /&gt;
====I've Gnomed More Women...!!!====&lt;br /&gt;
I've gnomed more tavern wenches than you'll know in a lifetime!!!&lt;br /&gt;
&lt;br /&gt;
Yes, that phrase set off a brawl in the Lower Trades the likes of which hasn't been seen since the Gobber Light Up and Spark pie incident four months ago. A middle-aged gnomish merchant assaulted an oruch chili master and that, they say, is what started it all.&lt;br /&gt;
&lt;br /&gt;
Within seconds, the entire Lower Trades fell into chaos. Witnesses report the events happening swiftly, &amp;quot;Nae, before ya could blink!&amp;quot; according to some (scruffy, stereotypically bearded and kilted khazad-aul men as they hoisted a keg of beer). &lt;br /&gt;
&lt;br /&gt;
Reports from the incident are still trickling in, though afterwards, some adventurers were seen fleeing the scene...&lt;br /&gt;
&lt;br /&gt;
...of the CRIME!&lt;br /&gt;
&lt;br /&gt;
'''OOC:''' I grabbed who was IC for this one. :3 Contact [[Kravar]], [[Shilde]], [[Chloe]], [[Morgrinaar]] if you'd like to learn more! This ties into the Tenebrae Meta-Plot, the Azure (Cannibal) Queen.&lt;br /&gt;
&lt;br /&gt;
===Variday, Bernfleur 22, 1015===&lt;br /&gt;
====Chaos Grows====&lt;br /&gt;
From an increased number of murders to brigades on the roads and high seas, it's apparent to even the casual traveler that chaos is on the rise. Not the warm, friendly chaos of a good song and dance at the pub, but something of a darker sort.&lt;br /&gt;
&lt;br /&gt;
Different sections of the City are reacting different ways, with a number of them poised on a knife's edge. What this means is, a number of you have received @mails describing events in areas of the City you may know about. How much you know, or what, is up to you and your own tale. However, they are hints of things to come--potentially, without the action of heroes.&lt;br /&gt;
&lt;br /&gt;
If you didn't get one, well. ...perhaps your party of the City hasn't started to implode.&lt;br /&gt;
&lt;br /&gt;
Yet.&lt;br /&gt;
&lt;br /&gt;
===Eliday, Bernfleur 7, 1015===&lt;br /&gt;
====Break a Leg====&lt;br /&gt;
Alexandria loves a good show, but usually it happens within the confines of a stage. Today, the entire Theatre District became a stage of sorts, when the long-bubbling, yet more often than not, festive feud between the Flame's Hope and the Flightwright imploded, leaving several wounded and two dead. Of those among the deceased are notable names from Alexandria's acting troupes--Jaryaith Shogunsinja and Sienn Faelight Fluttershyne, the latter of whom was most notable for her role as Lady Sandiel, in The Fall of Lady Sandiel, a love-tradgey which was performed for the first time just this last spring to city-wide acclaim. The Flightwright was also partially burned as an effect of the incident.&lt;br /&gt;
&lt;br /&gt;
Who is responsible for the incident is not immediately certain, though the Watch reports that investigations are currently underway. Tensions within the district are understandably high, and a number of residents reported uneasily that should things not calm down, they may well pack up and move, relocating to other areas. Worse however, is that a number of nobles appear to have placed at least a temporary &amp;quot;hold&amp;quot; on their sponsorships as a result of the outbursts. Between the two events, it appears as though this year's upcoming performances may be...sparse, unless something is done.&lt;br /&gt;
&lt;br /&gt;
===Ceriday, Bernfleur 6, 1015===&lt;br /&gt;
====Tragedy in the Temple District====&lt;br /&gt;
There was a tragedy today in the Temple District. As many were going about their daily business a young woman hanged herself from the top of the Temple of Althea. Despite the quick intervention of the locals as well as the hearhguards, there was not that could be done from her. Rumors indicate that, before she jumped, she shouted, &amp;quot;It's all for her.&amp;quot; &lt;br /&gt;
 &lt;br /&gt;
The City Watch began its investigation, during which they were attacked by some sort of undead monstrosity. . Thankfully for those gathered there was a large group of adventurers, not to mention the huge number of clerics, paladins, and more, and they were able to defeat the monstrosity before it could cause more damage, though two unfortunate lives were lost. &lt;br /&gt;
 &lt;br /&gt;
It's unknown who summoned the undead, but rumors that a Mul'niessa was heard praising the Shadow Sorceress before the undead attacked. She was later said to be taken into custody.&lt;br /&gt;
&lt;br /&gt;
===Gilday, Eatonis 20, 1015===&lt;br /&gt;
====A Rash of Suicides====&lt;br /&gt;
Recently, there's been a rash of suicides from within Alexandria. They've all taken differnt forms, as one can imagine, but the uptick in them is noticable. Over the last couple of weeks, there has been nearly a dozen, or so it is rumroed, suicides in the city proper. The mourning families of those who've taken their own lives seem to be in a state of shock on matter. &lt;br /&gt;
 &lt;br /&gt;
Darker whispers blame demons, ghosts, and the Dark Gods, amongst other things.&lt;br /&gt;
&lt;br /&gt;
===Tariday, Eatonis 19, 1015===&lt;br /&gt;
====Nighttime Disturbances====&lt;br /&gt;
Leaks from the Watch report a commotion from the Dragon's Den the other night. A few suspects were apprehended, though no official word regarding the arrests has been issued. A spokesman says that a statement may be forthcoming. In the meantime, additional Watch have been posted around the Dragon's Den, as well as the general riverside areas. The increased surveillance likely strains the resources of the City, but there's little to be done about it at this time given current events.&lt;br /&gt;
&lt;br /&gt;
'''OOC:''' For details, contact [[Conrad]], [[Jibbom]], [[Zalara]], [[Jibbom]], or [[Jessa]] ongrid!&lt;br /&gt;
&lt;br /&gt;
===Tariday, Eatonis 5, 1015===&lt;br /&gt;
====Limping Back to Shore====&lt;br /&gt;
The recently released Roslanian Galleon, named the Obsteprous Son, has been towed back to port missing its masts and looking much worse for wear. City officials who'd been aboard the ship for its maiden votage claim that it was damaged in a freak storm and that it will be repaired and refitted and sent back out into the waves as a pride of the Alexandrian mercantile fleet. &lt;br /&gt;
 &lt;br /&gt;
The crewmen, on the other hand, are said to be blaming a 'sea monster' for the damage to the ship. Several crewmen did -not- make it back, including the ship's captain and first mate.&lt;br /&gt;
&lt;br /&gt;
===Gilday, Pryntar 13, 1015===&lt;br /&gt;
====Unsettling Dreams====&lt;br /&gt;
It's not the kind of thing that gets talked about too openly, but several people have begun to whisper about the strange dreams they've had lately, or the dreams of those they know. Dreams of deeply violent imagery. The color blue also seems to be a common theme in these dreams. &lt;br /&gt;
&lt;br /&gt;
No doubt this is fueled by the speculation about the so called 'Blue Lady' that has been whispered about for a while now.&lt;br /&gt;
&lt;br /&gt;
===Eliday, Vhast 20, 1015===&lt;br /&gt;
====A Happy Announcement!====&lt;br /&gt;
The Explorer's Guild is pleased to announce the recent action of several of its members in eradicating the recent menace plaguing the Vaersiman Manor. Through intervention of the Guild, deaths have been reduced 100%, ensuring a joyful and romantic getaway spot for all interested newlyweds. Why, the Vaersiman Manor was so inspiring that several of our fine Guild members chose that moment to join together in holy matrimony! [[Jessa]] and [[Vennan]] Hartose were wed while on assignment and the Guild would like to be the first to announce how happy they are to see that two members have found such happiness in each other while also destroying some dastardly fiends bent on destruction. The groom could not be reached for comment but the bride has announced that all gifts and money may be left at the Ceinaran Temple in her name.&lt;br /&gt;
&lt;br /&gt;
===Korday, Vhast 17, 1015===&lt;br /&gt;
====Panic in the Temple District's Great Plaza====&lt;br /&gt;
Yesterday in the temple plaza there were people running out of the area in panic as an extremely large shadow and disguised demons took on a few adventurers. No one knows how the demons were there in the first place, but it IS known that many of the religious temples worked together to try and take down the shadow that was chasing Lady Sandiel. Lady Sandiel bravely took on the shadow on her own until help arrived, even, at one point, flying up into the air before coming down onto the roof of the Temple of Althaea with a rather loud smack.&lt;br /&gt;
&lt;br /&gt;
Other reports had Munch with three others taking on a group of smaller flying things while the innocent people evacuated, even defeated two of them before one summoned more, who were defeated as well. Helping out The war golem were an oruch woman with drums (who could miss them?), a man with a bow, and a short blonde woman who was reportedly throwing lightning.&lt;br /&gt;
&lt;br /&gt;
Lady Sandiel has reportedly survived her 'temple toss', but people are still looking for her husband (or wife) to tell her spouse what has happened.&lt;br /&gt;
&lt;br /&gt;
'''OOC:''' For more rumors and information, please contact [[Munch]], [[Lash]], [[Elycia]], [[Oates]], or [[Sandy]] ongrid!&lt;br /&gt;
&lt;br /&gt;
===Ceriday Vhast 12, 2015===&lt;br /&gt;
====There's a Bug in my Ale====&lt;br /&gt;
Word has filtered around that a band of adventurers did help one of the local brewers save his store of ale and other liquid consumables from a pair of giant scorpions that had gotten in from the sewers. Word has gotten around that anyone who might have a basement or cellar or underground storage should be careful lest any more of the carapaced arachnids be spotted.&lt;br /&gt;
&lt;br /&gt;
'''OOC:''' For more information on this rumor, contact [[Zalara]], [[Nadara]], [[Lash]], [[Brolin]], or [[Zarr]].&lt;br /&gt;
&lt;br /&gt;
===Kesenday, Vhast 11, 1015===&lt;br /&gt;
====The Butcher, Hanged====&lt;br /&gt;
Near dawn and within sight of the phoenix atop the western gates, a man was hanged. The cannibal. The butcher. His crimes were listed by an official, and dozens of people (including those that helped bring him to justice and a number of priests from various temples) witnessed him hanged. Before the door was dropped, he was heard to scream a stream of gibberish that many are repeating as 'she knows she knows'. Other horrible rumors circulate, most popular among them that when they removed his hood, the Butcher had chewed off his own lips. Still, the whole affair seemed to have gone better than many expected and concluded without interruption.&lt;br /&gt;
&lt;br /&gt;
===Eliday Vhast 06, 1015 ===&lt;br /&gt;
==== Ribbeting Times at the Hope ====&lt;br /&gt;
&amp;quot;...practice, just PRACTICE!&amp;quot; one of the proprietors' voice hit that high note when asked about a recent commotion at the Hope Theatre. Just this evening, passers-by in the the Theatre District saw a man being thrown out of the theatre after rounds of screaming were heard inside. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Just...practice, you know. Practice for a...for the...for the...for the...for Sandy and the Frog Prince!&amp;quot; the man said, though he'd looked pale. Swallowed.&lt;br /&gt;
&lt;br /&gt;
Whatever happened, rumors are flying. The man who'd been thrown from the theatre had a certain look about him, bystanders said, and made signs warding themselves against the legions of the Azure Queen (or among more common parlance, the Azure Terror, the Azure Bitch...and other less flattering terms, and some of them more terrifying). &lt;br /&gt;
&lt;br /&gt;
In completely unrelated news, the Ox has taken to, of late, serving frog stew and battered frog boudin. &lt;br /&gt;
&lt;br /&gt;
OOC: Contact [[Tavissha]], [[Lash]], or [[Zalara]] for information on this rumor!&lt;br /&gt;
&lt;br /&gt;
===Kesenday Vhast 04, 1015===&lt;br /&gt;
====Partially Completed Rituals====&lt;br /&gt;
Details are lacking but rumors persist of a wedding held upon the Festival Grounds. The nuptuials were overseen by a [[Jessa|Muse]], and held between an unnamed invisible giant, and a [[Myrana|barmaid]]. Alcohol is not directly mentioned, but may be assumed. &lt;br /&gt;
&lt;br /&gt;
BrightBlade [[Svarshan]], and [[Boshter]] the [[Arvek Nar]] were both seen leaving the area. Both deny involvement.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Korday, Vhast 1, 1015===&lt;br /&gt;
====Adventurers Bring in the New Year====&lt;br /&gt;
As one year passed into the annals of history and a new year arrived the Explorer's Guild sponsored a party of all of the adventurers that get every dirty job in the city done. Be all accounts it was a wild party, there were a couple of brawls and even some sort of Alexandrian Sith'maker chair breaking ritual. One notable chair smasher was strangely absent and her presence was missed. The booze was flowing and very exotic liquor was being served. While most could handle their alcohol no doubt the clerics will be making hangover cures in the morning. To cap the entire event off as the night of the old year turned into the dawn of a new year the skies were alive with bright colors and loud booms. An extremely patriotic display of fireworks could be seen for miles around the city. By all accounts the city is looking up for this next year.&lt;br /&gt;
&lt;br /&gt;
===Eliday, Khael 30, 1014===&lt;br /&gt;
====Erroneous Experiment Damages Docks====&lt;br /&gt;
The wizard who requested Guild of Explorers ruffians to assist him in protecting his testing did not get exactly what he expected as results. The members of the group have been ushered into the Temple of Althea for healing from what has been described by what an eyewitness apothecary reports as &amp;quot;the nastiest jellyfish stings he had ever seen&amp;quot;, quoting the size of the jellyfish to be something to the realm of fifty feet across given the size of the stings, adding that they were lucky to survive such things.&lt;br /&gt;
&lt;br /&gt;
The foreman of the dockworkers on shift is exceptionally irate with the testing of this experiment as it has caused ludicrous damage to two of the piers at the Alexandrian harbour, being caused by possibly the same boat. The City Watch claims that nothing out of the ordinary occurred, just that the wizard's ability to control his own magic is highly suspect.&lt;br /&gt;
&lt;br /&gt;
Due to security issues a week and some ago within the Temple, the wizard, the adventurers, nor those tending to them could be reached for comment.&lt;br /&gt;
===Eliday, Khael 23, 1014===&lt;br /&gt;
====Olyeaux Estate Settled====&lt;br /&gt;
The estate of the late Lord Olyexau has finally been divided and sold, thanks in part to some adventurers from the Guild. His two feuding sons have been left the fruits (and vegetables) of his love of squash, and apparently have been legally denoted as &amp;quot;dunderheads.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The estate itself, though, was granted to Lord George Brawnson, as per the will. Lord Brawnson is best known for his legendary adventuring exploits, such as feeding a purple worm its own tail and using the resutling ball as the head of a flail to take out an entire squadron of roc aerial cavalry, or the time he convinced a thousand year old dragon to pay him its hoard in exchange to forgo the usual beating.&lt;br /&gt;
&lt;br /&gt;
As Lord Brawnson is currently missing in action, the Brawnson estate has begun the process of reclaiming the overgrown and run-down Olyexau property and restoring it to glory, albeit with a Brawnson touch.&lt;br /&gt;
&lt;br /&gt;
===Variday, Khael 10, 1014===&lt;br /&gt;
====  Caravan Adds to Inventory====&lt;br /&gt;
&amp;quot;Whatddya mean I gotta pay a fine??!&amp;quot; the outraged roar could be heard for blocks. Kvnich Snigzof nearly ran afoul of the merchants' guild when word escaped that certain rumors /were/ true. His family was tied to the infamous Fizzlebog, the inventor of the dragonspitter and thunderbelcher. &lt;br /&gt;
&lt;br /&gt;
And the gobbers had swarmed. So had some artificers. Everyone, it seemed, was wanting an autograph.&lt;br /&gt;
&lt;br /&gt;
The City (via the Merchanter's Guild) is wanting him to pay damages. In response, he's added some healing potions to his list, in attempt to gain counter-support from the adventuring community.&lt;br /&gt;
&lt;br /&gt;
OOC: The following items have been added, though they possess the same side effects as the alchemicals (see +bbread 7/18). As folks purchase, I update these +bbposts, so all supply quantities are current. As usual, email me a log of you RPing about the caravan ongrid, and I'll add an additional 5\ discount to the price. :3&lt;br /&gt;
&lt;br /&gt;
The caravan will be leaving in 1 week.&lt;br /&gt;
&lt;br /&gt;
- Lahar&lt;br /&gt;
&lt;br /&gt;
'''New Items'''&lt;br /&gt;
:6x Potions of Cure Light Wounds (37 gold ea.)&lt;br /&gt;
:4x Potions of Cure Moderate Wounds (225 gold ea.)&lt;br /&gt;
:4x Potions of Cure Serious Wounds (562 gold ea.)&lt;br /&gt;
&lt;br /&gt;
=== 	Korday, Quintoos 29, 1014===&lt;br /&gt;
====A Caravan Arrives!====&lt;br /&gt;
Amid cheering, screaming, and tales of woe and hand-wringing, the gobber's carravan arrives. It's led by a trio of gobbers of various ages, each claming to be the head of things, though one (Kvnich Snigzof) seems to be the leader of even /them/. A middle-aged gobber in heavy bear-fur, he struts proudly at the caravan's head, atop a great wolf and with a dragonspitter across his shoulder...&lt;br /&gt;
&lt;br /&gt;
And declares the caravan open for business! The caravan spreads across a full quarter of Goblintown, and has quick business by the arvek and oruch, though other races hang back a while, in general. At first. &lt;br /&gt;
&lt;br /&gt;
The caravan is brightly colored, with wheels and cogs and other things. The Snigzofs' great flag flies over it all, a raging wolf with a thunderbelcher held firmly in its jaws. The old crest held a pair of blades, but with the invention of the thunderbelcher, the dragonspitter, the merchant family was quick to adopt.&lt;br /&gt;
&lt;br /&gt;
Maybe they /are/ related...&lt;br /&gt;
&lt;br /&gt;
'''General Items'''&lt;br /&gt;
: 2x Belt of Enviable Gobber's Stamina (Con +2) (3,000)&lt;br /&gt;
: 2x Dragonspitter +1 (3,975)&lt;br /&gt;
: 1x Thunderbelcher +1 (available with any of the following enhancements, select one at purchase: Flaming, Lightning, Bane) (8,100)&lt;br /&gt;
: 2x Claws of Attack, Orcish +1 (1744)&lt;br /&gt;
: 2x Spiked Heavy Shield +1 (to the shield, spikes are masterwork, however) (1110)&lt;br /&gt;
: 2x Dire Flail +1 (1793)&lt;br /&gt;
: 1x Sword of the Planes (16,737)&lt;br /&gt;
: 3x Goggles! Goggles of Minute Seeing (1,875)&lt;br /&gt;
: 3x Goggles! Goggles of Night (9,000)&lt;br /&gt;
: 2x Lenses! Lens of Detection (2,625)&lt;br /&gt;
: 1x Instant Fortress! (41,250)&lt;br /&gt;
: 1x Robe of Blending (6,300)&lt;br /&gt;
: 2x Scarab of Golembane (1,875)&lt;br /&gt;
: 2x Sustaining Spoon (never leave your labratory again!) (4,050)&lt;br /&gt;
: 2x Wand of Detect Secret Doors (563)&lt;br /&gt;
&lt;br /&gt;
'''Scrolls''' &lt;br /&gt;
: 3x Titan Fist (19)&lt;br /&gt;
: 2x Blur (113)&lt;br /&gt;
: 2x Darkvision (113)&lt;br /&gt;
: 1x Protection from Arrows  (113)&lt;br /&gt;
: 2x Protection from Energy (Fire or Lightning only) (282)&lt;br /&gt;
: 3x Protection from Law (19)&lt;br /&gt;
: 2x Repair Light Damage (19)&lt;br /&gt;
: 2x Repair Moderate Damage  (113)&lt;br /&gt;
: 2x Repair Serious Damage (282)&lt;br /&gt;
: 3x Dispel Magic (282)&lt;br /&gt;
: 2x Displacement (282)&lt;br /&gt;
: 3x Force Punch (282)&lt;br /&gt;
: 2x Stinking Cloud (282)&lt;br /&gt;
: 2x Tongues (282)&lt;br /&gt;
: 2x Water Breathing (282)&lt;br /&gt;
: 2x Detonate (525)&lt;br /&gt;
&lt;br /&gt;
'''Alchemicals''' &lt;br /&gt;
&lt;br /&gt;
All alchemicals are available! The cost for any is at 75\. &lt;br /&gt;
&lt;br /&gt;
However, while the items work, the user may experience additional effects. Whenever an alchemical item which is applied to the skin or imbibed is used, the user should roll 1d6:&lt;br /&gt;
&lt;br /&gt;
: 1-2: Nothing&lt;br /&gt;
: 3-4: The PC grows an unusual color for the next 24 hours or until dispelled&lt;br /&gt;
: 5: Tongue-tied for the next half hour as your tongue attempts to swap to &amp;quot;gobber-speak&amp;quot;; does not affect spell-casting but no one can understand what you say. &lt;br /&gt;
: 6: Suffer a mild case of Goblin Twitch for the next half hour. Shiny things become of slight interest, especially if of a technical nature.&lt;br /&gt;
&lt;br /&gt;
All effects stack.&lt;br /&gt;
&lt;br /&gt;
=== 	Tariday, Quintoos 27, 1014===&lt;br /&gt;
====Strange Sildanyari Rituals ====&lt;br /&gt;
Word whips through the streets like a whippoorwill. [[Sandy]]! [[Sandy|The Shrew]]! Married!&lt;br /&gt;
&lt;br /&gt;
A hoax! A lie!&lt;br /&gt;
&lt;br /&gt;
But the rumors persist. Refuse to be put down.&lt;br /&gt;
&lt;br /&gt;
Others claim they saw the sildanyari with [[Saevrinimata|another]] (they assume it's male, so difficult to tell with the pointy-eared) heading towards a jewelry shoppe. Or discussing one.&lt;br /&gt;
&lt;br /&gt;
A mage comes forward and swears he was hired to whisk the two away to a secret, unbeknown beach locale!&lt;br /&gt;
&lt;br /&gt;
Scandal! Lies! Hoax!&lt;br /&gt;
&lt;br /&gt;
...but. What if it's TRUE???&lt;br /&gt;
&lt;br /&gt;
Statements from [[Jibbom|Steel Von Ironblood]] have yet to be collected.&lt;br /&gt;
&lt;br /&gt;
====A Small Ad in Various Alexandrian Newspapers ====&lt;br /&gt;
In various newspapers that do exist, the [[Sandy|Lady Sandiel]] takes out a small ad. It says:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I am not married. I am not getting married. THAT IS ALL.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
No doubt this will do nothing to help stomp out any speculation. It's too amusing to too many.&lt;br /&gt;
&lt;br /&gt;
====More Ads Taken Out! ====&lt;br /&gt;
[[Mikilos]] Mithralla is still single. There are postings of this, placed where the elf's usual business flyers go. Single. Any rumors to the contrary are false, and any details into the matter unimportant. And any delegations of inquiry from his family are really unnecessary and please please just go back home....&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Variday, Quintoos 26, 1014===&lt;br /&gt;
====A Gobber Caravan====&lt;br /&gt;
&amp;quot;So I says to him, I--heh. Jorgiz Bottleworsher, ya make a better impression ah listenin if yer ears weren't half-folded across't yer--&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Aaaaauuuggghh!!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;--an yer weren't hoppin mad, an--&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;AAAAUUUUGGGHHH!!!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;--an with steam comin outcher either side of yer fa--&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;AAAAAAAAAAAAAAAAAAAAAAAAAA!!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Well Taara's Hairy Eye, Jorg, what is it?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;THEY. ARE. COMING! THEY! EVERYTHING I HAVE--&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;They? Who they?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;THE SNIGZOF!&amp;quot; and with this final yell, Jorgiz screams to the sky, his gobber-ears flaring and flapping in incessant rage, before running off, as fast as his bandy-legs can take him.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Oh,&amp;quot; says the older gobber, then shoves a bony finger up his gobber-nose. Scratches around. &amp;quot;Well, that'd do it.&amp;quot; And, scratching at his handsomely warty gobber-bum (he was quite the looker in his day), the older gobber bends down to lift up the scrap of paper dropped from the other gobber.&lt;br /&gt;
&lt;br /&gt;
The Alexandrian Tribune article reads:&lt;br /&gt;
&lt;br /&gt;
:The Family Snigzof are headed to Alexandria, bringing tales of unimaginable fortune, daring adventure! The arrival causes a mixture of unrest and anticipation among the merchanter and adventuring population. As a precaution, the Watch has commandeered mages from the Society to enforce &amp;quot;fire-suppression&amp;quot; in Goblintown during the arrival.&lt;br /&gt;
&lt;br /&gt;
:The Snigzof caravan is expected to arrive within days, just in time for Yule. It will bear goods from the wonders (and horrors) of the City Clank. The news has Goblintown in an uproar, as the family is well-known, and other merchants scrambling for goods...and accusing the Snigizof of piracy.&lt;br /&gt;
&lt;br /&gt;
:Not an uncommon claim these days, what with the raids just south of the Tornmawr River...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''OOC:''' Celebrate the holidays with us, Part 2! The caravan will be arriving in days. In the meantime, please include some of the tension in your RP--the merchant houses are generally unhappy with the idea, as a well-known gobber caravan can only bring further chaos to already strained relations (or the Tariens say, much-needed relief to some over-stuffed egos!). Mages have been drafted to watch for fires within Goblintown, and gobbers of course, are putting on their best and fluffing up their warts, hoping to arrange a marriage or two within this illustrious merchant family.&lt;br /&gt;
&lt;br /&gt;
:- Lahar&lt;br /&gt;
&lt;br /&gt;
===Tariday, Quintoos 13, 1014===&lt;br /&gt;
====Myrrish Baron Seeks Asylum====&lt;br /&gt;
A Myrrish Baron, one Turilo Psovik, has sought asylum in Alexandria according to leaks from the magistrate's offices that've set the rumor mills amongst Alexandria's upper class a-spinning. He claims to be in grave danger and claims that the recent airship crash he was involved in, in an effort to return home after his father's abdication of his Barony for reasons of 'madness', was an act of sabotage caused by shadowy forces on one side or the other of the current dispute between the heirs to the still unfilled throne of King Serenas. &lt;br /&gt;
 &lt;br /&gt;
Alexandria's governing council has yet to hear his petition, but the Baron is in protective custody somewhere in the city. Or so they say.&lt;br /&gt;
&lt;br /&gt;
=== Gilday, Rhaltaas 17, 1014===&lt;br /&gt;
====Thief Strikes the Petunia====&lt;br /&gt;
The Petunia's captain expressed pleasure at current sales. &amp;quot;It's not bad,&amp;quot; he said, before his brows drew downwards. &amp;quot;Though we had a lad try for the ship the other day. He broke in near some of the crates.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
When asked where the &amp;quot;lad&amp;quot; was, the captain made some vague response about local druids, and irritating the wizards of Rune.&lt;br /&gt;
&lt;br /&gt;
Local authorities are looking into the matter, though there seems nothing to report just yet. They are, however, watching the ship's intake of rubber sap, a common ingredient in some polymorph enchantments, in the interests of &amp;quot;adhering more closely with local justice methods.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''OOC:''' +bbread 7/15 is current with supplies left and available. Expect it to stay that way until the ship departs. X) - Lah&lt;br /&gt;
&lt;br /&gt;
===Gilday, Rhaltaas 10, 1014===&lt;br /&gt;
====Open Market!====&lt;br /&gt;
Despite recent attacks, a great whale of a ship, the Petunia, made way into Alexandria's harbor this week. The Petunia sailed all the way from Rune, and bears, it claims, leftover goods from the 5-year chaos on the island that only now is beginning to settle. The recently-founded wizard's parliment (who spend much of their time arguing various points and sundry, as is the way of proper wizardry), has licensed the Petunia to place these items for sale, either as a charity, for funds, to defund a political opponent, or...who the hell knows why wizards do anything anymore?&lt;br /&gt;
&lt;br /&gt;
: 2x Headbands of Vast Intellect +2 (3,000 gp ea)&lt;br /&gt;
: 3x Potion of Haste (560g ea)&lt;br /&gt;
: 2x Scroll of Fly (280g ea)&lt;br /&gt;
: 1x +1 Flaming Battleaxe (6,250g ea)&lt;br /&gt;
: 2x Scroll of Heroism (280g ea)&lt;br /&gt;
: 1x +1 Platemail of Light Fortification (4,240g ea)&lt;br /&gt;
: 1x +2 Bec-de-Corbin (6,200g ea)&lt;br /&gt;
: 2x Wand of Mage Armor (560g ea)&lt;br /&gt;
: 2x Wand of Enlarge Person (560g ea)&lt;br /&gt;
: 2x +1 Light Crossbow (1,750g ea)&lt;br /&gt;
: 2x Gray Bag of Tricks (2,550g ea)&lt;br /&gt;
: 5x Universal Solvent (35g ea)&lt;br /&gt;
: 5x Soveriegn Glue (1,800g ea)&lt;br /&gt;
: 5x Alchemical Grease (3g ea)&lt;br /&gt;
: 5x Bloodblock (19g ea)&lt;br /&gt;
: ?x An unknown number of stylish wizarding hats, robes, and accoutrements&lt;br /&gt;
		  &lt;br /&gt;
The Petunia will be in dock for the next two weeks before sailing on to other parts of Ea. Please +request to staff with your interest.&lt;br /&gt;
&lt;br /&gt;
===Variday, Rhaltaas 10, 1014===&lt;br /&gt;
Word has recently leaked on the street that the man who tried to poison Steel Von Ironblood (Aka [[Jibbom]]) has been moved by the magistrates into 'protective custody' of some kind. He's been taken out of the dungeons and moved *someplace* less known.&lt;br /&gt;
&lt;br /&gt;
===Eliday, Daeshen 30, 1014===&lt;br /&gt;
The lastest news is that a ship ran aground at one of the Lighthouses that dot the coast of the Alexandros region. Investigators found that some sort of creatures had murdered the lighthouse keeper with intent to cause catastrophes at sea. This continues the trend of strangeness at sea that's been plagueing the region.&lt;br /&gt;
&lt;br /&gt;
Armed soldiers have now taken the island over and secured it, and other such lighthouses are now being fortified and protected from attack even more carefully than they were before. This is at significant expense, but clearly a necessary precaution now.&lt;br /&gt;
&lt;br /&gt;
'''OOC:''' For rumors and general info, follow-up with: [[Constantin]], [[Angrid]], [[Vennan]], [[Jessa]], [[Munch]], [[Quint]] and [[Mako]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''OOC:''' See [[Craft]] for details!&lt;br /&gt;
&lt;br /&gt;
===Kesenday, Daeshen 28, 1014===&lt;br /&gt;
The Braggart's Cup was awarded to one [[Emir]] Zalaahd, eventually, but it was something else that occurred that caught most everyone's attention. &lt;br /&gt;
 &lt;br /&gt;
The story is that one [[Jibbom|Steel Von Ironblood]] was poisoned by someone in the midst of the festivities. While quick thinking preserved his life, the poisoned was said to've escaped...at least initially. &lt;br /&gt;
 &lt;br /&gt;
Rumors also say that the guard and several of the mercenaries present for the Bragging Rights night were seen at the docks, arresting a man who was trying to escape on a skiff.&lt;br /&gt;
&lt;br /&gt;
===Korday, Daeshen 27, 1014===&lt;br /&gt;
====Dragon in the Marketplace?====&lt;br /&gt;
Frantic rumors are circulating that a DRAGON landed in the middle of the MARKET DISTRICT today! It seems to be in conjunction with a little shop called Sunwall Arms, which creates personalized weapons that, by all accounts, seem to be EXCELLENT at dragonslaying. (Sales projected to jump at least 15%!)&lt;br /&gt;
&lt;br /&gt;
'''OOC:''' For rumors and general info, follow-up with: [[Jibbom]], [[Donk]], [[Spike]], [[Teppus]], [[Ormarr]], or [[Achala]]!&lt;br /&gt;
&lt;br /&gt;
====Gobber Arrested!====&lt;br /&gt;
AS a result of some sort of undisclosed 'act of terrorism', a Bludgunni goblin was arrested outside the city in connection with a failed attack on the Wayfarer's Inn. Apparently, he was seeking revenge on Alexandria for its role in Bludgun's defeat in the [[Game History|War on Sendor]].&lt;br /&gt;
&lt;br /&gt;
He is now awaiting trial in the Alexandrian dungeons.&lt;br /&gt;
&lt;br /&gt;
'''OOC:''' For rumors and general info, follow-up with [[Abrahil]], [[Ellerela]], [[Myrana]] and [[Mikilos]].&lt;br /&gt;
&lt;br /&gt;
===Gilday, Daeshen 26, 1014===&lt;br /&gt;
====INFERNUS====&lt;br /&gt;
One fine morning, a shopowner on the docks found his window shattered. He walked inside with trepidation and found its interior ransacked, along with a large banner draped across one wall that is said to've read: &lt;br /&gt;
 &lt;br /&gt;
&amp;quot;INFERNUS. WE'RE CALLING YOU OUT! YOU WON'T KNOW WHEN! YOU WON'T KNOW WHERE! BUT IT'S COMING!!!&amp;quot; &lt;br /&gt;
 &lt;br /&gt;
Of course, the shop owner said that this had a lot more spelling errors in it and being a clerk he had the time to correct them and have it make sense. Mostly. &lt;br /&gt;
 &lt;br /&gt;
Whoever this Infernus is, though, he appears to've made some enemies. The shopkeeper just wishes he didn't have anything to do with it.&lt;br /&gt;
&lt;br /&gt;
===Tariday, Daeshen 25, 1014===&lt;br /&gt;
====Fernwood Pub Home to Unusual Event====&lt;br /&gt;
The poor Fernwood Pub.&lt;br /&gt;
&lt;br /&gt;
Whenever will its indignities end? Tonight, everyone was enjoying their nice meals and some boy comes in and, well... he hands his cat to that crazy lady that's always talking to the trees and the cat just starts having kittens right there at meal time. A very inopportune time for the Fernwood's denizens -- some of which left the establishment rather than see all that while they were trying to eat.&lt;br /&gt;
&lt;br /&gt;
'''OOC:''' For rumors and general info, follow-up with [[Leisel]], [[Quint]], [[Umien]], [[Ellerela]], or [[Achala]].&lt;br /&gt;
&lt;br /&gt;
===Variday, Daeshen 24, 1014===&lt;br /&gt;
====Pirates Infighting====&lt;br /&gt;
In the latest round of rumors and gossip, it seems that the pirates that have been plaguing Alexandria's waters have taken to infighting amongst themselves. Word is that there was a break down at one of the infamous pirate parleys and as such they aren't coordinated like they used to be. &lt;br /&gt;
 &lt;br /&gt;
That said, even with the pirates being less of a threat, ship disappearances are still happening with alarming regularity. The Alexandrian navy has stepped up patrols of the waters and that does seem to have had a deterrent effect, to some degree, but now one or two *navy* vessels have gone missing. &lt;br /&gt;
 &lt;br /&gt;
Needless to say, this is of a concern to merchants everywhere. Sea travel is dangerous enough as it is, after all, and this is raising tensions between the Airship Sailors and their sea-traveling cousins as they compete for contracts. &lt;br /&gt;
 &lt;br /&gt;
The government is beginning to put price controls in place to ensure there's not a repeat of the price-gouging that happened last year during the 'false mists'.&lt;br /&gt;
&lt;br /&gt;
'''OOC:''' For rumors and general info, follow-up with [[Aenyn]], [[Jibbom]], [[Donk]], [[Emir]], [[Kilian]], or [[Ormarr]] ICly&lt;br /&gt;
&lt;br /&gt;
===Ceriday, Daeshen 22, 1014===&lt;br /&gt;
====Teresa====&lt;br /&gt;
Her name was Teresa.&lt;br /&gt;
&lt;br /&gt;
Few figures mark the center of a tragedy so well as a small child. Teresa, a young girl of twelve was slain this evening in the dualy-guarded space between two rival houses. A group of adventurers found her slain, most of her face missing by an attack of an unnatural creature.&lt;br /&gt;
&lt;br /&gt;
As the Watch conducts its search and the Mourners prepare her body, those of Tradition and those of Artifice accuse one another over how the creature was let into Sage Orum's Plaza, though the Watch has named no one officially...&lt;br /&gt;
&lt;br /&gt;
...or even if there was a murder.&lt;br /&gt;
&lt;br /&gt;
Or an accident.&lt;br /&gt;
&lt;br /&gt;
As of this time, no one is certain. As a consequence, tensions will remain higher between the two groups, though this is not expected to last. The heads of both organizations have been engaging in a public, joint effort to address the mess left behind, which has had some impact.&lt;br /&gt;
&lt;br /&gt;
The family of the girl, who are tied to the river-merchants, could not be reached for comment.&lt;br /&gt;
&lt;br /&gt;
'''OOC:''' For rumors and general info, follow-up with [[Jibbom]], [[Sonja]], [[Saevrinimata]], or [[Zalara]] ICly.&lt;br /&gt;
&lt;br /&gt;
===Korday, Daeshen 13, 1014===&lt;br /&gt;
====Limited Edition====&lt;br /&gt;
In recent days a new line of collectable plush toys have been seen around the city, often in the hands of small children, but on occasion held tightly by an adult Collector. The source of these toys is uncertain, but rumors persist of a laughing wizard handing them out at the orphanage. Rare, but occasionally posted flyers detail some of the options. &lt;br /&gt;
&lt;br /&gt;
Bane of Night: &lt;br /&gt;
:Dashing adventure abounds with this wondrous plushie! Based on the local hero, this plush item has authentic features and wardrobe modeled after the real Bane of Night! (Additional Wardrobe pieces not included.) Squeeze the belly to hear real quotes! &lt;br /&gt;
:&amp;quot;Steel von Ironblood, Bane of Night!&amp;quot; &lt;br /&gt;
:&amp;quot;Have at thee, foul beast!&amp;quot; &lt;br /&gt;
:&amp;quot;Now now ladies, settle down!&amp;quot; &lt;br /&gt;
&lt;br /&gt;
BrightScale of Am'shere: &lt;br /&gt;
:Delightfully soft and adorably squishable, this popular plush is based upon another local hero. Hand dyed armor and tabbard are made from all natural fibers, guaranteed to last years of playtime! (Swiftclaw Riding Accessory not included.) Squeeze the belly to hear real quotes! &lt;br /&gt;
:&amp;quot;......mmm.&amp;quot; &lt;br /&gt;
:&amp;quot;.....ah.&amp;quot; &lt;br /&gt;
:&amp;quot;.....&amp;quot; &lt;br /&gt;
&lt;br /&gt;
Lady Sandiel: &lt;br /&gt;
:A wildly popular model based upon the true lady of Alexandria, this plush comes with extended wardrobe and bustle. Delux hips and blunt objects come standard! Squeeze the belly (carefully) to hear real quotes! &lt;br /&gt;
:&amp;quot;What do you want?&amp;quot; &lt;br /&gt;
:&amp;quot;How'd you get in here?&amp;quot; &lt;br /&gt;
:&amp;quot;Get that damn ---! outta my face!&amp;quot; &lt;br /&gt;
&lt;br /&gt;
Donk: &lt;br /&gt;
:The sheer awesome which is Donk cannot be contained in plush form. We're sorry.&lt;br /&gt;
&lt;br /&gt;
OOC: See [[Mikilos]] for rumor details.&lt;br /&gt;
&lt;br /&gt;
===Tariday Daeshen 4, 1014===&lt;br /&gt;
====The Spell Canon====&lt;br /&gt;
Once, Alexandros had a weapon. &lt;br /&gt;
 &lt;br /&gt;
This weapon, the Planar Disjunction Cannon, was of Kulthian design. While how it was built is one lost art amongst many, what it did was unleash a great torrent of energy powerfful enough to ccut a swath of destruction across the land and to destroy enemiy ships, armies... or floating fortresses. &lt;br /&gt;
 &lt;br /&gt;
Indeed, the last time the Cannon was used was during the Illuminated Order War, where it was fired at the floating fortress Merkabah which was then brought low. This lead to the defeat of the supposed Kulthian remnants that lead this force, but it was not without cost. The Spell Cannon itself was then targeted by a direct exposure to the Elemental Plane of Earth -- which turned the complex in the Red Ridge Mountains itself into stone and unleashed numerous earth elementals into the countryside. While this thread has since been neutralized, the complex itself remains useless and transformed, with little being done about it. &lt;br /&gt;
 &lt;br /&gt;
Until now, anyways. With the increasing threat of piracy and more, the City Council of Alexandria has announced that it intends to seek a way to reclaim the Spell Cannon so that it can be revived and once again serve as a detrrent and weapon against those who threaten the fair city of Alexandria and its allies. Researchers from the local societies of Engineers and Wizrds have been called in to study the problems. Solutions are being devised. &lt;br /&gt;
 &lt;br /&gt;
Or say they say.&lt;br /&gt;
&lt;br /&gt;
OOC: See Whirlpool for rumor details.&lt;br /&gt;
&lt;br /&gt;
===Korday, Daeshen 06, 1014===&lt;br /&gt;
====Summer Flu====&lt;br /&gt;
A summer flu has broken out amongst the denizens of lower Alexandria. &lt;br /&gt;
 &lt;br /&gt;
People are flocking to the Soldier's Defense hospital for treatment and the Hearthguards are doing their best, with help from the other churches, to contain the outbreak before it actually takes any lives. The illness is not particularly serious and runs its course after a day or two, though takes a little longer for the elderly and the children. &lt;br /&gt;
 &lt;br /&gt;
If you're a cleric, you've probably got your hands full.&lt;br /&gt;
&lt;br /&gt;
===Kesenday, Callem 31, 1014===&lt;br /&gt;
====Demon Among the Quills====&lt;br /&gt;
A demon ruptured the nominal quiet of Quill's Repose this evening. Leaping onto the Lady Octavia's circulation desk, the demon revealed itself before beginning to set the place on fire. It spoke in a searing, unearthly tongue, though witnesses were able to make out the words, &amp;quot;Wrong!&amp;quot; though little else.&lt;br /&gt;
&lt;br /&gt;
Two adventurers, who were visiting the Repose, stepped forward as the creature began to wreck the place. Working together, the paladin and a mage subdued the creature with heroic blows. The mage declared the beast was on its way to summoning more of its kind just as the final blow was rendered.&lt;br /&gt;
&lt;br /&gt;
Cleanup will take some time; the damage is still being ascertained, though it is minimal compared to what it might have been. Wilder theroies suggest the demon is a cause of Taara's anger at being left out of the new Society's building. Others, however, suggest the demon itself was just spiteful enough to enact the terror it caused. &amp;quot;It could have been angry over a library fine,&amp;quot; one magi suggested.&lt;br /&gt;
&lt;br /&gt;
'''OOC:''' For rumors and general info, follow-up with [[Sonja]] or [[Mikilos]] ICly.&lt;br /&gt;
&lt;br /&gt;
===Ceriday, Callem 11 ===&lt;br /&gt;
====Jailhouse Bar and Grill!====&lt;br /&gt;
The Jailhouse Bar recently had another fantastic evening of violent entertainment with one of their famous 'Fight Nights'. Some battles were long, some were short, but all of them were entertaining as rowdy bloodsport went on throughout the night. Victorious fighters included [[Kalkorth]], Conquerer of the North, [[Angrid]] the Angry, [[Gragnar]] the Growler, [[Katja]] the Crusher, and [[Munch]]y the Golem. All triumphed against a variety of oddball opponents.&lt;br /&gt;
&lt;br /&gt;
While the fights were entertaining, all agree that the show was stolen by the fight announcer: [[Jibbom|Steel Von Ironblood]], Bane of the Night. All in attendance were greatly impressed at how the dashing and handsome halfling's running commentary added an entirely new dimension of entertainment to the proceedings. This according to Jibbom Taribree, who is quite happy to discuss this subject at length.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Gilday, Callem 15===&lt;br /&gt;
====Jibbom of the Mighty Thews! ====&lt;br /&gt;
The latest word on the street is that [[Jibbom|Steel Von Ironblood]] has displayed great feats of strength. Why, he even beat [[Boshter|a tall Arvek Nar]] in an armwrestling contest! After this, he magnanimously declared that he'd buy everyone around him free ale.&lt;br /&gt;
&lt;br /&gt;
The [[Arvek Nar]] declared him to be 'Steel Von Ironthews'.&lt;br /&gt;
&lt;br /&gt;
No, really.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Tariday Aestry 31===&lt;br /&gt;
====Getting Together for a Hunting Expedition====&lt;br /&gt;
Rumor has it that some golem smith is getting folks together for an expedition for materials, and has been spreading instructions for interested parties to meet him at his shop. Which golem, and which shop? Look man, I can't tell them apart, how many Golems with a store can there be?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Eliday Aestry 15===&lt;br /&gt;
====Whorls of Aether====&lt;br /&gt;
Another day of peaceful worship has been interrupted by out of control magicks at the Temple Square. Half-drowned out by the raucous afternoon worship of the [[Tarien|Tarienites]], a handful of adventurers all but exploded in a brilliant flash of green light what devoured all by two of their number; a [[sildanyar|llyanesi]] arcanist and a [[Humans|Xian]] pugilist. Rumor has it that a giant bug of sorts appeared right before they all vanished.&lt;br /&gt;
&lt;br /&gt;
'''OOC:''' See [[Halani]], [[Jibbom]] or [[Mikilos]] ICly for further details&lt;br /&gt;
&lt;br /&gt;
===Gilday Firetide 27===&lt;br /&gt;
====Did You Hear??====&lt;br /&gt;
Did you hear about [[Donk]] Yauti? Apparently he's some kind of king, or an heir apparent...I don't know, he's destined for some kind of throne. Some people were talking about him in the tavern. A gnomish cavalier... I know, I saw him dragging that gaggle of orphans along behind him, singing about him. They must know something we don't, because apparently he toppled a ''kingdom''! And not just any kingdom, but one that was conspiring against Alexandria itself! ...where? Somewhere underground, I think. Enemies of House Brache.&lt;br /&gt;
&lt;br /&gt;
You don't know House Brache? Well, they were only one of the foremost secretive houses standing against the [[Nonplayer Characters|Sorceress Altima]], at ''great'' risk to themselves! Yeah, heroes, yeah.&lt;br /&gt;
&lt;br /&gt;
Speaking of heroes, did you see that game of [[Calendar|Tarienball]]? I'm not sure ''what'' to make of that...&lt;br /&gt;
&lt;br /&gt;
===Variday Firetide 18===&lt;br /&gt;
====Strange Dancers====&lt;br /&gt;
Quite a few people are speaking of seeing something quite strange, but all of them have close to the same account of what happened.&lt;br /&gt;
&lt;br /&gt;
In the light of the full moon, a strange dancer can be seen on the rooftops of a few buildings. Those that actually get more than a passing glance see the strange flowing dance of the veiled dancer, before the dancer disappears from sight. None have gotten a good and clear look at this dancer, but most have put it upon the strange practices of the upcoming Sky Dancers Song holiday that is coming up. (by [[Moonshadow]])&lt;br /&gt;
&lt;br /&gt;
===Ceriday Firetide 17===&lt;br /&gt;
====Tarien's Miracle====&lt;br /&gt;
As usual, rumors are circulating the taverns. Less usual? Their subject. Apparently, [[Tarien]] decided to bestow a 'holy miracle' upon the people of Alexandros. While most got a good giggle out of it, most of the participants are... irritated.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The 'miracle' involved [[Spike|Spikington McChairFoe]], beloved so-called 'saint' of the carpenter's guild and [[Nonplayer_Characters|Greta]]. Apparently, an altercation near the fountain in the temple square happened when the insane golem was apparently 'provoked' by a trio of poo-flinging monkeys. Then more monkeys showed up, gilded in gold, a sure sign of Tarien's favor. Then? Then Greta showed up. Waiting for the really strange part of the story?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;What's that? You mean that wasn't the strange part!?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Nope. See, when Greta showed up and ordered everyone involved arrested, including the monkeys... Spike took a hostage. That is, she took a monkey hostage. Then, to top it all off, she double-crossed a gnome or halfling or somethin' who offered himself in a hostage exchange, and ran off to hide INSIDE the [[Daeus|Daeusite temple]].&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Man. I don't know who's got it worse... Spike, who's no doubt cooling her heels in a cell... or the Watch who have to spend a whole night with Spike.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Yeah. That lucht is calling it a miracle of Tarien.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===Ceriday Firetide 09===&lt;br /&gt;
====Illothian Fallout====&lt;br /&gt;
It's little surprise when rumors spread through the city that the Illothan 'announcement' resulted in (at least) one death. Details are vague and while there must have been more than a few witnesses present it seems as if no one wants to talk at length about it.&lt;br /&gt;
&lt;br /&gt;
One of the Illothan acolytes--or perhaps a man by the name of Ted (who may actually be an acolyte)--fell to black magics, assault by the watch, divine retribution, or adventurer intervention in the middle of their announcement. The contents of the announcement are as variable as there are districts in this city but the two dominant threads propose either defection from the cult or the exposure of several, individual cells of worship dedicated to other dark gods.&lt;br /&gt;
&lt;br /&gt;
The Watch, the [[Althea|Altheans]], and the Vardamans are said to be involved (and maybe those new-fangled [[Serriel|Serrielites]] and the followers of [[Daeus]] as well).&lt;br /&gt;
&lt;br /&gt;
Details are lacking.&lt;br /&gt;
&lt;br /&gt;
===Eliday Firetide 03===&lt;br /&gt;
====A Contest Won====&lt;br /&gt;
A contest was held at the Armsmaster Arena this prior evening -- a contest in which a chest had to be pried from deep within a pit of mud. Typically, many contestants became involved and it descended into a free for all before long -- though one individual had to be pried from the melee by [[Spike|Official Spikington Chairfoe]], designated enforcer by the [[Angoron|Angorites]], for 'improper magic use'.&lt;br /&gt;
&lt;br /&gt;
The eventual winner was a dwarf known only as '[[Thaim]]'. He came to possess the Braggart's Beer Mug, which entitles him to the occasional free alcoholic drink at participating establishments.&lt;br /&gt;
&lt;br /&gt;
Second place went to a fellow by the name of [[Conrad]], who won the 'Running Away Boots', for displaying a considerable deal of intelligence and perception in spotting a second, concealed chest in the pit and escaping with it unnoticed.&lt;br /&gt;
&lt;br /&gt;
All in all, everyone involved seem to have a good time, even if they got extremely muddy.&lt;br /&gt;
&lt;br /&gt;
===Kesenday, Hattanan 25===&lt;br /&gt;
====Bees a-buzzin'====&lt;br /&gt;
With the recent announcement regarding Alexandria's construction upgrades, work crews are now a common sight, with pockets of them being spotted all over the city. A majority have congregated around the higher portions of the city's east. It seems the plan is for them to work their way from the top down, not unlike the way a sculptor would shape a block of marble.&lt;br /&gt;
&lt;br /&gt;
Crews of laborers coming from all stripes can be seen working together under [[Khazad]] oversight. This is with the assistance of the First Blarite Engineers, skilled [[Arvek Nar]] who have been loaned to the city under the terms of the treaty with the [[Arvek Nar|city-state of Blar]]. While there are occasional tensions, most are simply happy for the work and the mass labor necessary for the project is providing a nice local boost to the economy that merchants from all over seem to be thrilled with. The already bustling city is a-buzz with all this new activity, and both the taverns and market squares are experiencing a level of jovial rowdiness unseen until recently.&lt;br /&gt;
&lt;br /&gt;
In short: So far, so good.&lt;br /&gt;
&lt;br /&gt;
===Variday, Hattanan 07===&lt;br /&gt;
Groups of [[khazad]] are being spotted around the city. These [[khazad]] appear to be taking measurements of various locations, escorted by city guard. They meet with merchants and the heads of temples, and fierce arguments, debates take place in angry whispers. Even stranger, they appear to be in communication with a number of Blarite, [[Arvek Nar|arvek nar]] engineers and their counterpart architects among the Alexandrian populace. Something big, some sort of building project, is on the horizon, and prayers to [[Reos]] are accordingly on the rise.&lt;br /&gt;
&lt;br /&gt;
Moreover, airships loaded with masonry and timber are arriving from various destinations and orders to local quarries have tripled. Stone is being stockpiled as government coffers, swollen by the recent increases in trade, are now paying out to purchase supplies for an as-yet unannounced project.&lt;br /&gt;
&lt;br /&gt;
===Gilday, Bernfleur 25===&lt;br /&gt;
Now, an even *larger* and entire cadre of [[Arvek Nar]] from Blar has arrived in the city. While they aren't saying what they're up to, they *did* arrive by airship and most of them seem to be, or say they are, veterans of the First Blar Engineering regiment. Many of them are recognizable to veterans of the Sendor War for their talents with building and fortifications and relentless and well organized drive.&lt;br /&gt;
&lt;br /&gt;
Something is up when this sort of work force arrives, but it isn't clear what projects they might be working on.&lt;br /&gt;
 &lt;br /&gt;
===Tariday, Benfleur 17 ===&lt;br /&gt;
Another foreign dignitary has now arrived today! This time, greeted warmly once more by city officials, one [[Khazad]] straight from Dun Moridin, said to be a member of Clan Masterbuilder.&lt;br /&gt;
&lt;br /&gt;
The ruling council of [[Alexandria]] is clearly up to something, though there's little indication just yet of what it is. Time will tell what the arrival of these dignitaries portends.&lt;br /&gt;
&lt;br /&gt;
===Korday, Bernfleur 12, 1014===&lt;br /&gt;
====An Arvek General Arrives!====&lt;br /&gt;
Today, an airship arrived at the docking stations with the symbol of Blar upon its bow. Disembarking were numerous Arvek Nar soldiers dressed in their colorful uniforms, escorting someone who is rumored to be one of the leading generals from the military-ruled city-state that's allied itself with Alexandria. What reason he has for being here is as yet unknown, but it's more than likely for the purpose of high level negotiations. The numerous Arvek Nar soldiers that have come along can be found in the city, drinking heavily and otherwise orangeing it up.&lt;br /&gt;
&lt;br /&gt;
=== Gilday, Bernfleur 11, 1014 ===&lt;br /&gt;
==== A magical confrontation ====&lt;br /&gt;
Overheard in a pub, and onward, &amp;quot;So, did you hear they blew up the Fernwood last night?&amp;quot; &lt;br /&gt;
 &lt;br /&gt;
The half-elven bartender passes by, drying a mug, saying &amp;quot;You're *in* the Fernwood, Tarn, what'd I tell you about staying off the gnomish stuff?&amp;quot; &lt;br /&gt;
 &lt;br /&gt;
&amp;quot;It's a special occasion!&amp;quot; The drunken fellow protests, &amp;quot;The Fernwood's been blown up! So I had a little something!&amp;quot; &lt;br /&gt;
 &lt;br /&gt;
Tarn's mustachoied friend clarifies, for a third patron, &amp;quot;I believe my esteemed cohort is in referral to the events here this past Variday night,&amp;quot; he says, with a deep, airy tone of pretention, &amp;quot;where this fine stablishment was qute nearly destroyed in a duel of the wizardly arts. If I mistake her not, the lovely and fame-ified Mistress Gelfure, who'd been accosted by a black-clad magician from Rune, doubtless some dispute about the finer points of the magico-arcane arts. Fortunately, a sister of the most blessinged order of the Hearthguard interpostured... &lt;br /&gt;
 &lt;br /&gt;
&amp;quot;She was four feet tall!&amp;quot; Tarn interjects, gesticulating with a whacking motion, &amp;quot;With a ruler! Wasn't she, Knavel? &amp;quot; &lt;br /&gt;
 &lt;br /&gt;
The mustachioed fellow looks impatient a moment, and continues, &amp;quot;Be that as it may, my intoxibated friend, it was a disaster barely avertified, and a brassy piece of clericking on the young devotionary's part, if I may say. Unfortunately, I had an urgent appointment elsewhere... Needless to say, all's not well in the realm of magitocracy.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
=== Tariday, Bernfleur 03, 1014 ===&lt;br /&gt;
==== A New Partnership ====&lt;br /&gt;
It began in the battle-scarred land of Sendor. &lt;br /&gt;
 &lt;br /&gt;
Centuries of racial animus and entrenched positions waged until none are left standing. Months of preperation going into a single day of battle where only one can emerge to claim the title of 'Hottest Chili In The Land'. &lt;br /&gt;
 &lt;br /&gt;
We refer, of course, to the now infamous Oruch-Khazad chili cookoff. Another one has been scheduled and its date will soon be fast approaching. Oruchs and Khazad have been hard at work, trying their damndest to conjure up the hottest combinations they possibly can to put them to the test against all who dare take up the challenge of trying one. &lt;br /&gt;
 &lt;br /&gt;
What's unusual, though, is that recently, Kembar Mudslogger, a wealthy scion of one of the Khazad Trade Houses that has begun the process of opening a station for his House in Alexandros, has recently been seen with what can only be described as his counterpart amongst the Oruchs, one by the name of Krevik, a member of Clan Drum Reaver. &lt;br /&gt;
 &lt;br /&gt;
The two have been said to've struck an unlikely friendship and were recently seen together at the Guild of Explorers. Apparently, they've gone into business with each other. What this portends remains to be seen, but it clearly has something to do with the cookoff. &lt;br /&gt;
 &lt;br /&gt;
Or at least that's the -rumor- anyways.&lt;br /&gt;
&lt;br /&gt;
=== Variday, Eatonis 26, 1014 ===&lt;br /&gt;
Reports out of the Red Ridge Mountains indicate that a volcanic eruption is disrupting trade and agriculture in that area. Its /entirely/ uncharacteristic, but nonetheless the reports remain.&lt;br /&gt;
&lt;br /&gt;
They're followed by reports that ashfall, while light, is starting to threaten newly-recovering crops. Intermixed with these reports are others, more outlandish and less-believed, about winged horrors in the sky that come with the ash.&lt;br /&gt;
&lt;br /&gt;
=== Tariday, Eatonis 20, 1014 ===&lt;br /&gt;
The elderly owner of the alchemist shop has put in a report with the guard. Rumor has it that a half-elf and a stubby little gobber have wreaked havoc on his store, destroying precious merchandise and beating feet before they could be caught. The half-elf called herself 'Melon,' which is obviously a codename of some kind. City guard urges citizens to be safe, and stay wary of persons of ill-repute! And should you have any information regarding these persons, it would be well-appreciated.&lt;br /&gt;
&lt;br /&gt;
=== Tariday, Eatonis 13, 1014 ===&lt;br /&gt;
Recent travellers from the Empire of Charn indicate that trouble struck the city of Aby'ssa not long ago. A host of demons was said to've attacked the city center and was defeated by the brave forces of the Black Dragon Army. The claim is that this attack was caused by 'traitorous servants of the so-called 'Platinum Dragon''. The priests of Maugrim, enraged by this, have redoubled their efforts to stamp out every trace of uncontrolled demonic influence in Charn. Word of purges has already begun. &lt;br /&gt;
 &lt;br /&gt;
Additionally, a seperate rumor indicates that the government of Charn has now placed a bounty on the so-called scourge of Versus, the sorcerer known only as 'Asumit' for having some sort of role of this. Apparently, he is not making any friends anywhere. Charn has indicated that they believe the 'insurgents operating in the name of the Platinum Dragon' behind this have stooped to allying with this figure. That propaganda might work in Charn, but pretty much everyone outside of the Empire's reach seems relatively sure that that is an absurdity.&lt;br /&gt;
&lt;br /&gt;
=== Variday, Pryntar 06, 1014===&lt;br /&gt;
:Solis calls the white knight down&lt;br /&gt;
:pure of heart to protect our town.&lt;br /&gt;
:The Sly One tricks and white knight falls&lt;br /&gt;
:and our town burns by Deceivers' thrall.&lt;br /&gt;
&lt;br /&gt;
The rhyme has grown popular with children almost overnight. Urchins chant it in the alleyways of the western districts as they skip to and fro, clap hands, or toss rocks. Powder monkeys and cabin boys do their duties to the simple rhythm around the docks. The Castle and Noble districts remain free of it by merit of the school marm's switch and the stern looks and hard palms of nannies. Parents around the city wish they could get their hands on the ill mannered 'fugee child that brought such filth into their fair city but tracing these things back to their source is all but impossible. &lt;br /&gt;
 &lt;br /&gt;
Kids these days.&lt;br /&gt;
&lt;br /&gt;
==End Fake Mists Arc==&lt;br /&gt;
===	Variday, Pryntar 06, 1014===&lt;br /&gt;
With the mists dissipating and things beginning to really resettle back to normal, the fear that had locked Alexandria's people has begun to fade all together. Thusly, the merchants can no longer justify their higher prices. In fact, a mob recently drummed one out of town for charging too much. Once this occurred, other merchants were quick to show they had more 'reasonable' prices.&lt;br /&gt;
&lt;br /&gt;
===Variday, Vhast 31, 1014===&lt;br /&gt;
Sometime in the after noon, there was some sort of commotion at the bank of [[Alexandria]]. It was surrounded by guardsman, and several people were arrested in what appears to be some kind of failed robbery attempt and a few bodies were also removed. Some sort of ground tremor had afflicted the area surrounding the bank and it is said by officials that this was part of a failed effort to break into the bank vault. &lt;br /&gt;
 &lt;br /&gt;
Those arrested in this attempt are now in the custody of the city watch, with a few more said to be on the run.&lt;br /&gt;
&lt;br /&gt;
===Variday, Vhast 31, 1014===&lt;br /&gt;
Word spreads throughout [[Alexandria]] through news publications and rumor. &lt;br /&gt;
 &lt;br /&gt;
The mist-making machines that had brought such fear and terror to the area have finally been located and destroyed. The [[Taara|Taaran]] behind this have also been apprehended and slain, having taken over the [[Khazad|dwarven]] fortress of Khamon Sotch and used it as their base of operations. The heroic forces acting on Alexandria's behest, ranging from members of the regular militia and the city watch, as well as [[Explorer's_Guild|hired mercenaries]] to support them, engaged in a titanic struggle over the fort before clearing it. At least one airship was lost in the ongoing battle. &lt;br /&gt;
 &lt;br /&gt;
By evening, the mists had begun to lift off Alexandria and, over the next couple of days, clear completely. &lt;br /&gt;
 &lt;br /&gt;
Merchants will be maintaining their high prices just a *little* longer from the look of things, but public anger on the overcharging has been mounting for a while and it's unlikely they'll be able to keep putting the screws to the populace.&lt;br /&gt;
&lt;br /&gt;
===Tariday, Khael 13, 1013===&lt;br /&gt;
With the recent announcements from the government of [[Alexandria]] that the current mists are an artificial construction, and that they are doing something about it, people are just beginning to stick their heads back out of doors. Civilians are starting to return to the streets and to conduct business more regularly. Gold and red decorations, flags, and streamers are beginning to festoon the city in preperation for [[Calendar|Yuletide]] celebrations. &lt;br /&gt;
 &lt;br /&gt;
In short, things are beginning to get back to normal, even though it is by a degree of inches. &lt;br /&gt;
 &lt;br /&gt;
Of course, the prices haven't dropped...&lt;br /&gt;
&lt;br /&gt;
===Gilday, Khael 07, 1013===&lt;br /&gt;
====Council Issues Statement on Return of Mists====&lt;br /&gt;
The Ruling Council of [[Alexandria]] has released the following statement: &lt;br /&gt;
&lt;br /&gt;
&amp;quot;We know that many [[Alexandria|Alexandrians]] have dreaded the return of the Mists that had locked our city away. After all, if such a thing could happen once, why not twice? But it is with determined satisfaction that we can state, categorically, that these mists are not the powers of [[Taara]] at work once again, but rather, the sick and twisted plan of one individual or a group of individuals, to spread fear and discord in our homeland through black artifice; one who seeks to exploit our understandable concerns. We have, through the aid of several of our very own local heroes, led by one valiant dwarf, Ser Otto, Son of Bandaerl of Clan Masterbuilder and his two assistants, been able to determine, through their efforts, the source of these mists as being from somewhere within the Red Ridge Mountains near the mining town of Denston.&amp;quot; &lt;br /&gt;
 &lt;br /&gt;
&amp;quot;The Council has agreed to launch an immediate investigation into the area and has ordered the dispatch of available city watch and militia, along with mercenary forces contracted through the [[Explorer's Guild|Guild of Explorers]]. We will find the source of these 'mists' and see to their end. Know that [[Alexandria]] will be protected at all costs.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===Gilday, Khael 07, 1013===&lt;br /&gt;
It has taken quite a bit of time to get the harvest together this year. With all the damage done by the mists, monsters, and fear stoked by various sources, food prices have continued to skyrocket. But today the government of [[Alexandros]] stated, having taken stock of all the food brought into the city from the surrounding countryside, that supplies are more than adequate to get through the winter and meet reestablished trade obligations. Even in the face of this news, prices have still continued their climb for basic food staples and have not yet reached their peak. &lt;br /&gt;
 &lt;br /&gt;
Though many farms were abandoned, city workers were hired to go out to the farms and collect what food they could from the fields and begin counting the tonnage secured with the help of adventurers and city watch alike. &lt;br /&gt;
 &lt;br /&gt;
While not everything could be saved due to the cold, wet and... misty weather, Alexandros' food supplies are now better off than they might otherwise have been.&lt;br /&gt;
&lt;br /&gt;
===Kesenday, Quintoos 25, 1013===&lt;br /&gt;
The previous evening ''something'' went down in the [[Alexandria|market district]].&lt;br /&gt;
&lt;br /&gt;
First, there was a run on the alchemist's shop slightly before closing that resulted in everyone being thrown out.&lt;br /&gt;
&lt;br /&gt;
''Then'' there was an explosion that sounded like it came from ''just'' below the streets. Much cobblestone was actually damaged and a couple of manhole grates went flying. All of that was a prelude to the real main event.&lt;br /&gt;
&lt;br /&gt;
Pastvale manor has always sat on the edge of the Market District, kept nicely on the orders of its [[Myrddion|Myrrish]] noble owners who visit during the summers.&lt;br /&gt;
&lt;br /&gt;
Shortly after the first explosion, one ''rocked'' the market from the fifth floor of Pastvale Manor, sending a shockwave through the district that overturned carts, blew out shop windows, and more.&lt;br /&gt;
&lt;br /&gt;
Rumors indicate a [[War Golems|war golem]] was seen jumping onto the balcony of the manor shortly before the explosion.&lt;br /&gt;
&lt;br /&gt;
The City Watch was one scene quickly, doused the flames (of which there were startlingly few) and took control of the scene.&lt;br /&gt;
&lt;br /&gt;
One arrest has been made at this time and one guardsman is in critical condition at the [[Althea|Temple of Althea]].&lt;br /&gt;
&lt;br /&gt;
===Eliday, Quintoos 20, 1013===&lt;br /&gt;
====A Heavier Fog====&lt;br /&gt;
The fog has not gone away.&lt;br /&gt;
&lt;br /&gt;
Some days, it is thicker than others, though not as thick as the growing paranoia on the streets of [[Alexandria]] and surrounding [[Alexandros]]. Whispers suggest the anniversary of the [[Recent History|Return]] is near, while others point to the increased activity of the [[Taara|Taaran cults]].&lt;br /&gt;
&lt;br /&gt;
OOC: As merchants react to the unusual changes, they've begun charging more for prices. The cost of any material or purchase is considered to be 5 percent higher than normal.&lt;br /&gt;
&lt;br /&gt;
===Tariday, Quintoos 08, 1013===&lt;br /&gt;
Adding to farmers' woes, weather in [[Alexandria]] has been unusually overcast of late. River merchants report tales of increased fog and mists, with more on the way. With the Mists so recent in memory, such a phenomenon understandably has many nervous.&lt;br /&gt;
&lt;br /&gt;
In response, some merchants have been raising their prices. This practice has drawn complaints, though not as much as it may have a month ago--the refugee issue appears to have eased, as recently as a few weeks ago. Actions of a [[Althea|Hearthguard]], along with a number of adventurers, are cited.&lt;br /&gt;
&lt;br /&gt;
''OOC Note:'' Despite +today, weather will tend towards overcast and foggy.&lt;br /&gt;
&lt;br /&gt;
===Variday, Quintoos 07, 1013===&lt;br /&gt;
Outlying farms in the immediate [[Alexandria|Alexandrian]] countryside have been inconveniently abandoned by their owners. Those who've come into town indicate, for whatever reason, they no longer feel safe there. &lt;br /&gt;
 &lt;br /&gt;
Exactly *why*, they aren't saying as of now. This close to the harvest and with Alexandria's population still swollen with refugees, its worrisome to see any farm abandoned and the fields left idle as the [[Calendar|harvest]] continues.&lt;br /&gt;
&lt;br /&gt;
===Ceriday, Rhaltaas 29, 1013===&lt;br /&gt;
====Harvest, Refugees, and Unrest====&lt;br /&gt;
&amp;quot;Well, he says he found somethin',&amp;quot; says one doubtful-sounding [[oruch]]. He looks back towards a group of refugees who are busy putting together a large wagon. &amp;quot;That uh, [[Althea|Hearthguard]]. So we're headed out, I guess.&amp;quot; He pauses. &amp;quot;Well, my brother's staying. He found him a good job, though--out there cuttin' wood and haulin' it in for th' farmers. Some adventurer helped him git with the [[Gilead|Gileans]]. 'Parently so long as you're all respectful and plantin' too, they're okay with it.&amp;quot; He rubs at his nose. &amp;quot;The [[Dana|Essence]] don't agree, but what can you do?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Thus runs the tale from the Western wards of the city. As the [[Calendar|Harvest]] rolls in, a number of the refugees appear to be preparing caravans, though not all of them appear to be headed out. Some appear to be settled, or questioning the wisdom of traveling during winter. Not all of the tensions are gone.&lt;br /&gt;
&lt;br /&gt;
In fact, a small riot broke out the other day in the Western ward between a young arvek nar and a [[Dran|Dranei]], over a reportedly stolen loaf of olive bread. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;I say good riddance,&amp;quot; reported another refugee, who was leaving (her aunt and two uncles were staying). &amp;quot;I lost a child to those [[Taara|Taarans]] running around the place. We thought [[Alexandria]] would be the City of Hope. Well, here's what I think of that,&amp;quot; she says, and spits on the ground. Flecks of blood come with it, right before she crumples into her sister's arms.&lt;br /&gt;
&lt;br /&gt;
===Variday, Rhaltaas 17, 1013===&lt;br /&gt;
The guards have spread out into patrols more heavily than normal in the western district of the city. &lt;br /&gt;
 &lt;br /&gt;
A riot nearly broke out in goblintown after arrests were made, notable of one goblin named Teb the White. He is now in custody, being questioned about his role in black market trafficing of magical components and alchemical supplies. &lt;br /&gt;
 &lt;br /&gt;
Furthermore, a house in the western district has been quarantined and, rumor has it, a druid called in from the Union to look into something that has been found there. Apparently, some unusual plantlife was found in it by guardsmen and contracted back up.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Eliday, Rhaltaas 09, 1013===&lt;br /&gt;
====Markets Tentatively Surge with Harvest====&lt;br /&gt;
As fall settles in, the farmers in greater Alexandros prepare to bring in the last of the harvest. Too, this year more than ever, caravans from all over the world come to Alexandria, to trade and share news in the last great Market season before winter closes the doors. Caravans from the exotic locations of [[Veyshan]], from [[Am'shere]], and [[Locations|more]], and will make their way into Alexandria in the coming weeks.&lt;br /&gt;
&lt;br /&gt;
OOC: Use this as an excuse to RP visitors from exotic locales, or involve your PC in trade and even inquiries into local customs. Merchants will be interested in what Alexandria has to offer, as well as selling and trading.&lt;br /&gt;
&lt;br /&gt;
===Ceriday, Rhaltaas  1, 1013===&lt;br /&gt;
Word around the [[Local Organizations|Explorer's Guild]] is more of the same. The collapse of the main chamber of the [[khazad]] ruins and widening of the first sinkhole that first led to the discovery of the ruins is still underway, held up by heavy rains to the north that have hampered progress.&lt;br /&gt;
&lt;br /&gt;
The leadership of the Engineer's Enclave, the Explorer's Guild, and the khazad delegates have been in heated talks regarding renegotiating of the contract and who, if any, is at fault, but all involved have been tight lipped thus far. If exploration is to continue, it could be weeks or even months, though [[Alexandria|Alexandrians]] have gotten a taste of the wealth pulled from the ruins and the demand is high for more Khazdul artifacts.&lt;br /&gt;
&lt;br /&gt;
OOC - This is my IC explanation for my extended absence. I lost all of my notes and maps when my computer crashed, but I will be piecing them back together and getting this show back on the road. Just bear with me, peoples. - Owen&lt;br /&gt;
&lt;br /&gt;
===Tariday, Daeshen 13, 1013===&lt;br /&gt;
====Wizard Taken into Protective Custody?====&lt;br /&gt;
A second raid of the guardsman on the [[Local Organizations|College of Magic]] nearly resulted in the apparent arrest of [[Nonplayer_Characters|Madame Gelfure]]. &lt;br /&gt;
&lt;br /&gt;
Harsh words were exchanged between guard units and the Madame but apparently whatever mix up had occurred was cleared up, as the Madame left the College under her own power. &lt;br /&gt;
&lt;br /&gt;
That said, her estate in the noble district now apparently has guards surrounding it. Rumors are circulating that there may well have been some sort of assassination attempt and she was likely placed into protective custody of some kind. &lt;br /&gt;
&lt;br /&gt;
A wizard. In protective custody. Yeah, right.&lt;br /&gt;
&lt;br /&gt;
===Variday, Daeshen 5, 1013===&lt;br /&gt;
The Temple of [[Eluna]] held a quiet celebration and reconsecration ceremony last night (under the light of the moon, of course). It was more muted than most, but the high clergy are looking more relaxed today -- even if folks didn't notice they were tense before.&lt;br /&gt;
&lt;br /&gt;
===Eliday, Daeshen 4, 1013===&lt;br /&gt;
====A Wizard did It====&lt;br /&gt;
Recently, a body was recovered from within one of the warehouses along the docks. After investigation by the guards and contracted mercenaries in support, some sort of monsters behind the slaying was found and eliminated. This in and of itself would not be so hugely unusual in these dark times but the investigation into the death appears to be continuing. &lt;br /&gt;
&lt;br /&gt;
Recently, several guards were seen searching several rooms within the [[Local Organizations|College of Magic]], much to the frustration and consternation of the workers and academics there. These searches took most of the day. It seem the guards believe that 'a [[wizard]] did it' and plan to continue their investigation.&lt;br /&gt;
&lt;br /&gt;
===Korday, Daeshen 1, 1013===&lt;br /&gt;
An hour before midnight, a piercing shriek hears in the alleyways near the docks, more to the point from the water itself.  Crowds flocked to the docks to see one man sink in the water, his face a mask of terror and desperation.  When the guards arrived, they found a corpse and talk of a priest fingered as the murderer.  Once the guards were able to clear out the crowds, there is rumors of the fighter Alteri lead away bound for the guardhouse.  Many tell of her also being drenched as if she had been in the water, and some speculation if she was trying to hide the body from discovery.&lt;br /&gt;
&lt;br /&gt;
===Variday, Callem 22, 1013===&lt;br /&gt;
====A Downside of Gifts====&lt;br /&gt;
As the gifts from the Beyond, and from more mundane sources are poured over, scholars have of late taken a recent concern to the Council of Alexandria...&lt;br /&gt;
&lt;br /&gt;
...and as a result, images of the Gods of Evil have been removed from the City for fears of security.&lt;br /&gt;
&lt;br /&gt;
OOC: This refers (in part) to ramifications of the spell: Enter Image. ICly, all images of the dark gods are being removed, and nobles, merchants, and commonfolk alike are urged to examine the paintings which may hang upon their walls--images from Charnese nobility, even though political, might be considered a risk in some areas.&lt;br /&gt;
&lt;br /&gt;
===Variday, Callem 22, 1013===&lt;br /&gt;
====An Arrogant Gift Shows Llyranesi Return====&lt;br /&gt;
Since the Fall of [[Rune]], individual [[Organizations|Academy of Sages]] across the world have been undergoing retrofitting into more local-serving institutions. With no instructors, money, or supplies from Rune, each one has been having to make do. [[Alexandria]]'s is no exception. &lt;br /&gt;
 &lt;br /&gt;
With several prominent mages, such as Madame Gelfure leading the charge, with Baldwin Addelberg by her side, along with generous backing from [[Nonplayer Characters|High Lady Rawyn Telenil]], the Academy of Sages is now undergoing large amounts of reconstruction. The final construction, aided through a showing of Alexandrian magic, will better serve more local, Alexandrian needs, according to reports. Instructors are being drawn from the local populace and prominent adventures may occasionally be asked to guest lecture based on their experiences. &lt;br /&gt;
 &lt;br /&gt;
Ambassadors from [[Llyranost]] have also set up shop there--indeed, an entire new section of the College of Magic is dedicated to the sildanyari [[wizard|mages]] and their teachings. For their part, the sildanyari have sought to make themselves at home.&lt;br /&gt;
 &lt;br /&gt;
As the sildanyar continue to step out from beyond the fabled veil, one can only see their influence over local magical culture growing, despite the tension this might cause. This tension can be seen everywhere from the Academy itself, and into local politics--whispers of just what the sildanyar have been hiding, as well as perhaps, well-founded worries over Alexandria's hard-fought-for sovereignty.&lt;br /&gt;
&lt;br /&gt;
===Gilday, Callem 17, 1013===&lt;br /&gt;
====Post Independence Celbrations, Famed Cookoff Begins====&lt;br /&gt;
&amp;quot;We worked hard to get here.&amp;quot; The [[oruch]] folds his arms across his chest. Behind him is the business he'd built--a small chili stall. It stands across from a well-known [[khazad]] vendor who even now eyes him. &lt;br /&gt;
&lt;br /&gt;
The oruch's tale is typical. Rugged, inventive--is the [[Alexandria|Alexandrian]] archetype. A place unlike any on Ea and prideful for it--the people who saved the War of [[Sendor]], who drew [[Blar]] from the reaches of [[Bludgun]]. The City who five years ago, stood being the place--not just any place--but The Place where world peace might first be achieved. The place where gods first spoke to mortal men.&lt;br /&gt;
&lt;br /&gt;
Because every other Court is a copy.&lt;br /&gt;
&lt;br /&gt;
And it's time to celebrate. Live, Alexandria! Today, banners whip in the wind, and the oruch decorates his stall in Alexandria's colors. Street-urchins wave copies of the [[Calendar|Rose Treaty]] for anyone to read--and bards stand on street corners, telling a thousand and one versions of the tale to anyone who will listen.&lt;br /&gt;
&lt;br /&gt;
The famous [[Calendar|oruch and khazad chili cookoff]] will happen anytime.&lt;br /&gt;
&lt;br /&gt;
Live, Alexandria! City of wonders, city of impossibilities. This month is the month of your independence!&lt;br /&gt;
&lt;br /&gt;
:&amp;quot;Siniath! Alexandrie!&amp;quot;&lt;br /&gt;
:&amp;quot;Nuacht an tAlexandreann!&amp;quot;&lt;br /&gt;
:&amp;quot;Korero! Alexandria!&amp;quot;&lt;br /&gt;
:&amp;quot;Mrezne! Alexandria!&amp;quot;&lt;br /&gt;
:&amp;quot;Alexandria-zagad Berud!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
OOC: In order: sildanyar, halfling, oruch, gobber, khadzul.&lt;br /&gt;
&lt;br /&gt;
===Tariday, Callem 09, 1013===&lt;br /&gt;
Combined [[Myrddion|Myrrish]] and [[Alexandria|Alexandrian]] forces declare victory over demonic infestation &lt;br /&gt;
 &lt;br /&gt;
That's the word from the Alexandrian Council and Myrrish Military officers. In their first combined effort since the end of the [[Recent History|Sendor War]] and [[Recent History|Alexandria's return from the Mists]], victory has been achieved against what was said to be a 'demonic infestation' that had been reawoken from the days of the Daemon Wars. Combined military forces pushed into the blighted land of Skald to the north and east of Alexandria, where the Demon Wars began centuries go, and were said to have decisively defeated the demonic legion in battle. &lt;br /&gt;
 &lt;br /&gt;
The Myrrish airship 'The Glorious Rendition', battle-scarred and damaged, is now docked into the [[Alexandria|Alexandrian Airstation]], where it is undergoing temporary repairs before it will be heading back to the Bryn Myridorn for a more full refitting. &lt;br /&gt;
 &lt;br /&gt;
In other news, a meeting of [[llyranesi]], Alexandrian wizards of repute, and city officials was said to be in progress. &lt;br /&gt;
 &lt;br /&gt;
Finally, the bounty on Asumit, one of the remaining war criminals of the Sendor War and the mastermind behind [[Sendor|Versis]], has been increased to 50,000 gold pieces.&lt;br /&gt;
&lt;br /&gt;
===Ceriday, Callem 06, 1013===&lt;br /&gt;
====Alexandria Celebrates Independence====&lt;br /&gt;
Live, Alexandria!&lt;br /&gt;
&lt;br /&gt;
For the first time since the Re-emergence, Alexandria will celebrate its independence. Every year in the month of Callem, the citizens of Alexandria and greater Alexandros celebrate the [[Calendar|Rose Treaty]]. &lt;br /&gt;
&lt;br /&gt;
This year looks to be different--it will be the first celebration since [[Recent History|emerging from the Mists]] and [[Taara]]'s [[Recent History|Ravaging of the World]]. Its walls are packed with refugees, many of whom would look to make the City their home--or at least, a stopping point. Local priests, adventurers have been seen among these groups, organizing food distribution and calling for aid. A number of [[Althea|Altheans]] have been central to the effort, and donations and efforts to that Temple in particular are up as of late.&lt;br /&gt;
&lt;br /&gt;
Just a week ago, temples worldwide sang with the blessings of gods, just as druid circles, reportedly, came to life for a brief moment. As a result, donations and activity among these places are at a new high and taverns are abuzz with ideas for reopening the Court. Even [[Ceinara|Ceinara's Muses]] stand to see some activity in the coming weeks as traditional songs make their way way in City-wide and new ones are invented. &lt;br /&gt;
&lt;br /&gt;
These days, vendors' stalls are full from the emergence of [[khazad]] trading companies--and the alleyways dark with war over mercantile contracts. The recent Delve into the Citadel has generated rumors on its own--including that a number of treasures from ancient Khazad-Alexandrian history will be placed on display. And soon.&lt;br /&gt;
&lt;br /&gt;
Among politicians, [[llyranesi]] ambassadors, once reclusive, rub shoulders with Alexandrian elite, heralding what could be the coming of a new Age...&lt;br /&gt;
&lt;br /&gt;
...potentially the end of the Age of Man, according to some scholars and Seers.&lt;br /&gt;
&lt;br /&gt;
Yet so far, it's too soon to tell. The [[Local Organizations|local mage's guild]] has read the &amp;quot;gift&amp;quot; as a challenge, a demonstration of llyranesi might now that Rune has fallen. Madame Gelfure promises fireworks &amp;quot;the likes of never seen before&amp;quot; during this year's festivities. She's also begun inroads to increase local funding--which to some is seen as a futile effort. &amp;quot;It's the llyranesi, now,&amp;quot; in the words of one anonymous politician. &amp;quot;They'll take Rune's place. Not long, we'll all be llyranesi-this, llyranesi-that. Going to have to look at ear extensions soon, you want any promotion,&amp;quot; he joked. &lt;br /&gt;
&lt;br /&gt;
Apparently to Gelfure, &amp;quot;We have not yet begun to fight.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
And then, reportedly, sent a minion to fetch appropriate shoes. &amp;quot;Something with a bit of iron in the heel.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
So Live, Alexandria! Alexandria, the hub of the world and the center of change, the herald of invention and creative minds. &lt;br /&gt;
&lt;br /&gt;
OOC: We'll be making announcements regarding the Rose Treaty within a week. This will be a MU-wide event.&lt;br /&gt;
&lt;br /&gt;
===Variday, Callem 01, 1013===&lt;br /&gt;
&lt;br /&gt;
&amp;quot;So what is this?&amp;quot; the lean ambassador asks. The [[gobbers|gobber]] tourguide eyes the [[llyranesi]] sideways--too danged /thin/.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Not natural,&amp;quot; he mutters.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;What isn't?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;...eh,&amp;quot; mutters the gobber. And he straightens his nobby frame, and jabs a thumb at the crowd of workers around the Memorial Gardens. &amp;quot;Buildin' something. Gonna be big, one of them [[Recent History|War monument...thingers]].&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;...interesting. There have been alot of wars, of late?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;...of late? Suppose. This'un's just a few--uh. Five years or so, to you people.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The ambassador goes silent. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Heh. Uh, yeah. So as I was sayin'...it's this big project, see. Hired my company to do the fireworks, even.&amp;quot; The gobber grins. A yellow, jagged grin splits across his face so suddenly that the ambassador steps back. Quickly. &amp;quot;You know how we greenskins like fireworks.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Even bigger grin.&lt;br /&gt;
&lt;br /&gt;
OOC: http://forum.tenebraemush.net/index.php/topic,1158.msg6909.html, [[Alexandria|+map 11]]&lt;br /&gt;
&lt;br /&gt;
===Eliday, Aestry 31, 1013===&lt;br /&gt;
====A World Changed====&lt;br /&gt;
There is a shifting in the balance of things. All across the known world rumor and word comes in of change and progress. From the shining southern sun to the clear northern sky, to the uttermost east and the furthest shores of the west, the gods move their hands in action against the recent usurpation of the balance. In their movements, mortal lives are changed and the world continues to turn. New scriptures are written and ancient ones recovered from long lost vaults or temples and cities recently discovered and excavated. The wisdom of the gods mingles with men giving rise to new prayers among the faithful and techniques to wield holy power among the paladins and faith borne knights. Light and dark and those inbetween reap alike from the rise of knowledge. One thing is clear, the pantheon either collectively or individual are not standing for Taara's usurpation of the balance of things. &lt;br /&gt;
 &lt;br /&gt;
The collapse of Rune has sent ripples through the world of magic. Where there was once one power, now many seek to rise. Free from the eyes of the old conclave, spell research, exploration of ancient knowledge and forgotten libraries and warring idealogies have begun to yield the fruit of knowledge without guidance and resulted in much by way of widespread exploration of new forms of magic and recovery of old ones. Some, however, attempt to fill the gap left by Rune. In distant Llyranost, the hammers of elven smithing and the pens of elven script making herald a new era. Their magic colleges, once exclusive to elven kind, open their arms to invite the presence of others, notably mankind, offering stability to the world of wizards that has not existed since Rune's fall. Even with this offer made, many who attend such schools know that centuries, if not millennia old, prejudices do not vanish over the span of a few years but they are eager to prove themselves while also accessing secrets that have long been kept by the fey and away from other races. Magic grows, once again.&lt;br /&gt;
&lt;br /&gt;
===Ceriday, Aestry 30, 1013===&lt;br /&gt;
A hand written parchment note can be found in the Guild of Explorer's Guildhall, amongst all the other notices for bounties and jobs. The thin, flowing handwriting reads:&lt;br /&gt;
&lt;br /&gt;
To gather funds and coordinate efforts to aid the quickly growing immigrant population in Alexandria, I am hosting a meeting in the Dragon's Den two days hence at dusk. Any and all adventurers are welcomed and invited to attend for the discussion of ways to best reach an amiacable solution for the immigrants and natives of this fine city.&lt;br /&gt;
&lt;br /&gt;
Father Owen Tilgentor, Servant of Heaven's Queen&lt;br /&gt;
&lt;br /&gt;
PS - There will be beer and other refreshments available gratis after the meeting is concluded. &lt;br /&gt;
&lt;br /&gt;
(OOC: Looking to start the scene around 7 pm CST on Monday, August 1st)&lt;br /&gt;
&lt;br /&gt;
===Kesenday, Aestry 29, 1013===&lt;br /&gt;
====Airship Thought Lost in Mists, Reclaimed====&lt;br /&gt;
Recently, a distress beacon fired from one of the taller mountains of the [[Alexandros|Red Ridge Range]]. &lt;br /&gt;
 &lt;br /&gt;
This beacon belonged only to an airship, bearing an experimental design and an engine to match it, known only as the Cardinal Direction. &lt;br /&gt;
 &lt;br /&gt;
This airship had been in the sky when [[Alexandria]] had been cast into the mists. It was thought lost. Until now, that is. The airship's beacon fired and it's location has at last been identified. The [[Explorer's Guild|Guild of Explorers]] and several other groups sought to salvage it and it has been at last found by a mixed group of Alexandrians who have agreed to split the profits of the salvage. &lt;br /&gt;
 &lt;br /&gt;
This weekend, the city will be seconding a second expedition of engineers and their bodyguards to jury rig the vessel and return it to Alexandria, but there are whispers that such things are better off left undisturbed.&lt;br /&gt;
&lt;br /&gt;
===Korday, Aestry 27, 1013===&lt;br /&gt;
Unrest has been growing in the western part of [[Alexandria|the city]] for some time. Owners of warehouses report the need for increased security as summer's hottest months roll past. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;They're pretty hungry, mostly,&amp;quot; one guard reported. He was hired, he said, from the local guild. &amp;quot;Makes for of work for us out here, though. Over there's my brother--and then my brother-in-law. Usually it's pretty easy, we just stand here and look rough. Most of'em don't have even a knife. ...it's trouble when they do, though.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Reactions to the plight remain mixed, with support and opposition from both sides. Local workers complain of losing jobs to the incoming populace, while other areas report a marked increase in crime rate. Temples too, are reporting shortages in staffing and in the amount of care they can reasonably provide.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I'm getting worried,&amp;quot; one [[Althea|Hearthguard]] reports. &amp;quot;[[Althea]] gives...but there's always so much more.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
These tensions reached a high point this last [[Calendar|Tariday]], when refugees assaulted one of the local warehouses. Reports from the area indicate they were looking for food. Others report a local worker who only goes by the name of &amp;quot;Younger&amp;quot; switched sides during the battle. Reactions to this reported &amp;quot;turncoating&amp;quot; remain mixed--Younger's had a reputation for defending &amp;quot;common folks&amp;quot; while another said the event was too much like Alexandrians versus Alexandrians. &lt;br /&gt;
&lt;br /&gt;
The merchantess who manages the warehouse says enough was taken that others may be suffering--most notably the farming communities she ships to in the southern part of the [[Alexandros|Heartlands]]. Regardless of impact, the refugee issue continues to grow.&lt;br /&gt;
&lt;br /&gt;
===Kesenday, Aestry 22, 1013===&lt;br /&gt;
&amp;quot;Think they're better'n we are,&amp;quot; snorts one man. He speaks, he says, on behalf of a number of [[Alexandria|Alexandrians]] about the recent arrivals. Well, not that many arrivals. A few [[llyranesi]] have come into the City as part of a trade caravan. One of the first things they did was pay their respects among the Seers of Eluna. &lt;br /&gt;
&lt;br /&gt;
However, residents comment on how aloof and how strange, the [[llyranesi]] appear. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Them...whatever they are. Eh. Fancy names...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Regardless of local feelings, the [[llyranesi]] do not appear to have done anything (yet, according to another resident), and one's volunteered his time to assist the [[Eluna|Seers]] with the refugee issue. Mrs. Corinth, who lives not too far off of Firelight, thought she saw one &amp;quot;cracking a smile, though it was more like...kind of like a fishtail. You know, straight, then all the sudden it twitches.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
One of the Seers commented that the arrival wasn't at all that unusual--&amp;quot;Followers of the Bright Lady, they. The [[Calendar|Dancer's Song]] is coming up, hope to see more of them, really.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
He added, &amp;quot;It will probably be quiet this year.&amp;quot; The Seers it seems, have alot on their plate. The refugees (some from as far away as [[Veyshan]], or further) have taken the City's outskirts by storm, and while the [[Althea|Hearthguards]] see to their comfort and wellfare, the Elunites have taken it on themselves to see to minds and curiosities. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;There just aren't enough schools, not enough Seers to go around,&amp;quot; the priest said.&lt;br /&gt;
&lt;br /&gt;
===Korday, Aestry 14, 1013===&lt;br /&gt;
Whispers of a giant is loose in the area. Rumors abound that a giant has been seen north of Alexandria moving through the woods. His great footfalls caused much panic, as random farmers or hunters took to flight to avoid a fateful confrontation. Strange rumors have circulated that a woman in armor with a Blue Rose accompanies the giant. Reports have come from the Druid's grove that the giant is a fellow druid, and means no harm. He resides at the Druid's grove to recuperate from wounds he sustained during his travels. Speculations have flown about as to why the giant has come to the grove, and why was he wounded. The Druid Grove guardians have refused to comment further.&lt;br /&gt;
&lt;br /&gt;
''For more rumors and updates, +bbread 7 ingame.''&lt;br /&gt;
&lt;br /&gt;
===Korday, Firetide 16, 1013===&lt;br /&gt;
As the Shadows in Alexandros grow longer, so do the tales. Among bars, among merchant-stalls, Alexandrians whisper of children vanishing, of a neighbor waking up under the bloodied auspice of a knife. Other stories grow, too, of a particular figure.  A man in a light blue doublet. &lt;br /&gt;
&lt;br /&gt;
The gossip goes that he appears around street corners and bars after sundown, and some braver sorts claim to have shared a drink with him. They say he snarls at the mention of the [[Illotha|Dagger's]] name, and that he's from [[Dragonier]]. That he's [[Althea|Althean]]--no, wait. That newfangled goddess named [[Serriel]] (if she is, really). Detractors say he's little more than a common drunk. A rabble-rouser.&lt;br /&gt;
&lt;br /&gt;
Rumors pepper his origins, which only increases the interest. &lt;br /&gt;
&lt;br /&gt;
OOC: Shadowfall is coming soon to Alexandros. While not an 'officially' celebrated holiday, expect it to have repercussions. See http://www.tenebraemush.net/index.php/Calendar.&lt;br /&gt;
&lt;br /&gt;
''For more rumors and updates, +bbread 7 ingame.''&lt;br /&gt;
&lt;br /&gt;
===Eliday, Firetide 12, 1013===&lt;br /&gt;
&lt;br /&gt;
One of the final events of the [[Calendar|Tournament Paramount]] is the traditional boasting contest - where warriors and champions gather around a fire and tell tall tales of how impressive they are, inspiring laughter and roars of appreciation for these tales of heroism and glory.&lt;br /&gt;
&lt;br /&gt;
It was held this night, and the noise of the event carried far from the [[Alexandria|Armsmasters' Arena]], with entire kegs of beer vanishing into the place never to be seen again. While most of the participants were drunk as dwarves at a wedding by the end, it is said that something truly astounding occured.&lt;br /&gt;
&lt;br /&gt;
The great warrior who called himself Ivald the Mighty, goes the story, revealed himself before all to be a celestial servitor of [[Angoron]] himself! He declared that even the Gods would know that Alexandria is a place where heroes were born, before departing once more to Heroes' Welcome. Perhaps, some say, this visitation was to assure the city that despite recent events - the Gods have not abandoned us.&lt;br /&gt;
&lt;br /&gt;
There are also some mutters of a 'pixie thing' and a pie and some dire imprecations against Tarien the Prankster, but what these mean is more difficult to make out.&lt;br /&gt;
&lt;br /&gt;
''For more rumors and updates, +bbread 7 ingame.''&lt;br /&gt;
&lt;br /&gt;
===Kesenday, Firetide 10, 1013===&lt;br /&gt;
The [[Alexandria|Dragon's Den]] was the victim of bombing! &lt;br /&gt;
 &lt;br /&gt;
Earlier this evening, a loud explosion sounded from within it. This was followed by a crowd of [[Angoron|Angorites]] rushing over from the Tournament Paramount being held at the Arena alongside Guardsman -- all heading there quickly from across the street. An event at the arena was even put on hold. &lt;br /&gt;
 &lt;br /&gt;
Rumors, no doubt starting with leaks from the city guard, speculate that the bombing was intended to kill several mercenaries to collet some sort of bounty on their heads. The identities of these adventurers has not yet been released, but no doubt people will figure out who it was soon enough.though exactly who is &lt;br /&gt;
 &lt;br /&gt;
The Guard is investigating and, amazingly, no one is said to've actually been *killed* due to the timely intervention of clerical magics, potions, wands, and even a singing gnome. Yes, really. Singing [[gnomes|gnome]]. &lt;br /&gt;
 &lt;br /&gt;
The fire was quickly brought under control, the injured evacuated, and the Den closed briefly for repairs. &lt;br /&gt;
 &lt;br /&gt;
Thankfully, said Den has a long standing contract with the Enclave of Engineers ever since the 'Clockwork Beer Dragon' incident and it should be up and open again in no time at all.&lt;br /&gt;
&lt;br /&gt;
''For more information and news, +bbread 7 ingame.''&lt;br /&gt;
&lt;br /&gt;
==End Fall of Sendor, Vanishing of Alexandria==&lt;br /&gt;
===Gilday, Firetide 01, 1013===&lt;br /&gt;
When the [[Recent History|Sendor War]] drew to a close, it came down with a whisper, and then with a bang. Its veterans now reside across the world, though many of them are here, in [[Alexandros]].&lt;br /&gt;
&lt;br /&gt;
The government of [[Alexandria]], nudged by some scarred figure. has stepped forward and proposed the building of a monument to the sacrifice, to the heroes of this War.&lt;br /&gt;
&lt;br /&gt;
So, our question to you: What is it? What should it be? What should it look like?&lt;br /&gt;
&lt;br /&gt;
Please share your thoughts in the thread below. This, be it a statue, a stone monument, will eventually become a permanent part of the Memorial Gardens (11 on [[Alexandria| +map]]).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
OOC: Please make these suggestions based on something your character would suggest, and don't hesitate to make this a part of your RP. As part of the monument, there will be builders and architects ongrid, and alot of, well. Call it political debate. :)&lt;br /&gt;
&lt;br /&gt;
''For more information and news, +bbread 7 ingame.''&lt;br /&gt;
&lt;br /&gt;
===Tariday, Hattanani 31, 1013===&lt;br /&gt;
&amp;quot;'nd then they come'n say we gots to let'm go! 'n ogre in [[Alexandria]]!&amp;quot; A watchman and a few drinks after hours spawns the rumor and it spreads across western Alexandria. Details vary depending on who you ask but it would seem that a feral ogre attacked a group of adventurers. The beast was subdued and handed over to the watch... only to have a pair of the adventurers return and request its release a few days later. Apparently, there was a 'misunderstanding.'&lt;br /&gt;
&lt;br /&gt;
With no other witnesses and only the word of the adventurers as evidence, the beast was released from custody. Free again to roam the lower class regions. The culprits were a [[mul'niessa]] and a foreign human girl. Two people who don't seem to give a sniff about the poorer folk.&lt;br /&gt;
&lt;br /&gt;
''For more information and news, +bbread 7 ingame.''&lt;br /&gt;
&lt;br /&gt;
===Tariday, Hattanani 24, 1013===&lt;br /&gt;
Although most of the city's chatter and murmurings centers around the Tournament Paramount of late, there's other gossip and rumors running quietly beneath them. Some of those rumors follow.&lt;br /&gt;
&lt;br /&gt;
One of the manor houses in the Noble District - formerly belonging to the ill-fated house of Mielen, whose last scion died some years ago - has been purchased by a rather enigmatic individual who, according to rumour, goes by the name of Lord Eff. Just what or where he's a lord /of/ is rather vague, and it's largely believed that he's a foreigner. Believed, because nobody can actually admit to having seen him. Someone's brother's cousin saw a messenger travelling from the manor to the Explorer's Guild, though, so maybe he'll have some work for adventurers?&lt;br /&gt;
&lt;br /&gt;
Another rumor is stirring more in the University District than anywhere; it's said that the mage-artificer Bryan Dessek of Rune has recently uncovered some artifact of Kulthian origin during an archeological dig at the edges of Alexandrian territory. What it is, exactly, is a subject of wide speculation, but gossip tells that it was nearly completely intact.&lt;br /&gt;
&lt;br /&gt;
''For more information and news, +bbread 7 ingame.''&lt;br /&gt;
&lt;br /&gt;
===Variday, Hattanani 23, 1013===&lt;br /&gt;
An Alexandrian royal once beheaded his lover to save her, and Alexandros' landscape was the birthplace of the Mogareg. These and other stories are the focus of our Coming Home series, and are readable ingame in +bbread 7 over the next few weeks.&lt;br /&gt;
&lt;br /&gt;
''For more information and news, +bbread 7 ingame.''&lt;br /&gt;
&lt;br /&gt;
===Variday, Hattanani 23, 1013===&lt;br /&gt;
Great activity has increased at The Armsmaster Guild Hall; (08 on the +map) banners and various decorations to [[Angoron]] have been put up. Fighting pits have been cordoned off, as well as others challenge or contest areas erected. Some of the toughest men, so called Priests and Clerics of Angoron are seen teaming all over the large Hall making ready for the [[Calendar|Annual Paramount Tournament Gladiatorial Games]]!&lt;br /&gt;
&lt;br /&gt;
In the center of the huge Guild Hall, a large Score board has been erected, a listing of Events and Competitions are viewable, with sections to list all of the contestants. Events such as, The Strongest Man Contest, Wizard Duels, Team Event, and a Triathlon appear on the board and the list goes on. Located at the entrance of the Hall is an official Challenge to all those boasting of Fighting skill, to bring their Courage and Honor, to compete in the greatest Competition in all of Ea!&lt;br /&gt;
&lt;br /&gt;
Opening Ceremonies will kick off the Tournament in three days, launching on Variday, Hattanani the 23rd (this Monday), and run for two weeks.&lt;br /&gt;
&lt;br /&gt;
* Lists and rules will be given to those interested in participating.&lt;br /&gt;
* Come one, Come ALL!  Great contests of Strength and Courage, honor the Great Titan, and show your skill in the Greatest Gladiatorial Games in all of Ea!&lt;br /&gt;
* Postings to Announce day and time of the Events...stay tuned!&lt;br /&gt;
&lt;br /&gt;
''For more information and news, +bbread 7 and +bbread 3 ingame.''&lt;br /&gt;
&lt;br /&gt;
===Gilday, Hattanani 18, 1013===&lt;br /&gt;
As the trail of caravans slows to [[Veyshan]], so do the supplies of exotics. Crafty merchants and restaurant owners will be soon looking for the next big thing, though for now appear to be doing well. Interest in Veyshan goods still runs high, and the supplies, ideas, and goods brought back from this exotic landscape will resonate throughout society in the weeks to come.&lt;br /&gt;
&lt;br /&gt;
Refugees, concerned with needs such as basic food and clothing, may seen occasionally purchasing glitter-covered play-blades for their children or a colorful sash. Despite the [[Recent History|horrors of just months past (to us) or five years (to everyone else)]], the people of [[Alexandria|Alexandrian City]] look for things to distract them beyond basic supplies, to begin enjoying life again.&lt;br /&gt;
&lt;br /&gt;
Other social groups have responded in a similar fashion. Ever the trend-setter in style among the upper crust, [[Nonplayer Characters|Madame Gelfure]] was seen returning to the city in colors best described as &amp;quot;Green&amp;quot; with a hint of &amp;quot;Veyshan Sands.&amp;quot; Perhaps unrelated, the uniforms of the [[Local Organizations|Society for Progressive Arcanists]] have changed again, and the [[Nonplayer Characters|librarian]] reports an increase in the study of elemental magic and genie-blooded ancestry. Whatever the cause, the Society is developing a reputation for being very &amp;quot;hip,&amp;quot; which contrasts its previous reputation--as somewhat stodgy and &amp;quot;out of place,&amp;quot; in fact.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Veyshan Sand&amp;quot; appears to be strongly in style in the coming month, with some upper-crust ladies attempting veils--though placed atop the hair and edged with precious stones--and for the super-trendy, cogs or pieces of [[artificer|artificery]] in place of traditional Veyshanti beading. Restaurants serving spiced cuisine also report an increase, and a number of quick-thinking owners responded to the interest by expanding their menus.&lt;br /&gt;
&lt;br /&gt;
The Temple of [[Vardama]], perhaps oddly, has benefitted. Priests there report a slight surge of visitors to their [[monk|monastery]] as interest in that particular fighting style has temporarily increased.&lt;br /&gt;
&lt;br /&gt;
In the next few weeks, we may see a touch of red added to the colors of ladies' headdresses and the sash of swords as some of our [[Calendar|local holiday celebrations]] begin in earnest.&lt;br /&gt;
&lt;br /&gt;
''For more information and news, +bbread 7 ingame.''&lt;br /&gt;
&lt;br /&gt;
===Variday, Hattanani 02, 1013===&lt;br /&gt;
The exotic markets of [[Veyshan]] received an unexpected traveler this last week. [[Nonplayer Characters|Madame Gelfure]], decked in the latest blend of [[Alexandria|Alexandrian]] and Veyshan fashion, hit the famed [[Veyshan|Taashran markets]]. Known for her at times eccentric taste in hats and ties to the &amp;quot;Hats for Orphans&amp;quot; campaign, Gelfure is a well-known figure around Alexandria. It remains to be seen how Veyshan will react, although opinions among local Veyshanti merchants have varied widely thus far. A disgruntled speaker who wishes not to be named suggests that the visitation is part of a covert operations program, to sneak in &amp;quot;scum-ridden, adventurous treasure-hunters&amp;quot; beneath the cover of the Madame's more flamboyant personality. Others counter him by mentioning Taashran's two famous hat-crafters, Aliyah Essa and Qasim Vijaya, and that the Madame is already said to have planned a visitation. &lt;br /&gt;
&lt;br /&gt;
The Madame is expected to attend to a number of diplomatic visits while in the area, on behalf of the recently restructured Society of Progressive Arcanists. &lt;br /&gt;
&lt;br /&gt;
''For more information and news, +bbread 7 ingame.''&lt;br /&gt;
&lt;br /&gt;
===Korday, Bernfleur 14, 1013===&lt;br /&gt;
Things are changing in Alexandria's political climate. Merchants already overtaxed in efforts to reestablish contacts and routes, and in competition with new, stronger dwarven companies, now find themselves facing a threat from the land of genies: [[Veyshan]].&lt;br /&gt;
&lt;br /&gt;
It started with one man, as such things do. A stranger in silks and turbans and astride a sleek black charger, he came bearing items the like which the lands had not seen in centuries. And after him, another.&lt;br /&gt;
&lt;br /&gt;
The exotic merchants from the sands trickle inwards with ever-rarer treasures. Tales of uncovered cities, exposed ruins.&lt;br /&gt;
&lt;br /&gt;
And adventures.&lt;br /&gt;
&lt;br /&gt;
So far as anyone can tell, a new series of ruins have been discovered.&lt;br /&gt;
&lt;br /&gt;
And [[Alexandria|Alexandrian Merchants]], and the [[Local Organizations|Explorer's Guild]] recognize an opportunity when they see one. Even now, [[Veyshan Month|contracts are being issued]], and [[Veyshan Month|caravans planned]].&lt;br /&gt;
&lt;br /&gt;
''For more information and news, +bbread 7 ingame.''&lt;br /&gt;
&lt;br /&gt;
===Ceriday, Bernfleur 09, 1013===&lt;br /&gt;
Tragedy struck the [[Myrddion|Myrrish]] celebration this last Kesenday. The Magistrate held a celebration for the men and women who had worked so hard to make Sendor possible, and found himself nearly poisoned. The poisoning was averted thanks to the acts of several quick-thinking guests. No one has yet claimed responsibility, though the name of the foul god [[Gunahkar]] has been spoken by more than one set of lips.&lt;br /&gt;
&lt;br /&gt;
''For more information and news, +bbread 7 ingame.''&lt;br /&gt;
&lt;br /&gt;
===Eliday, Eatonis 27, 1013===&lt;br /&gt;
&amp;quot;If you go there, you hire someone. You hire alot of someones, and even then? Even then you think about it,&amp;quot; are the reports heard from merchants when there isn't outright refusal. The latest is a barrel-chested dwarf with bristling beard and the wide stance of his race. His name is Cal Stonecutter, and he represents the last in a long line of attempted travelers to the pass near the Crumbled Tower. His race makes it all the more remarkable.&lt;br /&gt;
&lt;br /&gt;
Since [[Taara]]'s Revenge, the dwarves have taken the lead in recovery efforts and exploration. Their stalwart caravans travel on roads no other man would dare. In recent years, they emerged from their Mountain on a quest to reforge communities and bring trade and food to areas nearly fogotten and decimated in 5 years of destruction and chaos. &lt;br /&gt;
&lt;br /&gt;
For Cal to take such a stance, the Pass must be bad. As he says this, the banner of [[Reos]] the Builder flaps in the wind behind him. Many of the dwarves march under Him, though of late a new face has been seen, too. A symbol with two gladius' and a spear crossed over a round shield. They call Her the &amp;quot;[[Serriel|Rising Dawn]].&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Other reports continue to trickle in.&lt;br /&gt;
&lt;br /&gt;
''For more information and news, +bbread 7 ingame.''&lt;br /&gt;
&lt;br /&gt;
===Korday, Eatonis 17, 1013===&lt;br /&gt;
Gurin Ashvine hasn't been seen. At least, that's according to the rumor mill. Building whispers in the adventurers' quarters suggest he was kidnapped on his way to the most holy of holies, the Eidolon Court. &lt;br /&gt;
&lt;br /&gt;
Whether he survived or not, or whether the events are true remains debatable--and officials aren't talking. Tensions build, however, as mercenaries within the city prepare for potential contracts. Those in the religious orders see their superiors worried and muttering. And some of them--well, it's hard to explain the mysterious absences. Or--the whispers of Gunakhar's stirring.&lt;br /&gt;
&lt;br /&gt;
''For more information and news, +bbread 7 ingame.''&lt;br /&gt;
&lt;br /&gt;
===Ceriday, Eatonis 12, 1013===&lt;br /&gt;
The Red Ridge Mountains have always been a place from which greater Alexandros draws considerable mineral wealth. With the advent of airships, the process of bringing ore from the mines to refineries within Alexandria has become even easier, providing a not inconsiderable source of wealth for Alexandrians and a rugged community of mining towns along the mountains themselves. &lt;br /&gt;
 &lt;br /&gt;
Before the advent of airships, though, there were numerous passes through which transit had to be arranged and tolls paid. A network of forts, towers, and outposts were necessary to secure them against the various threats of bandits, raiders, and monsters and to ensure the orderly transfer of goods and secure trade. Many of these are no longer manned but that doesn't mean the passes that are still mapped aren't used. &lt;br /&gt;
 &lt;br /&gt;
One particular pass known as the Crumbled Tower has recently come under scrutiny. Merchants passing through claim to've seen strange things--shadowy figures moving through the night and stranger sounds along the roadsides. It has rapidly developed a reputation as being haunted. &lt;br /&gt;
 &lt;br /&gt;
Worse, some men claim to've seen a great winged beast in the sky, giving rise to fears that a dragon may've taken up residence in the Red Ridge Mountains for the first time in some years. Alexandrian military airships are already being diverted to the mountains, indicating enough reports of the beast have been seen to encourage a show of force by the local governments. &lt;br /&gt;
 &lt;br /&gt;
Further rumors indicate that bands of adventurers may be hired to ensure that there is nothing to these stories than frightened merchants.&lt;br /&gt;
&lt;br /&gt;
''For more information and news, +bbread 7 ingame.''&lt;br /&gt;
&lt;br /&gt;
===Tariday, Pryntar 22, 1013===&lt;br /&gt;
As light falls over Alexandria, it illuminates a city in turmoil. Members long-established hustle about with bowed shoulders and hold conversations in whispers. The governing houses stand flush with faces old and new, with politicians visiting from different lands. Traders, many of them dwarven and others eager for news and renewed ties, begin their initial forays.  &lt;br /&gt;
&lt;br /&gt;
When Alexandria vanished, rumors now hold that its underside did not, and creatures and horrors unknown settled beneath the once-familiar landscape. City workers complain of species never known before. The City stuggles to contain the problem: priests are called in daily for exorcisms, and adventurers with their swords. Racial tensions rise in some areas, and adventurers are asked to defend even kobolds.&lt;br /&gt;
&lt;br /&gt;
As Alexandria adjusts to the changed world around it, news continues to arrive on the feet of tradesmen and family letters. Dragonier lies in ruins, rumors say, its carcass watched over by some dread overlord. Traders claim him to be ten stories tall, others larger--while some suggest he wears the guise of a hobgoblin. Even Charn does not seem immune; no few travelers draw the Sign of Triangles over their breast when speaking of it, in order to ward away Thul's Eye. Other rumors persist of a demonic sorceress from the mists and an unknown tyrant.&lt;br /&gt;
&lt;br /&gt;
''For more information and news, +bbread 7 ingame.''&lt;br /&gt;
&lt;br /&gt;
===Gilday, Pryntar 2, 1013=== &lt;br /&gt;
Recently, a pair of Myrrish Magistrates have been seen nosing around the city of Alexandria. The Magistrates are leading the charge in attempting to locate the missing Myrrish King on behalf of the feuding, royal brothers who now contend for his throne. King Serenas, who vanished when Alexandria was plunged into the mists, has not yet been located. &lt;br /&gt;
 &lt;br /&gt;
It is rumored that their meeting with the ruling council did not go well but that they were granted sanction to continue their investigations. &lt;br /&gt;
 &lt;br /&gt;
They have already taken to questioning those who witnessed the event at the Eidolon Court and no doubt have other things on their agenda.&lt;br /&gt;
&lt;br /&gt;
''For more information and news, +bbread 7 ingame.''&lt;/div&gt;</summary>
		<author><name>Typhoon</name></author>
	</entry>
	<entry>
		<id>http://www.tenebraemush.net/index.php?title=Rumor_Archives&amp;diff=17136</id>
		<title>Rumor Archives</title>
		<link rel="alternate" type="text/html" href="http://www.tenebraemush.net/index.php?title=Rumor_Archives&amp;diff=17136"/>
		<updated>2015-02-04T23:05:16Z</updated>

		<summary type="html">&lt;p&gt;Typhoon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Most recent rumors are on the top. &lt;br /&gt;
&lt;br /&gt;
==Recent Rumors==&lt;br /&gt;
===Kesenday, Quintoos 5, 1016===&lt;br /&gt;
====Weather Incoming?====&lt;br /&gt;
It's a crystal clear, chill evening in the Temple of Eluna, and an elderly Seer sits before the crystal-clear pool that never fails to show the stars above, no matter the weather. Her iron-grey hair flutters around long, pointed ears as she sprinkles a powder around the edge of the pool, then chants several lines in the sibilant Sildanyari tongue, spreading a hand over the pool. After a moment, it begins to glow softly, the powder vanishing from around it; it appears to be ... waiting.&lt;br /&gt;
&lt;br /&gt;
Satisfied, the woman lowers her hand, tucking up her heels next to her, and asks the pool, &amp;quot;What will the weather for this coming sevenday bring?&amp;quot; &lt;br /&gt;
&lt;br /&gt;
In answer, the pool pauses, then flashes a bright, clear, pristine white, with nothing else visible. The image holds a moment, then fades away, leaving two or three others who had come to watch startled and the elderly Seer chuckling. &amp;quot;Well, then. I hope the acolytes know where the shovels are.&amp;quot; With an effort, she gets to her feet, dusts herself off, and takes herself off into the recesses of the temple, leaving chatter of younger Seers and acolytes behind her.&lt;br /&gt;
:Aldean&lt;br /&gt;
&lt;br /&gt;
===Gilday, Khael 3, 1016===&lt;br /&gt;
====Damage Assessment====&lt;br /&gt;
Concerns about the recent rumors on the deserters-turned-raiders at the war front have risen from the Temple of Althea. Sentinel Godwyn Sylvan has stated interest to find out if these rumors have any truth to them, and is thus looking to form a reconnaissance team to find answers. Make for the Temple District for more information.&lt;br /&gt;
:Godwyn&lt;br /&gt;
&lt;br /&gt;
===Tariday, Khael 2, 1016===&lt;br /&gt;
====Another Celestial Appearance====&lt;br /&gt;
Rumors about 'Paladin Training Sessions' apparently were not unfounded. A man was said to've created an obstacle course and claimed that he could help those present 'prove themselves' paladins. When actual paladins objected to this and began explaining the nature of the calling, he questioned them. Several people tried the obstacle course and failed, but the paladins, working together, were able to cross it succesfully. When they did, the host of the event revealed himself to be some kind of Celestial being of light and wings and soon vanished thereafter, according to rumor. Some speculate that this may have been the same Celestial being that was behind the Braggart's Tavern contest before it was taken over and renamed Steel Von Ironbrew's.&lt;br /&gt;
:Whirlpool&lt;br /&gt;
&lt;br /&gt;
===Eliday, Quintoos 30, 1016===&lt;br /&gt;
====Rumors from the War Front====&lt;br /&gt;
Word starts to spread about one of Arendt's generals, Grey Gore. It seems he's been spotting a lot of omens that promise his defeat to Rune. An owl with the corpse of a raven in its claws. Grey Gore's personal weapon, rusted found in a bloodied personal banner of Grey Gore's. There has also been mentioned a spectre of death that seems to be haunting the man, wherever he goes. More than a few of his troops are starting to lose heart, and it's said that some of his troops have begun to desert. Even more damning, he's been unable to stop raiding in the countryside, unable to protect the people, and it's even being said that his troops are the ones doing the raiding. Grey Gore is losing control of himself, of his troops and Arendt is beginning to lose confidence and quietly starting to look for a replacement.&lt;br /&gt;
:Tatyannah&lt;br /&gt;
&lt;br /&gt;
===Variday, Quintoos 17, 1016===&lt;br /&gt;
====Justice or Vengeance?====&lt;br /&gt;
Over the last week, several people - mostly those who are known for being minor magical shysters of the nastier sorts - have reported being stalked, attacked, and forcibly branded by a woman tattooed with the symbol of Eluna. Their brands are seared into their foreheads, and their wounds otherwise are just enough to subdue them for the branding. Complaints about subverting proper justice procedures have been made to the Temple of Eluna, which has promised to take the situation under contemplation.&lt;br /&gt;
&lt;br /&gt;
(OOC: Want to know more, get involved in the cleansing of the streets, or chastize someone for taking the law into their own hands? Contact Meihui!)&lt;br /&gt;
:Meihui&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Eliday, Quintoos 16, 1016===&lt;br /&gt;
====Caldor Methis Found Alive!====&lt;br /&gt;
Rumors of the Councilman's death have been greatly exagerated. &lt;br /&gt;
 &lt;br /&gt;
In a brief statement issued by the Council of Alexandria, Caldor Methis has been located alive and returned to the city o f Alexandria by brave heroes who faced the fearsome Obsidian Syndicate, that had attempted to kidnap the councilman while he was attending to diplomatic business within Bludgun. Swift conemnations of the criminal organization by both governments followed. Caldor has been seen about town, sporting a very bad limp, but moving under his own power. No doubt these public appearances are to put to ease any who might doubt the story. &lt;br /&gt;
 &lt;br /&gt;
Of course, that's just the official story. &lt;br /&gt;
 &lt;br /&gt;
&amp;lt;&amp;lt;Questions can be ICly directed to Solace, Verna, Corra, Moonshadow, Rhodes, Godwyn, Kiroth and Constantin, as they all mysteriously returned to town around the same time for the keen observer! &amp;gt;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:Whirlpool&lt;br /&gt;
&lt;br /&gt;
====Adamantine Found!====&lt;br /&gt;
The coffers of Rune have received a much needed inflation of gold, as well as their war supplies having been bolstered. Indeed, an unknown quantity of Adamantine has been located by the city-state and is alrady beeing forged into the instruments of war to use against the so-scalled Iron Tide. One Runish Blacksmith can be heard to say, &amp;quot;Iron beats copper, Steel beats iron, and Adamantine carves them all to pieces.&amp;quot; &lt;br /&gt;
 &lt;br /&gt;
He thinks he's clever. &lt;br /&gt;
 &lt;br /&gt;
At any rate, Rune has received a much needed boost from this. &lt;br /&gt;
 &lt;br /&gt;
&amp;lt;&amp;lt;For a look behind the official story, talk to Jareth, Kerbasy, Verna, Ssylrath, Benthus, Aurala and Azog. &amp;gt;&amp;gt;&lt;br /&gt;
:Whirlpool&lt;br /&gt;
&lt;br /&gt;
====The Secure Panacea Wants You!====&lt;br /&gt;
The Secure Panacea, Khazadi trading company, is looking for adventurers who might be interested in helping them delvier a caravan of much needed supplies onto the frontier! &lt;br /&gt;
 &lt;br /&gt;
They are looking for several, reputable individuals. If you're interested, please contact the Guild of Explorers with your qualifications. &lt;br /&gt;
 &lt;br /&gt;
&amp;lt;@Mail Whirlpool&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:Whirlpool&lt;br /&gt;
&lt;br /&gt;
===Variday, Quintoos 10, 1016===&lt;br /&gt;
====A Door in Rune====&lt;br /&gt;
Earlier today, a door opened in Rune. No one knew what it was for, or where it went, and that's why adventurers were sent through it. The door lead to some sort of extraplanar location, where an obelisk dedicated to a Kulthian stood. Being brave adnveturers, it was said that they toppled the obelisk. Worse still, apparently, the bones of those who built were immured within. The door is said to be destabilizing, much like the pocket plane it leads to, but not before the Vardamans were summoned and the bones of many ancient individuals were retrieved for proper burial. &lt;br /&gt;
 &lt;br /&gt;
&amp;lt;&amp;lt;For information, seek out Aevarr, Korrani, Belladona, Aldean, Fa'lere and Dragomir! &amp;gt;&amp;gt;&lt;br /&gt;
:Whirlpool&lt;br /&gt;
&lt;br /&gt;
===Korday, Quintoos 6, 1016===&lt;br /&gt;
====Harvest Festival Announcement====&lt;br /&gt;
Talk of this year's Harvest Festival is beginning to spread around the Lower Markets. A general invitation to the Temple of Althea for a grand feast, for example. Soon enough, word should begin to reach the rest of the city.&lt;br /&gt;
&lt;br /&gt;
(OOC: Visit the Temple of Althea and speak to Godwyn for more details.)&lt;br /&gt;
:Godwyn&lt;br /&gt;
&lt;br /&gt;
===Tariday, Quintoos 4, 1016===&lt;br /&gt;
====Volcano Calms in Dran====&lt;br /&gt;
The volcano that had erupted recently in Dran just as suddenly stops it's huffing and puffing. The rains of ash that plagued the land and more have ceased and things have calmed down. A little. The Dranei force are still busy, thankfully for Rune, and it seems to've bought the beleagured city state time that it has needed to bolster its defenses and resupply. &lt;br /&gt;
 &lt;br /&gt;
The Piarliament of Rune continues to deny any involvement in the eruption while the so-called 'Iron Tide' continues to point fingers in their direction, claiming the timing was the work of wizardry and a clear indication that the wizards of Rune must be brought to heel. &lt;br /&gt;
 &lt;br /&gt;
In other news, preparations for the summit between Khazadi and Stormgaard's leaders are proceeding apace, with the final details in the process of being worked out.&lt;br /&gt;
:Whirlpool&lt;br /&gt;
&lt;br /&gt;
===Variday, Rhaltaas 20, 1016===&lt;br /&gt;
====Hunter's Call====&lt;br /&gt;
The High Hunt honors [[Gilead]]...and its celebrations explode into a world of culture and variety. The [[Egalrin|egalrin]] in their elder days celebrated it under the auspices of [[Caracoroth]], as scourges of the skies. Today it may take the form of spiritual hunts and sky dances, guided by their eldest shamans. Or for the warhawks among them, a confrontation against old blood--old traditions versus new in the darkest hunt of blood and talon and kin against kin.&lt;br /&gt;
&lt;br /&gt;
The [[Sildanyar|sildanyari]] have always celebrated it; their rituals go back to their race's birth, to the time when Gods walked upon Ea and the sildanyari's fae blood ran strong. [[Cosmology|Quelynos]]' unending forests opened before them and their blades of light stood against the blood hordes. For a night, legend says, they touch upon this ancient power and honor their histories. (Though, for [[Mul'niessa|mul'niessa]], it may be a time of mourning or mockery...through Taara's curse, no such light comes to them). The [[Sith-makar|sith-makar]] celebrate it with tribe-wide hunts against [[Am'shere]]'s terrors, eradicating threats to their tribal lands, and the [[Oruch|oruch]] with the beat of hunting drums in the Hound's honor, the air filled with their full-throated hunter's cries.&lt;br /&gt;
&lt;br /&gt;
Among the druids, legend says that the Hunt lessens the barriers between the [[Faiths_and_Pantheons#The_Green_Word|Green]] and the every day. Tales circulate (how true they are, no one can swear to) of pathways glimpsed to wilderness unknown, where forests run forever and great beasts thunder beneath the skies...for some among them, a pale and ghostly stag leads the way, and the hunters may do naught but follow. &lt;br /&gt;
&lt;br /&gt;
Among the [[Myrddion|Myrrish]], the holiday is more well-organized, with honorable targets chosen for the greater good. Among the [[Stormgarde]], endurance and survival are achievements of the greatest hunters, in contests and hunt-gatherings that take place in the mountains' coldest depths.&lt;br /&gt;
&lt;br /&gt;
Though celebrated worldwide, there has never been one way to do so. The High Hunt honors Gilead, it honors the Wild...with traditions both new, and those which trace their lineage to beginning times.&lt;br /&gt;
  &lt;br /&gt;
Against them all stands is Caracoroth, a force who  would end with blooded claw everything the Hunt embodies. His forces stand ready to slake the divine fields with hunters' own blood, to turn the tide against Gilead and turn its power towards His own means.&lt;br /&gt;
&lt;br /&gt;
OOC: This month, we invite you to run your own High Hunt, as well to bring RP to the grid. Explore and invent traditions, tales, and stories, sing the Wild Song, and ready your bow. The High Hunt officially occurs on the 31st, but feel free to celebrate it any day this month, via the power of Dramatic Time.&lt;br /&gt;
&lt;br /&gt;
===Gilday, Rhaltaas 15, 1016===&lt;br /&gt;
====Spiders Found Outside Temples, Gnomes Charged with Reckless Artificing====&lt;br /&gt;
Brundle and Fythe company was pleased to announce their new shrinking ray! &lt;br /&gt;
 &lt;br /&gt;
And enlarging ray. &lt;br /&gt;
 &lt;br /&gt;
Naturally, the two gnomes invention was a complete disaster and enlarged a pair of spiders to gigantic proportions. While there were no casualties and the spiders were swiftly squashed, Brundle and Fythe were still taken into custody on charges of Reckless Artificing.&lt;br /&gt;
&lt;br /&gt;
:Whirlpool&lt;br /&gt;
&lt;br /&gt;
===Eliday, Rhaltaas 12, 1016===&lt;br /&gt;
====A Poster Appears!====&lt;br /&gt;
Just having recovered from the Sendor War and the Time of Troubles, Alexandria faces a new foe in the form of Heth, in the form of Arendt. Its economy struggles to react and its populace waits on a precipice.&lt;br /&gt;
&lt;br /&gt;
That is why the gnomes have decided to help out.&lt;br /&gt;
&lt;br /&gt;
Known for their cheerfulness (as well as unfor--*delete delete delete* fortunate fortunes in local silver mining), the community of Happy Valley has come together with the Alexandrian Council to sponsor an unofficial Week of Heroism! Celebrations are encouraged, tales will be old, and dancing and drinking will be had and done, all in celebration of Alexandria's accomplishments, the heroism of its denizens and their brave deeds!&lt;br /&gt;
&lt;br /&gt;
Posters have magically appeared--as though by gnomish famous illusionary magic! all over the City announcing this. Some of them are animated; all of them are colorful and festive.&lt;br /&gt;
&lt;br /&gt;
So celebrate with us this week, raise a mug to Angoron, and a toast to what makes Alexandria great and good! Or at least what makes it fun!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Eliday, Rhaltaas 05, 1016===&lt;br /&gt;
====Demon Loosed!====&lt;br /&gt;
It was a tpyical day at the Soldier's Defense, with people streaming in and out to conduct their business, when a group of adventurrs fresh from some sort of exploit lost control of a demonic creature they'd captured. Rumor states it was quickly recaptured by several more adventurers who hapepned to be on scene, resulting in a scene like out of a greased pig contest with people trying to dive and grab it. Magic was evnetually used to bring it under control. But what could people want with such a creature, and why keep such a monstrosity alive?&lt;br /&gt;
&lt;br /&gt;
:Whirlpool&lt;br /&gt;
&lt;br /&gt;
===Tariday, Daeshen 30, 1016===&lt;br /&gt;
====Adventure Scout Troop====&lt;br /&gt;
Overheard by the washwomen of the city gathered to do laundry:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Did you hear that Lady Sandy has agreed to be the Den Mother of the local troop of Adventure Scouts?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;No I didn't...who are the Adventure Scouts?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Well I heard that they are a newly formed children's group that teaches children how to become adventurers one day.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;And Lady Sandy is leading them?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Yes, she has agreed to be the Den Mother.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Did she start this group?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Oh no...supposedly the children themselves did it after finding a Handbook in the library by the Most Famous Adventurer in all the World, Baron Alfonso Escabardo Gallient, esquire.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I've heard of him; he's more famous than Steel Von Ironblood!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;When does this group meet?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Three times a week at Lady Sandy's store, Prestigious Moon, now called &amp;quot;The Den&amp;quot; by the Adventure Scouts.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
:Cesran&lt;br /&gt;
&lt;br /&gt;
===Eliday, Daeshen 28, 1016===&lt;br /&gt;
====Summit!====&lt;br /&gt;
As everyone knows, the Khazadi nations have become a seat of powerful, mercantile interests. It should be of no surprise to anyone that negotiations between nations continue, even in these dark times. Hailed as a break-through, Lord Ygfried Hamergostd, the high ruler of Stormgard itself, is said to be travelling to the Khazad capital of Khazad Duin itself to meet with the High King of the United Dawrven peoples. Stormgaard has a great bounty of goods to trade, they say, and the economic development that the Khazad could help bring to the frozen north with their caravans could benefit both realms extensively. Some whisper that the Jarl is facing restlessness amongst the councils that constitute Stormgard's lower bodies of government and that has helped to prompt this move. &lt;br /&gt;
 &lt;br /&gt;
No official date has been yet set for the summit, but it will be the first time in this generation that such a meeting has taken place.&lt;br /&gt;
&lt;br /&gt;
===Gilday, Daeshen 24, 1016 ===&lt;br /&gt;
====Disaster in Dran====&lt;br /&gt;
Dark smoke fills the Dranei horizon and whispers of newly erupted volcano and a river of magma bursting from the earth and tearing through the countryside are rampant. The destruction of a nearby Dranei foundry and the evacuation of surrounding villages are causing some to point and whisper that the mages of Rune were behind it. &lt;br /&gt;
 &lt;br /&gt;
Statements from Parliament deny such accusations and point out that Dran has always been a vocanicly unstable region, and offers of assistance to the civilians of Dran are open ended to those who wish the aid of the Parliament in easing the suffering caused by this eruption. &lt;br /&gt;
 &lt;br /&gt;
This has greatly eased, for a time, the pressure on Rune's front lines as large number of forces have pulled back in the wake of the disaster, but all indications are that this is only temporary.&lt;br /&gt;
&lt;br /&gt;
===Tariday, Daeshen 23, 1016===&lt;br /&gt;
====Touch of War====&lt;br /&gt;
Rumors come swirling from the port city of Tashraan, across the sea from Alexandrai in the deserts of Veyshan. An entire family of merchants and their household came under attack and many members murdered in a brutal attack. Such warfare is often common in Tashraan, but it's the rumors of why that draw Alexandrian ears. They say that the merchant house, the HighHold Trading Company, were in negotiations to deliver supplies to Rune with representatives from that beleagured city-state. It is thought likely that the attack o nthem was a deliberate effort by forces acting on the payroll of the Iron Tide to intimidate those who might deal with Rune as well as to remove a potential player from the board. &lt;br /&gt;
 &lt;br /&gt;
Bloody reprisals are now on-going and bodies are being left in the streets and alleys of Tashraan. Again, not an uncommon thing, as Tashraan is said to be a hive of scum and villainy of all manner on the same level as Vandalheim, but this time it seems to be all about the war in Rune.&lt;br /&gt;
&lt;br /&gt;
===Tariday, Daeshen 16, 1016===&lt;br /&gt;
====Minor Arrest====&lt;br /&gt;
Several lucht were seen this last eve involved in a theft from a costume shop. Though apprehended by the guards, the theft appeared to be mostly in drunken, though good, spirits and an attempt to, &amp;quot;Show old Garsten some!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
They were apprehended by a pair of guards, one of them a sith-makar who was, according to quotes taken at the time, &amp;quot;Sstudying the lawsss of Alessandria.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
The lucht are currently being held at local cells.&lt;br /&gt;
&lt;br /&gt;
:Lahar&lt;br /&gt;
&lt;br /&gt;
===Variday, Daeshen 15, 1016===&lt;br /&gt;
====Battle Indecisive====&lt;br /&gt;
In what some are calling a victory for Rune, a recent battle was fought to standstill against the Dran forces in the abandoned village of Ortha. Dran forces are said to've pursued the Parilamentary Guard into the abandoned village and attempted to smoke out the defending force before being engaged and driven to retreat. Several prisoners were taken, and many more Dran were killed in this defeat. The Runish Parliamentary Guard is often though to be little more than an untrained militia, and thus, this victory is thought to be signfiant, if small, in proving that they can be an effective fighting force. &lt;br /&gt;
 &lt;br /&gt;
Rune has recently asked for more of its mercenary forces to take an active role in training the milita. &lt;br /&gt;
 &lt;br /&gt;
That said, the battle itself did have high casualties for the Guard, and thus, some others are sauing it's simply a sign of a contiuing lack of a decisive victory for either side.&lt;br /&gt;
&lt;br /&gt;
:Whirlpool&lt;br /&gt;
&lt;br /&gt;
===Gilday, Daeshen 03, 1016===&lt;br /&gt;
====Rumors on the Streets====&lt;br /&gt;
Two interesting rumours today. Firstly there was something of an incident at the infamous Goblin house of ill-repute, Ma Rosey's. Apparently local Goblinoid Criminal Two Toes was confronted by several large and well armed people about some kind of debt. After some destruction of property they seemed to reach some kind of agreement without any further violence.&lt;br /&gt;
&lt;br /&gt;
Secondly the temple of Althea seems to have had a small influx of orphans, brought in by Sentinel Godwyn. Grubby and malnourished they are being looked after by the clergy there.&lt;br /&gt;
&lt;br /&gt;
:Yngvild&lt;br /&gt;
&lt;br /&gt;
====Call for Stories!====&lt;br /&gt;
Lelian continues her quest to document the War and the effect it has had on people. She is willing to pay a small amount to hear your stories and record them for the future.&lt;br /&gt;
 &lt;br /&gt;
OOC: I'm almost always available for RP M/W/F during the day, T/Th and weekends are kinda iffy. I may be on, but doing other things. So, if you want to do an interview, just ping me. Or send me a @mail with a story.&lt;br /&gt;
&lt;br /&gt;
:Lelian&lt;br /&gt;
&lt;br /&gt;
===Ceriday, Callem 30, 1016 ===&lt;br /&gt;
====They Call Him, &amp;quot;The Skipper&amp;quot;====&lt;br /&gt;
They call him 'The Skipper' now. A child, can't be any more than ten years of age, is now regularly skipping and prancing his way through the lower trade district. It seems he can't move in any way/ but/ a skip. One moment he was moving along nicely through the district and the next... he was skipping to and fro while screaming about how he couldn't stop. He's been spotted a few times since then, still skipping along with a not-so-merry look on his face. &lt;br /&gt;
 &lt;br /&gt;
It's the third such unusual malady to strike a child in recent days.&lt;br /&gt;
&lt;br /&gt;
:Whirlpool&lt;br /&gt;
&lt;br /&gt;
===Korday, Callem 28, 1016===&lt;br /&gt;
====Disaster Averted in Rune!====&lt;br /&gt;
It was towards the end of another long day in the bleagured City State of Rune when the top floor of the tower of the School of Enchanting was engulfed in what appeared to be green hellflame. While this event quickly ended, reports of some sort of demonic attack on the school went far and wide. &lt;br /&gt;
 &lt;br /&gt;
The Parliamnet quickly issued the following statement: &lt;br /&gt;
 &lt;br /&gt;
&amp;quot;Treachery most foul nearly befell Rune tonight when a traitor to our ranks, a minor wizard by the name of Arnus Shagan, unleashed demons in an effort to decapitate the school of enchanting through clever manipulations. Shagan is now to be formerly tried for his crimes punished appropriately as per the rules of Rune. He had hoped, as all traitors do, to gain some monetary reward for his actions from Arendt. It would appear that no base treachery, no vile plan, and no scheme is too low for the enemy confronting Rune. Where has the fabled honor of the Dran gone when they back those would ply the trade of demon-summoning?&amp;quot; &lt;br /&gt;
 &lt;br /&gt;
Shan is being held in an 'undisclosed location'... which probably means he's not even on this plane anymore. &lt;br /&gt;
 &lt;br /&gt;
&amp;lt;RP with Orion, Cressida, Alice, Zlegvog, Laefwyn and Alakton for more details!)&lt;br /&gt;
&lt;br /&gt;
: Whirlpool&lt;br /&gt;
===Tariday, Callem 26, 1016===&lt;br /&gt;
====Strange Malady====&lt;br /&gt;
A child has been taken to the temple of Althea for a strange malady that's afflicted him. His voice has gone from the normal voice of a child to a rather... high pitched squeaky voice. It's very unsuual and most everyone seems to find it amusing, but the clerics of ALthea seem rather stumped as to how to treat it.&lt;br /&gt;
&lt;br /&gt;
:Whirlpool&lt;br /&gt;
&lt;br /&gt;
====Unusual Smell====&lt;br /&gt;
Rumors emanate from the Orphanage that a particular child has developed a most unusual smell. None of the othr children can stand to be around him. Any number of baths appear to be doing nothing to wash the stink off. &amp;quot;It's almost as bad as that rodent vendor,&amp;quot; one is quoted as saying, &amp;quot;but not quite that bad.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
:Whirlpool&lt;br /&gt;
&lt;br /&gt;
===Kesenday, Callem 22, 1016===&lt;br /&gt;
====Evil Plot Broken in Goblintown====&lt;br /&gt;
Though the exact situation is unclear, apparent agents of the treacherous Hobgoblin clan known as 'The Garnaks' were located in Goblintown and their treacherous plan foiled! The Alexandrian Intelligence Operations are taking credit for the deed, declaring success in the effort against the minions odf Thul, and dismiss all reports to the contrary that a group of adventurers stumbled into them by sheer dumb luck investigating a phony kidnapping.&lt;br /&gt;
&lt;br /&gt;
:Whirlpool&lt;br /&gt;
&lt;br /&gt;
===Korday, Callem 21, 1016===&lt;br /&gt;
====A Call for Stories====&lt;br /&gt;
Fliers and a bit of news around Alexandria bring the following:&lt;br /&gt;
&lt;br /&gt;
''Lelian, librarian and scribe, wishes to record the stories of those affected by the Dran-Rune War. She would like to hear from soldiers, refugees, prisoners, diplomats, and even regular civilians. These stories will be collected and recorded as a reminder of what transpired in this time.''&lt;br /&gt;
&lt;br /&gt;
OOC: I am not sure how I will RP out any interview scenes, but I'll think of something. In addition, you can also @mail me your stories. I am planning on editting them and putting them on Lelian's wiki page.&lt;br /&gt;
&lt;br /&gt;
IC: (because I am lame and forgot this until after I had put a bunch of stuff in) Lelian is offering a small amount of compensation for peoples' time.&lt;br /&gt;
&lt;br /&gt;
:Lelian&lt;br /&gt;
&lt;br /&gt;
===Tariday, Callem 19, 1016===&lt;br /&gt;
====News from the Front====&lt;br /&gt;
Word of new magics comes down from the northern front. It seems that Rune's magi, armed with new and terrible incantations, have managed to hold firm against Dran's advances in the north. Even though the flow of casualties back to the capital seems unabated, they no longer talk about pulling back.&lt;br /&gt;
&lt;br /&gt;
In other unrelated news, an airship heading southeast from Volstengrad claims to have seen a great white winged shape venting it's anger against the upper slopes of the Sky Curtains. Naturally, it didn't approach closer.&lt;br /&gt;
&lt;br /&gt;
(If you're curious, Alice, Orion, Cressida, Duncan, Renfrey and Rhar may know more ICly -- go find them on the grid)&lt;br /&gt;
&lt;br /&gt;
:Hippieclasm&lt;br /&gt;
&lt;br /&gt;
===Variday, Callem 18, 1016===&lt;br /&gt;
====Vandals strike Tarien's temple!====&lt;br /&gt;
Vandals struck the Temple of Tarien, according to some reports. Well, reports might be giving the tales a little too much credit. More like tavern rumors and jokes told over campfires by followers of Coyote. Nothing was taken and no permanent damage was done, mostly just a mess and some graffiti. It seems rather than getting upset over the incident, Tarienites are split between taking it as a poorly thought prank - though still a prank and therefore something the Laughing One would approve of - and an excuse to spruce up the 'old and already stale' furnishings that haven't been replaced since the last celebration.&lt;br /&gt;
&lt;br /&gt;
An impromptu investigation by Rhar, Jibbom, Tatyannah, Aenyn and Nicolai soon discovered the culprits. A band of young orphans who are no doubt headed for lives of poverty or banditry. Their punishment is...to be taken in and taught how to pull pranks and to rob people more effectively.&lt;br /&gt;
&lt;br /&gt;
Tarienites.&lt;br /&gt;
&lt;br /&gt;
:Nicolai&lt;br /&gt;
&lt;br /&gt;
===Tariday, Callem 12, 1016===&lt;br /&gt;
====Plant Pirate Pizzaz====&lt;br /&gt;
A group of adventurer's were contracted by an../honest/ captain to seek out something that his former /honest/ captain had left behind. It seems the captain had hidden something on an isle and while it was discovered where, they were not having much luck getting onto the isle. THe adventurer's undertook the job and set to the isle. There they were beset upon by plant pygmies, but those were narrowly able to be defeated and from there they entered a deep dark dank cave. Well things did not go too well, as it was slippery. There was a fall, a fight, and a nasty belching plant monster. They made it out but there are plans to return eventually and try again.&lt;br /&gt;
&lt;br /&gt;
(For info seek, Lothos, Lyrana, Dur'ankar, Autumn, Grumpins, Selerik, and Smythly. Brought to you by Zlegvog plot)&lt;br /&gt;
&lt;br /&gt;
:Lyrana&lt;br /&gt;
&lt;br /&gt;
===Tariday, Callem 12, 1016===&lt;br /&gt;
====Goblin on a Bear====&lt;br /&gt;
Smyhtly, the so-called Goblin Paladin of Reos, was seen reutrning to town on a...bear. Those who spoke to him say he claimed to want to be like his hero, 'Lady Cinnamon', and that his new friend, 'Muddy', was quite the smart (and apparently harmless, or so the goblin'd have you believe), bear. They were soon seen at the fish market. Buying a lot of fish, of course.&lt;br /&gt;
&lt;br /&gt;
:Smythly&lt;br /&gt;
&lt;br /&gt;
===Kesenday, Callem 08, 1016===&lt;br /&gt;
====Infernal Fire?====&lt;br /&gt;
Last night, a fire broke out near the Lower Market. Details are unclear, but at least one local was seriously burned, and several members of the Guild of Explorers were burned in fighting the blaze. There are unconfirmed reports of a demon involved, and word has begun to circulate of another demon cult in the city. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;&amp;lt;Cesran, Jenner, Klythos, Mikilos, MoonMoonVuk, Svarshan, and Talazia may provide additional details.&amp;gt;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:Mikilos&lt;br /&gt;
&lt;br /&gt;
===Kesenday, Callem 08, 1016===&lt;br /&gt;
====Pet Engineer====&lt;br /&gt;
It seems that there was an emergency. An airship went down and its engineer hadn't been heard from. A group of adventurers were called upon to seek out what had happened and return the engineer if at all possible. The group gathered together, led by the tracking skills of Rhar, they eventually made it to where the ship went down and then tracked to the location of the engineer. Once there they discovered what no one expected. The engineer appeared to be the pet of a grey render. Through libral use of stew laced with prunes, the grey render was rendered out of the picture and the Engineer escorted home. He got lucky though cause for a moment it looked like the render might follow the poor engineer home.&lt;br /&gt;
&lt;br /&gt;
(OOC: this was from Totally Tuesday Spontanaity plot, any questions seekout Rhar, Benthus, Lyrana, Selerik, Grumpins, or Silverwing.)&lt;br /&gt;
&lt;br /&gt;
:Lyrana&lt;br /&gt;
&lt;br /&gt;
===Korday, Aestry 31, 1016===&lt;br /&gt;
====Murder in Rune!====&lt;br /&gt;
In the middle of the night, a large group of guards were summoned to a home near to the wall in the city of Rune. There, they quickly surrounded the small, unassuming looking cottage and far more of them, according to rumor, went inside than could possibly fit. This is not exactly out of the question in a city like Rune. &lt;br /&gt;
 &lt;br /&gt;
Immediately thereafter, the word spreads the Transmuter Korgan was found murdered in his home last night. As a member of the Parliament of Rune, he was apparently on the Subcomitte for Internal Security. His murder raises serious concerns, and has set the city to a restless edge. &lt;br /&gt;
 &lt;br /&gt;
...well... more of one, anyways.&lt;br /&gt;
&lt;br /&gt;
:Whirlpool&lt;br /&gt;
&lt;br /&gt;
===Gilday, Aestry 30, 1016===&lt;br /&gt;
====Refugees declare: Ogres, Worgs...====&lt;br /&gt;
It seems that a group of adventurers recently were contracted to help evacuate a village before Dran forces could get too close. The group arrived and the evacuation was started. Just before they got into the clear a group of bugbears and worgs attacked. They were led by an ogre. It was close, the worgs kept tripping folks but eventually they took them down. The Sling is truly a mighty weapon. Only a couple refugees were killed most made to safety.&lt;br /&gt;
&lt;br /&gt;
(For Information talk to Corra, Lothos, Alakton, Laefwyn, or Lelian)&lt;br /&gt;
&lt;br /&gt;
: Corra&lt;br /&gt;
&lt;br /&gt;
===Variday, Aestry 21, 1016===&lt;br /&gt;
====Renewed Trade with Veyshan====&lt;br /&gt;
With food prices spiking, trade with the Veyshanti has become more important, which is why it was a relief for many merchants to hear that the trade routes across the sea have resumed with no further loss of ships. Recently, a few had dissapeared along the usual route from Tashraan, but it would appear whatever was causing that has ended. &lt;br /&gt;
 &lt;br /&gt;
While Alexandria does not buy food from Veyshan, obviously, and is in fact considered the 'breadbasket' of much of it's immediate area with it's strength of agriculture, the resumption of obstructed trade should help offset the increase in price.&lt;br /&gt;
&lt;br /&gt;
: Whirlpool&lt;br /&gt;
&lt;br /&gt;
===Eliday, Aestry 20, 1016===&lt;br /&gt;
====Attempted Kidnapping in Rune!====&lt;br /&gt;
The famed(???) Professor Fizzulefuse was the victim of an attempted kidnapping by constructs. Some speculate that they were, of course, of his own devise and that the project went awry, but such things could never happen to the famed Professor Fizzlefuse, right? &lt;br /&gt;
 &lt;br /&gt;
Right. &lt;br /&gt;
 &lt;br /&gt;
At any rate, they were defeated, and the Professor moved to another inn. &lt;br /&gt;
 &lt;br /&gt;
No one is blaming Dran for the attack.&lt;br /&gt;
&lt;br /&gt;
: Posted by Whirlpool&lt;br /&gt;
&lt;br /&gt;
===Eliday, Aestry 20, 1016===&lt;br /&gt;
====Denouncement of Rune====&lt;br /&gt;
An angry letter from Arendt is making the rounds, loudly accusing Rune of murdering it's own civilians and trying to cast the blame on Dran's forces. He openly blames Rune for the event and swears that any and all civilians who wish to surrender to the Dran will be treated with mercy and honor, as well as given a chance to start a new under Dran's rule. &lt;br /&gt;
 &lt;br /&gt;
Naturally, this fine bit of propaganda is earning many scoffs within the walls of Rune, and raucous laughter in Alexandria, but for those caught between the warring powers, it might just make letting Dran roll over them seem a bit more tempting.&lt;br /&gt;
&lt;br /&gt;
: Posted by Whirlpool&lt;br /&gt;
&lt;br /&gt;
===Eliday, Firetide 1, 1016===&lt;br /&gt;
====A Successful Hunt====&lt;br /&gt;
The tracking party that set out after the disruption at Mictlan returns with a trussed up Lucht. Seems they caught whoever it is they were after. &lt;br /&gt;
 &lt;br /&gt;
OOC: Questions to Sslyrath, Solace, Azog, Lorien, and Radek.&lt;br /&gt;
&lt;br /&gt;
====Something's Brewing!====&lt;br /&gt;
&amp;quot;Mead? You call that a mead?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Better'n yours!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;MY MEAD IS MADE ONLY WITH THE FINEST HONEY. I feed me bees no less than 10 proof,&amp;quot; says the second brewer more modestly, as she pushes back a mane of khazad-true hair.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Oh! And I feed mine 15!&amp;quot; goes her opponent, obviously lying, but the debate is thick now, and the stories soon grander.&lt;br /&gt;
&lt;br /&gt;
Such are the debates on the streets... /something/ is (haha) brewing. With the coming of summer, the khazad are breaking out the summer ales and even whiskeys, topping the latter off with mixes flavored by bloodstone and deepcrystal and newfangled...they whisper...&lt;br /&gt;
&lt;br /&gt;
...ice. Soon more easily obtainable, for cold, chilled drinks under summer's heat. The rumors hint, in a few overly-vocal, khazad debates. &lt;br /&gt;
&lt;br /&gt;
It's a /rumor/. But the heat already over the Alexandrian metropolis has more than a few excited...and more than a few local merchants looking over their shoulders, at more evidence of the growing power of the khazad empire.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Kesenday, Hattanan 30, 1016===&lt;br /&gt;
====The Sith-makar Empress to Mictlan====&lt;br /&gt;
Today, the Sith-Makar Empress took a trip to the holy site, a land of Dragon Bones, known as Mictlan. It was there that she spoke to those present to learn the history of the place and to bless the union between Alexandria and the people of Am'shere. It is also said that the Dragon Knight, Anise, was in attendance and that a Dran spy may well have been captured in the vicinity. No one in authority has confirmed or denied this, but a group of riders set off on an effort to track additional friends that might've been with this rumored spy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Korday, Hattanan 29, 1016===&lt;br /&gt;
====Sewer Work====&lt;br /&gt;
There seems to be an unusual amount of work going on in the swwers lately. A whole lot more people than usual dressed in sewer worker's suits going in and out of it. Someone in the government is clearly up to something.&lt;br /&gt;
&lt;br /&gt;
====Brain Drain====&lt;br /&gt;
While the Conclave has been broken for years now, there are a great many wizards who still feel some loyalty to the nation and city that birthed it. &lt;br /&gt;
 &lt;br /&gt;
A great many sorcerers, wizards, and other dabblers in the magical arts are flocking to volunteer their service in Rune's protection, much to the chagrin of their former patron states.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Variday, Hattanan 23, 1016===&lt;br /&gt;
====The Madness of Angorites and Dinosaurs====&lt;br /&gt;
Angorites are mad. &lt;br /&gt;
 &lt;br /&gt;
Hiring Wizards to summon giant lizards from Am'shere /just/ so they could practice wrestling on them? /Mad/. &lt;br /&gt;
 &lt;br /&gt;
Apparently, no one died. This is probably because there were clerics nearby.&lt;br /&gt;
&lt;br /&gt;
====Well, Sir...It had Wings. Sort of.====&lt;br /&gt;
Late--or rather, early this Variday saw a group of oruch were seen going from tavern to tavern. The oruch themselves were unremarkable...but the large, long-beaked bird-creature trailing along through the streets and behind them, well.&lt;br /&gt;
&lt;br /&gt;
THAT was a sight to see!&lt;br /&gt;
&lt;br /&gt;
The 'pterodactyl' was apparently (it turns out) a prank by some Tarienites, wanting to have some fun with the recent dinosaur wrestling event. &lt;br /&gt;
&lt;br /&gt;
In light of this, the drunken rampage that occured an hour later (apparently those same oruch, but reports also blame it on gnomes; everyone blames it on gnomes) was almost overlooked.&lt;br /&gt;
&lt;br /&gt;
Supposedly, though, it had something to do about baths.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Gilday, Hattanan 21, 1016===&lt;br /&gt;
====Merchant Ties Cross Cultures====&lt;br /&gt;
&amp;quot;'Ey. Yeah, business has been busy, praise Truehammer. What with the war...I mean, it's not a war. But you know how it goes.&amp;quot; The khazad-aul rubs at his beard. He watches one of the Am'sherians explore the shop. The sith-makar picks up an axe, then a blade.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;You like that one? Black ash-forged. Passed down son to son, to daughter. Hah! Then to me! Legend has it--we forged Caracoroth's chains, you know.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The sith looks up, eyes narrowing. &amp;quot;Sarasorothh?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
There's an awkward pause.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Think I heard one of you 'scales refer to him as the Hunger Dragon.&amp;quot; At that, the sith-makar's eyes widen, then narrow in speculation.&lt;br /&gt;
&lt;br /&gt;
He purchases the axe with a thanks to the 'ssoftskin', before making his way out again.&lt;br /&gt;
&lt;br /&gt;
Tales like this are becoming while not uncommon, at least less rare, with the visit of the Empress. The khazad, rightly famous for their goods and wares, have found business booming among local adventurers, and it's said the clans may be sending in another skilled craftsman or...three, to help spread the load.&lt;br /&gt;
&lt;br /&gt;
The khazad have never been shy about spotting a business opportunity.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Eliday, Hattanan 18, 1016===&lt;br /&gt;
====Reports from Rune====&lt;br /&gt;
No one ever said conquering Rune would be easy. &lt;br /&gt;
 &lt;br /&gt;
The so-called 'Iron Tide' of the warlord Arendt and the Adomari Oruch are engaged in a brutal slugfest with the defensive forces of Rune. Early reports are that the cost in blood is high on both sides, though Rune's magical prowess has so far limited its losses -- but those losses it does suffer are far more grievous. And as news of high toll spreads, pradoxically, more warriors of Dran rush to join the fighting to be part of it's 'glory'.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Ceriday, Hattanan 17, 1016===&lt;br /&gt;
====Wealthy Youth?====&lt;br /&gt;
Recently, several merchants involved in the trade of arms and armor report attemots to purchsae weaposn by a large number of children, perhaps a dozen of them, who seemed incredibly rich for their age and street-clothes. This has resulted in several arched eyebrows. The few merchants talking about it indicate that they did not sell to them, themselves, but that no doubt someone did.&lt;br /&gt;
&lt;br /&gt;
====Light Show====&lt;br /&gt;
Alexandrian military maneuvers and war drills, involving their airship fleet, were sighted around the Red Ridge Mountains rencently. Witnesses reports many strange lights and flashes coming from the mountains that night, but the government assures all citizens of Alexandria that this was nothing more than a routine military exercise.&lt;br /&gt;
&lt;br /&gt;
====Arendt Speaks====&lt;br /&gt;
The following missive is found nailed in several key points all over the city. It is apparently a missive from Warlord Arendt, commander of the forces that are marching on and are engaged in mighty battle with the nation of Rune. &lt;br /&gt;
&lt;br /&gt;
Citizens of Alexandria. &lt;br /&gt;
&lt;br /&gt;
Know first that I am Arendt. It is upon my shoulders that the Gods have, in their infinite wisdom and through the course of destiny, bestowed upon me the privledge and obligation to lead our mighty armies into battle with with Rune under the leadership of the so-called Parliament of the Magi. &lt;br /&gt;
&lt;br /&gt;
Due to a lack of faith in the leadership of Alexandria, who cowers behind the walls of their Castellum and meddles in the affairs of nations which have no recourse against them, I have directly reached out to the people of Alexandria in the hopes their wisdom will allow them to see the proper course.&lt;br /&gt;
&lt;br /&gt;
My grievances with the government of Alexandria are not grievances with it's people, for whom those of Dran and Alexandria have a great deal more in common with than they may realize. We have both persevered in the face of treachery, both stood against the darkness, and both sought freedom from those who would control us. Both have stood with honor and determinaion in the face of overwhelming odds and roared defiance against destiny itself when fate conspired to destroy it.&lt;br /&gt;
&lt;br /&gt;
There are, however, grievances against the government and ruling council of the Alexandros region. I shall list them and ask the people to consider them.&lt;br /&gt;
&lt;br /&gt;
1) The Ruling Council of Alexandria recently reactivated, during a period of great madness, the so-called 'Planar Disjunction Cannon'. Since it's reactivation, the Council has fired this destructive weapon not once, but twice.&lt;br /&gt;
&lt;br /&gt;
2) The so-called Azure Queen, a spirit of madness, was inhabiting the city at that time. Only the mad would think the reactivation of such a Kulthian weapon would be wise, let alone to use it. It is a sign of a lack of belief in the people of the city's strength to defend themselves from all comers that they would claim this is for defense. And we both know Alexandrians are stronger than that.&lt;br /&gt;
&lt;br /&gt;
3) We ask you, then, to question why Alexandria has the Planar Disjunction Cannon in action and to fear for what damage it might cause. I am told that elementals appear in its vicinity in alarming regularity. The Council's mad grab for power puts the innocent at risk, where as in Dran, one can walk from one of the Khanate to another with nary a danger. Our strength sees to it. Your's would as well, if you were to embrace it.&lt;br /&gt;
&lt;br /&gt;
4) Alexandria has taken a dragon knight onto it's lands, despite knowing that these so-called knights are honorless curs in the thrall of their dragon overlords. Man is not meant to be subject to monster or beast. Dragonier paid for this with the life of most of it's citizens. Do not allow the Council to fall under the sway of such a creature, nor to hide criminals from Dran's hand of justice. We ask you, civilians of Alexandria, to pressure your council. Turn over the Dragon Knight to us so that we may verify that she is the one we seek. If she is not, you have my word that no harm will come to her by my hand or order. We have reason to believe that the Dragon Knight, this /criminal/ has been allowed in with the full knowledge of the Alexandrian government. They hide a fugitive from justice, and why? What /reason/ could your Council have to do this thing? Ask them. See how they respond.&lt;br /&gt;
&lt;br /&gt;
5) The diplomatic mission of Alexandria to Dran was nothing more than a pretext. They sought us out in the name of Peace, and gracious and honored as we are, we allow them to parley, without fear of a repeat of history. They attempted to assassinate us and, when that failed on account of our wisdom and preperation, attempted to flee, as honorless dogs always shall, into the hands of those who might shelter them in Rune. We immediately launched our invasion and laid low your 'diplomatic mission' that was not. Such an affront can not be allowed to pass without punishment. Your government meddles and then hides behind others who will need to shed blood for their crimes, scuttling our ongoinbg negotations with Rune for recompense over the death done in their name and Dran does not forget. This war is on the hands of the government's of Rune and Alenxandria.&lt;br /&gt;
&lt;br /&gt;
6) We do not declare war on you, people of Alexandria, as we've no wish to shed the blood of a strong and honorable people for whom we have more in common than they may realize. The strength of Dran will stand with it's people should they wish to take action and replace their leadership. Should, however, the people of Alexandria choose hostility and belligerance in defense of Rune, we will act. All who oppose our justice shall drown in a tide of blood and iron. We will have justice.&lt;br /&gt;
&lt;br /&gt;
7) Heth. Know that we have another reason for striking Rune. In it's vaults, Rune has a great many magical artifacts and powers which it has witheld out of 'wisdom'. Cowardice, I say. The power of Rune could've been turned to save many Dragonieri lives, but they were deadlocked in pathetic debates over 'procedure'. How many /more/ Dragonieri lives could've been saved had the wizards of Rune been willing to risk their use? We will take this power of Rune, and it's might, and turn it towards Dragonier and do battle with Heth. This I promise. No more will the mighty hide in their towers and declare it wisdom when they do nothing. The elves would have you believe we have squandered an age of man. I say nay! The age of MIGHT will begin with our hands! I call on all who seek justice and to defeat the darkness of this world to stand with me.&lt;br /&gt;
&lt;br /&gt;
:ANGORON and KOR shall GUIDE OUR HANDS. &lt;br /&gt;
&lt;br /&gt;
: For victory and honor. &lt;br /&gt;
&lt;br /&gt;
:ARENDT&lt;br /&gt;
&lt;br /&gt;
=====Responses to Arendt=====&lt;br /&gt;
======Jeor======&lt;br /&gt;
Any who frequent the gambling dens, bars or training arena will have a hard time not overhearing a boisterous giantborn in finery named Jeor. Comments include the following: &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Ardent is a coward! He openly admits his fear of the spell cannon and the good peoples of the city. He would try and compliment us and insult us all in the same sentence. Hes a small dog with a very loud bark who simply wants to add more problems to the ones we have.&amp;quot;  r r Anyone who wishes to delve further into these opinions or wager some gold on cards can speak with Jeor.&lt;br /&gt;
&lt;br /&gt;
======Fa'lere======&lt;br /&gt;
You dare invoke the name of Angoron, when you restrict the freedom of another country? Invoke the name of the strongest of the gods, to strike down people clearly incapable of defending themselves, not once...but twice. You say we are a strong and honorable people when, before that, you accuse the ruling coucil, as well as the rest of Alexandria by proxy, of cowering behind it's walls!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Who are the real cowards here?&lt;br /&gt;
&lt;br /&gt;
It is clearly not Alexandria. They have clearly more strength that Arendt to even seek peaceful negotiations in the first place. Alexandria opened their hand to Dran, and Arendt for peace. Instead it was met with a closed fist. Only a TRUE coward attacks when someone offers peace.&lt;br /&gt;
&lt;br /&gt;
ARENDT SPITS IN THE FACE OF ANGORON WITH HIS LIES!&lt;br /&gt;
&lt;br /&gt;
======Azog======&lt;br /&gt;
A rebuttal to Arendt's posting is placed by several of them. The first is nailed deeply, a few of the rest are stuck with glue, possibly by hired poster hangars. The text is almost certainly that of a hired scribe. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;The words of Arendt of Dran have some lies to them, and that calls the truth of the other words into question. But some things may be true, and we of Alexandria are owed answers. &lt;br /&gt;
&lt;br /&gt;
It is said that the Dragon Knight slew the Warlord of Dran, Arendt's predecessor, under a flag of parley. This action is contrary to honor and has not been disavowed by the Dragon Knight. This story has been told by many sources, and none have denied it. The truth of this matter is of importance because many of Arendt's actions would be justified by revenge for that treachery, if it is true. &lt;br /&gt;
&lt;br /&gt;
I do know that the diplomatic mission to Dran was not pretext. It was foolish, shortsighted, ignorant of Dranei honor, and effectively meaningless even beyond the events that transpired, but it was not a pretext for treachery. And I know this because I was there. The Alexandrian diplomat was killed in lieu of the Dragon Knight, who would not allow justice to be done where all can see. However, the airship was taken by Arendt's order; his troops were not sent to stop it but were aboard as passengers, flying under an Alexandrian flag to catch Rune at unawares. Arendt's accusation that the government meddles in foreign affairs and hides behind adventurers who shed blood for them is true, though it is not relevant to the issue. &lt;br /&gt;
&lt;br /&gt;
The statement that the war is on the hands of Alexandria is of course propaganda as much as the peace attempt was, and just as meaningless. Dran's war is a war of conquest and honor, but Arendt does not believe Alexandria understand Dranei honor, and I think he is right in that. So these words may be his way of offering peace with the rest of the city once the Dragon Knight is brought to justice.&lt;br /&gt;
&lt;br /&gt;
So, if the Dragon Knight will stand up rather than hide behind Alexandria, who suffers for her alleged actions, then the truth of matters may be seen and judged by those of honor. Only when that is settled may Arent be dealt with justly.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
======Svarshan======&lt;br /&gt;
Underneath some of these fliers, a second one is posted. The writing is shaking but carefully done. The style looks slightly Myrrish though only nominally. It reads:&lt;br /&gt;
&lt;br /&gt;
The mouth of Arendt speaks, and says that Dran wishes to punish Dragonier. &lt;br /&gt;
&lt;br /&gt;
They say Dragonier dishonored them. &lt;br /&gt;
&lt;br /&gt;
Yet, Dragonier is dead. We see with our own eyes this truth. Its people starve. Its children cry out in blood and terror. They walk our streets as skeletons without names or homes.&lt;br /&gt;
&lt;br /&gt;
Dran has had its retribution. It has won utter destruction of its enemy, its enemies' children. It has won utter destruction now and for the future. The children of these children shall have no home and no people.&lt;br /&gt;
&lt;br /&gt;
Yet perversely, it still hungers. Arendt -craves-.&lt;br /&gt;
&lt;br /&gt;
Caracoroth must speak from the maw of Arendt. For when he speaks, Arendt's hunger knows no bounds and its truth lies before us in its baldfaced starkness. &lt;br /&gt;
&lt;br /&gt;
Arendt, we name you the Hungry Maw, who seeks the blood of children. You bear the fire of the Blood Wolf in your gaze and you seek to devour the world around you. You wear the lust of Kor and the guidance of Hunger.&lt;br /&gt;
&lt;br /&gt;
Beneath it is signed, in reddened ink: 'And all shall belong to the jaws of Caracoroth, the eternal hunger. His ache knows no bounds; may all the nations of man be crushed beneath his jaw and digested unto his stomach. Red oblivion awaits them.' - The Book of Hunger, year 014, writ during the Years of the Sword&lt;br /&gt;
&lt;br /&gt;
======Crow======&lt;br /&gt;
(Posted in a few public places, written on simple paper without decoration)&lt;br /&gt;
&lt;br /&gt;
Citizens of Alexandria,&lt;br /&gt;
&lt;br /&gt;
You probably don't know me. To some, I'm a familiar face. To most, I'm a stranger in your city who follows strange ways many consider outdated or mere superstition. That's fine. All I ask of you is your time, and simple consideration.&lt;br /&gt;
&lt;br /&gt;
Many words have been said by Arendt and others in regards to the actions taking place outside of Alexandria. I won't take the time to repeat them here. You already know what's said.&lt;br /&gt;
&lt;br /&gt;
What you might not have considered is this: War is ugly. This is a fact of life that many are familiar with. Some of you have probably even served in a conflict of some nature, and have a firsthand understanding of exactly what is meant. The fact that we are on the precipice of engaging a foe that is intelligent, determined, and powerful only adds to the potential for ruin, should we engage this hastily.&lt;br /&gt;
&lt;br /&gt;
Alexandria was not involved in this in the beginning, from what I've come to understand. It was brought into this by the actions of others. We were not given a choice in the matter then. But we have a choice to make now.&lt;br /&gt;
&lt;br /&gt;
Alexandria already suffers greatly. As a caretaker of the land, my first duty is to -the land-. Not to those of a political affiliation, or those of a particular religious ideology. And I ask you now to consider the consequences for -the land- should Alexandria engage this man.&lt;br /&gt;
&lt;br /&gt;
The Felwood is a growing threat, a place of chaos and disorder that seeks to spread and continue twisting the existence of the land around it. It's been kept in check by the diligent efforts of those like myself, those who take an interest in making sure that this affliction doesn't spread. The strength of the natural world around it seems to be one of the things that keep it from growing.&lt;br /&gt;
&lt;br /&gt;
But that world is now being threatened with war. With smoke and fire, sword and blood, chaos and madness. These are the things that feed the wounds created in nature. These are the things that could cause its growth to become unchecked. And that's only one of the many slings and arrows that could befall this land if we go to war.&lt;br /&gt;
&lt;br /&gt;
I'm not saying that those who believe we should go to war are wrong. I'm not saying that those who don't support war are right. What I'm asking of you is this: consider, for a moment, if the problems of strangers are worth the risk to your land. This land. Your -children's land-. The Warlord is described as a monster, but the man is clearly not mad. He's cunning, and ruthless, and determined. He's raised points that should be considered before a decision is made, answers that must be found before you can, in good concience, decide if the risk is worth the reward.&lt;br /&gt;
&lt;br /&gt;
I implore you not to act rashly in this. Weigh this decision carefully. The future of many generations could be at stake, and in the years to come, they will ask the most important question: Why is the world we've been given in the state that it's in?&lt;br /&gt;
&lt;br /&gt;
How do you want to be able to answer?&lt;br /&gt;
&lt;br /&gt;
With All Respect,&lt;br /&gt;
&lt;br /&gt;
:Druid Crow&lt;br /&gt;
&lt;br /&gt;
======Ssylrath======&lt;br /&gt;
Posted in response to one of the Warlord's messages:&lt;br /&gt;
&lt;br /&gt;
Which is it? Is Heth the prime threat that Rune should have been fighting to save Dragonier from, or is he a just punishment for Dragonier's sins? How is invading Rune, the prime target of Heth's depredations outside Dragonier, just retribution for an act taken by an agent of the former Dragonier government? &lt;br /&gt;
&lt;br /&gt;
If Heth is such a threat then ally with Rune against him. Bring your combined arms to bear and Heth will be defeated. No, instead you strengthen Heth by trying to destroy his enemy.&lt;br /&gt;
&lt;br /&gt;
Ssylrath of Am'shere&lt;br /&gt;
&lt;br /&gt;
======Stjepan======&lt;br /&gt;
It seems that someone has taken to scrawling graffiti on Arendt's posters, circling point five: ARENDT, YOU TRY TO USE BIG WORDS BUT FAIL. THE APOSTROPHE DOES NOT PLURALIZE. ANGORON DEMANDS RIGOUR AND PROPER PUNCTUATION.&lt;br /&gt;
&lt;br /&gt;
It's not hard to figure out who is doing this, really, since the artiste is a very large giant born who writes in big block letters.&lt;br /&gt;
&lt;br /&gt;
======Colrick======&lt;br /&gt;
Alexandrians, Arendt talks to us as if we were children who know nothing of what we face, but we know all too well.&lt;br /&gt;
&lt;br /&gt;
It was only decades ago that we lived under the tyranny of an invader, the hated Witch Queen Altima. She conquered our land and for years we suffered under her brutal rule. A generation of Alexandrians was born in servitude, forced to watch the public executions of their loved ones, until our struggle eventually regained our freedom at great cost.&lt;br /&gt;
&lt;br /&gt;
Not long after breaking free of our chains we witnessed Sendor fall prey to the desires of another conqueror. Having felt the lash of the whip on our backs, we stood up and marched to war so that our friends would never have to endure what we did. Our triumph ensured Sendor's peace and prosperity.&lt;br /&gt;
&lt;br /&gt;
Now Arendt sets his eyes upon Rune, claiming his war is just, but we know the truth. We have first-hand experience with conquerors. We know what he is, we know what he intends to do, and we will not stand idly by. We have already shouted out our denial twice and raised our weapons against his kind, it is time to do it again.&lt;br /&gt;
&lt;br /&gt;
======Tatyannah======&lt;br /&gt;
There's various graffiti from the same hand that says either 'Shut up, Arendt, you jackass. You know, if you'd stopped before the bit about the diplomatic mission, you'd have gained more support, but you're a moron who overreaches', 'Masterly, I'm going to find you and kill you' and there might be the occasional 'I am coming for your gold'.&lt;br /&gt;
&lt;br /&gt;
======Jareth======&lt;br /&gt;
Overheard at the Wayfarer's while dining and drinking with friends, someone asks Jareth for his opinion on the Dranei invasion of Rune and Arendt's claims.&lt;br /&gt;
&lt;br /&gt;
Downing his ale, Jareth wipes his mouth with the back of his hand and leans forward a little in his chair to say,&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I have an easy solution. One that can save a lot of bloodshed and lies. Arendt should come meet me on the battlefield. No Dragon Riders. No Spell Cannon. No shambling undead. No wizards of Rune. Just him, me and our steel. Save the war chests from being diminished in any way.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
This is followed by a call for another pitcher and more of whatever is being roasted over the fire.&lt;br /&gt;
&lt;br /&gt;
======Bor======&lt;br /&gt;
Overheard in conversation amongst the citizens that traverse the Temple District is talk a scene that happened earlier today. Bor, one of the rare Giantborn Chosen of Daeus, was seen reading one of the missives posted for Arendt. The few brave souls willing to speak to the Giantborn, a race known to have helped the Dran in the past, asked him what he thought of the War Lords proclamation.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The gods provide guidance to everyone. It's not often they speak with us directly. Angoron uses his Strength to protect the people. Not to make people do what he thinks is right. This isn't Angoron's way. The Iron Behemoth won't be pleased. Someone will need to speak to the followers of Angoron to remind them. Know that there are those that will stand to protect instead of make War. I will stand to protect those that can't protect themselves.&amp;quot;&lt;br /&gt;
 &lt;br /&gt;
In after thought, the folks that were actually nearby during the conversation will add that he said something like, &amp;quot;The Words of Man rarely are what the gods tell him, but what he wanted to hear for himself.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
======Ceres======&lt;br /&gt;
It takes a little time, and more than a little effort, but a new song starts to make the rounds, first in the taverns and inns where Alexandria's Adventurers spend much of their time. Then it spreads, often as not by a certain adventuring bard, then by others. Not her usual style, not up to her usual polish, but then - consider the subject matter. &lt;br /&gt;
&lt;br /&gt;
:'Now Smackwater Arendt, he had an dran army.... &lt;br /&gt;
:Cause he... was in the mood for little confrontation &lt;br /&gt;
:He just let it all hang loose &lt;br /&gt;
:He didn't care about the truth &lt;br /&gt;
:He wanted to give all the abuse &lt;br /&gt;
:So he started a war with the wizards' Rune. &lt;br /&gt;
&lt;br /&gt;
:You can't talk to a man &lt;br /&gt;
:With an army in his hand &lt;br /&gt;
:Army in his hand. &lt;br /&gt;
&lt;br /&gt;
:Now Big Jareth the hero stood for law and order &lt;br /&gt;
:He called for the blackguard to come and meet at the border &lt;br /&gt;
:Now from his bulldog mouth &lt;br /&gt;
:As he met the man up south &lt;br /&gt;
:Came the cry, we got to ride &lt;br /&gt;
:Clean up the 'side for our friends and neighbours &lt;br /&gt;
&lt;br /&gt;
:You can't talk to a man &lt;br /&gt;
:When he already understands &lt;br /&gt;
:No, no, no, no, no, no &lt;br /&gt;
&lt;br /&gt;
:The battle was in all the papers &lt;br /&gt;
:Cause you know, he beat ole Arendt right then instead of later &lt;br /&gt;
:You know the countries were quite pleased &lt;br /&gt;
:'Cause the tyrant had been seized &lt;br /&gt;
:And on a whole, it was a very good year &lt;br /&gt;
:For the Adventurers Guild &lt;br /&gt;
&lt;br /&gt;
:You know, you know, you can't talk to a man &lt;br /&gt;
:With an army in his hand &lt;br /&gt;
:Army in his hand. &lt;br /&gt;
&lt;br /&gt;
:Smackwater Arendt, yeah &lt;br /&gt;
:Smackwater Arendt bought an army &lt;br /&gt;
:Yeah, Smackwater Arendt bought an army &lt;br /&gt;
:Smackwater Arendt, yeah &lt;br /&gt;
:Smackwater Arendt, yeah &lt;br /&gt;
&lt;br /&gt;
:Talkin' about Smackwater Arendt, yeah &lt;br /&gt;
:Talkin' about Smackwater Arendt, oh &lt;br /&gt;
:Talkin' about Arendt and his army &lt;br /&gt;
:Talkin' about Smack, talkin' about Arendt &lt;br /&gt;
:Smackwater Arendt, yeah.' &lt;br /&gt;
&lt;br /&gt;
======Mikilos======&lt;br /&gt;
Posted next to several posts made by Arendt. Where room can be found amoung other replies.&lt;br /&gt;
&lt;br /&gt;
The previous message uses a great many words, many of them big words, in order to confuse the issue. Allow me, humble readers, to translate for you: &lt;br /&gt;
&lt;br /&gt;
'Me Arendt. Me Big Guy. You pay attention to me. Me not like Alexandria leaders. Alexandira people okay. Me prove: &lt;br /&gt;
&lt;br /&gt;
1) Spell Cannon bad. &lt;br /&gt;
&lt;br /&gt;
2) Blue Bitch bad. &lt;br /&gt;
&lt;br /&gt;
3) Spell cannon still bad. &lt;br /&gt;
&lt;br /&gt;
4) Dragon Knight bad. &lt;br /&gt;
&lt;br /&gt;
5) Talking bad, when not say what me want to hear. &lt;br /&gt;
&lt;br /&gt;
6) Me think you okay, but you not do what me want, me hit you. &lt;br /&gt;
&lt;br /&gt;
7) Wizards dumb. Me smart. Me take wizard power, use like smart. &lt;br /&gt;
&lt;br /&gt;
Blah blah, me big man. &lt;br /&gt;
&lt;br /&gt;
ARENDT'&lt;br /&gt;
&lt;br /&gt;
======Karelin======&lt;br /&gt;
Another response to Arendt's posters appears at the Arena, both in handbills and as an insert to program guides as well. Eventually, they're used to wrap finger foods, too.&lt;br /&gt;
&lt;br /&gt;
ARENDT: LIMP WARLORD OF DRAN&lt;br /&gt;
&lt;br /&gt;
Another lick-spittle all-conquering warlord is waving his three-inch quill all over Alexandria's wall. He's not the first and he's certainly not the most creative. The logic in his argument is weak and flaccid, puffed up by big words that have more place in an arena for entertainment's sake than out of the mouth of someone sending people off to fight and die.&lt;br /&gt;
&lt;br /&gt;
I should I know, I do it for real.&lt;br /&gt;
&lt;br /&gt;
He implied that we're crazy for using the weapons at our disposal to defend ourselves. It's not crazy; as any true worshipper of Kor would know -- it's only good sense. He claims to be saving us from Heth by striking down those who know how to use the tools at their disposal. This? This is crazy. Maybe the Azure Queen snuck into his tent when he was fantasizing about being a real warrior and planted this fantasy in his head. Leave the fighting to the soldiers and the wizarding to the wizards, especially against an enemy as strong as Heth. He conveniently ignores the threat of Skald to his left flank. He is going to need all of Angoron's protection, because Kor is going to toss him in the gutters for his abject ignorance of the arts of war.&lt;br /&gt;
&lt;br /&gt;
Arendt is an embarrassment to The Warlord and by Kor Makar's holy names, not deserving of the hand he used to blaspheme their names.&lt;br /&gt;
&lt;br /&gt;
Karelin Andarin, Warbringer of Solmnus, Hero of Blar and Arendt's Mother&lt;br /&gt;
&lt;br /&gt;
===Tariday, Hattanan 13, 1016===&lt;br /&gt;
====Treaty Signing====&lt;br /&gt;
It would appear that negotiations between the Council of Alexandria and the Empress of the Sith-Makar has gone well. There are rumors circulating that an official treaty of some kind will be signed any day now and it will no doubt be accompanied by spectacle and celebration. No doubt that Alexandria is in a unique position to gain access to such an alliance, given that the lone permanent gateway to the land of Am'shere lays within their territory. &lt;br /&gt;
&lt;br /&gt;
Still, one must wonder what the terms are, and what exactly the treaty will entail. No doubt a public announcement will be due soon, and one can not ignore the political signifance of such a treaty being concluded within days of Alexandria's announcement of support for Rune.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Eliday, Hattanan 11, 1016===&lt;br /&gt;
====Executed====&lt;br /&gt;
Rumors are coming down from those with an ear on the council, which has spent the better part of the last few days in meetings to discuss the situation between Dran and Rune, that the ambassador to Dran was /personally executed/ by the warlord, a fellow by the name of Arendt, in charge of the invasion of Rune. This shocking news is leaving many Alexadrians enraged, and anti-Dran sentiment is beginning to form. &lt;br /&gt;
 &lt;br /&gt;
A statement from the Council on the matter is due any day.&lt;br /&gt;
&lt;br /&gt;
====Shev: Wanted Dead or Alive====&lt;br /&gt;
The merchant known as 'Shev' has had a bounty issued for him. He is wanted dead or alive, and is responsible for the murder of several contractees to the Guild of Explorers and members of the City Watch. Formerly a merchant specializing in the acquisition of rare goods of a legitimate stripe in Alexandria, a reliable source indicated his involvement in at least one murder and possibly others, as well as tax evasion. An attempt to arrest him was made and several guardsmen and a few assisting contractors from the Guild of Explorers met their untimely end at the hands of his clockwork defenses in his manor home in upscale Upper Alexandria, as well as others wounded and killed by a bomb he left to destroy evidence in his study. It is believed he is at large within the city and security has been tightened at all enrances and exits in an effort to locate him, not that that wouldn't be happening any ways with talk of war. &lt;br /&gt;
 &lt;br /&gt;
A poster bearing his likeness has been posted in numerous public spaces. The City Watch reccomends all civilians avoid contact with, or offering any assistance to, this fugitive and that if sighted you are to contact the City Watch immediately.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====A Statement from the Council of Alexandria====&lt;br /&gt;
A Statement by the Council of Alexandria: &lt;br /&gt;
 &lt;br /&gt;
The news from Rune is grave and true: Our diplomatic envoy was mercilessly slain by the Warlord Arendt under flag of truce in a misguided effort at vengeance over the death of their own previous Emperor at the hands of a Dragon Knight some years prior. It is our belief that, due to the presence of Dragon Knight Anise and her Silver in Alexandria and the refuge we have offered her, that some memebrs of the Dran Khanate have taken to the mistaken belief we have share some culpability for what happened in our absence. Had Dran a legitimate grievance with us, rather than naked ploys to give it's actions a veil of legitimacy, it could have approached us to discuss the matter of the Dragon Knight and challenged her asylum or asked to have her face Dranei justice. Of course, to do that would require evidence and materials which Arendt does not possess, nor has a true interest in. &lt;br /&gt;
 &lt;br /&gt;
It has not does this and will not do this since these claims are nothing but an attempt to grant himself legitimacy in the eyes of his followers. It is the actions of a murderer, a thug, and a coward with no honor to speak of. We condemn his actions in the strongest possible words and hope to see this criminal brought to face the justice he so richly deserves. &lt;br /&gt;
 &lt;br /&gt;
Thusly, the ruling Council has offered to Rune our assistance. &lt;br /&gt;
 &lt;br /&gt;
Rune has said that they will not be invoking our treaty of mutual defense, a decision which we respectfully acknowledge even as we wish for justice, even in the face of relentlessly provocation from Dran in the murder of Ambassador Vril and the loss of his entire diplomatic mission. The Wisdom of Animus is still present in this time, as Parliament spoke eloquently of the need, even in the face of potential destruction, to continue the effort to contain Heth. &lt;br /&gt;
 &lt;br /&gt;
Even so, we will continue to offer and all material support which they request from us, even as Alexandros remains neutral in this conflict between the forces under the leadership of Arendt and the nation of Rune. &lt;br /&gt;
 &lt;br /&gt;
But the Wisdom of Animus spoke truly and now we must turn towards the other who are watching: Know that the Murderer of Dragonier waits for no one. As Dran weakens Rune and washes itself in an ocean of blood, it leaves a greater threat, and a greater honor, unchallenged. Dragonier must be contained and the threat which Heth poses to life must be checked. It has brought together those who were once enemies in a combined purpose. &lt;br /&gt;
 &lt;br /&gt;
Know now that Bludgun and Aleaxndria have signed a treaty of mutual support in the effort to contain the threat of Dragonier, a treaty which Rune has also joined in. We would extend an offer to all right-thinking Dranei who recognize what the true threat is, rather than chase the ghosts of years past, to join us in a quest that will surely be blessed by the Gods. &lt;br /&gt;
 &lt;br /&gt;
May the Hymn fill every heart with wisdom and courage.&lt;br /&gt;
 &lt;br /&gt;
CALDOR METHIS, COUNCILMAN. &lt;br /&gt;
 &lt;br /&gt;
(the rest of the council's names, including Rawyn Telenils, are signed beneath.)&lt;br /&gt;
&lt;br /&gt;
===Kesenday, Hattanan 9, 1016===&lt;br /&gt;
====Strange Rumors and Airships====&lt;br /&gt;
Strange rumors are filtering down to Alexandria that the Alexandrian diplomatic airship that crashed inside the borders of Rune was actually carrying a large number of soldiers from Dran Empire. Was Alexandira involved in some form of double dealing with Rune and the Dran Empire? What sort of game was the ruling council playing? Even more disturbing is the rumor that the Dran warriors aboard the airship were armed with blades of Alexandrian origin. &lt;br /&gt;
 &lt;br /&gt;
The ruling council has not yet issued a statement on the matter of Rune or Dran, but one is no doubt coming soon.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Gilday, Hattanan 7, 1016===&lt;br /&gt;
====Initial Reports====&lt;br /&gt;
Rumor is filtering down from Rune that fierce fighting has broken out along the northern and eastern borders of Rune. While badly outnumbered by the invading forces and weakened by Heth's minions, Rune is still a powerful center of magical learning and seems to be holding it's own for the moment. &lt;br /&gt;
 &lt;br /&gt;
Alexandria has issued a statement of support for Rune. High level negotiations are said to be occurring, though it seems unlikely that any other power will enter the war on Rune's behalf. It is widely supposed in some quarters that the wizards, being wizards, should be able to take care of this on their own with their fireballs and what have you. More quietly, there are few that want to risk drawing Dran's attention, and it's military juggernaut, to themselves. &lt;br /&gt;
 &lt;br /&gt;
Rumors also indicate that the airship that was sent to Dran in the early days before the war began has crashed inside Rune's border.&lt;br /&gt;
&lt;br /&gt;
====Vardamen Responses====&lt;br /&gt;
The agents of Vardama have been heavily involved in investigations into Dragonier so far. However, with Heth still unbreathing, the rumored ties between Vardama the Gray Lady and Serriel the Shining Dawn seem to have tightened. More Lancers may be seen among the crypt entrances, and it's suggested that Vanguards and laymen have been seen in increased comings and goings among the temples. &lt;br /&gt;
&lt;br /&gt;
A number of the additional guards and workmen are also arvek. This number is not exclusive, though it is biased. These are sturdy men and women pulled from the renmants and memory of recent wars. Ever since their freedom from the tyrrany of Thul (who even now ravages Dragonier), many arvek have borne the colors of the Gray Lady and the Shining Dawn proudly, and these temples have offered them homes. &lt;br /&gt;
&lt;br /&gt;
Heth's threat, though, have caused some to have taken to capping a single tusk in brilliant and shining gold.&lt;br /&gt;
&lt;br /&gt;
OOC: This is primarily a call-out to illustrate the growing ties between the two faiths and as opportunity for RP. Please make of it how you like, and according to your own tales and stories.&lt;br /&gt;
&lt;br /&gt;
===Eliday, Hattanan 4, 1016===&lt;br /&gt;
====No Surprise====&lt;br /&gt;
With war between Dran and Rune on the horizon, or so it would seem, it should be no surprise that Charn's military continues it's mobilization alongs its borders on the northern frontier of the empire. Reports from Veyshan and from airships that travel near that border say that the Stygian Empire is putting on quite the display. There can be little doubt that this is directed towards Myrrdion and Alexandria in a calculated move to encourage them to sit out the war to the north.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Eliday, Bernfleur 27, 1016===&lt;br /&gt;
====Not Secret Enough====&lt;br /&gt;
Despite the best efforts of the government in trying to keep it secret, rumors circulate that several Alexandrian airships were sighted heading in the direction of Dragonier recently. Most of them were filled, not with weapons and armor, but supplies for construction of some kind. It's hard to say what's going on, but it's clear that, even with Rune and Dran on the brink of war, that issue of Dragonier is one that is not to be ignored.&lt;br /&gt;
&lt;br /&gt;
: Posted by Whirlpool&lt;br /&gt;
&lt;br /&gt;
====Alexandrian Council Meets with Sith-Makar Empress====&lt;br /&gt;
It would appear that negotiations between the Sith-Maker Empress from beyond the portal to Am'shere and the ruling council of the city of ALexandria are continuing. Representatives from other local powers, such as the Mythwood and the gnomish town of Happy Valley, have been witnessed coming to the Castellum as well, no doubt to greet the apparent leader of the Sith-Makr tribal confederation. &lt;br /&gt;
 &lt;br /&gt;
It is said that the talks will soon be pasued for the Empress to make a trip to a site called 'Mictlan'. There's no clear indication /when/ that will happen, but the city guard does appear to be on high alert and with more boots on the ground than usual.&lt;br /&gt;
&lt;br /&gt;
: Posted by Whirlpool&lt;br /&gt;
&lt;br /&gt;
===Eliday, Bernfleur 20, 1016===&lt;br /&gt;
====Farmer, Dead====&lt;br /&gt;
&amp;quot;Y'hear about old man Woodridge?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;What, that skirt-chasing coot with the farm?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Yep. Hear tell he got th'crotch rot and it killed him.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Well, hell. Poor old bastard. Guess his son'll inherit th'land now, if he ever gets back.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: Posted by Fishbelly&lt;br /&gt;
&lt;br /&gt;
===Korday, Bernfleur 10, 1016===&lt;br /&gt;
====The Sewers, Glue, and Professor Fizzlefuse====&lt;br /&gt;
A party of adventurers from the Explorer's Guild emerged from the sewers late last night. They brought with them a human and what looked at first to be a battered door. The man was partially bound with glue and alternated ranting and mumbling something about 'Fizzlefuze's Doom'. The 'door' seemed to have tiny limbs and face and also talked. Many onlookers took one look before uttering 'mimic', often in weary tones. Both door and man are now thought to be residing in the city jails for 'interfering with vital city services'.&lt;br /&gt;
&lt;br /&gt;
The adventurers were covered in an assortment of acid burns, bruises and dried glue. The Khazad had no boots. And all were accompanied by the distinctive scent of Otyugh.&lt;br /&gt;
&lt;br /&gt;
OOC: see Bennett, Djelka, Brianna, Zoob or Duncan if you want to hear more. For some reason. :)&lt;br /&gt;
&lt;br /&gt;
: Posted by Duncan&lt;br /&gt;
&lt;br /&gt;
===Gilday, Bernfleur 9, 2016===&lt;br /&gt;
====The Sith-Makar Delegation====&lt;br /&gt;
Since her arrival last week, the so-called Empress of the Sith remains in the security of the Castellum for high level negotiations of some kind. Much of her retinue remains encamped beyond the city walls. Rumors emanating from the Castellum are indicating that, once the negotiations are concluded, she will be heading to a holy site called 'Mictlan', as well as paying a visit to the Dragon Knight.&lt;br /&gt;
&lt;br /&gt;
: Posted by Whirlpool&lt;br /&gt;
&lt;br /&gt;
===Eliday, Eatonis 30, 1016===&lt;br /&gt;
====Dranei &amp;quot;Diplomacy&amp;quot;====&lt;br /&gt;
It would appear Alexandria is not the only country using diplomacy to their advantage. &lt;br /&gt;
&lt;br /&gt;
Dran and the Oruch city-state of Adomar have a long history of conflict, but also a mutual warrior culture and belief in 'strength' and 'honor'. &lt;br /&gt;
&lt;br /&gt;
Rumor has it that several emissaries from the Dran warlords assembling along Rune's border were sighted in the city-state of Adomar, meeting with its leaders, no doubt trying to sway the Oruch to their side. If they are able to do so, the nation of Rune will be in great danger.&lt;br /&gt;
&lt;br /&gt;
: Posted by Whirlpool&lt;br /&gt;
&lt;br /&gt;
====Sith-Makar Empress====&lt;br /&gt;
It starts as a mere whisper. A dignary from the tribes of the Sith-Makar in Am'shere is on their way towards Alexandria from the deep jungle, across the portal that exists outside Alexandria. &lt;br /&gt;
&lt;br /&gt;
From there, the rumors escalates. Not a dignary. Not a mere ambassador. &lt;br /&gt;
 &lt;br /&gt;
No, it is now being said, across the city, that the so-called 'Empress' of the Sith-Makar of Am'shere is on her way to Alexandria for the first visit between the city's leadership and the tribes of the Sith-Makar that reside on the other side of the Am'shere portal in the Alexandrian countryside.&lt;br /&gt;
&lt;br /&gt;
: Posted by Whirlpool&lt;br /&gt;
&lt;br /&gt;
===Eliday Eatonis 30, 1016===&lt;br /&gt;
====Freed Slaves====&lt;br /&gt;
Rumor has it that a pair of new-model War Golems(K-8 and Protectron) were freed from slavery imposed by their creators. Altar, Zoob, Kiroth, Verna, Duncan and Hassan were spotted escorting them to Alexandria, where they were deemed free and their creators, Fizzlefuse and Forgefire are being sued for back pay. Apparently they had been making the War Golems work without wages for far too long, and the precise cost will be determined by the Alexandrian legal system, but it is sure to be expensive.&lt;br /&gt;
&lt;br /&gt;
: Posted by Altar&lt;br /&gt;
&lt;br /&gt;
===Ceriday Eatonis 29, 1016===&lt;br /&gt;
====The Journey of the Enigmatic Magical T====&lt;br /&gt;
Word has finally reached Alexandria that 6 brave adventurers escorted a Quad of Bards out of the city. These bards known as Rodrick, Raven, Thomas and Wanderer, and were known for their snarky witty sarcasm comedy. The adventurers guarded the bards on their trip to their next gig. On the way they were attacked by dire boars, huge owl bears, and a tricky green hag. Or so the rumors have been saying. Interested in the full story contact: Zippo, Duncan, Lorien, Altar, Mogrinaar or Rhar.&lt;br /&gt;
&lt;br /&gt;
: Posted by Cesran&lt;br /&gt;
&lt;br /&gt;
===Gilday Eatonis 26, 1016===&lt;br /&gt;
====Time Lost and Canon Fodder====&lt;br /&gt;
I still don't know what happened for sure. We were sent for help to give some aid and relief to a group of soldiers, but nothing could have prepared us for what we found. It had been less than a week since aid was requested but when we got there, the soldiers were claiming it had been a month. And they all looked like they had been through that much without aid. Something having to do with magic more than likely.&lt;br /&gt;
&lt;br /&gt;
Then these soldiers attacked, they had guns, now I know why I hate guns. We fought them off, but then they brought in this ship, though it wasn't no normal ship. It had wagon wheels and barding like a horse on it. It had these huge guns on top, maybe even a cannon. Of course being the foolish ones we are, we charged the ship, cannon wagon...tank? It was close but I fell to the firepower of the vessel. I remember waking up some time after. What happened exactly? Was it all a dream?&lt;br /&gt;
&lt;br /&gt;
: Posted by Aurala&lt;br /&gt;
&lt;br /&gt;
===Tariday Eatonis 25, 1016===&lt;br /&gt;
====Tides of War====&lt;br /&gt;
Some probably saw it coming. &lt;br /&gt;
&lt;br /&gt;
With Rune weakened by the most recent attack on it, rumors are spreading far and wide from the land of Dran that warleaders and their warbands are converging upon Dran's border with Rune. &lt;br /&gt;
 &lt;br /&gt;
Many years ago, during ALexandria's time in the Mists, the armies of Dran marched upon Rune. Hopelessly out numbered, the wizard nation was still reeling from the loss of the protection of their patron God in Animus, they never the less put up a valiant, if ultimately losing defense against the aggressive, conquest-minded Dran. &lt;br /&gt;
 &lt;br /&gt;
It was only the intervention of a Dragon Knight, who attempted to negotiate a settlement between the nations to preserve the peace, that saved Rune. &lt;br /&gt;
&lt;br /&gt;
The nameless Dragon Knight and her dragon, some say it was a silver, some say it was a gold, approached the war leader of Dran's armies under the flag of truce and made the case for peace. &lt;br /&gt;
&lt;br /&gt;
When the belligerant Dran warlord would not listen, it is said, the dragon struck him down in a great blast of fire. It was an act of treachery that enraged many but it was one that ended the conflict, as the Dranei lapsed into fighting amongst themselves to claim the role of Warleader. Ever since then, the warbands of Dran have hungered for revenge and to find a leader capable of uniting enough of them to finsih what they started that many years ago and to exact the pound of flesh from Rune that they can no longer exact from Dragonier. &lt;br /&gt;
&lt;br /&gt;
If a true leader should emerge from this convergence, a war with Dran that Alexandria may be pulled into could be on the horizon.&lt;br /&gt;
&lt;br /&gt;
: Posted by Whirlpool&lt;br /&gt;
&lt;br /&gt;
===Variday Eatonis 24, 1016===&lt;br /&gt;
====Charnese Military Maneuvers====&lt;br /&gt;
It comes as no surprise to anyone invested in geopolitics that Charn has begun amassing its forces on its own borders for latge scale war games and military maneuvers. It's a show of strength in the wake of Alexandria's firing of the spell cannon. These large scale maneuvers are expected to last through the next month.&lt;br /&gt;
&lt;br /&gt;
: Posted by Whirlpool&lt;br /&gt;
&lt;br /&gt;
====Orphanage====&lt;br /&gt;
After a recent excursion to deal with creatures of Fey Origins, an orphanage was given a Dolly and told it must never leave. Shortly after mischief was afoot, but the children seem to enjoy their new..Leperchaun protectors? Well, lets hope they do! Rumors accuse Vuk of being the one to sneak the dolly to the Orphanage and being convinced the Leperchauns would never let the children come to harm!&lt;br /&gt;
&lt;br /&gt;
: Posted by Vuk&lt;br /&gt;
&lt;br /&gt;
====Metal Trees====&lt;br /&gt;
Watch out! There's traps in the forest. Moving traps! At least that's what Rhar warns anybody out in the northern wilds around Wilderness Pointe. Metal traps with spears on ropes. Other ones with giant claws.&lt;br /&gt;
&lt;br /&gt;
It looks like they came out of a giant metal tree that fell down. A tree with a giant squirrel hole in the side. Instead of giant squirrels, there were more traps sleeping inside.&lt;br /&gt;
&lt;br /&gt;
Rhar and Gurr, her wolf friend, were bloodied and broken, so it's apparent she didn't imagine it. Who knows? Giant squirrels could be out there, too!&lt;br /&gt;
&lt;br /&gt;
: Posted by Vuk&lt;br /&gt;
&lt;br /&gt;
===Korday, Eatonis 20, 1016===&lt;br /&gt;
====Locker Room Rumor====&lt;br /&gt;
A story circulates though certain circles, apparently first told in the Arena locker room by a well known golem. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;So the hole into the place was actually part of a stabilized planar rift to an as yet unknown dimension. ...don't look at me like that, I can use big words. Anyway, started with the regular sort of weird stuff you see in Kulthian ruins. Gears and bones and lots of dust. Old holding cells, one with some weird mutant blob thing. &lt;br /&gt;
&lt;br /&gt;
Then came the Void guys. Like, flesh and artifice and magic and smokey shadows all meshed into one. Creepy. Yes, -I- called them creepy. Guess the first two were workers or something, they went down pretty easy. &lt;br /&gt;
&lt;br /&gt;
Then the guards showed up. I can hold my own in a fight, but these guys were pretty badass. Some sorta gun thing, shot like these weird little energy eels or something, crawled inside you and swam around, trying to lay eggs or whatever. I mean, my insides are a pretty nasty place, so you know the little things were hardcore. &lt;br /&gt;
&lt;br /&gt;
We got out of there. I don't like running from a fight, but I like dying even less. They didn't follow. Maybe they couldn't go though the planar rift. We didn't have a good way to seal it, so just piled a bunch of stuff on top to slow them down. &lt;br /&gt;
&lt;br /&gt;
Really weird part? When we came back out, it was actually -before- we went in. Sorta hoped to meet myself on the way back, but since I didn't meet myself on the way in, maybe I couldn't. &lt;br /&gt;
&lt;br /&gt;
So the Upper Ups at the Guild didn't find anything when they took a look. I don't know, time shifted; I guess that's a really good way to hide your stuff. But I'm telling you guys, if ever you meet one of those Void Soldier things, take it seriously, they're Bad News.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: Posted by Munch&lt;br /&gt;
&lt;br /&gt;
====Kulthian Ruins?====&lt;br /&gt;
At least, that is what Verna , Munch , Gragnar and Brom were saying when they returned from them. Contacts within the various Guilds and some temples, and general street talk. Given the reports, it should not be surprising some of the more experienced members of these Orders and Guilds went to the location..and found nothing but a burnt glade and some scattered stones and collapsed wooden hovels. Undead were found in a small number, some given ancient, but once well crafted weapons. The only thing that stood out was a shattered stone shaped like a tear with runes in an unknown tongue, with a crushed artifice powered arm sticking out from under it. Possibly Kulthian in design.&lt;br /&gt;
&lt;br /&gt;
: Posted by Vuk&lt;br /&gt;
&lt;br /&gt;
===Variday, Eatonis 17, 1016===&lt;br /&gt;
====New Food====&lt;br /&gt;
From within the halls where the ever-hungry adventurers congregate. Someone ordered a late night snack that looked tasty. Another saw it and asked for the same. A third made a suggestion to avoid confusion. Now that snack spreads like wildfire through Alexandria. It is a triple bacon lettuce onion (gherkins optional) sandwich, called the &amp;quot;Sandywich&amp;quot;. No &amp;quot;t&amp;quot; to avoid confusion, insult and en-mazement. Hence the onions.&lt;br /&gt;
&lt;br /&gt;
===Variday, Eatonis 17, 1016===&lt;br /&gt;
====Anklar Sighting====&lt;br /&gt;
Once again, Anklar Vanche, that horrible wastrel, has been seen touring Alexadria's pubs. Most recently he was seen at the Wayfarer's Inn, getting utterly sloshed. The /scandal/. Such behavior from the heir to a Myrrish countship is considered humiliating to his father.&lt;br /&gt;
&lt;br /&gt;
===Variday, Eatonis 17, 1016===&lt;br /&gt;
====Dragonieri Reactions====&lt;br /&gt;
While word that the City of Alexandria is taking point on addressing the matter of the fallen nation of Dragonier is welcomed by the Dragonieri refugees living in the city, many of them seems to view it with a little outright cynicism. A sort of 'we'll believe it when we see things actually happening' point of view. There is also concern that this will beget the wholesale looting of Dragonier's 'unique cultural history'. Some speculate and whisper that this is an excuse for the other nations to shamelessly loot the lost treasures of the nation... the ones that haven't been destroyed by Heth, anyways.&lt;br /&gt;
&lt;br /&gt;
===Eliday, Eatonis 16, 1016===&lt;br /&gt;
====Spell Cannon After Effects====&lt;br /&gt;
The Spell Cannon's firing is accompanied by the now traditional warning that one should watch for disturbances in the elemental forces in the countryside around Alexandria. The planar disjunction affect may have let some loose. The Council has issued a warning that if you see one, you are to contact the Guild of Explorers.&lt;br /&gt;
&lt;br /&gt;
===Eliday, Eatonis 16, 1016===&lt;br /&gt;
====The Spell Cannon Fires====&lt;br /&gt;
With word of strange events in the Vast conspiring, the massive Planar Disjunction Cannon swivels in its housing in the great fortification that holds it in the Red Ridge Mountains. With a blazing, blinding white light, the cannon /fires/ upon a location in the direction of the Vast. &lt;br /&gt;
 &lt;br /&gt;
The City Council offers no other comment at this time.&lt;br /&gt;
&lt;br /&gt;
===Eliday, Eatonis 16, 1016===&lt;br /&gt;
====Kulthis!====&lt;br /&gt;
A gathering numbering hundreds in The Vast was nearly wiped out to the last soul when the supposed coming of the gods was instead a Cult Legion. They came with out warning, demanding the Gods surrender to their will, and any who joined them would share enlightenment. But..why did one of their Aetheric Warships have the mark of Kulthus, and how did they travel safely through The Void and spill into this world? Several vessels entered our reality, and who knows what else could truly glimpsed on the other side of the rift they tore open!&lt;br /&gt;
&lt;br /&gt;
===Ceriday, Eatonis 15, 1016===&lt;br /&gt;
====Parade====&lt;br /&gt;
Though it is in the early planning stages, several of the wealhtier Dragonieri are planning a march with the refugee populace through Alexandria to show their support for claiming back their lost homeland and to demand aggressive action against the blight infesting the fallen country. &lt;br /&gt;
 &lt;br /&gt;
With tensions rising, many are concerned that violence could erupt.&lt;br /&gt;
&lt;br /&gt;
===Ceriday, Eatonis 15, 1016===&lt;br /&gt;
====Half Dragons Aplenty====&lt;br /&gt;
The Half-Dragon symbols have begun to slow in their appearance. Whatever point was being made with them has now clearly been made. &lt;br /&gt;
 &lt;br /&gt;
Many of them are now being washed away, either through magic or through scrunch brush. &lt;br /&gt;
 &lt;br /&gt;
Whispers in the underworld, however, indicate that a new presence is definitely continuing to make itself felt in the seedier portions of Alexandria, primarily operating in locales populated by Dragonieri refugees.&lt;br /&gt;
&lt;br /&gt;
===Korday, Eatonis 6, 1016===&lt;br /&gt;
====Anklar Vanche, Trouble Magnet====&lt;br /&gt;
Just a day after turning up alive in Alexandira, when he was feared missing, Anklar Vanche was the subject of a kidnapping attempt by unknown individuals. A fight broke out outside a dockside tavern and he was nearly whisked away! Some speculate it has something to do with internal Myrrish politics, others wonder at ransom, and still more suggest that it was Anklar's unpaid debts catching up with him. No matter what, the Count's son does appear to be quite the trouble magnet. &lt;br /&gt;
&lt;br /&gt;
It was only the timely arrival of several adventurers -- some suggest too fortuious an arrival for them -- that spared the Count's son this indignity.&lt;br /&gt;
&lt;br /&gt;
===Tariday, Eatonis 4, 1016===&lt;br /&gt;
====Missing Wastrel Son turns Up Alive====&lt;br /&gt;
The son of Counce Vanhce of Rosalia, a Myrrish noble with familial ties to Alexandria, has turned up alive and well back in the city. Rumor was brief that Anklar, the Count's heir, had gone missing but it would appear that these rumors were unfounded, as Anklar was soon seen hitting up the taverns of Alexandria and making a nuisance of himself all over the city. Some speculate that he was deliberately making himself seen, but most of that is dismissed as silly -- everyone knows that Anklar is a no-good indulgent wastrel who fritters away his money almost constantly wherever he goes. &lt;br /&gt;
&lt;br /&gt;
===Variday, Eatonis 3, 1016===&lt;br /&gt;
====Public Meeting====&lt;br /&gt;
The ruling council of Alexandria is announcing that there will be a series of public meetings conducted with various interest groups within the city relating to recent moves about the issues of Dragonier. One such meeting will be directed to the city's mercenary population, as they will no doubt have much a role to play in the coming days as the nation's attention pivots to dealing with the threat to civilization itself posed by Heth. &lt;br /&gt;
&lt;br /&gt;
===Variday, Eatonis 3, 1016===&lt;br /&gt;
====Dranei Ambassador?!====&lt;br /&gt;
Today, an unusual figure was sighted leaving the chambers of the Alexandrian ruling council. A slender, cloaked figure apparently addressed the council and then departed, being seen on his way to the Arena accompanied by a much large figure. Apparently, the man in the scholar's robe was said to be an emissary from one of the more powerful Warlords of Dran and his business with the council had something to do with Dragonier.&lt;br /&gt;
&lt;br /&gt;
===Kesenday, Pryntar 28, 1016===&lt;br /&gt;
====Home Exorcised====&lt;br /&gt;
Gathering together, a group of Vardamites, Clerics, Paladins and Monks, went into the home where undead have been known to plague it in the past few weeks. With guards outside to keep anyone from sneaking in and disrupting it, they performed a ritual to undo what was said to be a circle made for necromantic rituals. They all returned out, a few hours later, tired, but unscathed. Word is the family owning the home are free to return and ideally return to their daily lives.&lt;br /&gt;
&lt;br /&gt;
===Korday, Pryntar 27, 1016===&lt;br /&gt;
====Alexandrian Diplomats====&lt;br /&gt;
It would appear that several diplomatic missions have been sent by Alexandria to the far corners of the world. To Veyshan, to Rune, to Dran, and on and on. No doubt adventurers will be called on to help guard some of these vital missions. It's likely that this has something to do with Dragonier.&lt;br /&gt;
&lt;br /&gt;
===Tariday, Pryntar 25, 1016===&lt;br /&gt;
====A Bright Spot in the Darkness====&lt;br /&gt;
Until recently, few dared to set foot in Dragonier. &lt;br /&gt;
 &lt;br /&gt;
That seems to have changed. &lt;br /&gt;
 &lt;br /&gt;
The government of Alexandria took the lead on an initiative to strike into the borders of Dragonier and land a blow on the hordes of undead that roam the fallen kingdom. There once was a forest called the Groves of the Twin Hearts. Those hearts had been destroyed by the corruption of Heth. Now, it is said, that those hearts beat once more and the grove has been purified. The forest will once again be giving its gifts, solace, and security to those who seek it and will no doubt provide a useful refuge for those moving on the border of Dragonier. &lt;br /&gt;
 &lt;br /&gt;
It's not much, but it's a start in what will be the long battle to reclaim what Heth has taken. &lt;br /&gt;
 &lt;br /&gt;
(A big thanks to Hurricane for splitting running duties with me, and a thanks to [[Kerbasy]], [[Jareth]], [[Jibbom]], [[Myrana]], [[Oates]], [[Halani]], [[Cesran]], [[Ceres]], [[Tatyannah]], [[Fishbelly]], [[Elessa]], [[Munch]], [[Aurala]], [[Thyrson]], [[Aenyn]] and [[Ssylrath]]!)&lt;br /&gt;
&lt;br /&gt;
===Korday, Pyrntar 20, 1016===&lt;br /&gt;
====Cultist Changelings in our Midst!====&lt;br /&gt;
Rumors come in about a cult of doppelgangers who worship a long-forgotten deity of the Void.&lt;br /&gt;
&lt;br /&gt;
Two were found in a town northeast of Alexandria, having killed two apprentice blacksmiths and taken their places.&lt;br /&gt;
&lt;br /&gt;
===Korday, Pryntar 13, 1016===&lt;br /&gt;
====Lady Sandiel Pregnant?====&lt;br /&gt;
Recently at a Gala, a well to do party and silent auction of some means, Jibbom was hearding carousing with guests and explaining to them on a recent trip with his beloved Lady Sandiel to the plane of 'Breathless Nights' and 'Sweet Tender Embraces' she found her self, as one may guess after such planar jaunts for wholesome recreations.. pregnant with twins.&lt;br /&gt;
&lt;br /&gt;
Oh Jibbom what ever will you do?&lt;br /&gt;
&lt;br /&gt;
===Korday, Pryntar 13, 1016===&lt;br /&gt;
====Kegger Fest!====&lt;br /&gt;
Today, Kegger Fest has started! &lt;br /&gt;
 &lt;br /&gt;
That means that all over the city, new types of booze are being introduced from far and wide. ALexandria, as a very cosmopolitan city, benefits greatly from it... as does the local economy, of course. &lt;br /&gt;
 &lt;br /&gt;
Farmers, Khazadi merchants, and more are all bringing their best brews to the table. &lt;br /&gt;
 &lt;br /&gt;
The city guard (all wincing, of course) is knuckling down in preparation for the inevitable trouble a town full of rowdy mercenaries and merchants is going to bring.&lt;br /&gt;
&lt;br /&gt;
===Gilday, Pryntar 12, 1016===&lt;br /&gt;
====Undead Rumors====&lt;br /&gt;
Seems there has been a rash of undead in the city, all centered around one old house in the Lower District. Two calls have gone out to the Guild of Explorers and the Temple of Vardama for help, and it seems to be getting worse. The family is no longer living at the house, but haven't moved out, and the house appears to be on complete lock down after this second visit, and with a guard. The Temple of Vardama is scrambling a bit to deal with whatever problem has been discovered inside the house.&lt;br /&gt;
&lt;br /&gt;
===Variday, Pryntar 10, 1016===&lt;br /&gt;
====Althean Cloister====&lt;br /&gt;
Several ALtheans have retreated into the church. Apparently, they are engaged in some kind of meditation or rite over the next several days. Something to do with the 'Foundation Stone' recovered from Dragonier to assist in the ritual exorcism of the Azure Queen, at least that's what the rumors are saying.&lt;br /&gt;
&lt;br /&gt;
===Ceriday, Pryntar 01, 1016===&lt;br /&gt;
====Black Markets Buzz...====&lt;br /&gt;
Underground markets buzz with the word of a Dragoneri trinket, reportedly deeply historical and perhaps magical in nature. The specifics change from story-to-story but the basic message remains the same; Someone out there has an important piece of history.&lt;br /&gt;
&lt;br /&gt;
Word seems to radiate from Goblintown.&lt;br /&gt;
&lt;br /&gt;
Contact [[Younger]] for more information!&lt;br /&gt;
&lt;br /&gt;
===Kesenday, Vhast 31, 1016===&lt;br /&gt;
====Show of Force====&lt;br /&gt;
The City Guard and militia -- and even adventurers -- have been brought out to patrol the city in the wake of the Feast of Darkness. This being a holy day dedicated to Maugrim, many people will not be conducting business or going about other affairs for fear of offending the Tyrant God, while others will carry on. Either way, the city government is taking no chances and intends to make it clear that no disruption or threat to the security of the city will be tolerated. It is oddly appropriate.&lt;br /&gt;
&lt;br /&gt;
===Kesenday, Vhast 31, 1016===&lt;br /&gt;
====Dragonieri Business Defaced====&lt;br /&gt;
A dragonieri owned business, the Smiling Gnome General Store in the Lower Trade District, was defaced with crude slogans against the Dragonieri this morning. While efforts have been made to clean it up since then, the vandalized business is now shuttered. &lt;br /&gt;
 &lt;br /&gt;
This clearly points to some anti-dragonieri sentiment being stirred up in the wake of the 'half-dragons' being left in various locales about the city.&lt;br /&gt;
&lt;br /&gt;
===Variday, Vhast 27, 1016===&lt;br /&gt;
====Sewer Catastrophe Averted!====&lt;br /&gt;
A strange rumbling sound was eminating from the sewers beneath the lower trade district of Alexandria. Brave adventurers were called in and sent beneath the sewers, where they apparently did battle with some kind of creature that was gumming up the works quite deliberately down there. Where it came from remains unclear, but the city of Alexandria owes a debt to these brave (and dirty) souls. &lt;br /&gt;
 &lt;br /&gt;
(Feel free to hassle [[Oates]], [[Kravar]], [[Jibbom]], [[Leisel]], [[Uarala]] and [[Tatyannah]].)&lt;br /&gt;
&lt;br /&gt;
===Ceriday, Vhast 25, 1016===&lt;br /&gt;
====Shadow Boxing====&lt;br /&gt;
In advance of his headbutting challenge Boshter was training some young warriors on the art of headbutting at the Festival Grounds. Fellow martial weapons aficionado, Azog was on hand to witness this lesson as was local wizard, Cesran. As the trio began to discuss the technique that Boshter was using, Azog doubtful of the prowess of the headbeat and Cesran, spewing confusing wizard terminology, they were suddenly attacked by three shadows. Azog and Boshter bravely stood their grounds as cowardly Cesran disappeared from sight. Demonstrating the superiority of the headbutt Boshter destroyed two of the shadow fiends while Azog with some very minor assistance from Cesran was able to banish the last fiend.&lt;br /&gt;
&lt;br /&gt;
This is the story that's going around the Arena, Temple of Kor local taverns and anywhere that manly men gather to discuss the new of the day. (OOC: Talk to [[Boshter]], [[Azog]] and/or [[Cesran]] for the full story)&lt;br /&gt;
&lt;br /&gt;
===Kesenday, Vhast 24, 1016===&lt;br /&gt;
====Dragon Knight Seen Again====&lt;br /&gt;
The Dragon Knight and it's great, majestic silver dragon have once again been sighted. This time it would appear that both Dragon and Knight paid a visit to the Temple of Eluna. The Knight descended into the courtyard of the Temple, then left, flying back to the ruined fort that they have since made their home.&lt;br /&gt;
&lt;br /&gt;
===Gilday, Vhast 22, 1016===&lt;br /&gt;
====Jibbom-s-====&lt;br /&gt;
Details remain vague, but reports confirm there to now be -two- Steel Von Ironblood, Bane of Night's running around. Or something. While tensions are high in certain areas, the Watch has yet to be mobilized on this spreading madness.&lt;br /&gt;
&lt;br /&gt;
===Tariday, Vhast 21, 1016===&lt;br /&gt;
====Hauntings in the City====&lt;br /&gt;
A number of hauntings were reported across the city in recent days, with spooky activity becoming the latest topic of gossip. One family, as the story goes, had their house terrorized by the not-so-imaginary playmates of their son... flying books and phantom children made their lives miserable until a group of local adventurers reportedly drove the malevolent spirits out.&lt;br /&gt;
&lt;br /&gt;
In possibly related ghost-chatter, the mansion which was the home for the auction some weeks back also seems to have fallen upon more haunted times. Furniture is said to move of its own accord, creaks and groans emanate throughout the hallways, and curtains blow and billow even in the absence of a breeze.&lt;br /&gt;
&lt;br /&gt;
The local temples have gone on record to say that there is, in fact, not a widespread spectral outbreak in the city, and these are likely isolated incidents.&lt;br /&gt;
&lt;br /&gt;
===Gilday, Vhast 15, 1016===&lt;br /&gt;
====Dragonieri Images====&lt;br /&gt;
Throughout the city, and especially in the lower parts where there are more refugees from Dragonier, various duplicated images of a dragon have been turning up on walls, streets, and more. The image is of a coppery dragon's front half, like half the image is missing. &lt;br /&gt;
 &lt;br /&gt;
How they are appearing is a mystery, but they appear to be cropping up quite frequently.&lt;br /&gt;
&lt;br /&gt;
===Tariday, Vhast 14, 1016===&lt;br /&gt;
====Prestigious Moon Under New Ownership====&lt;br /&gt;
Apparently, Lady Sandiel has come into the possession of a Llyranessi clothing shop. &lt;br /&gt;
 &lt;br /&gt;
Really. &lt;br /&gt;
 &lt;br /&gt;
Needless to say, this is contributing to a great deal of curiosity, given her usual disdain for fashion.&lt;br /&gt;
&lt;br /&gt;
===Variday, Vhast 13, 1016===&lt;br /&gt;
====A Song of Headbutting====&lt;br /&gt;
From the town criers': &amp;quot;Let it be known that Zaxx of the Adventurer's Guild sponsors a detailed song of the upcoming Headbutting Contest with no less than fifty gold coins to be paid when the song is in circulation and to be performed at midsummer and the temple of Angoron for no less than once a month until midsummer.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===Ceriday, Vhast 11, 1016===&lt;br /&gt;
====Boshter Headbutt Challenge====&lt;br /&gt;
The Arvek Nar, Boshter, has issued a standing challenge. &lt;br /&gt;
 &lt;br /&gt;
Apparently, the challenge is to break an object with your head that Boshter can not also break. &lt;br /&gt;
 &lt;br /&gt;
No. Really. The Boshter headbutt challenge is now a 'thing'.&lt;br /&gt;
&lt;br /&gt;
===Kesenday, Vhast 10, 1016===&lt;br /&gt;
====Dragon Knight Sighted====&lt;br /&gt;
During the blizzard that took place over the last couple of days, the Dragon Knight and her silver Dragon have been sighted in flight near Alexandria. Apparently, they were recently seen travelling towards the Vast before returning to the crumbling fort they've been operating out of since their arrival in Alexandria last fall.&lt;br /&gt;
&lt;br /&gt;
===Kesenday, Vhast 10, 1016===&lt;br /&gt;
====Guardsman Slain in Sting Gone Wrong====&lt;br /&gt;
Two groups of mercenaries from the Guild of Explorers and the City Guard set out together and were working in concert to trap bandits which are said to've been hassling merchants on the roads recently. They returned later that same day with several wounded guardsman and a few deceased ones as well being carried back to Alexandria for proper internment in the city's crypts. &lt;br /&gt;
 &lt;br /&gt;
The local rumor mill is indicating that both groups ran into unrelated (or was it?) trouble and were forced to give up their efforts to lure out the bandits in question.&lt;br /&gt;
&lt;br /&gt;
===Korday, Vhast 09, 1016===&lt;br /&gt;
====Snow Tapers Off====&lt;br /&gt;
The sudden snowstorm which rocked Alexandria and environs has slowed down and finally stopped. It will take a few days to dig out from under it and the snow will be around for a while with the weather generally being a good bit colder than it usually is this time of year.&lt;br /&gt;
&lt;br /&gt;
===Tariday, Vhast 07, 1016===&lt;br /&gt;
====Illothan Cult Broken Up====&lt;br /&gt;
The City Watch today is pleased to announce that a ring of Illothan Cultists, worshipers of the goddess of murder, have been either killed or apprehended. The Guard claims that these cultists were responsible for the troubles in Goblintown during the exorcism and more recently along the wall with the release of their so-called 'Blood Golems'. &lt;br /&gt;
 &lt;br /&gt;
The City Watch offers a special thank to you all the Guild of Explorer Members who assisted and took great risks for the safety of the city. [[Eligar]], [[Findrago]], [[Bennet]], [[Zippo]], [[Ulharilti Wiivai]], [[Katyana]], [[Dragomir]], [[Millicent]], [[Zippo]], [[Jonan]], [[Vuk]], and [[Fazahd]] have all received a commendation from the city and are publically thanked at the end of the announcement.&lt;br /&gt;
&lt;br /&gt;
===Variday, Vhast 06, 1016===&lt;br /&gt;
====Sudden Blizzard====&lt;br /&gt;
A sudden snow storm struck Alexandria tonight. It began snowing at around midnight and didn't stop until eight hours later. The city will begin digging itself out, but the storm blew in from over the Redridge mountains. It's thought likely an odd weather pattern from the Desolation is to blame. &lt;br /&gt;
&lt;br /&gt;
For the next day or two, the city and surrounding countryside will be struck with additional flurries.&lt;br /&gt;
&lt;br /&gt;
===Gilday, Vhast 01, 1016===&lt;br /&gt;
====Estate Sale Successful====&lt;br /&gt;
The estate sale of Renthis Banhold went quite well, according to rumor, and many miscellaneous souvenirs of a career in adventuring were purchased by those with interests in such thing. The house now lays abandoned and will soon go up for sale, no doubt, itself.&lt;br /&gt;
&lt;br /&gt;
===Gilday, Vhast 01, 1016===&lt;br /&gt;
====The Phoenix====&lt;br /&gt;
As part of the turning of the year, the Progressive Arcanist's put on quite a show! The highlight of it was the fireworks display, which began with a illusory phoenix of great size flying over Alexandria before taking off high into the sky and exploding into a brilliant display of fireworks. The phoenix, being the symbol of ALexandria's flag and its many rebirths, was a welcome sight to close out the year for many and cheers were heard throughout the city at the display.&lt;br /&gt;
&lt;br /&gt;
===Ceriday, Khael 28, 1015===&lt;br /&gt;
====Daemon Trouble====&lt;br /&gt;
It seems that it is all over, the rash of demon sightings and attacks over in the Redridge Mountains. Seems the miners of the platinum mine released a daemon (that's with an A) that used demons to cause trouble while it was gaining a base of power. It attacked and took over a local monastery, but thankfully even with some relatively minor damage, they have been freed from the daemon's control. &lt;br /&gt;
&lt;br /&gt;
There was also a rash of demons that were about just causing mischief and mayhem, but it seems other groups have already gone through and swept them up quite handedly. Though it might be wise to be cautious of the mystery meat at the Ox-Strength Tavern for a while.&lt;br /&gt;
&lt;br /&gt;
===Kesenday, Khael 27, 1015===&lt;br /&gt;
====Bandits Strike?====&lt;br /&gt;
A merchant was seen stumbling into town by the north gate today, telling a tale of masked man who came out of nowhere to strike him down and burn his wagon after pillaging it. He claims they left him a single half-copper, which some say was from the fallen kingdom of Dragonier. As this tale spreads, wary eyes are turned towards those from the fallen kingdom who've made Alexandria their home.&lt;br /&gt;
&lt;br /&gt;
===Eliday, Khael 22, 1015===&lt;br /&gt;
====Fighting Crime====&lt;br /&gt;
In response to the rising crime some adventurers have been recruited to help track down and catch those that break the law. One such group was in action recently, following a break in at a local jewelry store. One of the perpetrators was caught turned informant. Using that information the adventurers broke up the gang and recovered the jewelry. However on a darker note, the informant was found dead a couple of nights later, his body drained of all its blood...&lt;br /&gt;
&lt;br /&gt;
(Feel free to speak to [[Bennet]], [[Vuk]], [[Kade]], [[Zippo]], [[Ulharilti Wiivai]] and [[Takiyah]] about what happened.)&lt;br /&gt;
&lt;br /&gt;
===Ceriday, Khael 21, 1015===&lt;br /&gt;
====Rising Crime====&lt;br /&gt;
With the guard depleted after the fall of the Blue Lady, the cost having been so high, shadier elements in Alexandria are returning to business as usual as well. Reports of extortion, smuggling and all other manner of larceny seem to be on the rise. More rumors indicate the growth of new underground organizations born out of the refugees are quite common, with many fingers pointed at the Dragonieri most especially.&lt;br /&gt;
&lt;br /&gt;
===Korday, Khael 19, 1015===&lt;br /&gt;
====Trade Begins Again====&lt;br /&gt;
With the Azure Queen no longer present and things slowly returning to normal in Alexandria, trade is once again beginning to flourish in the city. &lt;br /&gt;
&lt;br /&gt;
More specifically, a number of Khazadi merchant airships seem to be heading northwards. Their destination is rumored to be Bludgun, oddly enough. Despite the ancient animosity between Khazad, Oruch and Giant, the delivery of tools, foodstuffs, and other sorts of things for the development of Bludugn's norther, Dragonier facing fortifications is continuing apace.&lt;br /&gt;
&lt;br /&gt;
===Tariday, Khael 17, 1015===&lt;br /&gt;
====More in the Mountains====&lt;br /&gt;
Things are getting weirder out by the mountains. Now a monk has been brought from a nearby village talking about how his monastery has been run over by some sort of evil that infected him and all of his Brothers, even the Abbot. He is now in the care of the faithful of Navros in the city but being questioned by priests of Daeus.&lt;br /&gt;
&lt;br /&gt;
===Korday, Khael 12, 1015===&lt;br /&gt;
====More from the Redridge====&lt;br /&gt;
Seems a lot have been going on over in the Redridge Mountains as of late. Among everything else, it seems that a recently rediscovered platinum mine was overrun by demons, killing everyone working there. A party sent by the owner found a few stragglers, but also reported oddities evil inside the mine. It is currently sealed off, and with one small artifact recovered, there are still questions.&lt;br /&gt;
&lt;br /&gt;
Also, in a nearby ranching village, they were experiencing disappearances as well as cattle mutilation. These too were investigated and discovered to be caused by various demons causing mayhem. What has gotten everything stirred up?&lt;br /&gt;
&lt;br /&gt;
OOC: Anyone wishing to do any investigations on these events, please @mail or page [[Elessa]].&lt;br /&gt;
&lt;br /&gt;
===Variday, Khael 09, 1015===&lt;br /&gt;
====Rumblings roused from Redridge====&lt;br /&gt;
For the past few nights there have been tales of wolf howls from the trails in the Redridge Mountains leading up to the mining settlements there. More disturbing though are rumours that ancient burial sites have been violated, releasing numbers of the unliving. Something up there in the bleak of winter must have been roused and it seems to be drawing closer to the city. Finally, an older miner comes into town, refusing to explain where his wounds came from until he gets a good stiff shot of whiskey into him. Even then he seems reticent:&lt;br /&gt;
&lt;br /&gt;
:&amp;quot;It were a.. a big dog.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
:&amp;quot;A stray you mean?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
:&amp;quot;Not 'sactly. Like someone 'ad tried to blend a dog and a man. It was tellin' those normal sized wolves and the shamblin' ones wot ta do.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
:&amp;quot;Commanding them?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
:&amp;quot;Yeah. Barely 'scaped wiv me life. Barkeep: fill 'er up!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
:Nothing coherent comes from the man the rest of the night, save to indicate that he has lost a companion on the trail in a horrific attack.&lt;br /&gt;
 &lt;br /&gt;
OOC: For more information, please contact [[Benthus]], [[Kiroth]], [[Zaxx]], [[Bennet]] or [[Larron]].&lt;br /&gt;
===Korday, Khael 05, 1015===&lt;br /&gt;
====Snow Statues====&lt;br /&gt;
Outside of the Ox-Strength Tavern one might see a strange sight. Dozens of Statues have been constructed out of snow in honor of one of the city's most famous elves, the Noble Lady Sandiel or Sandy as she is known by. Come marvel at the artistic majesty of these masterpieces before they melt into nothing. Be careful though, one of they could be the persnickety Lady Sandy.&lt;br /&gt;
&lt;br /&gt;
===Gilday, Khael 04, 1015===&lt;br /&gt;
====An Exhortation in the Market====&lt;br /&gt;
&amp;quot;We must not forget th'horrors to our north, my brothers an' sisters!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
An exhortation was roared forth from the top of a wagon in the market today by an orcish Current of Rada that goes by the name of Brother Fishbelly, apparently having something to do with Dragonier.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I know that th'wounds of our war with Bludgun are fresh... but we must bandage them an' set our differences aside, for what lies beyond threatens not just th'Bludgunni but us as well! Th'Great Dead Dragon will not stop at th'borders of goblinoid lands, no -- he will turn his blackened eyes to us as well, an' his wights an' worse will ravage our lands if he is not stopped. We must send adventurers north, send military aid north as well! HEAR MY WORDS! THERE IS SOMETHING COMING--&amp;quot;&lt;br /&gt;
&lt;br /&gt;
At this point, the town guard dragged him off the wagon and threw him in jail for public drunkenness for the evening.&lt;br /&gt;
&lt;br /&gt;
===Variday, Khael 02, 1015===&lt;br /&gt;
====Dragon in the Hills====&lt;br /&gt;
In the aftermath of recent chaos, a fishing town ran into crossroads with a wandering dragon. Whether over fishing rights, territory, or just malice, the town lost a number of workers to the creature. With help from the local sheriff, adventurers tracked it into the hills. When challenged with axe and spear, the dragon lost and fell to earth.&lt;br /&gt;
&lt;br /&gt;
The threat to the town is ended, and local sith were called upon to dispose of the dragon's body, according to tribal custom. One adventurer was heard to comment that the creature could have been a needed ally against Heth, if he'd only listened. Heth is the massive beast who singlehandedly runs what was once the mighty nation of Dragonier, controlling an army of undeath and destruction. He first took Dragonier sometime between 1008 and 1013, but with things as they were, word was understandably slow to filter out...and uncertain. &lt;br /&gt;
 &lt;br /&gt;
OOC: A big, big thanks to Hurricane for running this! You rock, especially doing this on the fly. :3&lt;br /&gt;
OOC2: For rumors about the scene, contact [[Fishbelly]], [[Kravar]], [[Tatyannah]], [[Zarr]], or [[Ormarr]].&lt;br /&gt;
&lt;br /&gt;
==End Cannibal Queen Arc==&lt;br /&gt;
===Tariday, Quintoos 26, 1015===&lt;br /&gt;
====Damage Report====&lt;br /&gt;
With the City-wide efforts leading to the expulsion of the Cannibal Queen, there is also a lot of damage. According to authorities, the damage report for the city of Alexandria is as follows: &lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
:'''Temple Square:'''  The roof of the Temple of Tarien has been /blown off/. It is now roofless. Most of the windows in the temple district have been shattered. There is a giant hole on the side, a lucht-sized dent in the dome, as well as previous damage, to the Temple of Daeus.&lt;br /&gt;
 &lt;br /&gt;
:'''Riverfront:''' The riverfront district bears a /lot/ of damage. A gret deal of fighting went on down there that ended with a gret deluge of water flooding the distrct, though briefly. The docks suffered significant damage and will take a great deal of time to repair. &lt;br /&gt;
 &lt;br /&gt;
:'''City-wide:''' The mana lights are all having to be replaced, bit by bit. It won't take too terribly long, but the city is going to be darker than usual for a while. &lt;br /&gt;
 &lt;br /&gt;
:'''Bank:''' The bank of Alexandria suffered not one, but /two/ assaults. The second one was more damaging than the first and explosives cracked a bank vault. Unsurprisingly, the bank is now under extremely heavy guard. &lt;br /&gt;
 &lt;br /&gt;
:'''Goblintown:''' Goblintown is recovering from its riots and panics nicely. Since most of the buildings there are rather ramshackle, they've been deconstructed and reconstructed in record time. Artifice helps, too. &lt;br /&gt;
 &lt;br /&gt;
:'''City Defenses:''' A section of the norhtern wall, close to the western edge, was apparently disintegrated by a now slain creature, but barricades and guards have been placed at this brach until such time as members from the appropriate guilds can devise a strategy to patch the hole in the walls. &lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
...There are probably some damages I am not including here, but these are the ones I was able to gather together! If I'm forgetting something, let me know and I'll add it in! - Whirl&lt;br /&gt;
&lt;br /&gt;
===Variday, Quintoos 25, 1015===&lt;br /&gt;
====The End of the Queen====&lt;br /&gt;
Late on the second day of the Exorcism, the ritual completed. &lt;br /&gt;
&lt;br /&gt;
In doing so, it literally exploded just about every window in the Temple District, every window, especially on the Temple of [[Tarien]], and literally ''blew the roof off'' said temple. Turns out that exorcism was being held in there -- and now it is done. At last. Between Kulthian machines, evil doppelgangers, and the Queen's own infected minions, the cost was high and dozens have been left dead, and that's not even getting into the other events of the day. The bank robbery, a rumored trip by agents of Alexandria to Merkabah, undead still loose in the city, the creation of something called 'The Blood Golem' and much, much more. &lt;br /&gt;
&lt;br /&gt;
There were threts large and small, but all of them, one after the other, was confronted and defeated by heroes worthy of the city of Alexandria. &lt;br /&gt;
&lt;br /&gt;
The City Council has issued an edict that for the next week there will be a time of mourning and celebration. Mourning those who were lost, but celebrating what was saved. The [[Vardama|Vardamans]] will be very busy.&lt;br /&gt;
&lt;br /&gt;
===Quintoos 11, 1015===&lt;br /&gt;
====Variday, The Exorcism: Day One Completion====&lt;br /&gt;
 &lt;br /&gt;
The day started off well enough. Though the air was tense, nothing occurred of any real import until the closing hours of the day. &lt;br /&gt;
 &lt;br /&gt;
The barricades around the Temple of Daeus were completed and soldiers and adventurers of the Explorer's Guild -- mercenaries really -- were assigned to watch over the Temple district. Others were assigned to the docks, anticipating the arrival of an attack force of vengeful Sahuagin who were no doubt incensed over the destruction of their underwater home by the Planar Disjunction Cannon (better known as the spell cannon). &lt;br /&gt;
 &lt;br /&gt;
As all these preperations were under way, preperations of another sort were beginning. The guards, early in the day, had heard whispers that there was going to be some kind of plan enacted by a local criminal. They dispatched a team of savvy individuals to arrest him. Tracking him down, they found out that he was planning to attack the Bank of Alexandria, taking advantage of the Guard's distraction and thin stretchedness. His plan was foiled and the criminal slain by a team of adventurers, though not without great difficulty. The bank robbery was foiled and the stolen loot returned, but for that which was given to the heroes for foiling the plan. &lt;br /&gt;
 &lt;br /&gt;
As night fell, several explosions rocked the city. &lt;br /&gt;
 &lt;br /&gt;
The first were at a building in the lower trade district. There, an explosion blew out the top floor of a building. Witnesses report several adventurers leaping from the window shortly thereafter. It was followed by a couple of secondary explosions from within the building. There is no official comment on the operation at this time, but the fires were quickly brought under control by civilians and guardsmen working hand in hand to contain the damage. &lt;br /&gt;
 &lt;br /&gt;
More explosions rocked the city, though, as the attack on Alexandria got truly underway. In the Temple District, an explosion blew open a hole in the temple of Daeus' side. Witnesses report that the Guards were confronted with bombers mind-controlled to blow themselves up on the premises. As this happened, cylinders began raining from the sky in a manner not seen since the days of the Illuminated Order war years ago, spitting out faux-Kulthian horrors all over the city -- though thankfully nowhere near as sophisticated as those used by the Illuminated Order. The heart of the attack, and the greatest number of these, was at the Temple District. There, the paladins of the various faiths and their clerics, along wiht numerous heroes, battled valiantly to contain the threat and drive it back so that the ritual wouldn't be interrupted. Only the Tarienites were absent, apparently enmeshed into an on-going party that doesn't seem to have stopped to this hour. &lt;br /&gt;
 &lt;br /&gt;
While the 'Kulthian' attacks seem to've petered out, that wasn't the end of the night's drama. &lt;br /&gt;
 &lt;br /&gt;
First, there was an alarm sounded at the Castellum. Apparently, something went terribly wrong there. Rumors say that the guard had briefly lost track of the location of several Council Members. A couple hours later, the all clear was given and everyone was assured by city officials that nothing had happened. A mistaken, false alarm. Those skeptical of this whisper that inside sources indicate some sort of demonic attack had taken place and that Lady Rawyn was kidnapped. An edict issued by her countering this rumor came not long after. &lt;br /&gt;
 &lt;br /&gt;
As the night continued, the expected Sahuagin attack came. Hordes of the angry fishmen swarmed the docks, setting several warehouses a blaze. The guard put their plan into effect and destroyed the undersea tunnels that were being used by them to funnel troops close to Alexandria without leaving them exposed to coastal defenses. Several adventurers took part in the battle, making a heroic stand that saved countless lives here as well. &lt;br /&gt;
 &lt;br /&gt;
While Alexandria is still in peril, the hard fought victories on the first day of the Exorcism show that their resolve is unshakeable. They are united in their desire to defeat the Queen and the agents of her discord will not stop them.&lt;br /&gt;
&lt;br /&gt;
===Variday, Quintoos 04, 1015===&lt;br /&gt;
====Attack on West Gate====&lt;br /&gt;
Last last night, sounds of battle could be heard from the west gate of Alexandria, as well as a few late alarms. The rumor, is that something putrid attacked the gate, parents using booger slinging children to attack people guarding the gate. The rumor also states that the wall was partially brought down by vines. The upper wall is missing, but the lower sections and the surrounding areas are fine, however the wall has been charred by fire, with the vines have been burned away. &lt;br /&gt;
 &lt;br /&gt;
OOC: Those who wish to inquire should speak to Kilian, Deril, Kiroth, Holdan, Fishbelly, Caris, or Raethon for details.&lt;br /&gt;
&lt;br /&gt;
===Variday, Rhaltaas 28, 1015===&lt;br /&gt;
====Guards, guards everywhere====&lt;br /&gt;
The city is on lockdown. &lt;br /&gt;
 &lt;br /&gt;
Sort of.&lt;br /&gt;
 &lt;br /&gt;
There are city watchmen /everywhere/. Everyone has been called onto duty, and the Guild of Explorers is assisting in the effort. There are patrols around every corner, it'd seem. Hell, they're even in goblintown, which is causing some tension with the local [[Gobbers|goblin]] and [[Arvek Nar]] militia. &lt;br /&gt;
 &lt;br /&gt;
In other words: the city seems quite ready for /anything/.&lt;br /&gt;
&lt;br /&gt;
===Eliday, Rhaltaas 27, 1015===&lt;br /&gt;
====Lights Out====&lt;br /&gt;
Every light in the city of Alexandria -- that is to say, every mana based lamp or torch that lights public areas, has now gone out. City officials claim that it's merely a technical issue, but it's proximity to the impending 'exorcism' of the Azure Queen can't be any coincidence. &lt;br /&gt;
 &lt;br /&gt;
Regardless, they're /out/ and nobody knows when they'll be working again.&lt;br /&gt;
&lt;br /&gt;
===Eliday, Rhaltaas 20, 1015===&lt;br /&gt;
====An Installation at the Fernwood====&lt;br /&gt;
A marvel!&lt;br /&gt;
&lt;br /&gt;
A catastrophe!&lt;br /&gt;
&lt;br /&gt;
A...a...unique and wondrous gift to the people of Alexandros!&lt;br /&gt;
&lt;br /&gt;
Rumors fly as wildly as opinions. In the midst of the cloud hanging over the City...one of the [[Khazad]] trading companies (who are even now working to re-establish pre-Mist trade routes all over the world) has bequeathed the loan of a grand instrument to the people of Alexandros. &lt;br /&gt;
&lt;br /&gt;
The Harp of the Undermountain, it is declared, is a marvel of not only performance but of khazad craftsmanship. As most harps are small so that they may be carried, the Harp the sponsor boasts, is as large as three khazadi side by side.&lt;br /&gt;
&lt;br /&gt;
The [[Sildanyar|sildanyari]], who are traditionally known for their fine harps and similar instruments, have near universally expressed their...doubt.&lt;br /&gt;
&lt;br /&gt;
Among certain circles, reactions range from doubt to disbelief to a...guarded interest. &lt;br /&gt;
&lt;br /&gt;
Nevertheless, the Masterbuilder-based company, By My Beardstrings, is set to reveal its creation within the week. An installation within the reknowned Fernwood Pub. A number of performances, they say, are scheduled soon after.&lt;br /&gt;
&lt;br /&gt;
===Eliday, Rhaltaas 20, 1015===&lt;br /&gt;
====Temple of Daeus Barricades====&lt;br /&gt;
Additional barricades are being erected around the Temple of [[Daeus]], and additional guards have been placed about it. It would appear that the Temple is taking great lengths to secure itself from any potential violence. No doubt this has something to do with rumored ritual that is to come.&lt;br /&gt;
&lt;br /&gt;
===Tariday, Rhaltaas 08, 1015===&lt;br /&gt;
====The Collection is Complete====&lt;br /&gt;
Rumors are flittering out of the Temples that the collection of holy objects is now complete. One imagines it's only a matter of time before they're put to use. Their location is unknown for security reasons, of course, but just as one can imagine that they'll be soon used, one can also imagine that 'secure' only means that nobody has tried to steal them. &lt;br /&gt;
 &lt;br /&gt;
Yet. &lt;br /&gt;
 &lt;br /&gt;
The air of tension in the city continues exhaustively, but due to the efforts of the adventurers and the city guard, things are still stable. &lt;br /&gt;
 &lt;br /&gt;
For now.&lt;br /&gt;
&lt;br /&gt;
====Visitors to the Dragon and it's Knight====&lt;br /&gt;
Recently, two separate individuals -- one woman and one armored knight, were seen being seen at separate times heading off to the nearby ruined fort where the Dragon and it's Knight are said to be making their home during their visit to Alexandria. People are speculating as to what role they might play in events going forward, especially with regards to the so-called 'Exorcism' of the 'Azure Queen'.&lt;br /&gt;
&lt;br /&gt;
===Tariday, Rhaltaas 08, 1015===&lt;br /&gt;
====Fizzleton's Circus of Marvels!====&lt;br /&gt;
The gobber-run circle known as Master Fizzleton's Circus of Wonders is in town!&lt;br /&gt;
&lt;br /&gt;
It isn't set up yet, because rumor has it that Master Fizzleton just led an expedition to the fabled Isle of the Gargantua, and came back with a magnificent beast to display at the circus once they're ready to show their marvels to the sight-seers of Alexandria.&lt;br /&gt;
&lt;br /&gt;
The usual protests by druids have begun outside their camp beyond the city walls.&lt;br /&gt;
&lt;br /&gt;
===Variday, Daeshen 30, 1015===&lt;br /&gt;
====Ableskein Asylum Burns====&lt;br /&gt;
Terrible news comes back to Alexandria. Dozens of inmates sent to the once well-reputed Ableskein Asylum Home are now dead. Families grieve and search for answers as to what befell them, but all the surviving management can manage is broken accounts of terrible nightmares and waking to a house broken by the Azure Queen. Many former patients are being returned to their families and the care of the Althean church when that is not an option. The survivors are all shaken, and it will be some time before they feel safe enough to speak of their experiences. The Asylum itself is barred to all entry and being investigated by the [[Althea|Altheans]] and Alexandrian Constabulary. All that's known is that [[Jibbom]] and a few others were recently there on suspicious business, and much of the interior of the building itself is blackened and burned out.&lt;br /&gt;
&lt;br /&gt;
===Variday, Daeshen 30, 1015===&lt;br /&gt;
====Food Additives====&lt;br /&gt;
Rumors of a commotion at the Ox this evening circulate. What exactly it was is unclear, though the words 'infestation' and 'that place!' are overheard. &lt;br /&gt;
&lt;br /&gt;
Well.&lt;br /&gt;
&lt;br /&gt;
It's the Ox, right?&lt;br /&gt;
&lt;br /&gt;
OOC: Speak with [[Ulharilti Wiivai]], [[Mel]], [[Zalara]], or [[Mikilos]] for details!&lt;br /&gt;
&lt;br /&gt;
===Ceriday, Daeshen 28, 1015===&lt;br /&gt;
====A light in the night====&lt;br /&gt;
In the early twilight hours of the morning, a great beam of energy streaks from the Red Ridge Mountains out into the open sea. There is a great commotion and giant waves crash against the cliffs of Alexandria. The Tornmawr will be running high for several days. &lt;br /&gt;
 &lt;br /&gt;
The spell cannon has been fired.&lt;br /&gt;
&lt;br /&gt;
====Rumors from the North====&lt;br /&gt;
Bludgun is an isolationist nation. &lt;br /&gt;
 &lt;br /&gt;
It's been one since the end of the [[Sendor|Sendor War]] and the vanishing of King Harshtone. Now ruled by the largely mysterious ====Council of the Fireborn====, they====ve largely closed their borders but to traders who====ve worked out arrangements for the deliveries of desperately needed goods. Now those same traders are reporting that [[Bludgun]] seems to be engaged in some kind of fortification effort along its north border. &lt;br /&gt;
 &lt;br /&gt;
Of course, this fortification effort should come as no surprise, as its northern border is the one they share with the fallen nation of [[Dragonier]]. While not the first such effort, this latest one is said to be the most extensive effort at walling the giant-lead kingdom off from the danger that Heth and its minions represent. Of course, it also serves to keep those still continuing the struggle against Heth and other refugees out as well.&lt;br /&gt;
===Eliday, Daeshen 15, 1015===&lt;br /&gt;
====Pilgrims Again====&lt;br /&gt;
Once more, the trek to the holy Eidolon Court is open to pilgrims who wish to go and hear the Hymn of Creation. The first such group returned this evening, though many of those who went looked more subdued and concerned than one would expect on such a joyous occasion. &lt;br /&gt;
 &lt;br /&gt;
Soon thereafter, rumors begin to surface about some kind of divine vision having been witnessed by some of the pilgrims there, where they were warned about the 'the children of the first born' and how they will 'rise'. &lt;br /&gt;
 &lt;br /&gt;
As if Alexandria needed /more/ to worry about while it untangles the thorny problem of the Azure Queen and her influence.&lt;br /&gt;
&lt;br /&gt;
===Korday, Daeshen 12, 1015===&lt;br /&gt;
====A Queen's Ransom====&lt;br /&gt;
Returning gloriously from the mountains is an expedition that uncovered what appears to be one of the largest treasure troves of art recovered from the Sorceress Wars in at least several years. &lt;br /&gt;
 &lt;br /&gt;
The art in question, found by an expedition lead by two treasure hunters, Maxwell Saymoore and Selma Blayworth, were hot on the trail of merely one magical item, a lyre constructed by an elven bard seven centuries ago with exquisite skill, when they soon learned that they might be on the trail of something much more valuable. &lt;br /&gt;
 &lt;br /&gt;
&amp;quot;We're very proud of this accomplishment. We couldn't have done it without working together from beginning to end,&amp;quot; Maxwell is said to have noted. &lt;br /&gt;
 &lt;br /&gt;
The art is now being housed in various city storehouses under lock and key until artistic evaluators, Ceinarans, Reosians, and more have had the chance to look at it. An effort will be made to return the art to its proper owners or their inheritors. &lt;br /&gt;
 &lt;br /&gt;
This may prove problematic, however, and disputes over appropriate succession are likely to arise. &lt;br /&gt;
 &lt;br /&gt;
OOC: Talk to [[Zippo]], [[Jensine]], [[Jex]], [[Kojot]], [[Kravar]], [[Millicent]], [[Gwendolyn]] for information.&lt;br /&gt;
&lt;br /&gt;
===Gilday, Daeshen 11, 1015===&lt;br /&gt;
====General Bloodeyes Appears====&lt;br /&gt;
The village of [[Alexandros|Vandran]], not far outside the gates of Alexandria, was recently &amp;quot;taken hostage&amp;quot; by a chieftain from [[Bludgun]]! In truth he was here seeing about opening trade relations with some unknown guild through a human middle-man named &amp;quot;Mr. Shram&amp;quot;. General Bloodeyes, a huge ogre, and his gang set up outside of Alexandria and &amp;quot;convinced&amp;quot; many traveling merchants to come and caiter to them before soldiers from the city could establish proper detours.&lt;br /&gt;
&lt;br /&gt;
A group of adventurers made their way to the camp and learned that General Bloodeyes was going to judge Alexandria's worth for trade based entirely on the stories and performances of that group of adventurers, and that once he had had his fill of entertainment he planned to leave. Not entirely prepared for the task, the adventurers made a wide range of performances, though General Bloodeyes seemed most interested in the storytelling (even if some of the stories were a bit far-fetched).&lt;br /&gt;
&lt;br /&gt;
Satisfied with the performances, General Bloodeyes agreed to open a trade route to Alexandria, and both he and his men were gone by dawn the next morning. In the end, trade was momentarily disrupted and the village of Vandran will not be quick to forget the stressful visit, but things turned out well enough.&lt;br /&gt;
&lt;br /&gt;
===Tariday, Daeshen 10, 1015===&lt;br /&gt;
====Word Spreads====&lt;br /&gt;
Word spreads rapidly through the city of Alexandria that one of the few remaining Dragon Knights of the lost nation of [[Dragonier]] is en route to Alexandria. The Dragon Knights were an esteemed order in their heyday, a glorious organization that kept the borders of Dragonier safe and brought justice to the world. Many a time they reached out to help Alexandria in its time of need, up to and including the Sendor War whose conclusion catapulted Alexandria into 'the mists' for five long years... at least to everyone who wasn't in Alexandria. &lt;br /&gt;
 &lt;br /&gt;
During Alexandria's sojourn into the Mists, the Dragon Knights extended their influence into the greater world once more to try to balance delicate political forces, most notably in incinerating a warlord of Dran who refused to take heed of their warnings during a period of expansion and aggression by its war-like people. Busy putting out fires all over hte world, they were ill-equipped when Heth rose and struck down the great golden dragon who ruled the ancient nation and murdered many other slumbering dragons. Though the Dragon Knights fought valiantly to save their country, they were no match for Heth and their final ill-fated charge against the great beast is commemorated in the now famous Bardic Song 'The Last Flight Of the Dragon Knights' by Peville Arborni of the [[Mythwood]]. &lt;br /&gt;
 &lt;br /&gt;
It is, perhaps, ill-named. After all, there a few dragon knights left. But what purpose could bring one to Alexandria? Rumors indicate that he aims to speak with several adventurers about recent events in Dragonier they were witness to.&lt;br /&gt;
&lt;br /&gt;
====The Azure Queen==== &lt;br /&gt;
More of a malevolent entity than a tangible force, the so-called Azure Queen has been an urban legend for some time. Often associated with acts of cannibals (hence her so-called title of 'Queen of the Cannibals', the Azure Queen is at the heart of many of the troubles that plague Alexandria as of late and it has been learned that she is an all too real force for evil even if her nature remains unknown. &lt;br /&gt;
 &lt;br /&gt;
Evidence of her influence can be seen all around as conflicts go worse, pushing families and neighbors into fighting each other over increasingly petty things, business owners devour their own coffers in greed, and merchants hoard their stocks, but there is always a very real, /root/ problem that it stems from. She just seems to make a bad thing /worse/. &lt;br /&gt;
 &lt;br /&gt;
Then there are those more directly afflicted -- actual men who've turned to the practice of cannibalism, claiming to follow 'the lady in blue' and her path. Once such cannibal was hanged after being caught and shouted about how she was 'coming'. Since then, indeed, things have steadily increased in tension all about the city. &lt;br /&gt;
 &lt;br /&gt;
The Churches of Alexandria have declared a plan to exorcise her spirit and purge the region of her taint. Adventurers from Alexandria have been dispatched across the land, hunting down the holy relics necessary for this act. In the meantime, other methods of battling her, and stemming the tide of her influence, continue to be explored.&lt;br /&gt;
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===Eliday, Daeshen 08, 1015===&lt;br /&gt;
====Fires in Goblintown====&lt;br /&gt;
Recently, a firebroke out in the central Goblintown district. It was quickly doused through fast-acting explorer's guild members along with local Goblintown militia. The explorer's guild and militia were apparently on hand to arrest a wanted fugitive. &lt;br /&gt;
 &lt;br /&gt;
More strangely, however, are reports of azure-hued goblins that attacked the adventurers, a worrying sign that the madness of the so-calld 'Cannibal Queen' might've spread into Goblintown itself.&lt;br /&gt;
&lt;br /&gt;
===Ceriday, Daeshen 28, 1015===&lt;br /&gt;
====The Death of Teakettle====&lt;br /&gt;
An announcement is posted all over the city, announcing the death of Captain Teakettle in a major operation to end the pirate threat to Alexandria's shipping and trade. Teakettle, notorious for his stack on Alexandria by slipping up the Tornmawr in a submersible, is a known cannibal and thought to be a mad man in the service of the Azure Queen. The lucht Pirate's head, taken in battle, is now mounted on a spike near the gates of the Castellum for all to see. &lt;br /&gt;
 &lt;br /&gt;
In addition, it is announced that the spell cannon has been used to destroy a major threat to Alexandria. Recently, numerous adventurers hunting for Teakettle's base found a Sahuagin military base beneath he sea where they were gathering some sort of army and conducting dark rituals to their God. The Spell Cannon has been used to annihilate this base and to remove the threat of the Sahuagin from the city's side -- or so it is claimed. Many speculate the spell cannon was used as a show of force to ensure other nations that Alexandria's defenses are secure. Open debate on this matter, and the use of such Kulthian technology by the city government, has spurred many arguments already. &lt;br /&gt;
 &lt;br /&gt;
That said, all of it, Teakettle is dead and the back of the pirate operations broken. All that's left now is to dispel the spirit of the Azure Queen, if such a thing is truly possible.&lt;br /&gt;
&lt;br /&gt;
===Eliday, Daeshen 08, 1015===&lt;br /&gt;
====The Cannon Moves====&lt;br /&gt;
Today, the great turret of the Planar Disjunction Cannon, sitting in the Red Ridge Mountains, turned and now faces out over Alexandria -- aimed towards the sea.&lt;br /&gt;
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===Korday, Callem 22, 1015===&lt;br /&gt;
====An End To Wasps====&lt;br /&gt;
Reports from the Mythwood Wardens indicate that the threat from the felwood wasps has been contained. A group of adventures recently stormed the nest and put an end to its taint! The injured wardens are finally beginning to recover and the peril the villages outlying to Alexandria were in has now been dealt with. One more situation dealt with. &lt;br /&gt;
 &lt;br /&gt;
(Thanks to Rogun, Sebropert, Ferawyn, Elgin, Eligar and Brom! Especially to Sebropert for taking point on organizing and getting this IC situation handled and everyone else who contributed to this. Also, big thanks to Lahar for tackling the storyline in the first place!)&lt;br /&gt;
&lt;br /&gt;
===Variday, Callem 19, 1015===&lt;br /&gt;
====Forest Fire====&lt;br /&gt;
Travellers are reporting that a forest fire is still burning north of Alexandria -- laying closer to the [[Mythwood]] than to Alexandria proper. Rumor is it was started by a sorcerer -- a sorcerer who is untrained and now in the care of the Mythwood Wardens. Another example, some elves say, of humans failing to keep their magical house in order.&lt;br /&gt;
&lt;br /&gt;
===Korday, Callem 15, 1015===&lt;br /&gt;
====Sildanyari Dance Party?====&lt;br /&gt;
From an article in this week's Alexandrian Tribune... &lt;br /&gt;
 &lt;br /&gt;
&amp;quot;I am unclear what precisely was being celebrated by the [[Sildanyar|Sildanyari]] of the city today but a procession was seen prancing and dancing in fine form through the markets and warehouse district. This reporter has never seen anything like it though I am a bit concerned about their choice of footwear. Still, one never knows with Sildanyar--they are a touchy folk. Still, it is always wonderful to see individuals fully embracing their cultural heritage so this reporter says Prance on!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===Tariday, Callem 6, 1015===&lt;br /&gt;
====Settlings====&lt;br /&gt;
Efforts proceed to banish the so-called 'spirit of the Azure Queen, with groups of adventurers being sent far and wide to gather 'holy relics' for the various churches that will be participating the ritual. Some are said to have been returned already, but the churches and the government are refusing to issue any confirmations for security reasons. &lt;br /&gt;
 &lt;br /&gt;
More of ALexandrian's militia have been deployed to the city streets to assist the Watch. While they are taking a back seat, technically, to the City Watch's authority, some tensions are becoming visible between the two organizations. &lt;br /&gt;
 &lt;br /&gt;
A group of Dragonieri refugees were recently called to the Castellum to speak of the horrors witnessed during the fall of the kingdom to the dragon known as 'Heth'. After this meeting, the newly functional and restored Planar Disjunction Cannon that lays within the Red Ridge Mountains, more commonly referred to as the 'Spell Cannon' had its turret rotated to the north, where it has remained since. &lt;br /&gt;
 &lt;br /&gt;
The Alexandrian Navy continues its efforts to hunt the Lucht Suil pirate, Captain Teakettle, and has reported to the populace that it is closing in on him and will soon put an end to his threat. 'He will serve as a warning to all who choose the path of piracy'. &lt;br /&gt;
 &lt;br /&gt;
With the reduction in patrols outside of Alexandria, due to the forces being called to the city itself, banditry is becoming increasingly prevalent along the roads into and out of Alexandria, not to mention the increased threat from dangerous monsters that are still a problem in the region. Armed bands of Alexandrian advenrurers have been dispatched to quell the problems, but until regular patrols can be resumed and tension in the city itself decrease, it will remain a problem.&lt;br /&gt;
&lt;br /&gt;
===Korday Aestry 11, 1015===&lt;br /&gt;
====The Hunt for Teakettle====&lt;br /&gt;
Word spreads from the river folk and wandering lucht that the popular River's Rest Inn, located not too far from Alexandria, has been a hub of madness. A group sent to investigate the whereabouts of the elusive pirates in their Kulthian submersible stumbled upon a cult of crazed maneaters. Shockingly, it was not ogres or other savages who had seized control of the locale, but man eating man as the stories go. ''St-eww'' seems to be the phrase of the day. The authorities and clergy are looking into the matter, because the inn's shrine to Rada has been desecrated and several questions remain unanswered.&lt;br /&gt;
    &lt;br /&gt;
(Kojot, Remethaer, Kilian, Thorarna, Brom, Solace, Niama, and Zaxx are to blame. Talk to them first if curious. :))===Thu Aestry 11===&lt;br /&gt;
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===Tariday Aestry 02, 1015===&lt;br /&gt;
====Pirates Raid Alexandria====&lt;br /&gt;
It had been a beautiful day along the banks of the Tornmawr, but it quickly became a spectable. The Alexandrian river patrol had captured the infamous Captain Yuvan, a halfling pirate who had been pillaging the shores of the region, and others, for many years. He apparently surrendered outright to the navy without even a fight, and asked only to make a statement in Alexandria. While details vary on the exact nature of that statement, it would appear that not all pirates were so eager to let him get out of the business. &lt;br /&gt;
 &lt;br /&gt;
As the pirate crew moored their ship and was manacled on the docks, a second pirate ship -- some sort of iron submersible vehicle -- emerged from the water and opened fire on the Alexandrian vessels with mounted magitech cannons. Fire was exchanged between both of them as the iron ship rammed the docks and spilled forth a squadron of pirates, intent on preserving their secrets and inflicting casualties upon the Alexandrian people. &lt;br /&gt;
 &lt;br /&gt;
A fierce battled ensued and the pirates were eventually driven back before they could capture Captain Yuvan and most of his men. The Alexandrian navy has vowed retribution for the attack and the Ruling Councuil has indicated that no stone will be left unturned in their pursuit, while merchants whose business lies along the Tornmawr already whisper fearfully about what they could possibly do to protect themselves from this vessel and make plans for airship or travel by land until the situation is 'resolved'. &lt;br /&gt;
 &lt;br /&gt;
Where did this metal ship come from? Will it attempt to raid the city again? Or will the Alexandrian navy adn its allies destroy it before it can strike? Only time will tell.&lt;br /&gt;
&lt;br /&gt;
====Brief Festival====&lt;br /&gt;
A brief event of some sort broke out without warning in the marketplace this afternoon. Dozens of children swarmed the area, singing songs and offering good cheer to the merchants of the area. Wizardly entertainments were present, and at least one magical lion ride. The children are apparently members of a new club sweeping the youth of the city, promoting inspiration and good cheer. Members can be seen wearing copper braclets, reading an enigmatic 'WWJD?' &lt;br /&gt;
&lt;br /&gt;
A brief scuffle broke out shortly after the festival between children promoting a halfling leader, and others loyal to a gnomish one. Reports of a third group wearing tunics of 'WWSvID?' are unconfirmed.&lt;br /&gt;
&lt;br /&gt;
===Tariday Firetide 18, 1015===&lt;br /&gt;
====Spell Cannon, Reclaimed!====&lt;br /&gt;
Today, the Council of Alexandria announced that they have officially reclaimed the Spell Cannon complex with the aid of members of the Explorer's Guild. In a combined Alexandrian/Myrrish operation, the Planar Disjunction Cannon (the spell cannon for shirt) which was once fired upon the Eidolon Court by the Blasphemer, Augustus Alexandroa, and upon the floating Fortress City of Merkabah, during the Illuminated Order War, vis to be brought back online to protect the city from any threats -- such as the the threat of Heth from Dragonier, or of Charn's armies. Myrrish and ALexandrian technical expertise is presently working together to ascertain how much damage was done during its years of dormancy under a spell of petrification, rendering it unusable until now, but the Council assures all that the cannon, and authority upon its use, are solely in Alexandrian hands.&lt;br /&gt;
&lt;br /&gt;
===Tariday Firetide 11, 1015===&lt;br /&gt;
====Mab Ranting====&lt;br /&gt;
Rumors abound through the goblin population of Alexandria that Mab Smottle has been banned from Ma Rosie's Gambling Hall, after going on a bizarre and entirely unprovoked(?!) rant against artificery and artificers. Although the details of the rumors vary significantly (sometimes involving a generously-hipped elf laughing herself sick), the fact is that Mab was dragged out of the hall and dumped in a horse trough. This has not helped Mab's standing amongst other goblins at all, and she is apparently said to be steaming mad about it. Or at least having to steam her clothes. Rumors are hard.&lt;br /&gt;
&lt;br /&gt;
===Gilday Jun 19===&lt;br /&gt;
====Blue-Tinged Xorns====&lt;br /&gt;
While the spell cannon has been reclaimed, it has not been without consequence. The elements are still not completely settled by the formerly petrified cannon and there are rumors of strange, blue tinged creatures lurking in the mountains still. These reports are being taken seriously and these creatures ar being actively hunted. &lt;br /&gt;
 &lt;br /&gt;
(Bonus points for any PRP which involves hunting 'Maddened, blue tinged Xorns'. )&lt;br /&gt;
&lt;br /&gt;
===Variday Firetide 10, 1015===&lt;br /&gt;
====Swarm Tactics====&lt;br /&gt;
Merchants and travelers passing through Vadran village speak of a large ebony Sith'Makar and his red-headed companion collecting a team to voyage into the dark recesses of the Felwood. The wood is angry, and forces beyond its control need to be quelled. A call has been put out to friends of the wood, and friends of Vadran to find the source of the giant wasp menace and bring it to a halt. &lt;br /&gt;
&lt;br /&gt;
OOC- For those that have been participating in the Vadran village plots, and/or would like to RP or help in adventures within give Sebropert or Ferawyn a holler. We have four interested parties so far, but I want to try to get anyone who would like to be involved to come along. This will be a Whirl/Beaglefarts thing, and should be a lot of fun. Or our doom. Depends on how you interprete them giggling every time they mention it to me. &lt;br /&gt;
&lt;br /&gt;
Dates - I am shooting to get this done in the next week or so, and it will probably be a two parter (Of course time is fluid, and it will get done when people are available). Right now we can't do the 13th or 14th, but most other days are open. Page or mail me with your availabilities, and we'll run it by our lovely GMs and see when they can do it. Until then we can RP to pass along information or discuss strategy.&lt;br /&gt;
&lt;br /&gt;
===Kesenday Firetide 07, 1015===&lt;br /&gt;
====A Village Saved====&lt;br /&gt;
The tiny village of Borm, on the edge of the Red Ridge Mountains, was recently the scene of an operation by Guild of Explorer's members in the employ of the city of Alexandria. Borm was apparently subject to a maddened wizard gating in horrible flying-head monsters (no, really) which, rumors say, apparently had the ability to transform OTHER people into similar flying head monsters. (No! Really!) &lt;br /&gt;
 &lt;br /&gt;
The wizard has apparently been destroyed, but numerous flying head monsters (we're not joking here) are apparently on the loose in the countryside. A bounty has been placed on them (to some scoffing) and life is slowly returning to normal for the villagers left behind. &lt;br /&gt;
 &lt;br /&gt;
(In short, PRP fuel for anyone who wants to run a PRP where folks get to hunt down and murder Vargouilles. Those creepy things!)&lt;br /&gt;
&lt;br /&gt;
====Arena Champions====&lt;br /&gt;
In the western edge of the city a clarion call of brass trumpets sounds...&lt;br /&gt;
&lt;br /&gt;
...the call is picked up deeper in the city and then re-played onward and forward until the sound can be heard at every point within the city.&lt;br /&gt;
&lt;br /&gt;
Within an hour a herald stands in every plaza, &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Hear Ye, Hear Ye,&lt;br /&gt;
&lt;br /&gt;
Let it be known that on the 30th day of Hattan in the year of 1015 that the battle of Snowbarrow Pass did commence in the Great Arena of Alexandria. Know that the Champions of Thane Lofriek did battle the Royal Guard of the Lizard King Ghall-ka; And that upon this day, as was so in ages past, the Champions of Lofriek did defeat the forces of Ghall-ka and claim victory in Snowbarrow Pass.&lt;br /&gt;
&lt;br /&gt;
Hear now the names of you Champions for this day is theirs!&lt;br /&gt;
&lt;br /&gt;
Hunter Bromormodin Thundercleaver of Clan Stonesmasher&lt;br /&gt;
&lt;br /&gt;
Sir Eligar, Knight of Peace&lt;br /&gt;
&lt;br /&gt;
Gunnhilde Sturremsdottir, a Shield Maiden of Volstengrad&lt;br /&gt;
&lt;br /&gt;
Artifice Archivist Jex&lt;br /&gt;
&lt;br /&gt;
Nadara, Ower of so Many Debts to Rada, She's Not Even Kidding&lt;br /&gt;
&lt;br /&gt;
Takholden Windsbreath, Adventurer from the Vast&lt;br /&gt;
&lt;br /&gt;
**&lt;br /&gt;
&lt;br /&gt;
Let no /Lawful Request/ made by these Champions go unconsidered by the /True/ citizens of Alexandria until the dawning of tomorrow!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Gilday Firetide 5, 1015===&lt;br /&gt;
====From the Frozen North====&lt;br /&gt;
The Chaos hasn't benefited most places...but the Arena isn't most. Its draw always the fire of adrenaline, it now boasts exotic warriors from exotic locales, as well as the pride of local heroes. &lt;br /&gt;
&lt;br /&gt;
Other nations have taken notice.&lt;br /&gt;
&lt;br /&gt;
A band of oruch from the High North descended of late on the City. They arrived astride great mammoths, these warriors-turned-merchant...and challenger. Though they've entered their own into the Arena in the form of mighty berserkers, they've also brought with them...&lt;br /&gt;
&lt;br /&gt;
...goods to sell. &lt;br /&gt;
&lt;br /&gt;
They travel under the dual auspices of Kor and Rada, bearing the banners of both...and the strength of the frozen north.&lt;br /&gt;
&lt;br /&gt;
OOC Note: We'll be posting some goods for sale shortly. This is more to set the scene for their arrival, so please go ahead and include these unruly merchants, and warriors, in your RP or even PrPs!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====From the Frozen North, pt 2====&lt;br /&gt;
The oruch band from Stormgarde brings with them a number of items, even as their berserkers enter the Arena in full force. These are listed below. The prices are in gold. If an item does not have a number (such as 2x) in front of its name, assume there is only one of them to sell.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:The Warlord's Maul (1635)&lt;br /&gt;
:This great earthbreaker bears the symbols of Kor and the stain of many battles. It gets its name from a tale associated with it, that once it was forged, a great lightning struck from the sky and demolished the crafter's house. This earthbreaker, goes the story, was made to challenge even the elements.&lt;br /&gt;
&lt;br /&gt;
:For mechanical purposes, treat this as an Earthbreaker +1.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:Flail of the Glacier (3038)&lt;br /&gt;
:This heavy flail bears an unusual chill, and is said to have been forged against the vicious spirits of the north. Its make is heavier than most, and requires a mighty warrior to lift.&lt;br /&gt;
&lt;br /&gt;
:For mechanical purposes, treat this as a +1 cold iron, Dran flail.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:0x Shaman's Mane (13,265)&lt;br /&gt;
:This ancient and gnarled staff was made for the hands of a prominant oruch. It claims an ancestry among the Fire Reavers, though its last owner was not of that tribe. Its surface is hewn with symbols if fire and its color is the color of harshly-burnt ash. At the cap is the mane of a manticore, bound around the staff as a symbol of power and warrior-prestige.&lt;br /&gt;
&lt;br /&gt;
:For mechanical purposes treat this as a staff of fire.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:1x Rings of the Full Belly (oldest is sold) (1750)&lt;br /&gt;
These rings are different: one is old, and one is new, though the merchant claims they serve the same purpose. They keep the bearer's stomach full in even the harshest of climates.&lt;br /&gt;
&lt;br /&gt;
:For mechanical purposes, treat this as a ring of sustenance.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:3x Potions of the War God (210)&lt;br /&gt;
Drinking one of these elixers is said to confer great strength. The bottles are crafted from old glass, done in the style of ages ago, and likely used, re-used over time for different purpose and ceremony. They contain a strong, reddish liquid, and are marked with the symbols of Kor.&lt;br /&gt;
&lt;br /&gt;
:For mechanical purposes, treat these as potions of bull's strength.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:The Knowledge of Shamans (varied)&lt;br /&gt;
:One offering offering from Stormgarde comes in the knowledge of the oruchs' great shamans. Inscribed in hide, they offer the following:&lt;br /&gt;
&lt;br /&gt;
::1x Scroll of Bull's Strength (105)&lt;br /&gt;
::2x Scrolls of Bear's Endurance (105)&lt;br /&gt;
::1x Wand of Endure Elements (525)&lt;br /&gt;
::1x Elixir of (Spirit's) Vision (175)&lt;br /&gt;
  &lt;br /&gt;
:The Knowledge of Warriors (varied)&lt;br /&gt;
:The final offering comes in the form of heavy, masterful weaponry and armor. Most of these are inscribed with images of Kor.&lt;br /&gt;
  &lt;br /&gt;
::1x Adamantine Earthbreaker (2114)&lt;br /&gt;
::1x Masterwork Heavy Flail (221)&lt;br /&gt;
::1x Masterwork Tower Shield (126)&lt;br /&gt;
::2x Masterwork Claws of the Oruch (228)&lt;br /&gt;
  &lt;br /&gt;
  &lt;br /&gt;
To purchase from the caravan, please send in a +request. Items are first come, first served. Sold items will be removed from the queue, or have a 0x placed in front of their name and become unavailable.&lt;br /&gt;
&lt;br /&gt;
OOC: The caravan has since returned to the north!&lt;br /&gt;
&lt;br /&gt;
===Gilday Hattanan 29, 1015===&lt;br /&gt;
====Food Attacks!====&lt;br /&gt;
Did you hear that a new restaurant, Grandma Good'um's Kitchen? It was supposed to open, a place that served exclusively to the members of the Explorer's Guild. Naturally the higher ups of the Explorer's Guild sent some new members with the promise of a free lunch. If they returned without food poisoning then they would have to try it. Tak, Temarie, Brom and Faiza braved accepted the assignment of a free lunch on the guild's dime. Turns out the food tried to eat them. They had to battle soup that wanted to drowned them, a fried roasted chicken that to cook them and mashed potatoes that were looking to well...mash them. The four were able to defeated the food and discovered that Grandma Good'um's Kitchen had an artifice oven that was summoning food from some pocket universe. The guards were called and Grandma's Good'um's Kitchen has been shut down pending investigation.&lt;br /&gt;
&lt;br /&gt;
===Tariday Hattanan 28, 1015===&lt;br /&gt;
====Blight Averted====&lt;br /&gt;
Recently, a group of followers of the Green Word set out for a farm in the Heartland, sent there at the behest of the Alexandrian city government. Rumors indicate some kind of blight was located there and the crops themselves were swiftly burnt after initial explorations. At least one witness reports that someone was deliberately trying to start some kind of blight. City officials assure the populace, however, that Alexandria's food supply is adequate and safe and on target to beat expectations and last year's harvest. &lt;br /&gt;
 &lt;br /&gt;
(Thanks to Tatyannah, Mara, Elessa, Molkh and Brom for a fun scene. Those curious about what happened should RP with them. :))&lt;br /&gt;
&lt;br /&gt;
===Tariday Hattanan 21, 1015===&lt;br /&gt;
====Mad Wizard====&lt;br /&gt;
A local wizard is said to've fallen to the Azure Queen's corruption. Sacrificing his own life in black ritual, he conjured a tainted aquatic monster that devoured him in turn and used his remains as a grisly nest for its eggs. The corpse is said to've been found in a warehouse on the western docks beneath an eerie message painted in blood. &lt;br /&gt;
 &lt;br /&gt;
(Thanks to Jinks for running this PRP!)&lt;br /&gt;
&lt;br /&gt;
====Heartland Upset====&lt;br /&gt;
Message: 7/7                       Posted        Author&lt;br /&gt;
Heartland Upset                    Tue May 21    LaGnar&lt;br /&gt;
&lt;br /&gt;
Word spreads that three boys, sons of farmers near the village of Vadran, were slain when playing at what was supposed to be an abandoned farm. According to rumor, the farmer's scarecrow came 'alive' and killed them. &lt;br /&gt;
&lt;br /&gt;
Adventurers investingating the report discovered a field of an unknown narcotic being grown and harvested by order of the Cannibal Queen. How much of the drug has reached various cities is unknown.&lt;br /&gt;
&lt;br /&gt;
OOC: This scene was run by Folkmar, and is part of the Cannibal Queen meta-arc! Get in touch with Rogun, Ferawyn, Petyr, Tatyannah, or Tak to investigate!&lt;br /&gt;
&lt;br /&gt;
===Variday Hattanan 20, 1015===&lt;br /&gt;
====More Raids in the Countryside====&lt;br /&gt;
Chaos spreads. Not the light kind seen around the crackling of the fire, the beautiful kind inherit in the growth of joy, warmth in the heart of an excited child...but the darker sort emergent from forces unknown.&lt;br /&gt;
&lt;br /&gt;
The arvek nar are latecomers to Alexandros, a place often called the hub of the world. They settled here after an orderly fashion and have been solid contributors, and protectors of not only city life but the myriad farm communities that form this great nation's backbone.&lt;br /&gt;
&lt;br /&gt;
This last week, a group of them went 'rogue', thieving cattle and bringing harm to communities already hurt by current and as yet still unknown forces. While a group of adventurers has brought the band to a halt, the damage is there.&lt;br /&gt;
&lt;br /&gt;
There is some bright light. The arvek have developed a solid reputation for hard work. In some cases, the incident brought neighbors closer together. However, in others, it's brought to mind old rivalries and superstition.&lt;br /&gt;
&lt;br /&gt;
OOC: This scene was run by Folknar and is part of the Cannibal Queen meta-arc! Contact Rogun, Elessa, and Sebropert ICly for details!&lt;br /&gt;
&lt;br /&gt;
====Local Heroes...Gone?====&lt;br /&gt;
While the threat of the Arena shutting down has...shut down due to the intervention of the Society (lead by Alexandria's Mikilos Mithralla), it seems as though some of the local fighters are taking their leave. Not all of them, but enough &amp;quot;local names&amp;quot; to be noticed by fans and regulars alike. &lt;br /&gt;
&lt;br /&gt;
There's never a complete lack, though. Supposedly, Arena officials are working to bring in outsiders to fill the gaps, which may lead to new names and new faces. Excitement, they say.&lt;br /&gt;
&lt;br /&gt;
Still, a number of Alexandrians are sad to see familiar heroes go. &lt;br /&gt;
&lt;br /&gt;
OOC: We could use some folks to run some &amp;quot;exotic fights&amp;quot; using some gladitorial teams from far-off locations, either as a participating sport with local PCs, or as a spectator event! If interested, please contact staff for details. :3&lt;br /&gt;
&lt;br /&gt;
OOC2: We tend to award a little extra for tying into meta-arc plots. Shhh. X)&lt;br /&gt;
&lt;br /&gt;
===Tariday Hattanan 14, 1015===&lt;br /&gt;
====Arena Settlings====&lt;br /&gt;
Recent efforts and hard work among local adventurers has impacted the violence in the Arena. A llyranesi of the Society, Mikilos Mithralla let the charge, then found himself joined by other willing hands, as Society crafters took to modifying Arena weapons, enchanting them and rendering them nonlethal for the time being.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;We're certain the fighters know what they're doing. With what's going around, though...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;We're not taking chances.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
The quotes came from a pair of arena judges, notable to all by their distinctive uniforms.&lt;br /&gt;
&lt;br /&gt;
Those who work officially with the Arena expressed their thanks, and have enforced use of these new weapon types during most combats. As a result, violence has dropped, and more than one person noted a sort of 'sighing' sound when the weapons were brought into play.&lt;br /&gt;
&lt;br /&gt;
...though that could have easily been the wind. &lt;br /&gt;
&lt;br /&gt;
===Korday, Hattanan 2, 1015===&lt;br /&gt;
====Intercity Theatrics====&lt;br /&gt;
Only recently re-settled, the flame and fire between the Flightwright and Hope is set to flare up again. As word of the &amp;quot;Remember the 62&amp;quot; warcry reached artistic ears, playwrights immediately set to work to bring the tragedy (and news) to the masses.&lt;br /&gt;
&lt;br /&gt;
The respected playwright, Donathan Mayhew, has set quill to parchment and is purportedly &amp;quot;composing the work of a lifetime, filled with the heart of Vadran and the crying-out of the Heartlands...illustrating the bravery of these people...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Other theatres will put in a bid for the work, though the Hope and Flightwright are expected to be at the forefront of it.&lt;br /&gt;
&lt;br /&gt;
Could a work to honor a tragedy become a tragedy?&lt;br /&gt;
&lt;br /&gt;
'''OOC:''' In older times, theatres were the movie theaters and newsrooms of the day. The Alexandrian theatres certainly play a similar role, and provide a vital means to communicate happenstance, circumstance, and debate political issues...as well as general entertainment from nobility to merchant to commoner. The Flightwright and Hope illustrate part of this mix-and-divide, one being similar to a marble statehouse with noble patrons, and the other...more &amp;quot;down to earth.&amp;quot; Too, donations from noble patrons (and mercantile) are said to influence some plays produced, though at other times, an artist might truly go &amp;quot;out on the stage.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===Variday, Bernfleur 29, 1015===&lt;br /&gt;
====A Warcry Among the Heartlands!====&lt;br /&gt;
&lt;br /&gt;
62! It's the new war cry among the Heartlands. At the entrance of Vadran, someone's shoved a sign into the earth with &amp;quot;62&amp;quot; written upon it, the current loss of the Heartlands's small towns and villages to the chaos.&lt;br /&gt;
&lt;br /&gt;
As best they can count. A Sendor vetran, an Arvek, put the sign there after a recent attack left many dead. Without the adventurers there, many more would have perished.&lt;br /&gt;
&lt;br /&gt;
There are mutterings that the small village, and others like it, will petition Alexandria's council.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''OOC:''' For more information on this rumor, contact [[Ootin]], [[Kravar]], [[Ferawyn]], [[Angrid]], [[Kathryn]], or [[Eligar]]!&lt;br /&gt;
&lt;br /&gt;
'''OOC2:''' This is tied to the meta-arc! A number of you received notices regarding different parts of Alexandria and Alexandros which had begun to erupt. Most areas will be getting worse as our arc heats up. :3&lt;br /&gt;
&lt;br /&gt;
Over time, these sections will 'implode' if not acted upon. When they do, they'll have a direct impact on commerce, trade, and the available of certain goods. This means, among other things, that prices for magic items, and basic items, and possibly even food will increase.&lt;br /&gt;
&lt;br /&gt;
Legwork is open on these rumors, and PrPs. &lt;br /&gt;
&lt;br /&gt;
Whirlpool will be doing another post on this tomorrow (tomorrow or next) with more information on how you can get involved. :) He hasn't been feeling well, so may need a little time.&lt;br /&gt;
&lt;br /&gt;
===Gilday, Bernfleur 24, 1015===&lt;br /&gt;
====Troop Movements====&lt;br /&gt;
Recently, a deatchment of Alexandrian Militia departed from the city to the Red Ridge mountains via airship. They were joined there by a Myrrish detatchment of skyships where they are said to've performed, at least according to rumor, 'military exercises' together. Witnesses report both sets of airship opening fire on a spot somewhere in the mountains.&lt;br /&gt;
&lt;br /&gt;
===Tariday, Bernfleur 23, 1015===&lt;br /&gt;
====I've Gnomed More Women...!!!====&lt;br /&gt;
I've gnomed more tavern wenches than you'll know in a lifetime!!!&lt;br /&gt;
&lt;br /&gt;
Yes, that phrase set off a brawl in the Lower Trades the likes of which hasn't been seen since the Gobber Light Up and Spark pie incident four months ago. A middle-aged gnomish merchant assaulted an oruch chili master and that, they say, is what started it all.&lt;br /&gt;
&lt;br /&gt;
Within seconds, the entire Lower Trades fell into chaos. Witnesses report the events happening swiftly, &amp;quot;Nae, before ya could blink!&amp;quot; according to some (scruffy, stereotypically bearded and kilted khazad-aul men as they hoisted a keg of beer). &lt;br /&gt;
&lt;br /&gt;
Reports from the incident are still trickling in, though afterwards, some adventurers were seen fleeing the scene...&lt;br /&gt;
&lt;br /&gt;
...of the CRIME!&lt;br /&gt;
&lt;br /&gt;
'''OOC:''' I grabbed who was IC for this one. :3 Contact [[Kravar]], [[Shilde]], [[Chloe]], [[Morgrinaar]] if you'd like to learn more! This ties into the Tenebrae Meta-Plot, the Azure (Cannibal) Queen.&lt;br /&gt;
&lt;br /&gt;
===Variday, Bernfleur 22, 1015===&lt;br /&gt;
====Chaos Grows====&lt;br /&gt;
From an increased number of murders to brigades on the roads and high seas, it's apparent to even the casual traveler that chaos is on the rise. Not the warm, friendly chaos of a good song and dance at the pub, but something of a darker sort.&lt;br /&gt;
&lt;br /&gt;
Different sections of the City are reacting different ways, with a number of them poised on a knife's edge. What this means is, a number of you have received @mails describing events in areas of the City you may know about. How much you know, or what, is up to you and your own tale. However, they are hints of things to come--potentially, without the action of heroes.&lt;br /&gt;
&lt;br /&gt;
If you didn't get one, well. ...perhaps your party of the City hasn't started to implode.&lt;br /&gt;
&lt;br /&gt;
Yet.&lt;br /&gt;
&lt;br /&gt;
===Eliday, Bernfleur 7, 1015===&lt;br /&gt;
====Break a Leg====&lt;br /&gt;
Alexandria loves a good show, but usually it happens within the confines of a stage. Today, the entire Theatre District became a stage of sorts, when the long-bubbling, yet more often than not, festive feud between the Flame's Hope and the Flightwright imploded, leaving several wounded and two dead. Of those among the deceased are notable names from Alexandria's acting troupes--Jaryaith Shogunsinja and Sienn Faelight Fluttershyne, the latter of whom was most notable for her role as Lady Sandiel, in The Fall of Lady Sandiel, a love-tradgey which was performed for the first time just this last spring to city-wide acclaim. The Flightwright was also partially burned as an effect of the incident.&lt;br /&gt;
&lt;br /&gt;
Who is responsible for the incident is not immediately certain, though the Watch reports that investigations are currently underway. Tensions within the district are understandably high, and a number of residents reported uneasily that should things not calm down, they may well pack up and move, relocating to other areas. Worse however, is that a number of nobles appear to have placed at least a temporary &amp;quot;hold&amp;quot; on their sponsorships as a result of the outbursts. Between the two events, it appears as though this year's upcoming performances may be...sparse, unless something is done.&lt;br /&gt;
&lt;br /&gt;
===Ceriday, Bernfleur 6, 1015===&lt;br /&gt;
====Tragedy in the Temple District====&lt;br /&gt;
There was a tragedy today in the Temple District. As many were going about their daily business a young woman hanged herself from the top of the Temple of Althea. Despite the quick intervention of the locals as well as the hearhguards, there was not that could be done from her. Rumors indicate that, before she jumped, she shouted, &amp;quot;It's all for her.&amp;quot; &lt;br /&gt;
 &lt;br /&gt;
The City Watch began its investigation, during which they were attacked by some sort of undead monstrosity. . Thankfully for those gathered there was a large group of adventurers, not to mention the huge number of clerics, paladins, and more, and they were able to defeat the monstrosity before it could cause more damage, though two unfortunate lives were lost. &lt;br /&gt;
 &lt;br /&gt;
It's unknown who summoned the undead, but rumors that a Mul'niessa was heard praising the Shadow Sorceress before the undead attacked. She was later said to be taken into custody.&lt;br /&gt;
&lt;br /&gt;
===Gilday, Eatonis 20, 1015===&lt;br /&gt;
====A Rash of Suicides====&lt;br /&gt;
Recently, there's been a rash of suicides from within Alexandria. They've all taken differnt forms, as one can imagine, but the uptick in them is noticable. Over the last couple of weeks, there has been nearly a dozen, or so it is rumroed, suicides in the city proper. The mourning families of those who've taken their own lives seem to be in a state of shock on matter. &lt;br /&gt;
 &lt;br /&gt;
Darker whispers blame demons, ghosts, and the Dark Gods, amongst other things.&lt;br /&gt;
&lt;br /&gt;
===Tariday, Eatonis 19, 1015===&lt;br /&gt;
====Nighttime Disturbances====&lt;br /&gt;
Leaks from the Watch report a commotion from the Dragon's Den the other night. A few suspects were apprehended, though no official word regarding the arrests has been issued. A spokesman says that a statement may be forthcoming. In the meantime, additional Watch have been posted around the Dragon's Den, as well as the general riverside areas. The increased surveillance likely strains the resources of the City, but there's little to be done about it at this time given current events.&lt;br /&gt;
&lt;br /&gt;
'''OOC:''' For details, contact [[Conrad]], [[Jibbom]], [[Zalara]], [[Jibbom]], or [[Jessa]] ongrid!&lt;br /&gt;
&lt;br /&gt;
===Tariday, Eatonis 5, 1015===&lt;br /&gt;
====Limping Back to Shore====&lt;br /&gt;
The recently released Roslanian Galleon, named the Obsteprous Son, has been towed back to port missing its masts and looking much worse for wear. City officials who'd been aboard the ship for its maiden votage claim that it was damaged in a freak storm and that it will be repaired and refitted and sent back out into the waves as a pride of the Alexandrian mercantile fleet. &lt;br /&gt;
 &lt;br /&gt;
The crewmen, on the other hand, are said to be blaming a 'sea monster' for the damage to the ship. Several crewmen did -not- make it back, including the ship's captain and first mate.&lt;br /&gt;
&lt;br /&gt;
===Gilday, Pryntar 13, 1015===&lt;br /&gt;
====Unsettling Dreams====&lt;br /&gt;
It's not the kind of thing that gets talked about too openly, but several people have begun to whisper about the strange dreams they've had lately, or the dreams of those they know. Dreams of deeply violent imagery. The color blue also seems to be a common theme in these dreams. &lt;br /&gt;
&lt;br /&gt;
No doubt this is fueled by the speculation about the so called 'Blue Lady' that has been whispered about for a while now.&lt;br /&gt;
&lt;br /&gt;
===Eliday, Vhast 20, 1015===&lt;br /&gt;
====A Happy Announcement!====&lt;br /&gt;
The Explorer's Guild is pleased to announce the recent action of several of its members in eradicating the recent menace plaguing the Vaersiman Manor. Through intervention of the Guild, deaths have been reduced 100%, ensuring a joyful and romantic getaway spot for all interested newlyweds. Why, the Vaersiman Manor was so inspiring that several of our fine Guild members chose that moment to join together in holy matrimony! [[Jessa]] and [[Vennan]] Hartose were wed while on assignment and the Guild would like to be the first to announce how happy they are to see that two members have found such happiness in each other while also destroying some dastardly fiends bent on destruction. The groom could not be reached for comment but the bride has announced that all gifts and money may be left at the Ceinaran Temple in her name.&lt;br /&gt;
&lt;br /&gt;
===Korday, Vhast 17, 1015===&lt;br /&gt;
====Panic in the Temple District's Great Plaza====&lt;br /&gt;
Yesterday in the temple plaza there were people running out of the area in panic as an extremely large shadow and disguised demons took on a few adventurers. No one knows how the demons were there in the first place, but it IS known that many of the religious temples worked together to try and take down the shadow that was chasing Lady Sandiel. Lady Sandiel bravely took on the shadow on her own until help arrived, even, at one point, flying up into the air before coming down onto the roof of the Temple of Althaea with a rather loud smack.&lt;br /&gt;
&lt;br /&gt;
Other reports had Munch with three others taking on a group of smaller flying things while the innocent people evacuated, even defeated two of them before one summoned more, who were defeated as well. Helping out The war golem were an oruch woman with drums (who could miss them?), a man with a bow, and a short blonde woman who was reportedly throwing lightning.&lt;br /&gt;
&lt;br /&gt;
Lady Sandiel has reportedly survived her 'temple toss', but people are still looking for her husband (or wife) to tell her spouse what has happened.&lt;br /&gt;
&lt;br /&gt;
'''OOC:''' For more rumors and information, please contact [[Munch]], [[Lash]], [[Elycia]], [[Oates]], or [[Sandy]] ongrid!&lt;br /&gt;
&lt;br /&gt;
===Ceriday Vhast 12, 2015===&lt;br /&gt;
====There's a Bug in my Ale====&lt;br /&gt;
Word has filtered around that a band of adventurers did help one of the local brewers save his store of ale and other liquid consumables from a pair of giant scorpions that had gotten in from the sewers. Word has gotten around that anyone who might have a basement or cellar or underground storage should be careful lest any more of the carapaced arachnids be spotted.&lt;br /&gt;
&lt;br /&gt;
'''OOC:''' For more information on this rumor, contact [[Zalara]], [[Nadara]], [[Lash]], [[Brolin]], or [[Zarr]].&lt;br /&gt;
&lt;br /&gt;
===Kesenday, Vhast 11, 1015===&lt;br /&gt;
====The Butcher, Hanged====&lt;br /&gt;
Near dawn and within sight of the phoenix atop the western gates, a man was hanged. The cannibal. The butcher. His crimes were listed by an official, and dozens of people (including those that helped bring him to justice and a number of priests from various temples) witnessed him hanged. Before the door was dropped, he was heard to scream a stream of gibberish that many are repeating as 'she knows she knows'. Other horrible rumors circulate, most popular among them that when they removed his hood, the Butcher had chewed off his own lips. Still, the whole affair seemed to have gone better than many expected and concluded without interruption.&lt;br /&gt;
&lt;br /&gt;
===Eliday Vhast 06, 1015 ===&lt;br /&gt;
==== Ribbeting Times at the Hope ====&lt;br /&gt;
&amp;quot;...practice, just PRACTICE!&amp;quot; one of the proprietors' voice hit that high note when asked about a recent commotion at the Hope Theatre. Just this evening, passers-by in the the Theatre District saw a man being thrown out of the theatre after rounds of screaming were heard inside. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Just...practice, you know. Practice for a...for the...for the...for the...for Sandy and the Frog Prince!&amp;quot; the man said, though he'd looked pale. Swallowed.&lt;br /&gt;
&lt;br /&gt;
Whatever happened, rumors are flying. The man who'd been thrown from the theatre had a certain look about him, bystanders said, and made signs warding themselves against the legions of the Azure Queen (or among more common parlance, the Azure Terror, the Azure Bitch...and other less flattering terms, and some of them more terrifying). &lt;br /&gt;
&lt;br /&gt;
In completely unrelated news, the Ox has taken to, of late, serving frog stew and battered frog boudin. &lt;br /&gt;
&lt;br /&gt;
OOC: Contact [[Tavissha]], [[Lash]], or [[Zalara]] for information on this rumor!&lt;br /&gt;
&lt;br /&gt;
===Kesenday Vhast 04, 1015===&lt;br /&gt;
====Partially Completed Rituals====&lt;br /&gt;
Details are lacking but rumors persist of a wedding held upon the Festival Grounds. The nuptuials were overseen by a [[Jessa|Muse]], and held between an unnamed invisible giant, and a [[Myrana|barmaid]]. Alcohol is not directly mentioned, but may be assumed. &lt;br /&gt;
&lt;br /&gt;
BrightBlade [[Svarshan]], and [[Boshter]] the [[Arvek Nar]] were both seen leaving the area. Both deny involvement.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Korday, Vhast 1, 1015===&lt;br /&gt;
====Adventurers Bring in the New Year====&lt;br /&gt;
As one year passed into the annals of history and a new year arrived the Explorer's Guild sponsored a party of all of the adventurers that get every dirty job in the city done. Be all accounts it was a wild party, there were a couple of brawls and even some sort of Alexandrian Sith'maker chair breaking ritual. One notable chair smasher was strangely absent and her presence was missed. The booze was flowing and very exotic liquor was being served. While most could handle their alcohol no doubt the clerics will be making hangover cures in the morning. To cap the entire event off as the night of the old year turned into the dawn of a new year the skies were alive with bright colors and loud booms. An extremely patriotic display of fireworks could be seen for miles around the city. By all accounts the city is looking up for this next year.&lt;br /&gt;
&lt;br /&gt;
===Eliday, Khael 30, 1014===&lt;br /&gt;
====Erroneous Experiment Damages Docks====&lt;br /&gt;
The wizard who requested Guild of Explorers ruffians to assist him in protecting his testing did not get exactly what he expected as results. The members of the group have been ushered into the Temple of Althea for healing from what has been described by what an eyewitness apothecary reports as &amp;quot;the nastiest jellyfish stings he had ever seen&amp;quot;, quoting the size of the jellyfish to be something to the realm of fifty feet across given the size of the stings, adding that they were lucky to survive such things.&lt;br /&gt;
&lt;br /&gt;
The foreman of the dockworkers on shift is exceptionally irate with the testing of this experiment as it has caused ludicrous damage to two of the piers at the Alexandrian harbour, being caused by possibly the same boat. The City Watch claims that nothing out of the ordinary occurred, just that the wizard's ability to control his own magic is highly suspect.&lt;br /&gt;
&lt;br /&gt;
Due to security issues a week and some ago within the Temple, the wizard, the adventurers, nor those tending to them could be reached for comment.&lt;br /&gt;
===Eliday, Khael 23, 1014===&lt;br /&gt;
====Olyeaux Estate Settled====&lt;br /&gt;
The estate of the late Lord Olyexau has finally been divided and sold, thanks in part to some adventurers from the Guild. His two feuding sons have been left the fruits (and vegetables) of his love of squash, and apparently have been legally denoted as &amp;quot;dunderheads.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The estate itself, though, was granted to Lord George Brawnson, as per the will. Lord Brawnson is best known for his legendary adventuring exploits, such as feeding a purple worm its own tail and using the resutling ball as the head of a flail to take out an entire squadron of roc aerial cavalry, or the time he convinced a thousand year old dragon to pay him its hoard in exchange to forgo the usual beating.&lt;br /&gt;
&lt;br /&gt;
As Lord Brawnson is currently missing in action, the Brawnson estate has begun the process of reclaiming the overgrown and run-down Olyexau property and restoring it to glory, albeit with a Brawnson touch.&lt;br /&gt;
&lt;br /&gt;
===Variday, Khael 10, 1014===&lt;br /&gt;
====  Caravan Adds to Inventory====&lt;br /&gt;
&amp;quot;Whatddya mean I gotta pay a fine??!&amp;quot; the outraged roar could be heard for blocks. Kvnich Snigzof nearly ran afoul of the merchants' guild when word escaped that certain rumors /were/ true. His family was tied to the infamous Fizzlebog, the inventor of the dragonspitter and thunderbelcher. &lt;br /&gt;
&lt;br /&gt;
And the gobbers had swarmed. So had some artificers. Everyone, it seemed, was wanting an autograph.&lt;br /&gt;
&lt;br /&gt;
The City (via the Merchanter's Guild) is wanting him to pay damages. In response, he's added some healing potions to his list, in attempt to gain counter-support from the adventuring community.&lt;br /&gt;
&lt;br /&gt;
OOC: The following items have been added, though they possess the same side effects as the alchemicals (see +bbread 7/18). As folks purchase, I update these +bbposts, so all supply quantities are current. As usual, email me a log of you RPing about the caravan ongrid, and I'll add an additional 5\ discount to the price. :3&lt;br /&gt;
&lt;br /&gt;
The caravan will be leaving in 1 week.&lt;br /&gt;
&lt;br /&gt;
- Lahar&lt;br /&gt;
&lt;br /&gt;
'''New Items'''&lt;br /&gt;
:6x Potions of Cure Light Wounds (37 gold ea.)&lt;br /&gt;
:4x Potions of Cure Moderate Wounds (225 gold ea.)&lt;br /&gt;
:4x Potions of Cure Serious Wounds (562 gold ea.)&lt;br /&gt;
&lt;br /&gt;
=== 	Korday, Quintoos 29, 1014===&lt;br /&gt;
====A Caravan Arrives!====&lt;br /&gt;
Amid cheering, screaming, and tales of woe and hand-wringing, the gobber's carravan arrives. It's led by a trio of gobbers of various ages, each claming to be the head of things, though one (Kvnich Snigzof) seems to be the leader of even /them/. A middle-aged gobber in heavy bear-fur, he struts proudly at the caravan's head, atop a great wolf and with a dragonspitter across his shoulder...&lt;br /&gt;
&lt;br /&gt;
And declares the caravan open for business! The caravan spreads across a full quarter of Goblintown, and has quick business by the arvek and oruch, though other races hang back a while, in general. At first. &lt;br /&gt;
&lt;br /&gt;
The caravan is brightly colored, with wheels and cogs and other things. The Snigzofs' great flag flies over it all, a raging wolf with a thunderbelcher held firmly in its jaws. The old crest held a pair of blades, but with the invention of the thunderbelcher, the dragonspitter, the merchant family was quick to adopt.&lt;br /&gt;
&lt;br /&gt;
Maybe they /are/ related...&lt;br /&gt;
&lt;br /&gt;
'''General Items'''&lt;br /&gt;
: 2x Belt of Enviable Gobber's Stamina (Con +2) (3,000)&lt;br /&gt;
: 2x Dragonspitter +1 (3,975)&lt;br /&gt;
: 1x Thunderbelcher +1 (available with any of the following enhancements, select one at purchase: Flaming, Lightning, Bane) (8,100)&lt;br /&gt;
: 2x Claws of Attack, Orcish +1 (1744)&lt;br /&gt;
: 2x Spiked Heavy Shield +1 (to the shield, spikes are masterwork, however) (1110)&lt;br /&gt;
: 2x Dire Flail +1 (1793)&lt;br /&gt;
: 1x Sword of the Planes (16,737)&lt;br /&gt;
: 3x Goggles! Goggles of Minute Seeing (1,875)&lt;br /&gt;
: 3x Goggles! Goggles of Night (9,000)&lt;br /&gt;
: 2x Lenses! Lens of Detection (2,625)&lt;br /&gt;
: 1x Instant Fortress! (41,250)&lt;br /&gt;
: 1x Robe of Blending (6,300)&lt;br /&gt;
: 2x Scarab of Golembane (1,875)&lt;br /&gt;
: 2x Sustaining Spoon (never leave your labratory again!) (4,050)&lt;br /&gt;
: 2x Wand of Detect Secret Doors (563)&lt;br /&gt;
&lt;br /&gt;
'''Scrolls''' &lt;br /&gt;
: 3x Titan Fist (19)&lt;br /&gt;
: 2x Blur (113)&lt;br /&gt;
: 2x Darkvision (113)&lt;br /&gt;
: 1x Protection from Arrows  (113)&lt;br /&gt;
: 2x Protection from Energy (Fire or Lightning only) (282)&lt;br /&gt;
: 3x Protection from Law (19)&lt;br /&gt;
: 2x Repair Light Damage (19)&lt;br /&gt;
: 2x Repair Moderate Damage  (113)&lt;br /&gt;
: 2x Repair Serious Damage (282)&lt;br /&gt;
: 3x Dispel Magic (282)&lt;br /&gt;
: 2x Displacement (282)&lt;br /&gt;
: 3x Force Punch (282)&lt;br /&gt;
: 2x Stinking Cloud (282)&lt;br /&gt;
: 2x Tongues (282)&lt;br /&gt;
: 2x Water Breathing (282)&lt;br /&gt;
: 2x Detonate (525)&lt;br /&gt;
&lt;br /&gt;
'''Alchemicals''' &lt;br /&gt;
&lt;br /&gt;
All alchemicals are available! The cost for any is at 75\. &lt;br /&gt;
&lt;br /&gt;
However, while the items work, the user may experience additional effects. Whenever an alchemical item which is applied to the skin or imbibed is used, the user should roll 1d6:&lt;br /&gt;
&lt;br /&gt;
: 1-2: Nothing&lt;br /&gt;
: 3-4: The PC grows an unusual color for the next 24 hours or until dispelled&lt;br /&gt;
: 5: Tongue-tied for the next half hour as your tongue attempts to swap to &amp;quot;gobber-speak&amp;quot;; does not affect spell-casting but no one can understand what you say. &lt;br /&gt;
: 6: Suffer a mild case of Goblin Twitch for the next half hour. Shiny things become of slight interest, especially if of a technical nature.&lt;br /&gt;
&lt;br /&gt;
All effects stack.&lt;br /&gt;
&lt;br /&gt;
=== 	Tariday, Quintoos 27, 1014===&lt;br /&gt;
====Strange Sildanyari Rituals ====&lt;br /&gt;
Word whips through the streets like a whippoorwill. [[Sandy]]! [[Sandy|The Shrew]]! Married!&lt;br /&gt;
&lt;br /&gt;
A hoax! A lie!&lt;br /&gt;
&lt;br /&gt;
But the rumors persist. Refuse to be put down.&lt;br /&gt;
&lt;br /&gt;
Others claim they saw the sildanyari with [[Saevrinimata|another]] (they assume it's male, so difficult to tell with the pointy-eared) heading towards a jewelry shoppe. Or discussing one.&lt;br /&gt;
&lt;br /&gt;
A mage comes forward and swears he was hired to whisk the two away to a secret, unbeknown beach locale!&lt;br /&gt;
&lt;br /&gt;
Scandal! Lies! Hoax!&lt;br /&gt;
&lt;br /&gt;
...but. What if it's TRUE???&lt;br /&gt;
&lt;br /&gt;
Statements from [[Jibbom|Steel Von Ironblood]] have yet to be collected.&lt;br /&gt;
&lt;br /&gt;
====A Small Ad in Various Alexandrian Newspapers ====&lt;br /&gt;
In various newspapers that do exist, the [[Sandy|Lady Sandiel]] takes out a small ad. It says:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I am not married. I am not getting married. THAT IS ALL.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
No doubt this will do nothing to help stomp out any speculation. It's too amusing to too many.&lt;br /&gt;
&lt;br /&gt;
====More Ads Taken Out! ====&lt;br /&gt;
[[Mikilos]] Mithralla is still single. There are postings of this, placed where the elf's usual business flyers go. Single. Any rumors to the contrary are false, and any details into the matter unimportant. And any delegations of inquiry from his family are really unnecessary and please please just go back home....&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Variday, Quintoos 26, 1014===&lt;br /&gt;
====A Gobber Caravan====&lt;br /&gt;
&amp;quot;So I says to him, I--heh. Jorgiz Bottleworsher, ya make a better impression ah listenin if yer ears weren't half-folded across't yer--&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Aaaaauuuggghh!!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;--an yer weren't hoppin mad, an--&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;AAAAUUUUGGGHHH!!!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;--an with steam comin outcher either side of yer fa--&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;AAAAAAAAAAAAAAAAAAAAAAAAAA!!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Well Taara's Hairy Eye, Jorg, what is it?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;THEY. ARE. COMING! THEY! EVERYTHING I HAVE--&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;They? Who they?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;THE SNIGZOF!&amp;quot; and with this final yell, Jorgiz screams to the sky, his gobber-ears flaring and flapping in incessant rage, before running off, as fast as his bandy-legs can take him.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Oh,&amp;quot; says the older gobber, then shoves a bony finger up his gobber-nose. Scratches around. &amp;quot;Well, that'd do it.&amp;quot; And, scratching at his handsomely warty gobber-bum (he was quite the looker in his day), the older gobber bends down to lift up the scrap of paper dropped from the other gobber.&lt;br /&gt;
&lt;br /&gt;
The Alexandrian Tribune article reads:&lt;br /&gt;
&lt;br /&gt;
:The Family Snigzof are headed to Alexandria, bringing tales of unimaginable fortune, daring adventure! The arrival causes a mixture of unrest and anticipation among the merchanter and adventuring population. As a precaution, the Watch has commandeered mages from the Society to enforce &amp;quot;fire-suppression&amp;quot; in Goblintown during the arrival.&lt;br /&gt;
&lt;br /&gt;
:The Snigzof caravan is expected to arrive within days, just in time for Yule. It will bear goods from the wonders (and horrors) of the City Clank. The news has Goblintown in an uproar, as the family is well-known, and other merchants scrambling for goods...and accusing the Snigizof of piracy.&lt;br /&gt;
&lt;br /&gt;
:Not an uncommon claim these days, what with the raids just south of the Tornmawr River...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''OOC:''' Celebrate the holidays with us, Part 2! The caravan will be arriving in days. In the meantime, please include some of the tension in your RP--the merchant houses are generally unhappy with the idea, as a well-known gobber caravan can only bring further chaos to already strained relations (or the Tariens say, much-needed relief to some over-stuffed egos!). Mages have been drafted to watch for fires within Goblintown, and gobbers of course, are putting on their best and fluffing up their warts, hoping to arrange a marriage or two within this illustrious merchant family.&lt;br /&gt;
&lt;br /&gt;
:- Lahar&lt;br /&gt;
&lt;br /&gt;
===Tariday, Quintoos 13, 1014===&lt;br /&gt;
====Myrrish Baron Seeks Asylum====&lt;br /&gt;
A Myrrish Baron, one Turilo Psovik, has sought asylum in Alexandria according to leaks from the magistrate's offices that've set the rumor mills amongst Alexandria's upper class a-spinning. He claims to be in grave danger and claims that the recent airship crash he was involved in, in an effort to return home after his father's abdication of his Barony for reasons of 'madness', was an act of sabotage caused by shadowy forces on one side or the other of the current dispute between the heirs to the still unfilled throne of King Serenas. &lt;br /&gt;
 &lt;br /&gt;
Alexandria's governing council has yet to hear his petition, but the Baron is in protective custody somewhere in the city. Or so they say.&lt;br /&gt;
&lt;br /&gt;
=== Gilday, Rhaltaas 17, 1014===&lt;br /&gt;
====Thief Strikes the Petunia====&lt;br /&gt;
The Petunia's captain expressed pleasure at current sales. &amp;quot;It's not bad,&amp;quot; he said, before his brows drew downwards. &amp;quot;Though we had a lad try for the ship the other day. He broke in near some of the crates.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
When asked where the &amp;quot;lad&amp;quot; was, the captain made some vague response about local druids, and irritating the wizards of Rune.&lt;br /&gt;
&lt;br /&gt;
Local authorities are looking into the matter, though there seems nothing to report just yet. They are, however, watching the ship's intake of rubber sap, a common ingredient in some polymorph enchantments, in the interests of &amp;quot;adhering more closely with local justice methods.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''OOC:''' +bbread 7/15 is current with supplies left and available. Expect it to stay that way until the ship departs. X) - Lah&lt;br /&gt;
&lt;br /&gt;
===Gilday, Rhaltaas 10, 1014===&lt;br /&gt;
====Open Market!====&lt;br /&gt;
Despite recent attacks, a great whale of a ship, the Petunia, made way into Alexandria's harbor this week. The Petunia sailed all the way from Rune, and bears, it claims, leftover goods from the 5-year chaos on the island that only now is beginning to settle. The recently-founded wizard's parliment (who spend much of their time arguing various points and sundry, as is the way of proper wizardry), has licensed the Petunia to place these items for sale, either as a charity, for funds, to defund a political opponent, or...who the hell knows why wizards do anything anymore?&lt;br /&gt;
&lt;br /&gt;
: 2x Headbands of Vast Intellect +2 (3,000 gp ea)&lt;br /&gt;
: 3x Potion of Haste (560g ea)&lt;br /&gt;
: 2x Scroll of Fly (280g ea)&lt;br /&gt;
: 1x +1 Flaming Battleaxe (6,250g ea)&lt;br /&gt;
: 2x Scroll of Heroism (280g ea)&lt;br /&gt;
: 1x +1 Platemail of Light Fortification (4,240g ea)&lt;br /&gt;
: 1x +2 Bec-de-Corbin (6,200g ea)&lt;br /&gt;
: 2x Wand of Mage Armor (560g ea)&lt;br /&gt;
: 2x Wand of Enlarge Person (560g ea)&lt;br /&gt;
: 2x +1 Light Crossbow (1,750g ea)&lt;br /&gt;
: 2x Gray Bag of Tricks (2,550g ea)&lt;br /&gt;
: 5x Universal Solvent (35g ea)&lt;br /&gt;
: 5x Soveriegn Glue (1,800g ea)&lt;br /&gt;
: 5x Alchemical Grease (3g ea)&lt;br /&gt;
: 5x Bloodblock (19g ea)&lt;br /&gt;
: ?x An unknown number of stylish wizarding hats, robes, and accoutrements&lt;br /&gt;
		  &lt;br /&gt;
The Petunia will be in dock for the next two weeks before sailing on to other parts of Ea. Please +request to staff with your interest.&lt;br /&gt;
&lt;br /&gt;
===Variday, Rhaltaas 10, 1014===&lt;br /&gt;
Word has recently leaked on the street that the man who tried to poison Steel Von Ironblood (Aka [[Jibbom]]) has been moved by the magistrates into 'protective custody' of some kind. He's been taken out of the dungeons and moved *someplace* less known.&lt;br /&gt;
&lt;br /&gt;
===Eliday, Daeshen 30, 1014===&lt;br /&gt;
The lastest news is that a ship ran aground at one of the Lighthouses that dot the coast of the Alexandros region. Investigators found that some sort of creatures had murdered the lighthouse keeper with intent to cause catastrophes at sea. This continues the trend of strangeness at sea that's been plagueing the region.&lt;br /&gt;
&lt;br /&gt;
Armed soldiers have now taken the island over and secured it, and other such lighthouses are now being fortified and protected from attack even more carefully than they were before. This is at significant expense, but clearly a necessary precaution now.&lt;br /&gt;
&lt;br /&gt;
'''OOC:''' For rumors and general info, follow-up with: [[Constantin]], [[Angrid]], [[Vennan]], [[Jessa]], [[Munch]], [[Quint]] and [[Mako]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''OOC:''' See [[Craft]] for details!&lt;br /&gt;
&lt;br /&gt;
===Kesenday, Daeshen 28, 1014===&lt;br /&gt;
The Braggart's Cup was awarded to one [[Emir]] Zalaahd, eventually, but it was something else that occurred that caught most everyone's attention. &lt;br /&gt;
 &lt;br /&gt;
The story is that one [[Jibbom|Steel Von Ironblood]] was poisoned by someone in the midst of the festivities. While quick thinking preserved his life, the poisoned was said to've escaped...at least initially. &lt;br /&gt;
 &lt;br /&gt;
Rumors also say that the guard and several of the mercenaries present for the Bragging Rights night were seen at the docks, arresting a man who was trying to escape on a skiff.&lt;br /&gt;
&lt;br /&gt;
===Korday, Daeshen 27, 1014===&lt;br /&gt;
====Dragon in the Marketplace?====&lt;br /&gt;
Frantic rumors are circulating that a DRAGON landed in the middle of the MARKET DISTRICT today! It seems to be in conjunction with a little shop called Sunwall Arms, which creates personalized weapons that, by all accounts, seem to be EXCELLENT at dragonslaying. (Sales projected to jump at least 15%!)&lt;br /&gt;
&lt;br /&gt;
'''OOC:''' For rumors and general info, follow-up with: [[Jibbom]], [[Donk]], [[Spike]], [[Teppus]], [[Ormarr]], or [[Achala]]!&lt;br /&gt;
&lt;br /&gt;
====Gobber Arrested!====&lt;br /&gt;
AS a result of some sort of undisclosed 'act of terrorism', a Bludgunni goblin was arrested outside the city in connection with a failed attack on the Wayfarer's Inn. Apparently, he was seeking revenge on Alexandria for its role in Bludgun's defeat in the [[Game History|War on Sendor]].&lt;br /&gt;
&lt;br /&gt;
He is now awaiting trial in the Alexandrian dungeons.&lt;br /&gt;
&lt;br /&gt;
'''OOC:''' For rumors and general info, follow-up with [[Abrahil]], [[Ellerela]], [[Myrana]] and [[Mikilos]].&lt;br /&gt;
&lt;br /&gt;
===Gilday, Daeshen 26, 1014===&lt;br /&gt;
====INFERNUS====&lt;br /&gt;
One fine morning, a shopowner on the docks found his window shattered. He walked inside with trepidation and found its interior ransacked, along with a large banner draped across one wall that is said to've read: &lt;br /&gt;
 &lt;br /&gt;
&amp;quot;INFERNUS. WE'RE CALLING YOU OUT! YOU WON'T KNOW WHEN! YOU WON'T KNOW WHERE! BUT IT'S COMING!!!&amp;quot; &lt;br /&gt;
 &lt;br /&gt;
Of course, the shop owner said that this had a lot more spelling errors in it and being a clerk he had the time to correct them and have it make sense. Mostly. &lt;br /&gt;
 &lt;br /&gt;
Whoever this Infernus is, though, he appears to've made some enemies. The shopkeeper just wishes he didn't have anything to do with it.&lt;br /&gt;
&lt;br /&gt;
===Tariday, Daeshen 25, 1014===&lt;br /&gt;
====Fernwood Pub Home to Unusual Event====&lt;br /&gt;
The poor Fernwood Pub.&lt;br /&gt;
&lt;br /&gt;
Whenever will its indignities end? Tonight, everyone was enjoying their nice meals and some boy comes in and, well... he hands his cat to that crazy lady that's always talking to the trees and the cat just starts having kittens right there at meal time. A very inopportune time for the Fernwood's denizens -- some of which left the establishment rather than see all that while they were trying to eat.&lt;br /&gt;
&lt;br /&gt;
'''OOC:''' For rumors and general info, follow-up with [[Leisel]], [[Quint]], [[Umien]], [[Ellerela]], or [[Achala]].&lt;br /&gt;
&lt;br /&gt;
===Variday, Daeshen 24, 1014===&lt;br /&gt;
====Pirates Infighting====&lt;br /&gt;
In the latest round of rumors and gossip, it seems that the pirates that have been plaguing Alexandria's waters have taken to infighting amongst themselves. Word is that there was a break down at one of the infamous pirate parleys and as such they aren't coordinated like they used to be. &lt;br /&gt;
 &lt;br /&gt;
That said, even with the pirates being less of a threat, ship disappearances are still happening with alarming regularity. The Alexandrian navy has stepped up patrols of the waters and that does seem to have had a deterrent effect, to some degree, but now one or two *navy* vessels have gone missing. &lt;br /&gt;
 &lt;br /&gt;
Needless to say, this is of a concern to merchants everywhere. Sea travel is dangerous enough as it is, after all, and this is raising tensions between the Airship Sailors and their sea-traveling cousins as they compete for contracts. &lt;br /&gt;
 &lt;br /&gt;
The government is beginning to put price controls in place to ensure there's not a repeat of the price-gouging that happened last year during the 'false mists'.&lt;br /&gt;
&lt;br /&gt;
'''OOC:''' For rumors and general info, follow-up with [[Aenyn]], [[Jibbom]], [[Donk]], [[Emir]], [[Kilian]], or [[Ormarr]] ICly&lt;br /&gt;
&lt;br /&gt;
===Ceriday, Daeshen 22, 1014===&lt;br /&gt;
====Teresa====&lt;br /&gt;
Her name was Teresa.&lt;br /&gt;
&lt;br /&gt;
Few figures mark the center of a tragedy so well as a small child. Teresa, a young girl of twelve was slain this evening in the dualy-guarded space between two rival houses. A group of adventurers found her slain, most of her face missing by an attack of an unnatural creature.&lt;br /&gt;
&lt;br /&gt;
As the Watch conducts its search and the Mourners prepare her body, those of Tradition and those of Artifice accuse one another over how the creature was let into Sage Orum's Plaza, though the Watch has named no one officially...&lt;br /&gt;
&lt;br /&gt;
...or even if there was a murder.&lt;br /&gt;
&lt;br /&gt;
Or an accident.&lt;br /&gt;
&lt;br /&gt;
As of this time, no one is certain. As a consequence, tensions will remain higher between the two groups, though this is not expected to last. The heads of both organizations have been engaging in a public, joint effort to address the mess left behind, which has had some impact.&lt;br /&gt;
&lt;br /&gt;
The family of the girl, who are tied to the river-merchants, could not be reached for comment.&lt;br /&gt;
&lt;br /&gt;
'''OOC:''' For rumors and general info, follow-up with [[Jibbom]], [[Sonja]], [[Saevrinimata]], or [[Zalara]] ICly.&lt;br /&gt;
&lt;br /&gt;
===Korday, Daeshen 13, 1014===&lt;br /&gt;
====Limited Edition====&lt;br /&gt;
In recent days a new line of collectable plush toys have been seen around the city, often in the hands of small children, but on occasion held tightly by an adult Collector. The source of these toys is uncertain, but rumors persist of a laughing wizard handing them out at the orphanage. Rare, but occasionally posted flyers detail some of the options. &lt;br /&gt;
&lt;br /&gt;
Bane of Night: &lt;br /&gt;
:Dashing adventure abounds with this wondrous plushie! Based on the local hero, this plush item has authentic features and wardrobe modeled after the real Bane of Night! (Additional Wardrobe pieces not included.) Squeeze the belly to hear real quotes! &lt;br /&gt;
:&amp;quot;Steel von Ironblood, Bane of Night!&amp;quot; &lt;br /&gt;
:&amp;quot;Have at thee, foul beast!&amp;quot; &lt;br /&gt;
:&amp;quot;Now now ladies, settle down!&amp;quot; &lt;br /&gt;
&lt;br /&gt;
BrightScale of Am'shere: &lt;br /&gt;
:Delightfully soft and adorably squishable, this popular plush is based upon another local hero. Hand dyed armor and tabbard are made from all natural fibers, guaranteed to last years of playtime! (Swiftclaw Riding Accessory not included.) Squeeze the belly to hear real quotes! &lt;br /&gt;
:&amp;quot;......mmm.&amp;quot; &lt;br /&gt;
:&amp;quot;.....ah.&amp;quot; &lt;br /&gt;
:&amp;quot;.....&amp;quot; &lt;br /&gt;
&lt;br /&gt;
Lady Sandiel: &lt;br /&gt;
:A wildly popular model based upon the true lady of Alexandria, this plush comes with extended wardrobe and bustle. Delux hips and blunt objects come standard! Squeeze the belly (carefully) to hear real quotes! &lt;br /&gt;
:&amp;quot;What do you want?&amp;quot; &lt;br /&gt;
:&amp;quot;How'd you get in here?&amp;quot; &lt;br /&gt;
:&amp;quot;Get that damn ---! outta my face!&amp;quot; &lt;br /&gt;
&lt;br /&gt;
Donk: &lt;br /&gt;
:The sheer awesome which is Donk cannot be contained in plush form. We're sorry.&lt;br /&gt;
&lt;br /&gt;
OOC: See [[Mikilos]] for rumor details.&lt;br /&gt;
&lt;br /&gt;
===Tariday Daeshen 4, 1014===&lt;br /&gt;
====The Spell Canon====&lt;br /&gt;
Once, Alexandros had a weapon. &lt;br /&gt;
 &lt;br /&gt;
This weapon, the Planar Disjunction Cannon, was of Kulthian design. While how it was built is one lost art amongst many, what it did was unleash a great torrent of energy powerfful enough to ccut a swath of destruction across the land and to destroy enemiy ships, armies... or floating fortresses. &lt;br /&gt;
 &lt;br /&gt;
Indeed, the last time the Cannon was used was during the Illuminated Order War, where it was fired at the floating fortress Merkabah which was then brought low. This lead to the defeat of the supposed Kulthian remnants that lead this force, but it was not without cost. The Spell Cannon itself was then targeted by a direct exposure to the Elemental Plane of Earth -- which turned the complex in the Red Ridge Mountains itself into stone and unleashed numerous earth elementals into the countryside. While this thread has since been neutralized, the complex itself remains useless and transformed, with little being done about it. &lt;br /&gt;
 &lt;br /&gt;
Until now, anyways. With the increasing threat of piracy and more, the City Council of Alexandria has announced that it intends to seek a way to reclaim the Spell Cannon so that it can be revived and once again serve as a detrrent and weapon against those who threaten the fair city of Alexandria and its allies. Researchers from the local societies of Engineers and Wizrds have been called in to study the problems. Solutions are being devised. &lt;br /&gt;
 &lt;br /&gt;
Or say they say.&lt;br /&gt;
&lt;br /&gt;
OOC: See Whirlpool for rumor details.&lt;br /&gt;
&lt;br /&gt;
===Korday, Daeshen 06, 1014===&lt;br /&gt;
====Summer Flu====&lt;br /&gt;
A summer flu has broken out amongst the denizens of lower Alexandria. &lt;br /&gt;
 &lt;br /&gt;
People are flocking to the Soldier's Defense hospital for treatment and the Hearthguards are doing their best, with help from the other churches, to contain the outbreak before it actually takes any lives. The illness is not particularly serious and runs its course after a day or two, though takes a little longer for the elderly and the children. &lt;br /&gt;
 &lt;br /&gt;
If you're a cleric, you've probably got your hands full.&lt;br /&gt;
&lt;br /&gt;
===Kesenday, Callem 31, 1014===&lt;br /&gt;
====Demon Among the Quills====&lt;br /&gt;
A demon ruptured the nominal quiet of Quill's Repose this evening. Leaping onto the Lady Octavia's circulation desk, the demon revealed itself before beginning to set the place on fire. It spoke in a searing, unearthly tongue, though witnesses were able to make out the words, &amp;quot;Wrong!&amp;quot; though little else.&lt;br /&gt;
&lt;br /&gt;
Two adventurers, who were visiting the Repose, stepped forward as the creature began to wreck the place. Working together, the paladin and a mage subdued the creature with heroic blows. The mage declared the beast was on its way to summoning more of its kind just as the final blow was rendered.&lt;br /&gt;
&lt;br /&gt;
Cleanup will take some time; the damage is still being ascertained, though it is minimal compared to what it might have been. Wilder theroies suggest the demon is a cause of Taara's anger at being left out of the new Society's building. Others, however, suggest the demon itself was just spiteful enough to enact the terror it caused. &amp;quot;It could have been angry over a library fine,&amp;quot; one magi suggested.&lt;br /&gt;
&lt;br /&gt;
'''OOC:''' For rumors and general info, follow-up with [[Sonja]] or [[Mikilos]] ICly.&lt;br /&gt;
&lt;br /&gt;
===Ceriday, Callem 11 ===&lt;br /&gt;
====Jailhouse Bar and Grill!====&lt;br /&gt;
The Jailhouse Bar recently had another fantastic evening of violent entertainment with one of their famous 'Fight Nights'. Some battles were long, some were short, but all of them were entertaining as rowdy bloodsport went on throughout the night. Victorious fighters included [[Kalkorth]], Conquerer of the North, [[Angrid]] the Angry, [[Gragnar]] the Growler, [[Katja]] the Crusher, and [[Munch]]y the Golem. All triumphed against a variety of oddball opponents.&lt;br /&gt;
&lt;br /&gt;
While the fights were entertaining, all agree that the show was stolen by the fight announcer: [[Jibbom|Steel Von Ironblood]], Bane of the Night. All in attendance were greatly impressed at how the dashing and handsome halfling's running commentary added an entirely new dimension of entertainment to the proceedings. This according to Jibbom Taribree, who is quite happy to discuss this subject at length.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Gilday, Callem 15===&lt;br /&gt;
====Jibbom of the Mighty Thews! ====&lt;br /&gt;
The latest word on the street is that [[Jibbom|Steel Von Ironblood]] has displayed great feats of strength. Why, he even beat [[Boshter|a tall Arvek Nar]] in an armwrestling contest! After this, he magnanimously declared that he'd buy everyone around him free ale.&lt;br /&gt;
&lt;br /&gt;
The [[Arvek Nar]] declared him to be 'Steel Von Ironthews'.&lt;br /&gt;
&lt;br /&gt;
No, really.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Tariday Aestry 31===&lt;br /&gt;
====Getting Together for a Hunting Expedition====&lt;br /&gt;
Rumor has it that some golem smith is getting folks together for an expedition for materials, and has been spreading instructions for interested parties to meet him at his shop. Which golem, and which shop? Look man, I can't tell them apart, how many Golems with a store can there be?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Eliday Aestry 15===&lt;br /&gt;
====Whorls of Aether====&lt;br /&gt;
Another day of peaceful worship has been interrupted by out of control magicks at the Temple Square. Half-drowned out by the raucous afternoon worship of the [[Tarien|Tarienites]], a handful of adventurers all but exploded in a brilliant flash of green light what devoured all by two of their number; a [[sildanyar|llyanesi]] arcanist and a [[Humans|Xian]] pugilist. Rumor has it that a giant bug of sorts appeared right before they all vanished.&lt;br /&gt;
&lt;br /&gt;
'''OOC:''' See [[Halani]], [[Jibbom]] or [[Mikilos]] ICly for further details&lt;br /&gt;
&lt;br /&gt;
===Gilday Firetide 27===&lt;br /&gt;
====Did You Hear??====&lt;br /&gt;
Did you hear about [[Donk]] Yauti? Apparently he's some kind of king, or an heir apparent...I don't know, he's destined for some kind of throne. Some people were talking about him in the tavern. A gnomish cavalier... I know, I saw him dragging that gaggle of orphans along behind him, singing about him. They must know something we don't, because apparently he toppled a ''kingdom''! And not just any kingdom, but one that was conspiring against Alexandria itself! ...where? Somewhere underground, I think. Enemies of House Brache.&lt;br /&gt;
&lt;br /&gt;
You don't know House Brache? Well, they were only one of the foremost secretive houses standing against the [[Nonplayer Characters|Sorceress Altima]], at ''great'' risk to themselves! Yeah, heroes, yeah.&lt;br /&gt;
&lt;br /&gt;
Speaking of heroes, did you see that game of [[Calendar|Tarienball]]? I'm not sure ''what'' to make of that...&lt;br /&gt;
&lt;br /&gt;
===Variday Firetide 18===&lt;br /&gt;
====Strange Dancers====&lt;br /&gt;
Quite a few people are speaking of seeing something quite strange, but all of them have close to the same account of what happened.&lt;br /&gt;
&lt;br /&gt;
In the light of the full moon, a strange dancer can be seen on the rooftops of a few buildings. Those that actually get more than a passing glance see the strange flowing dance of the veiled dancer, before the dancer disappears from sight. None have gotten a good and clear look at this dancer, but most have put it upon the strange practices of the upcoming Sky Dancers Song holiday that is coming up. (by [[Moonshadow]])&lt;br /&gt;
&lt;br /&gt;
===Ceriday Firetide 17===&lt;br /&gt;
====Tarien's Miracle====&lt;br /&gt;
As usual, rumors are circulating the taverns. Less usual? Their subject. Apparently, [[Tarien]] decided to bestow a 'holy miracle' upon the people of Alexandros. While most got a good giggle out of it, most of the participants are... irritated.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The 'miracle' involved [[Spike|Spikington McChairFoe]], beloved so-called 'saint' of the carpenter's guild and [[Nonplayer_Characters|Greta]]. Apparently, an altercation near the fountain in the temple square happened when the insane golem was apparently 'provoked' by a trio of poo-flinging monkeys. Then more monkeys showed up, gilded in gold, a sure sign of Tarien's favor. Then? Then Greta showed up. Waiting for the really strange part of the story?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;What's that? You mean that wasn't the strange part!?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Nope. See, when Greta showed up and ordered everyone involved arrested, including the monkeys... Spike took a hostage. That is, she took a monkey hostage. Then, to top it all off, she double-crossed a gnome or halfling or somethin' who offered himself in a hostage exchange, and ran off to hide INSIDE the [[Daeus|Daeusite temple]].&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Man. I don't know who's got it worse... Spike, who's no doubt cooling her heels in a cell... or the Watch who have to spend a whole night with Spike.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Yeah. That lucht is calling it a miracle of Tarien.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===Ceriday Firetide 09===&lt;br /&gt;
====Illothian Fallout====&lt;br /&gt;
It's little surprise when rumors spread through the city that the Illothan 'announcement' resulted in (at least) one death. Details are vague and while there must have been more than a few witnesses present it seems as if no one wants to talk at length about it.&lt;br /&gt;
&lt;br /&gt;
One of the Illothan acolytes--or perhaps a man by the name of Ted (who may actually be an acolyte)--fell to black magics, assault by the watch, divine retribution, or adventurer intervention in the middle of their announcement. The contents of the announcement are as variable as there are districts in this city but the two dominant threads propose either defection from the cult or the exposure of several, individual cells of worship dedicated to other dark gods.&lt;br /&gt;
&lt;br /&gt;
The Watch, the [[Althea|Altheans]], and the Vardamans are said to be involved (and maybe those new-fangled [[Serriel|Serrielites]] and the followers of [[Daeus]] as well).&lt;br /&gt;
&lt;br /&gt;
Details are lacking.&lt;br /&gt;
&lt;br /&gt;
===Eliday Firetide 03===&lt;br /&gt;
====A Contest Won====&lt;br /&gt;
A contest was held at the Armsmaster Arena this prior evening -- a contest in which a chest had to be pried from deep within a pit of mud. Typically, many contestants became involved and it descended into a free for all before long -- though one individual had to be pried from the melee by [[Spike|Official Spikington Chairfoe]], designated enforcer by the [[Angoron|Angorites]], for 'improper magic use'.&lt;br /&gt;
&lt;br /&gt;
The eventual winner was a dwarf known only as '[[Thaim]]'. He came to possess the Braggart's Beer Mug, which entitles him to the occasional free alcoholic drink at participating establishments.&lt;br /&gt;
&lt;br /&gt;
Second place went to a fellow by the name of [[Conrad]], who won the 'Running Away Boots', for displaying a considerable deal of intelligence and perception in spotting a second, concealed chest in the pit and escaping with it unnoticed.&lt;br /&gt;
&lt;br /&gt;
All in all, everyone involved seem to have a good time, even if they got extremely muddy.&lt;br /&gt;
&lt;br /&gt;
===Kesenday, Hattanan 25===&lt;br /&gt;
====Bees a-buzzin'====&lt;br /&gt;
With the recent announcement regarding Alexandria's construction upgrades, work crews are now a common sight, with pockets of them being spotted all over the city. A majority have congregated around the higher portions of the city's east. It seems the plan is for them to work their way from the top down, not unlike the way a sculptor would shape a block of marble.&lt;br /&gt;
&lt;br /&gt;
Crews of laborers coming from all stripes can be seen working together under [[Khazad]] oversight. This is with the assistance of the First Blarite Engineers, skilled [[Arvek Nar]] who have been loaned to the city under the terms of the treaty with the [[Arvek Nar|city-state of Blar]]. While there are occasional tensions, most are simply happy for the work and the mass labor necessary for the project is providing a nice local boost to the economy that merchants from all over seem to be thrilled with. The already bustling city is a-buzz with all this new activity, and both the taverns and market squares are experiencing a level of jovial rowdiness unseen until recently.&lt;br /&gt;
&lt;br /&gt;
In short: So far, so good.&lt;br /&gt;
&lt;br /&gt;
===Variday, Hattanan 07===&lt;br /&gt;
Groups of [[khazad]] are being spotted around the city. These [[khazad]] appear to be taking measurements of various locations, escorted by city guard. They meet with merchants and the heads of temples, and fierce arguments, debates take place in angry whispers. Even stranger, they appear to be in communication with a number of Blarite, [[Arvek Nar|arvek nar]] engineers and their counterpart architects among the Alexandrian populace. Something big, some sort of building project, is on the horizon, and prayers to [[Reos]] are accordingly on the rise.&lt;br /&gt;
&lt;br /&gt;
Moreover, airships loaded with masonry and timber are arriving from various destinations and orders to local quarries have tripled. Stone is being stockpiled as government coffers, swollen by the recent increases in trade, are now paying out to purchase supplies for an as-yet unannounced project.&lt;br /&gt;
&lt;br /&gt;
===Gilday, Bernfleur 25===&lt;br /&gt;
Now, an even *larger* and entire cadre of [[Arvek Nar]] from Blar has arrived in the city. While they aren't saying what they're up to, they *did* arrive by airship and most of them seem to be, or say they are, veterans of the First Blar Engineering regiment. Many of them are recognizable to veterans of the Sendor War for their talents with building and fortifications and relentless and well organized drive.&lt;br /&gt;
&lt;br /&gt;
Something is up when this sort of work force arrives, but it isn't clear what projects they might be working on.&lt;br /&gt;
 &lt;br /&gt;
===Tariday, Benfleur 17 ===&lt;br /&gt;
Another foreign dignitary has now arrived today! This time, greeted warmly once more by city officials, one [[Khazad]] straight from Dun Moridin, said to be a member of Clan Masterbuilder.&lt;br /&gt;
&lt;br /&gt;
The ruling council of [[Alexandria]] is clearly up to something, though there's little indication just yet of what it is. Time will tell what the arrival of these dignitaries portends.&lt;br /&gt;
&lt;br /&gt;
===Korday, Bernfleur 12, 1014===&lt;br /&gt;
====An Arvek General Arrives!====&lt;br /&gt;
Today, an airship arrived at the docking stations with the symbol of Blar upon its bow. Disembarking were numerous Arvek Nar soldiers dressed in their colorful uniforms, escorting someone who is rumored to be one of the leading generals from the military-ruled city-state that's allied itself with Alexandria. What reason he has for being here is as yet unknown, but it's more than likely for the purpose of high level negotiations. The numerous Arvek Nar soldiers that have come along can be found in the city, drinking heavily and otherwise orangeing it up.&lt;br /&gt;
&lt;br /&gt;
=== Gilday, Bernfleur 11, 1014 ===&lt;br /&gt;
==== A magical confrontation ====&lt;br /&gt;
Overheard in a pub, and onward, &amp;quot;So, did you hear they blew up the Fernwood last night?&amp;quot; &lt;br /&gt;
 &lt;br /&gt;
The half-elven bartender passes by, drying a mug, saying &amp;quot;You're *in* the Fernwood, Tarn, what'd I tell you about staying off the gnomish stuff?&amp;quot; &lt;br /&gt;
 &lt;br /&gt;
&amp;quot;It's a special occasion!&amp;quot; The drunken fellow protests, &amp;quot;The Fernwood's been blown up! So I had a little something!&amp;quot; &lt;br /&gt;
 &lt;br /&gt;
Tarn's mustachoied friend clarifies, for a third patron, &amp;quot;I believe my esteemed cohort is in referral to the events here this past Variday night,&amp;quot; he says, with a deep, airy tone of pretention, &amp;quot;where this fine stablishment was qute nearly destroyed in a duel of the wizardly arts. If I mistake her not, the lovely and fame-ified Mistress Gelfure, who'd been accosted by a black-clad magician from Rune, doubtless some dispute about the finer points of the magico-arcane arts. Fortunately, a sister of the most blessinged order of the Hearthguard interpostured... &lt;br /&gt;
 &lt;br /&gt;
&amp;quot;She was four feet tall!&amp;quot; Tarn interjects, gesticulating with a whacking motion, &amp;quot;With a ruler! Wasn't she, Knavel? &amp;quot; &lt;br /&gt;
 &lt;br /&gt;
The mustachioed fellow looks impatient a moment, and continues, &amp;quot;Be that as it may, my intoxibated friend, it was a disaster barely avertified, and a brassy piece of clericking on the young devotionary's part, if I may say. Unfortunately, I had an urgent appointment elsewhere... Needless to say, all's not well in the realm of magitocracy.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
=== Tariday, Bernfleur 03, 1014 ===&lt;br /&gt;
==== A New Partnership ====&lt;br /&gt;
It began in the battle-scarred land of Sendor. &lt;br /&gt;
 &lt;br /&gt;
Centuries of racial animus and entrenched positions waged until none are left standing. Months of preperation going into a single day of battle where only one can emerge to claim the title of 'Hottest Chili In The Land'. &lt;br /&gt;
 &lt;br /&gt;
We refer, of course, to the now infamous Oruch-Khazad chili cookoff. Another one has been scheduled and its date will soon be fast approaching. Oruchs and Khazad have been hard at work, trying their damndest to conjure up the hottest combinations they possibly can to put them to the test against all who dare take up the challenge of trying one. &lt;br /&gt;
 &lt;br /&gt;
What's unusual, though, is that recently, Kembar Mudslogger, a wealthy scion of one of the Khazad Trade Houses that has begun the process of opening a station for his House in Alexandros, has recently been seen with what can only be described as his counterpart amongst the Oruchs, one by the name of Krevik, a member of Clan Drum Reaver. &lt;br /&gt;
 &lt;br /&gt;
The two have been said to've struck an unlikely friendship and were recently seen together at the Guild of Explorers. Apparently, they've gone into business with each other. What this portends remains to be seen, but it clearly has something to do with the cookoff. &lt;br /&gt;
 &lt;br /&gt;
Or at least that's the -rumor- anyways.&lt;br /&gt;
&lt;br /&gt;
=== Variday, Eatonis 26, 1014 ===&lt;br /&gt;
Reports out of the Red Ridge Mountains indicate that a volcanic eruption is disrupting trade and agriculture in that area. Its /entirely/ uncharacteristic, but nonetheless the reports remain.&lt;br /&gt;
&lt;br /&gt;
They're followed by reports that ashfall, while light, is starting to threaten newly-recovering crops. Intermixed with these reports are others, more outlandish and less-believed, about winged horrors in the sky that come with the ash.&lt;br /&gt;
&lt;br /&gt;
=== Tariday, Eatonis 20, 1014 ===&lt;br /&gt;
The elderly owner of the alchemist shop has put in a report with the guard. Rumor has it that a half-elf and a stubby little gobber have wreaked havoc on his store, destroying precious merchandise and beating feet before they could be caught. The half-elf called herself 'Melon,' which is obviously a codename of some kind. City guard urges citizens to be safe, and stay wary of persons of ill-repute! And should you have any information regarding these persons, it would be well-appreciated.&lt;br /&gt;
&lt;br /&gt;
=== Tariday, Eatonis 13, 1014 ===&lt;br /&gt;
Recent travellers from the Empire of Charn indicate that trouble struck the city of Aby'ssa not long ago. A host of demons was said to've attacked the city center and was defeated by the brave forces of the Black Dragon Army. The claim is that this attack was caused by 'traitorous servants of the so-called 'Platinum Dragon''. The priests of Maugrim, enraged by this, have redoubled their efforts to stamp out every trace of uncontrolled demonic influence in Charn. Word of purges has already begun. &lt;br /&gt;
 &lt;br /&gt;
Additionally, a seperate rumor indicates that the government of Charn has now placed a bounty on the so-called scourge of Versus, the sorcerer known only as 'Asumit' for having some sort of role of this. Apparently, he is not making any friends anywhere. Charn has indicated that they believe the 'insurgents operating in the name of the Platinum Dragon' behind this have stooped to allying with this figure. That propaganda might work in Charn, but pretty much everyone outside of the Empire's reach seems relatively sure that that is an absurdity.&lt;br /&gt;
&lt;br /&gt;
=== Variday, Pryntar 06, 1014===&lt;br /&gt;
:Solis calls the white knight down&lt;br /&gt;
:pure of heart to protect our town.&lt;br /&gt;
:The Sly One tricks and white knight falls&lt;br /&gt;
:and our town burns by Deceivers' thrall.&lt;br /&gt;
&lt;br /&gt;
The rhyme has grown popular with children almost overnight. Urchins chant it in the alleyways of the western districts as they skip to and fro, clap hands, or toss rocks. Powder monkeys and cabin boys do their duties to the simple rhythm around the docks. The Castle and Noble districts remain free of it by merit of the school marm's switch and the stern looks and hard palms of nannies. Parents around the city wish they could get their hands on the ill mannered 'fugee child that brought such filth into their fair city but tracing these things back to their source is all but impossible. &lt;br /&gt;
 &lt;br /&gt;
Kids these days.&lt;br /&gt;
&lt;br /&gt;
==End Fake Mists Arc==&lt;br /&gt;
===	Variday, Pryntar 06, 1014===&lt;br /&gt;
With the mists dissipating and things beginning to really resettle back to normal, the fear that had locked Alexandria's people has begun to fade all together. Thusly, the merchants can no longer justify their higher prices. In fact, a mob recently drummed one out of town for charging too much. Once this occurred, other merchants were quick to show they had more 'reasonable' prices.&lt;br /&gt;
&lt;br /&gt;
===Variday, Vhast 31, 1014===&lt;br /&gt;
Sometime in the after noon, there was some sort of commotion at the bank of [[Alexandria]]. It was surrounded by guardsman, and several people were arrested in what appears to be some kind of failed robbery attempt and a few bodies were also removed. Some sort of ground tremor had afflicted the area surrounding the bank and it is said by officials that this was part of a failed effort to break into the bank vault. &lt;br /&gt;
 &lt;br /&gt;
Those arrested in this attempt are now in the custody of the city watch, with a few more said to be on the run.&lt;br /&gt;
&lt;br /&gt;
===Variday, Vhast 31, 1014===&lt;br /&gt;
Word spreads throughout [[Alexandria]] through news publications and rumor. &lt;br /&gt;
 &lt;br /&gt;
The mist-making machines that had brought such fear and terror to the area have finally been located and destroyed. The [[Taara|Taaran]] behind this have also been apprehended and slain, having taken over the [[Khazad|dwarven]] fortress of Khamon Sotch and used it as their base of operations. The heroic forces acting on Alexandria's behest, ranging from members of the regular militia and the city watch, as well as [[Explorer's_Guild|hired mercenaries]] to support them, engaged in a titanic struggle over the fort before clearing it. At least one airship was lost in the ongoing battle. &lt;br /&gt;
 &lt;br /&gt;
By evening, the mists had begun to lift off Alexandria and, over the next couple of days, clear completely. &lt;br /&gt;
 &lt;br /&gt;
Merchants will be maintaining their high prices just a *little* longer from the look of things, but public anger on the overcharging has been mounting for a while and it's unlikely they'll be able to keep putting the screws to the populace.&lt;br /&gt;
&lt;br /&gt;
===Tariday, Khael 13, 1013===&lt;br /&gt;
With the recent announcements from the government of [[Alexandria]] that the current mists are an artificial construction, and that they are doing something about it, people are just beginning to stick their heads back out of doors. Civilians are starting to return to the streets and to conduct business more regularly. Gold and red decorations, flags, and streamers are beginning to festoon the city in preperation for [[Calendar|Yuletide]] celebrations. &lt;br /&gt;
 &lt;br /&gt;
In short, things are beginning to get back to normal, even though it is by a degree of inches. &lt;br /&gt;
 &lt;br /&gt;
Of course, the prices haven't dropped...&lt;br /&gt;
&lt;br /&gt;
===Gilday, Khael 07, 1013===&lt;br /&gt;
====Council Issues Statement on Return of Mists====&lt;br /&gt;
The Ruling Council of [[Alexandria]] has released the following statement: &lt;br /&gt;
&lt;br /&gt;
&amp;quot;We know that many [[Alexandria|Alexandrians]] have dreaded the return of the Mists that had locked our city away. After all, if such a thing could happen once, why not twice? But it is with determined satisfaction that we can state, categorically, that these mists are not the powers of [[Taara]] at work once again, but rather, the sick and twisted plan of one individual or a group of individuals, to spread fear and discord in our homeland through black artifice; one who seeks to exploit our understandable concerns. We have, through the aid of several of our very own local heroes, led by one valiant dwarf, Ser Otto, Son of Bandaerl of Clan Masterbuilder and his two assistants, been able to determine, through their efforts, the source of these mists as being from somewhere within the Red Ridge Mountains near the mining town of Denston.&amp;quot; &lt;br /&gt;
 &lt;br /&gt;
&amp;quot;The Council has agreed to launch an immediate investigation into the area and has ordered the dispatch of available city watch and militia, along with mercenary forces contracted through the [[Explorer's Guild|Guild of Explorers]]. We will find the source of these 'mists' and see to their end. Know that [[Alexandria]] will be protected at all costs.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===Gilday, Khael 07, 1013===&lt;br /&gt;
It has taken quite a bit of time to get the harvest together this year. With all the damage done by the mists, monsters, and fear stoked by various sources, food prices have continued to skyrocket. But today the government of [[Alexandros]] stated, having taken stock of all the food brought into the city from the surrounding countryside, that supplies are more than adequate to get through the winter and meet reestablished trade obligations. Even in the face of this news, prices have still continued their climb for basic food staples and have not yet reached their peak. &lt;br /&gt;
 &lt;br /&gt;
Though many farms were abandoned, city workers were hired to go out to the farms and collect what food they could from the fields and begin counting the tonnage secured with the help of adventurers and city watch alike. &lt;br /&gt;
 &lt;br /&gt;
While not everything could be saved due to the cold, wet and... misty weather, Alexandros' food supplies are now better off than they might otherwise have been.&lt;br /&gt;
&lt;br /&gt;
===Kesenday, Quintoos 25, 1013===&lt;br /&gt;
The previous evening ''something'' went down in the [[Alexandria|market district]].&lt;br /&gt;
&lt;br /&gt;
First, there was a run on the alchemist's shop slightly before closing that resulted in everyone being thrown out.&lt;br /&gt;
&lt;br /&gt;
''Then'' there was an explosion that sounded like it came from ''just'' below the streets. Much cobblestone was actually damaged and a couple of manhole grates went flying. All of that was a prelude to the real main event.&lt;br /&gt;
&lt;br /&gt;
Pastvale manor has always sat on the edge of the Market District, kept nicely on the orders of its [[Myrddion|Myrrish]] noble owners who visit during the summers.&lt;br /&gt;
&lt;br /&gt;
Shortly after the first explosion, one ''rocked'' the market from the fifth floor of Pastvale Manor, sending a shockwave through the district that overturned carts, blew out shop windows, and more.&lt;br /&gt;
&lt;br /&gt;
Rumors indicate a [[War Golems|war golem]] was seen jumping onto the balcony of the manor shortly before the explosion.&lt;br /&gt;
&lt;br /&gt;
The City Watch was one scene quickly, doused the flames (of which there were startlingly few) and took control of the scene.&lt;br /&gt;
&lt;br /&gt;
One arrest has been made at this time and one guardsman is in critical condition at the [[Althea|Temple of Althea]].&lt;br /&gt;
&lt;br /&gt;
===Eliday, Quintoos 20, 1013===&lt;br /&gt;
====A Heavier Fog====&lt;br /&gt;
The fog has not gone away.&lt;br /&gt;
&lt;br /&gt;
Some days, it is thicker than others, though not as thick as the growing paranoia on the streets of [[Alexandria]] and surrounding [[Alexandros]]. Whispers suggest the anniversary of the [[Recent History|Return]] is near, while others point to the increased activity of the [[Taara|Taaran cults]].&lt;br /&gt;
&lt;br /&gt;
OOC: As merchants react to the unusual changes, they've begun charging more for prices. The cost of any material or purchase is considered to be 5 percent higher than normal.&lt;br /&gt;
&lt;br /&gt;
===Tariday, Quintoos 08, 1013===&lt;br /&gt;
Adding to farmers' woes, weather in [[Alexandria]] has been unusually overcast of late. River merchants report tales of increased fog and mists, with more on the way. With the Mists so recent in memory, such a phenomenon understandably has many nervous.&lt;br /&gt;
&lt;br /&gt;
In response, some merchants have been raising their prices. This practice has drawn complaints, though not as much as it may have a month ago--the refugee issue appears to have eased, as recently as a few weeks ago. Actions of a [[Althea|Hearthguard]], along with a number of adventurers, are cited.&lt;br /&gt;
&lt;br /&gt;
''OOC Note:'' Despite +today, weather will tend towards overcast and foggy.&lt;br /&gt;
&lt;br /&gt;
===Variday, Quintoos 07, 1013===&lt;br /&gt;
Outlying farms in the immediate [[Alexandria|Alexandrian]] countryside have been inconveniently abandoned by their owners. Those who've come into town indicate, for whatever reason, they no longer feel safe there. &lt;br /&gt;
 &lt;br /&gt;
Exactly *why*, they aren't saying as of now. This close to the harvest and with Alexandria's population still swollen with refugees, its worrisome to see any farm abandoned and the fields left idle as the [[Calendar|harvest]] continues.&lt;br /&gt;
&lt;br /&gt;
===Ceriday, Rhaltaas 29, 1013===&lt;br /&gt;
====Harvest, Refugees, and Unrest====&lt;br /&gt;
&amp;quot;Well, he says he found somethin',&amp;quot; says one doubtful-sounding [[oruch]]. He looks back towards a group of refugees who are busy putting together a large wagon. &amp;quot;That uh, [[Althea|Hearthguard]]. So we're headed out, I guess.&amp;quot; He pauses. &amp;quot;Well, my brother's staying. He found him a good job, though--out there cuttin' wood and haulin' it in for th' farmers. Some adventurer helped him git with the [[Gilead|Gileans]]. 'Parently so long as you're all respectful and plantin' too, they're okay with it.&amp;quot; He rubs at his nose. &amp;quot;The [[Dana|Essence]] don't agree, but what can you do?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Thus runs the tale from the Western wards of the city. As the [[Calendar|Harvest]] rolls in, a number of the refugees appear to be preparing caravans, though not all of them appear to be headed out. Some appear to be settled, or questioning the wisdom of traveling during winter. Not all of the tensions are gone.&lt;br /&gt;
&lt;br /&gt;
In fact, a small riot broke out the other day in the Western ward between a young arvek nar and a [[Dran|Dranei]], over a reportedly stolen loaf of olive bread. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;I say good riddance,&amp;quot; reported another refugee, who was leaving (her aunt and two uncles were staying). &amp;quot;I lost a child to those [[Taara|Taarans]] running around the place. We thought [[Alexandria]] would be the City of Hope. Well, here's what I think of that,&amp;quot; she says, and spits on the ground. Flecks of blood come with it, right before she crumples into her sister's arms.&lt;br /&gt;
&lt;br /&gt;
===Variday, Rhaltaas 17, 1013===&lt;br /&gt;
The guards have spread out into patrols more heavily than normal in the western district of the city. &lt;br /&gt;
 &lt;br /&gt;
A riot nearly broke out in goblintown after arrests were made, notable of one goblin named Teb the White. He is now in custody, being questioned about his role in black market trafficing of magical components and alchemical supplies. &lt;br /&gt;
 &lt;br /&gt;
Furthermore, a house in the western district has been quarantined and, rumor has it, a druid called in from the Union to look into something that has been found there. Apparently, some unusual plantlife was found in it by guardsmen and contracted back up.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Eliday, Rhaltaas 09, 1013===&lt;br /&gt;
====Markets Tentatively Surge with Harvest====&lt;br /&gt;
As fall settles in, the farmers in greater Alexandros prepare to bring in the last of the harvest. Too, this year more than ever, caravans from all over the world come to Alexandria, to trade and share news in the last great Market season before winter closes the doors. Caravans from the exotic locations of [[Veyshan]], from [[Am'shere]], and [[Locations|more]], and will make their way into Alexandria in the coming weeks.&lt;br /&gt;
&lt;br /&gt;
OOC: Use this as an excuse to RP visitors from exotic locales, or involve your PC in trade and even inquiries into local customs. Merchants will be interested in what Alexandria has to offer, as well as selling and trading.&lt;br /&gt;
&lt;br /&gt;
===Ceriday, Rhaltaas  1, 1013===&lt;br /&gt;
Word around the [[Local Organizations|Explorer's Guild]] is more of the same. The collapse of the main chamber of the [[khazad]] ruins and widening of the first sinkhole that first led to the discovery of the ruins is still underway, held up by heavy rains to the north that have hampered progress.&lt;br /&gt;
&lt;br /&gt;
The leadership of the Engineer's Enclave, the Explorer's Guild, and the khazad delegates have been in heated talks regarding renegotiating of the contract and who, if any, is at fault, but all involved have been tight lipped thus far. If exploration is to continue, it could be weeks or even months, though [[Alexandria|Alexandrians]] have gotten a taste of the wealth pulled from the ruins and the demand is high for more Khazdul artifacts.&lt;br /&gt;
&lt;br /&gt;
OOC - This is my IC explanation for my extended absence. I lost all of my notes and maps when my computer crashed, but I will be piecing them back together and getting this show back on the road. Just bear with me, peoples. - Owen&lt;br /&gt;
&lt;br /&gt;
===Tariday, Daeshen 13, 1013===&lt;br /&gt;
====Wizard Taken into Protective Custody?====&lt;br /&gt;
A second raid of the guardsman on the [[Local Organizations|College of Magic]] nearly resulted in the apparent arrest of [[Nonplayer_Characters|Madame Gelfure]]. &lt;br /&gt;
&lt;br /&gt;
Harsh words were exchanged between guard units and the Madame but apparently whatever mix up had occurred was cleared up, as the Madame left the College under her own power. &lt;br /&gt;
&lt;br /&gt;
That said, her estate in the noble district now apparently has guards surrounding it. Rumors are circulating that there may well have been some sort of assassination attempt and she was likely placed into protective custody of some kind. &lt;br /&gt;
&lt;br /&gt;
A wizard. In protective custody. Yeah, right.&lt;br /&gt;
&lt;br /&gt;
===Variday, Daeshen 5, 1013===&lt;br /&gt;
The Temple of [[Eluna]] held a quiet celebration and reconsecration ceremony last night (under the light of the moon, of course). It was more muted than most, but the high clergy are looking more relaxed today -- even if folks didn't notice they were tense before.&lt;br /&gt;
&lt;br /&gt;
===Eliday, Daeshen 4, 1013===&lt;br /&gt;
====A Wizard did It====&lt;br /&gt;
Recently, a body was recovered from within one of the warehouses along the docks. After investigation by the guards and contracted mercenaries in support, some sort of monsters behind the slaying was found and eliminated. This in and of itself would not be so hugely unusual in these dark times but the investigation into the death appears to be continuing. &lt;br /&gt;
&lt;br /&gt;
Recently, several guards were seen searching several rooms within the [[Local Organizations|College of Magic]], much to the frustration and consternation of the workers and academics there. These searches took most of the day. It seem the guards believe that 'a [[wizard]] did it' and plan to continue their investigation.&lt;br /&gt;
&lt;br /&gt;
===Korday, Daeshen 1, 1013===&lt;br /&gt;
An hour before midnight, a piercing shriek hears in the alleyways near the docks, more to the point from the water itself.  Crowds flocked to the docks to see one man sink in the water, his face a mask of terror and desperation.  When the guards arrived, they found a corpse and talk of a priest fingered as the murderer.  Once the guards were able to clear out the crowds, there is rumors of the fighter Alteri lead away bound for the guardhouse.  Many tell of her also being drenched as if she had been in the water, and some speculation if she was trying to hide the body from discovery.&lt;br /&gt;
&lt;br /&gt;
===Variday, Callem 22, 1013===&lt;br /&gt;
====A Downside of Gifts====&lt;br /&gt;
As the gifts from the Beyond, and from more mundane sources are poured over, scholars have of late taken a recent concern to the Council of Alexandria...&lt;br /&gt;
&lt;br /&gt;
...and as a result, images of the Gods of Evil have been removed from the City for fears of security.&lt;br /&gt;
&lt;br /&gt;
OOC: This refers (in part) to ramifications of the spell: Enter Image. ICly, all images of the dark gods are being removed, and nobles, merchants, and commonfolk alike are urged to examine the paintings which may hang upon their walls--images from Charnese nobility, even though political, might be considered a risk in some areas.&lt;br /&gt;
&lt;br /&gt;
===Variday, Callem 22, 1013===&lt;br /&gt;
====An Arrogant Gift Shows Llyranesi Return====&lt;br /&gt;
Since the Fall of [[Rune]], individual [[Organizations|Academy of Sages]] across the world have been undergoing retrofitting into more local-serving institutions. With no instructors, money, or supplies from Rune, each one has been having to make do. [[Alexandria]]'s is no exception. &lt;br /&gt;
 &lt;br /&gt;
With several prominent mages, such as Madame Gelfure leading the charge, with Baldwin Addelberg by her side, along with generous backing from [[Nonplayer Characters|High Lady Rawyn Telenil]], the Academy of Sages is now undergoing large amounts of reconstruction. The final construction, aided through a showing of Alexandrian magic, will better serve more local, Alexandrian needs, according to reports. Instructors are being drawn from the local populace and prominent adventures may occasionally be asked to guest lecture based on their experiences. &lt;br /&gt;
 &lt;br /&gt;
Ambassadors from [[Llyranost]] have also set up shop there--indeed, an entire new section of the College of Magic is dedicated to the sildanyari [[wizard|mages]] and their teachings. For their part, the sildanyari have sought to make themselves at home.&lt;br /&gt;
 &lt;br /&gt;
As the sildanyar continue to step out from beyond the fabled veil, one can only see their influence over local magical culture growing, despite the tension this might cause. This tension can be seen everywhere from the Academy itself, and into local politics--whispers of just what the sildanyar have been hiding, as well as perhaps, well-founded worries over Alexandria's hard-fought-for sovereignty.&lt;br /&gt;
&lt;br /&gt;
===Gilday, Callem 17, 1013===&lt;br /&gt;
====Post Independence Celbrations, Famed Cookoff Begins====&lt;br /&gt;
&amp;quot;We worked hard to get here.&amp;quot; The [[oruch]] folds his arms across his chest. Behind him is the business he'd built--a small chili stall. It stands across from a well-known [[khazad]] vendor who even now eyes him. &lt;br /&gt;
&lt;br /&gt;
The oruch's tale is typical. Rugged, inventive--is the [[Alexandria|Alexandrian]] archetype. A place unlike any on Ea and prideful for it--the people who saved the War of [[Sendor]], who drew [[Blar]] from the reaches of [[Bludgun]]. The City who five years ago, stood being the place--not just any place--but The Place where world peace might first be achieved. The place where gods first spoke to mortal men.&lt;br /&gt;
&lt;br /&gt;
Because every other Court is a copy.&lt;br /&gt;
&lt;br /&gt;
And it's time to celebrate. Live, Alexandria! Today, banners whip in the wind, and the oruch decorates his stall in Alexandria's colors. Street-urchins wave copies of the [[Calendar|Rose Treaty]] for anyone to read--and bards stand on street corners, telling a thousand and one versions of the tale to anyone who will listen.&lt;br /&gt;
&lt;br /&gt;
The famous [[Calendar|oruch and khazad chili cookoff]] will happen anytime.&lt;br /&gt;
&lt;br /&gt;
Live, Alexandria! City of wonders, city of impossibilities. This month is the month of your independence!&lt;br /&gt;
&lt;br /&gt;
:&amp;quot;Siniath! Alexandrie!&amp;quot;&lt;br /&gt;
:&amp;quot;Nuacht an tAlexandreann!&amp;quot;&lt;br /&gt;
:&amp;quot;Korero! Alexandria!&amp;quot;&lt;br /&gt;
:&amp;quot;Mrezne! Alexandria!&amp;quot;&lt;br /&gt;
:&amp;quot;Alexandria-zagad Berud!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
OOC: In order: sildanyar, halfling, oruch, gobber, khadzul.&lt;br /&gt;
&lt;br /&gt;
===Tariday, Callem 09, 1013===&lt;br /&gt;
Combined [[Myrddion|Myrrish]] and [[Alexandria|Alexandrian]] forces declare victory over demonic infestation &lt;br /&gt;
 &lt;br /&gt;
That's the word from the Alexandrian Council and Myrrish Military officers. In their first combined effort since the end of the [[Recent History|Sendor War]] and [[Recent History|Alexandria's return from the Mists]], victory has been achieved against what was said to be a 'demonic infestation' that had been reawoken from the days of the Daemon Wars. Combined military forces pushed into the blighted land of Skald to the north and east of Alexandria, where the Demon Wars began centuries go, and were said to have decisively defeated the demonic legion in battle. &lt;br /&gt;
 &lt;br /&gt;
The Myrrish airship 'The Glorious Rendition', battle-scarred and damaged, is now docked into the [[Alexandria|Alexandrian Airstation]], where it is undergoing temporary repairs before it will be heading back to the Bryn Myridorn for a more full refitting. &lt;br /&gt;
 &lt;br /&gt;
In other news, a meeting of [[llyranesi]], Alexandrian wizards of repute, and city officials was said to be in progress. &lt;br /&gt;
 &lt;br /&gt;
Finally, the bounty on Asumit, one of the remaining war criminals of the Sendor War and the mastermind behind [[Sendor|Versis]], has been increased to 50,000 gold pieces.&lt;br /&gt;
&lt;br /&gt;
===Ceriday, Callem 06, 1013===&lt;br /&gt;
====Alexandria Celebrates Independence====&lt;br /&gt;
Live, Alexandria!&lt;br /&gt;
&lt;br /&gt;
For the first time since the Re-emergence, Alexandria will celebrate its independence. Every year in the month of Callem, the citizens of Alexandria and greater Alexandros celebrate the [[Calendar|Rose Treaty]]. &lt;br /&gt;
&lt;br /&gt;
This year looks to be different--it will be the first celebration since [[Recent History|emerging from the Mists]] and [[Taara]]'s [[Recent History|Ravaging of the World]]. Its walls are packed with refugees, many of whom would look to make the City their home--or at least, a stopping point. Local priests, adventurers have been seen among these groups, organizing food distribution and calling for aid. A number of [[Althea|Altheans]] have been central to the effort, and donations and efforts to that Temple in particular are up as of late.&lt;br /&gt;
&lt;br /&gt;
Just a week ago, temples worldwide sang with the blessings of gods, just as druid circles, reportedly, came to life for a brief moment. As a result, donations and activity among these places are at a new high and taverns are abuzz with ideas for reopening the Court. Even [[Ceinara|Ceinara's Muses]] stand to see some activity in the coming weeks as traditional songs make their way way in City-wide and new ones are invented. &lt;br /&gt;
&lt;br /&gt;
These days, vendors' stalls are full from the emergence of [[khazad]] trading companies--and the alleyways dark with war over mercantile contracts. The recent Delve into the Citadel has generated rumors on its own--including that a number of treasures from ancient Khazad-Alexandrian history will be placed on display. And soon.&lt;br /&gt;
&lt;br /&gt;
Among politicians, [[llyranesi]] ambassadors, once reclusive, rub shoulders with Alexandrian elite, heralding what could be the coming of a new Age...&lt;br /&gt;
&lt;br /&gt;
...potentially the end of the Age of Man, according to some scholars and Seers.&lt;br /&gt;
&lt;br /&gt;
Yet so far, it's too soon to tell. The [[Local Organizations|local mage's guild]] has read the &amp;quot;gift&amp;quot; as a challenge, a demonstration of llyranesi might now that Rune has fallen. Madame Gelfure promises fireworks &amp;quot;the likes of never seen before&amp;quot; during this year's festivities. She's also begun inroads to increase local funding--which to some is seen as a futile effort. &amp;quot;It's the llyranesi, now,&amp;quot; in the words of one anonymous politician. &amp;quot;They'll take Rune's place. Not long, we'll all be llyranesi-this, llyranesi-that. Going to have to look at ear extensions soon, you want any promotion,&amp;quot; he joked. &lt;br /&gt;
&lt;br /&gt;
Apparently to Gelfure, &amp;quot;We have not yet begun to fight.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
And then, reportedly, sent a minion to fetch appropriate shoes. &amp;quot;Something with a bit of iron in the heel.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
So Live, Alexandria! Alexandria, the hub of the world and the center of change, the herald of invention and creative minds. &lt;br /&gt;
&lt;br /&gt;
OOC: We'll be making announcements regarding the Rose Treaty within a week. This will be a MU-wide event.&lt;br /&gt;
&lt;br /&gt;
===Variday, Callem 01, 1013===&lt;br /&gt;
&lt;br /&gt;
&amp;quot;So what is this?&amp;quot; the lean ambassador asks. The [[gobbers|gobber]] tourguide eyes the [[llyranesi]] sideways--too danged /thin/.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Not natural,&amp;quot; he mutters.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;What isn't?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;...eh,&amp;quot; mutters the gobber. And he straightens his nobby frame, and jabs a thumb at the crowd of workers around the Memorial Gardens. &amp;quot;Buildin' something. Gonna be big, one of them [[Recent History|War monument...thingers]].&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;...interesting. There have been alot of wars, of late?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;...of late? Suppose. This'un's just a few--uh. Five years or so, to you people.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The ambassador goes silent. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Heh. Uh, yeah. So as I was sayin'...it's this big project, see. Hired my company to do the fireworks, even.&amp;quot; The gobber grins. A yellow, jagged grin splits across his face so suddenly that the ambassador steps back. Quickly. &amp;quot;You know how we greenskins like fireworks.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Even bigger grin.&lt;br /&gt;
&lt;br /&gt;
OOC: http://forum.tenebraemush.net/index.php/topic,1158.msg6909.html, [[Alexandria|+map 11]]&lt;br /&gt;
&lt;br /&gt;
===Eliday, Aestry 31, 1013===&lt;br /&gt;
====A World Changed====&lt;br /&gt;
There is a shifting in the balance of things. All across the known world rumor and word comes in of change and progress. From the shining southern sun to the clear northern sky, to the uttermost east and the furthest shores of the west, the gods move their hands in action against the recent usurpation of the balance. In their movements, mortal lives are changed and the world continues to turn. New scriptures are written and ancient ones recovered from long lost vaults or temples and cities recently discovered and excavated. The wisdom of the gods mingles with men giving rise to new prayers among the faithful and techniques to wield holy power among the paladins and faith borne knights. Light and dark and those inbetween reap alike from the rise of knowledge. One thing is clear, the pantheon either collectively or individual are not standing for Taara's usurpation of the balance of things. &lt;br /&gt;
 &lt;br /&gt;
The collapse of Rune has sent ripples through the world of magic. Where there was once one power, now many seek to rise. Free from the eyes of the old conclave, spell research, exploration of ancient knowledge and forgotten libraries and warring idealogies have begun to yield the fruit of knowledge without guidance and resulted in much by way of widespread exploration of new forms of magic and recovery of old ones. Some, however, attempt to fill the gap left by Rune. In distant Llyranost, the hammers of elven smithing and the pens of elven script making herald a new era. Their magic colleges, once exclusive to elven kind, open their arms to invite the presence of others, notably mankind, offering stability to the world of wizards that has not existed since Rune's fall. Even with this offer made, many who attend such schools know that centuries, if not millennia old, prejudices do not vanish over the span of a few years but they are eager to prove themselves while also accessing secrets that have long been kept by the fey and away from other races. Magic grows, once again.&lt;br /&gt;
&lt;br /&gt;
===Ceriday, Aestry 30, 1013===&lt;br /&gt;
A hand written parchment note can be found in the Guild of Explorer's Guildhall, amongst all the other notices for bounties and jobs. The thin, flowing handwriting reads:&lt;br /&gt;
&lt;br /&gt;
To gather funds and coordinate efforts to aid the quickly growing immigrant population in Alexandria, I am hosting a meeting in the Dragon's Den two days hence at dusk. Any and all adventurers are welcomed and invited to attend for the discussion of ways to best reach an amiacable solution for the immigrants and natives of this fine city.&lt;br /&gt;
&lt;br /&gt;
Father Owen Tilgentor, Servant of Heaven's Queen&lt;br /&gt;
&lt;br /&gt;
PS - There will be beer and other refreshments available gratis after the meeting is concluded. &lt;br /&gt;
&lt;br /&gt;
(OOC: Looking to start the scene around 7 pm CST on Monday, August 1st)&lt;br /&gt;
&lt;br /&gt;
===Kesenday, Aestry 29, 1013===&lt;br /&gt;
====Airship Thought Lost in Mists, Reclaimed====&lt;br /&gt;
Recently, a distress beacon fired from one of the taller mountains of the [[Alexandros|Red Ridge Range]]. &lt;br /&gt;
 &lt;br /&gt;
This beacon belonged only to an airship, bearing an experimental design and an engine to match it, known only as the Cardinal Direction. &lt;br /&gt;
 &lt;br /&gt;
This airship had been in the sky when [[Alexandria]] had been cast into the mists. It was thought lost. Until now, that is. The airship's beacon fired and it's location has at last been identified. The [[Explorer's Guild|Guild of Explorers]] and several other groups sought to salvage it and it has been at last found by a mixed group of Alexandrians who have agreed to split the profits of the salvage. &lt;br /&gt;
 &lt;br /&gt;
This weekend, the city will be seconding a second expedition of engineers and their bodyguards to jury rig the vessel and return it to Alexandria, but there are whispers that such things are better off left undisturbed.&lt;br /&gt;
&lt;br /&gt;
===Korday, Aestry 27, 1013===&lt;br /&gt;
Unrest has been growing in the western part of [[Alexandria|the city]] for some time. Owners of warehouses report the need for increased security as summer's hottest months roll past. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;They're pretty hungry, mostly,&amp;quot; one guard reported. He was hired, he said, from the local guild. &amp;quot;Makes for of work for us out here, though. Over there's my brother--and then my brother-in-law. Usually it's pretty easy, we just stand here and look rough. Most of'em don't have even a knife. ...it's trouble when they do, though.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Reactions to the plight remain mixed, with support and opposition from both sides. Local workers complain of losing jobs to the incoming populace, while other areas report a marked increase in crime rate. Temples too, are reporting shortages in staffing and in the amount of care they can reasonably provide.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I'm getting worried,&amp;quot; one [[Althea|Hearthguard]] reports. &amp;quot;[[Althea]] gives...but there's always so much more.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
These tensions reached a high point this last [[Calendar|Tariday]], when refugees assaulted one of the local warehouses. Reports from the area indicate they were looking for food. Others report a local worker who only goes by the name of &amp;quot;Younger&amp;quot; switched sides during the battle. Reactions to this reported &amp;quot;turncoating&amp;quot; remain mixed--Younger's had a reputation for defending &amp;quot;common folks&amp;quot; while another said the event was too much like Alexandrians versus Alexandrians. &lt;br /&gt;
&lt;br /&gt;
The merchantess who manages the warehouse says enough was taken that others may be suffering--most notably the farming communities she ships to in the southern part of the [[Alexandros|Heartlands]]. Regardless of impact, the refugee issue continues to grow.&lt;br /&gt;
&lt;br /&gt;
===Kesenday, Aestry 22, 1013===&lt;br /&gt;
&amp;quot;Think they're better'n we are,&amp;quot; snorts one man. He speaks, he says, on behalf of a number of [[Alexandria|Alexandrians]] about the recent arrivals. Well, not that many arrivals. A few [[llyranesi]] have come into the City as part of a trade caravan. One of the first things they did was pay their respects among the Seers of Eluna. &lt;br /&gt;
&lt;br /&gt;
However, residents comment on how aloof and how strange, the [[llyranesi]] appear. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Them...whatever they are. Eh. Fancy names...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Regardless of local feelings, the [[llyranesi]] do not appear to have done anything (yet, according to another resident), and one's volunteered his time to assist the [[Eluna|Seers]] with the refugee issue. Mrs. Corinth, who lives not too far off of Firelight, thought she saw one &amp;quot;cracking a smile, though it was more like...kind of like a fishtail. You know, straight, then all the sudden it twitches.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
One of the Seers commented that the arrival wasn't at all that unusual--&amp;quot;Followers of the Bright Lady, they. The [[Calendar|Dancer's Song]] is coming up, hope to see more of them, really.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
He added, &amp;quot;It will probably be quiet this year.&amp;quot; The Seers it seems, have alot on their plate. The refugees (some from as far away as [[Veyshan]], or further) have taken the City's outskirts by storm, and while the [[Althea|Hearthguards]] see to their comfort and wellfare, the Elunites have taken it on themselves to see to minds and curiosities. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;There just aren't enough schools, not enough Seers to go around,&amp;quot; the priest said.&lt;br /&gt;
&lt;br /&gt;
===Korday, Aestry 14, 1013===&lt;br /&gt;
Whispers of a giant is loose in the area. Rumors abound that a giant has been seen north of Alexandria moving through the woods. His great footfalls caused much panic, as random farmers or hunters took to flight to avoid a fateful confrontation. Strange rumors have circulated that a woman in armor with a Blue Rose accompanies the giant. Reports have come from the Druid's grove that the giant is a fellow druid, and means no harm. He resides at the Druid's grove to recuperate from wounds he sustained during his travels. Speculations have flown about as to why the giant has come to the grove, and why was he wounded. The Druid Grove guardians have refused to comment further.&lt;br /&gt;
&lt;br /&gt;
''For more rumors and updates, +bbread 7 ingame.''&lt;br /&gt;
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===Korday, Firetide 16, 1013===&lt;br /&gt;
As the Shadows in Alexandros grow longer, so do the tales. Among bars, among merchant-stalls, Alexandrians whisper of children vanishing, of a neighbor waking up under the bloodied auspice of a knife. Other stories grow, too, of a particular figure.  A man in a light blue doublet. &lt;br /&gt;
&lt;br /&gt;
The gossip goes that he appears around street corners and bars after sundown, and some braver sorts claim to have shared a drink with him. They say he snarls at the mention of the [[Illotha|Dagger's]] name, and that he's from [[Dragonier]]. That he's [[Althea|Althean]]--no, wait. That newfangled goddess named [[Serriel]] (if she is, really). Detractors say he's little more than a common drunk. A rabble-rouser.&lt;br /&gt;
&lt;br /&gt;
Rumors pepper his origins, which only increases the interest. &lt;br /&gt;
&lt;br /&gt;
OOC: Shadowfall is coming soon to Alexandros. While not an 'officially' celebrated holiday, expect it to have repercussions. See http://www.tenebraemush.net/index.php/Calendar.&lt;br /&gt;
&lt;br /&gt;
''For more rumors and updates, +bbread 7 ingame.''&lt;br /&gt;
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===Eliday, Firetide 12, 1013===&lt;br /&gt;
&lt;br /&gt;
One of the final events of the [[Calendar|Tournament Paramount]] is the traditional boasting contest - where warriors and champions gather around a fire and tell tall tales of how impressive they are, inspiring laughter and roars of appreciation for these tales of heroism and glory.&lt;br /&gt;
&lt;br /&gt;
It was held this night, and the noise of the event carried far from the [[Alexandria|Armsmasters' Arena]], with entire kegs of beer vanishing into the place never to be seen again. While most of the participants were drunk as dwarves at a wedding by the end, it is said that something truly astounding occured.&lt;br /&gt;
&lt;br /&gt;
The great warrior who called himself Ivald the Mighty, goes the story, revealed himself before all to be a celestial servitor of [[Angoron]] himself! He declared that even the Gods would know that Alexandria is a place where heroes were born, before departing once more to Heroes' Welcome. Perhaps, some say, this visitation was to assure the city that despite recent events - the Gods have not abandoned us.&lt;br /&gt;
&lt;br /&gt;
There are also some mutters of a 'pixie thing' and a pie and some dire imprecations against Tarien the Prankster, but what these mean is more difficult to make out.&lt;br /&gt;
&lt;br /&gt;
''For more rumors and updates, +bbread 7 ingame.''&lt;br /&gt;
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===Kesenday, Firetide 10, 1013===&lt;br /&gt;
The [[Alexandria|Dragon's Den]] was the victim of bombing! &lt;br /&gt;
 &lt;br /&gt;
Earlier this evening, a loud explosion sounded from within it. This was followed by a crowd of [[Angoron|Angorites]] rushing over from the Tournament Paramount being held at the Arena alongside Guardsman -- all heading there quickly from across the street. An event at the arena was even put on hold. &lt;br /&gt;
 &lt;br /&gt;
Rumors, no doubt starting with leaks from the city guard, speculate that the bombing was intended to kill several mercenaries to collet some sort of bounty on their heads. The identities of these adventurers has not yet been released, but no doubt people will figure out who it was soon enough.though exactly who is &lt;br /&gt;
 &lt;br /&gt;
The Guard is investigating and, amazingly, no one is said to've actually been *killed* due to the timely intervention of clerical magics, potions, wands, and even a singing gnome. Yes, really. Singing [[gnomes|gnome]]. &lt;br /&gt;
 &lt;br /&gt;
The fire was quickly brought under control, the injured evacuated, and the Den closed briefly for repairs. &lt;br /&gt;
 &lt;br /&gt;
Thankfully, said Den has a long standing contract with the Enclave of Engineers ever since the 'Clockwork Beer Dragon' incident and it should be up and open again in no time at all.&lt;br /&gt;
&lt;br /&gt;
''For more information and news, +bbread 7 ingame.''&lt;br /&gt;
&lt;br /&gt;
==End Fall of Sendor, Vanishing of Alexandria==&lt;br /&gt;
===Gilday, Firetide 01, 1013===&lt;br /&gt;
When the [[Recent History|Sendor War]] drew to a close, it came down with a whisper, and then with a bang. Its veterans now reside across the world, though many of them are here, in [[Alexandros]].&lt;br /&gt;
&lt;br /&gt;
The government of [[Alexandria]], nudged by some scarred figure. has stepped forward and proposed the building of a monument to the sacrifice, to the heroes of this War.&lt;br /&gt;
&lt;br /&gt;
So, our question to you: What is it? What should it be? What should it look like?&lt;br /&gt;
&lt;br /&gt;
Please share your thoughts in the thread below. This, be it a statue, a stone monument, will eventually become a permanent part of the Memorial Gardens (11 on [[Alexandria| +map]]).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
OOC: Please make these suggestions based on something your character would suggest, and don't hesitate to make this a part of your RP. As part of the monument, there will be builders and architects ongrid, and alot of, well. Call it political debate. :)&lt;br /&gt;
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''For more information and news, +bbread 7 ingame.''&lt;br /&gt;
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===Tariday, Hattanani 31, 1013===&lt;br /&gt;
&amp;quot;'nd then they come'n say we gots to let'm go! 'n ogre in [[Alexandria]]!&amp;quot; A watchman and a few drinks after hours spawns the rumor and it spreads across western Alexandria. Details vary depending on who you ask but it would seem that a feral ogre attacked a group of adventurers. The beast was subdued and handed over to the watch... only to have a pair of the adventurers return and request its release a few days later. Apparently, there was a 'misunderstanding.'&lt;br /&gt;
&lt;br /&gt;
With no other witnesses and only the word of the adventurers as evidence, the beast was released from custody. Free again to roam the lower class regions. The culprits were a [[mul'niessa]] and a foreign human girl. Two people who don't seem to give a sniff about the poorer folk.&lt;br /&gt;
&lt;br /&gt;
''For more information and news, +bbread 7 ingame.''&lt;br /&gt;
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===Tariday, Hattanani 24, 1013===&lt;br /&gt;
Although most of the city's chatter and murmurings centers around the Tournament Paramount of late, there's other gossip and rumors running quietly beneath them. Some of those rumors follow.&lt;br /&gt;
&lt;br /&gt;
One of the manor houses in the Noble District - formerly belonging to the ill-fated house of Mielen, whose last scion died some years ago - has been purchased by a rather enigmatic individual who, according to rumour, goes by the name of Lord Eff. Just what or where he's a lord /of/ is rather vague, and it's largely believed that he's a foreigner. Believed, because nobody can actually admit to having seen him. Someone's brother's cousin saw a messenger travelling from the manor to the Explorer's Guild, though, so maybe he'll have some work for adventurers?&lt;br /&gt;
&lt;br /&gt;
Another rumor is stirring more in the University District than anywhere; it's said that the mage-artificer Bryan Dessek of Rune has recently uncovered some artifact of Kulthian origin during an archeological dig at the edges of Alexandrian territory. What it is, exactly, is a subject of wide speculation, but gossip tells that it was nearly completely intact.&lt;br /&gt;
&lt;br /&gt;
''For more information and news, +bbread 7 ingame.''&lt;br /&gt;
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===Variday, Hattanani 23, 1013===&lt;br /&gt;
An Alexandrian royal once beheaded his lover to save her, and Alexandros' landscape was the birthplace of the Mogareg. These and other stories are the focus of our Coming Home series, and are readable ingame in +bbread 7 over the next few weeks.&lt;br /&gt;
&lt;br /&gt;
''For more information and news, +bbread 7 ingame.''&lt;br /&gt;
&lt;br /&gt;
===Variday, Hattanani 23, 1013===&lt;br /&gt;
Great activity has increased at The Armsmaster Guild Hall; (08 on the +map) banners and various decorations to [[Angoron]] have been put up. Fighting pits have been cordoned off, as well as others challenge or contest areas erected. Some of the toughest men, so called Priests and Clerics of Angoron are seen teaming all over the large Hall making ready for the [[Calendar|Annual Paramount Tournament Gladiatorial Games]]!&lt;br /&gt;
&lt;br /&gt;
In the center of the huge Guild Hall, a large Score board has been erected, a listing of Events and Competitions are viewable, with sections to list all of the contestants. Events such as, The Strongest Man Contest, Wizard Duels, Team Event, and a Triathlon appear on the board and the list goes on. Located at the entrance of the Hall is an official Challenge to all those boasting of Fighting skill, to bring their Courage and Honor, to compete in the greatest Competition in all of Ea!&lt;br /&gt;
&lt;br /&gt;
Opening Ceremonies will kick off the Tournament in three days, launching on Variday, Hattanani the 23rd (this Monday), and run for two weeks.&lt;br /&gt;
&lt;br /&gt;
* Lists and rules will be given to those interested in participating.&lt;br /&gt;
* Come one, Come ALL!  Great contests of Strength and Courage, honor the Great Titan, and show your skill in the Greatest Gladiatorial Games in all of Ea!&lt;br /&gt;
* Postings to Announce day and time of the Events...stay tuned!&lt;br /&gt;
&lt;br /&gt;
''For more information and news, +bbread 7 and +bbread 3 ingame.''&lt;br /&gt;
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===Gilday, Hattanani 18, 1013===&lt;br /&gt;
As the trail of caravans slows to [[Veyshan]], so do the supplies of exotics. Crafty merchants and restaurant owners will be soon looking for the next big thing, though for now appear to be doing well. Interest in Veyshan goods still runs high, and the supplies, ideas, and goods brought back from this exotic landscape will resonate throughout society in the weeks to come.&lt;br /&gt;
&lt;br /&gt;
Refugees, concerned with needs such as basic food and clothing, may seen occasionally purchasing glitter-covered play-blades for their children or a colorful sash. Despite the [[Recent History|horrors of just months past (to us) or five years (to everyone else)]], the people of [[Alexandria|Alexandrian City]] look for things to distract them beyond basic supplies, to begin enjoying life again.&lt;br /&gt;
&lt;br /&gt;
Other social groups have responded in a similar fashion. Ever the trend-setter in style among the upper crust, [[Nonplayer Characters|Madame Gelfure]] was seen returning to the city in colors best described as &amp;quot;Green&amp;quot; with a hint of &amp;quot;Veyshan Sands.&amp;quot; Perhaps unrelated, the uniforms of the [[Local Organizations|Society for Progressive Arcanists]] have changed again, and the [[Nonplayer Characters|librarian]] reports an increase in the study of elemental magic and genie-blooded ancestry. Whatever the cause, the Society is developing a reputation for being very &amp;quot;hip,&amp;quot; which contrasts its previous reputation--as somewhat stodgy and &amp;quot;out of place,&amp;quot; in fact.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Veyshan Sand&amp;quot; appears to be strongly in style in the coming month, with some upper-crust ladies attempting veils--though placed atop the hair and edged with precious stones--and for the super-trendy, cogs or pieces of [[artificer|artificery]] in place of traditional Veyshanti beading. Restaurants serving spiced cuisine also report an increase, and a number of quick-thinking owners responded to the interest by expanding their menus.&lt;br /&gt;
&lt;br /&gt;
The Temple of [[Vardama]], perhaps oddly, has benefitted. Priests there report a slight surge of visitors to their [[monk|monastery]] as interest in that particular fighting style has temporarily increased.&lt;br /&gt;
&lt;br /&gt;
In the next few weeks, we may see a touch of red added to the colors of ladies' headdresses and the sash of swords as some of our [[Calendar|local holiday celebrations]] begin in earnest.&lt;br /&gt;
&lt;br /&gt;
''For more information and news, +bbread 7 ingame.''&lt;br /&gt;
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===Variday, Hattanani 02, 1013===&lt;br /&gt;
The exotic markets of [[Veyshan]] received an unexpected traveler this last week. [[Nonplayer Characters|Madame Gelfure]], decked in the latest blend of [[Alexandria|Alexandrian]] and Veyshan fashion, hit the famed [[Veyshan|Taashran markets]]. Known for her at times eccentric taste in hats and ties to the &amp;quot;Hats for Orphans&amp;quot; campaign, Gelfure is a well-known figure around Alexandria. It remains to be seen how Veyshan will react, although opinions among local Veyshanti merchants have varied widely thus far. A disgruntled speaker who wishes not to be named suggests that the visitation is part of a covert operations program, to sneak in &amp;quot;scum-ridden, adventurous treasure-hunters&amp;quot; beneath the cover of the Madame's more flamboyant personality. Others counter him by mentioning Taashran's two famous hat-crafters, Aliyah Essa and Qasim Vijaya, and that the Madame is already said to have planned a visitation. &lt;br /&gt;
&lt;br /&gt;
The Madame is expected to attend to a number of diplomatic visits while in the area, on behalf of the recently restructured Society of Progressive Arcanists. &lt;br /&gt;
&lt;br /&gt;
''For more information and news, +bbread 7 ingame.''&lt;br /&gt;
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===Korday, Bernfleur 14, 1013===&lt;br /&gt;
Things are changing in Alexandria's political climate. Merchants already overtaxed in efforts to reestablish contacts and routes, and in competition with new, stronger dwarven companies, now find themselves facing a threat from the land of genies: [[Veyshan]].&lt;br /&gt;
&lt;br /&gt;
It started with one man, as such things do. A stranger in silks and turbans and astride a sleek black charger, he came bearing items the like which the lands had not seen in centuries. And after him, another.&lt;br /&gt;
&lt;br /&gt;
The exotic merchants from the sands trickle inwards with ever-rarer treasures. Tales of uncovered cities, exposed ruins.&lt;br /&gt;
&lt;br /&gt;
And adventures.&lt;br /&gt;
&lt;br /&gt;
So far as anyone can tell, a new series of ruins have been discovered.&lt;br /&gt;
&lt;br /&gt;
And [[Alexandria|Alexandrian Merchants]], and the [[Local Organizations|Explorer's Guild]] recognize an opportunity when they see one. Even now, [[Veyshan Month|contracts are being issued]], and [[Veyshan Month|caravans planned]].&lt;br /&gt;
&lt;br /&gt;
''For more information and news, +bbread 7 ingame.''&lt;br /&gt;
&lt;br /&gt;
===Ceriday, Bernfleur 09, 1013===&lt;br /&gt;
Tragedy struck the [[Myrddion|Myrrish]] celebration this last Kesenday. The Magistrate held a celebration for the men and women who had worked so hard to make Sendor possible, and found himself nearly poisoned. The poisoning was averted thanks to the acts of several quick-thinking guests. No one has yet claimed responsibility, though the name of the foul god [[Gunahkar]] has been spoken by more than one set of lips.&lt;br /&gt;
&lt;br /&gt;
''For more information and news, +bbread 7 ingame.''&lt;br /&gt;
&lt;br /&gt;
===Eliday, Eatonis 27, 1013===&lt;br /&gt;
&amp;quot;If you go there, you hire someone. You hire alot of someones, and even then? Even then you think about it,&amp;quot; are the reports heard from merchants when there isn't outright refusal. The latest is a barrel-chested dwarf with bristling beard and the wide stance of his race. His name is Cal Stonecutter, and he represents the last in a long line of attempted travelers to the pass near the Crumbled Tower. His race makes it all the more remarkable.&lt;br /&gt;
&lt;br /&gt;
Since [[Taara]]'s Revenge, the dwarves have taken the lead in recovery efforts and exploration. Their stalwart caravans travel on roads no other man would dare. In recent years, they emerged from their Mountain on a quest to reforge communities and bring trade and food to areas nearly fogotten and decimated in 5 years of destruction and chaos. &lt;br /&gt;
&lt;br /&gt;
For Cal to take such a stance, the Pass must be bad. As he says this, the banner of [[Reos]] the Builder flaps in the wind behind him. Many of the dwarves march under Him, though of late a new face has been seen, too. A symbol with two gladius' and a spear crossed over a round shield. They call Her the &amp;quot;[[Serriel|Rising Dawn]].&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Other reports continue to trickle in.&lt;br /&gt;
&lt;br /&gt;
''For more information and news, +bbread 7 ingame.''&lt;br /&gt;
&lt;br /&gt;
===Korday, Eatonis 17, 1013===&lt;br /&gt;
Gurin Ashvine hasn't been seen. At least, that's according to the rumor mill. Building whispers in the adventurers' quarters suggest he was kidnapped on his way to the most holy of holies, the Eidolon Court. &lt;br /&gt;
&lt;br /&gt;
Whether he survived or not, or whether the events are true remains debatable--and officials aren't talking. Tensions build, however, as mercenaries within the city prepare for potential contracts. Those in the religious orders see their superiors worried and muttering. And some of them--well, it's hard to explain the mysterious absences. Or--the whispers of Gunakhar's stirring.&lt;br /&gt;
&lt;br /&gt;
''For more information and news, +bbread 7 ingame.''&lt;br /&gt;
&lt;br /&gt;
===Ceriday, Eatonis 12, 1013===&lt;br /&gt;
The Red Ridge Mountains have always been a place from which greater Alexandros draws considerable mineral wealth. With the advent of airships, the process of bringing ore from the mines to refineries within Alexandria has become even easier, providing a not inconsiderable source of wealth for Alexandrians and a rugged community of mining towns along the mountains themselves. &lt;br /&gt;
 &lt;br /&gt;
Before the advent of airships, though, there were numerous passes through which transit had to be arranged and tolls paid. A network of forts, towers, and outposts were necessary to secure them against the various threats of bandits, raiders, and monsters and to ensure the orderly transfer of goods and secure trade. Many of these are no longer manned but that doesn't mean the passes that are still mapped aren't used. &lt;br /&gt;
 &lt;br /&gt;
One particular pass known as the Crumbled Tower has recently come under scrutiny. Merchants passing through claim to've seen strange things--shadowy figures moving through the night and stranger sounds along the roadsides. It has rapidly developed a reputation as being haunted. &lt;br /&gt;
 &lt;br /&gt;
Worse, some men claim to've seen a great winged beast in the sky, giving rise to fears that a dragon may've taken up residence in the Red Ridge Mountains for the first time in some years. Alexandrian military airships are already being diverted to the mountains, indicating enough reports of the beast have been seen to encourage a show of force by the local governments. &lt;br /&gt;
 &lt;br /&gt;
Further rumors indicate that bands of adventurers may be hired to ensure that there is nothing to these stories than frightened merchants.&lt;br /&gt;
&lt;br /&gt;
''For more information and news, +bbread 7 ingame.''&lt;br /&gt;
&lt;br /&gt;
===Tariday, Pryntar 22, 1013===&lt;br /&gt;
As light falls over Alexandria, it illuminates a city in turmoil. Members long-established hustle about with bowed shoulders and hold conversations in whispers. The governing houses stand flush with faces old and new, with politicians visiting from different lands. Traders, many of them dwarven and others eager for news and renewed ties, begin their initial forays.  &lt;br /&gt;
&lt;br /&gt;
When Alexandria vanished, rumors now hold that its underside did not, and creatures and horrors unknown settled beneath the once-familiar landscape. City workers complain of species never known before. The City stuggles to contain the problem: priests are called in daily for exorcisms, and adventurers with their swords. Racial tensions rise in some areas, and adventurers are asked to defend even kobolds.&lt;br /&gt;
&lt;br /&gt;
As Alexandria adjusts to the changed world around it, news continues to arrive on the feet of tradesmen and family letters. Dragonier lies in ruins, rumors say, its carcass watched over by some dread overlord. Traders claim him to be ten stories tall, others larger--while some suggest he wears the guise of a hobgoblin. Even Charn does not seem immune; no few travelers draw the Sign of Triangles over their breast when speaking of it, in order to ward away Thul's Eye. Other rumors persist of a demonic sorceress from the mists and an unknown tyrant.&lt;br /&gt;
&lt;br /&gt;
''For more information and news, +bbread 7 ingame.''&lt;br /&gt;
&lt;br /&gt;
===Gilday, Pryntar 2, 1013=== &lt;br /&gt;
Recently, a pair of Myrrish Magistrates have been seen nosing around the city of Alexandria. The Magistrates are leading the charge in attempting to locate the missing Myrrish King on behalf of the feuding, royal brothers who now contend for his throne. King Serenas, who vanished when Alexandria was plunged into the mists, has not yet been located. &lt;br /&gt;
 &lt;br /&gt;
It is rumored that their meeting with the ruling council did not go well but that they were granted sanction to continue their investigations. &lt;br /&gt;
 &lt;br /&gt;
They have already taken to questioning those who witnessed the event at the Eidolon Court and no doubt have other things on their agenda.&lt;br /&gt;
&lt;br /&gt;
''For more information and news, +bbread 7 ingame.''&lt;/div&gt;</summary>
		<author><name>Typhoon</name></author>
	</entry>
	<entry>
		<id>http://www.tenebraemush.net/index.php?title=Main_Page&amp;diff=17135</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="http://www.tenebraemush.net/index.php?title=Main_Page&amp;diff=17135"/>
		<updated>2015-02-04T22:56:04Z</updated>

		<summary type="html">&lt;p&gt;Typhoon: /* Recent Website Updates */&lt;/p&gt;
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&lt;div&gt;__NOTOC__ &lt;br /&gt;
[[File:play_now.png|850px|link=Play_Now|center]]&lt;br /&gt;
&lt;br /&gt;
=Welcome to an Age of Heroes=&lt;br /&gt;
{{DivGray-Start}}&lt;br /&gt;
In Taara's wake the earth crumbled. [[Recent History|Gods fell]], others rose, and the race of mankind looked forward and saw the destruction of nations. For five years, [[Magitech and Magic|necrotech]] seared the world's landscape and forces unknown decimated the once-insurmountable Walls of Charn. [[Locations|Nations]] turned against one another with the vanishing of monarchs--brother to brother and kin to kin. During the struggles, the nation of Dragonier attempted to keep the peace before it, too, fell. Other nations threatened to follow. &lt;br /&gt;
&lt;br /&gt;
Now returned from the Mists, [[Alexandria]] finds itself thrown into a world in turmoil. In this world, the [[Gods of Good|Pantheon of Light]] stride forward in anger, the [[Gods of Neutrality|Twilight]] fall into debate, and the [[Gods of Evil|forces of Darkness]] are locked in a war between Maugrim and Taara. High arcana soars over the landscape with the renewed activity of the [[races|Old Races]], while guilds and organizations struggle to find their footing with the fall of Rune. The [[sildanyar]] and [[khazad]] have moved forward into the world once again, driven by the perceived neglect of the world by humankind.  &lt;br /&gt;
&lt;br /&gt;
The world had waited for the return of [[Alexandria]] and the return of the [[Myrddion|Myrrish]] and [[Bludgun]] kings for five years--only to find Alexandria suddenly returned unchanged, and unknowing, from the Land of Mists. To Alexandria, the [[Recent History|War of Sendor]] is just days past. To the world--&lt;br /&gt;
&lt;br /&gt;
It is the time for heroes.{{DivEnd}}&lt;br /&gt;
&lt;br /&gt;
=Current Meta-Arc=&lt;br /&gt;
&lt;br /&gt;
{{CurrentMetaArc}}&lt;br /&gt;
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&amp;lt;div style=&amp;quot;padding-top:5px;&amp;quot;&amp;gt;&lt;br /&gt;
[[file:Readmore.png|100px|link=Recent History|right|]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
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{{Clear}}&lt;br /&gt;
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&amp;lt;div style=&amp;quot;float: left; width: 50%;&amp;quot;&amp;gt;&lt;br /&gt;
==Recent Website Updates==&lt;br /&gt;
===Mon Feb 2, 2015===&lt;br /&gt;
====+SOTD====&lt;br /&gt;
&lt;br /&gt;
Curious for a place to RP? Want to try something new? Try our new and exciting Spot of the Day! Typing +sotd will send you to a random locale,possibly secretly set by gremlins! This location will update every 24 hours.&lt;br /&gt;
&lt;br /&gt;
A big thanks to Whiteout for this great new tool. :3&lt;br /&gt;
&lt;br /&gt;
:Your Tenebrae Staff&lt;br /&gt;
&lt;br /&gt;
====Small Stories Rewards!====&lt;br /&gt;
&lt;br /&gt;
We have really been listening to your feedback on this one. Short story examples, such as Aspect stories, Mentoring stories, and so on are now included, and the breakdown is shorter and sweeter than before.&lt;br /&gt;
&lt;br /&gt;
We have also sorted out rewards: a level 10 PC for example, could earn 2400 xp and 3 RPP for completing one, once a month, in addition to the RPP they'd earned on the way. Oh, and treasure, too.&lt;br /&gt;
&lt;br /&gt;
Rewards are limited to once a month per player, not character.&lt;br /&gt;
&lt;br /&gt;
====Calendar Reminder====&lt;br /&gt;
&lt;br /&gt;
As you all know, we keep all our IC Holidays on the +events. Sometimes, people feel a little leery of tackling doing things with these themselves. Please don't hesitate. If you have a fun idea for Kegger Fest (come on, it's Kegger Fest), do it. Same for Deathwatch. If you have any concerns, approach a member of staff directly. We'll help you out!&lt;br /&gt;
&lt;br /&gt;
===Wed Jan 28, 2015===&lt;br /&gt;
====Backgrounds!===&lt;br /&gt;
&lt;br /&gt;
Batman began somewhere. Though that moment in the alleyway is not the sum of who he is, it is a part of it--a reason that he's who he is, today. Backgrounds in a sense, are like that--not the definition of a character, but a beginning.&lt;br /&gt;
&lt;br /&gt;
We're inviting you to share yours. Bring it up in discussion, share it at the Gaming Table, ask questions of others.&lt;br /&gt;
&lt;br /&gt;
As a MU, staff will be implementing a 10% bonus to PrPs which make use of another character's background tale. The goal behind this is to encourage sharing stories, and providing greater opportunities for your character's development. &lt;br /&gt;
&lt;br /&gt;
This is a new mechanic, so we'll be seeing how things go, of course.&lt;br /&gt;
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===Thu Jan 8, 2015===&lt;br /&gt;
====Legwork Scenes?====&lt;br /&gt;
&lt;br /&gt;
This is a heads-up that I'll be doing a more personal workshop on legwork-based scenes, also known as extended scenes, 'find your own party scenes,' and so on. I'm not certain of the date yet--this is more a declaration of intent.&lt;br /&gt;
&lt;br /&gt;
So, what are they? Legwork scenes tend to:&lt;br /&gt;
*Involve judicious use of a single, very long +job queue&lt;br /&gt;
*Involve mixed levels&lt;br /&gt;
*Be more roleplay-dependant, though this does not exclude combat&lt;br /&gt;
*Involve and encourage more planning, intrigue, problem-solving&lt;br /&gt;
*Possess a looser schedule than traditional scenes&lt;br /&gt;
&lt;br /&gt;
Previous examples have been:&lt;br /&gt;
*Getting together to sabotage some of Arendt's army&lt;br /&gt;
*Getting together to do retcon on a political figure&lt;br /&gt;
*Arranging a funeral for a dragon in Am'shere&lt;br /&gt;
*...etc.&lt;br /&gt;
&lt;br /&gt;
In the meantime, I'll be looking for specific questions or ideas you'd like see addressed or shared, as well as general interest: that is, is there any?&lt;br /&gt;
&lt;br /&gt;
===Wed Jan 7, 2015===&lt;br /&gt;
====Flaws!====&lt;br /&gt;
&lt;br /&gt;
Hi all! &lt;br /&gt;
 &lt;br /&gt;
Some of you were about when we announced the potential of Flaws for Tenebrae. Well, Flaws have now entered playtest to see how they'll hold up. We've added some guidelines to keep them friendly, and within what we feel is the Tenebrae spirit, as well as a few additional rewards for taking and developing them for a character. &lt;br /&gt;
 &lt;br /&gt;
If you're interested in the playtest, please contact Staff if you need help and peruse our wiki for additional info. These are merely in testing as an idea. :) &lt;br /&gt;
 &lt;br /&gt;
:Tenebrae Staff&lt;br /&gt;
&lt;br /&gt;
====New Monster Templates====&lt;br /&gt;
&lt;br /&gt;
Heth is power unseen upon Ea since its greatest age. The wights of Dragonier, it is said, are an extension of his will.&lt;br /&gt;
&lt;br /&gt;
So, undeath just got a little boost, and adventurers' paychecks just got a little bigger.&lt;br /&gt;
&lt;br /&gt;
We're pleased to announce new toys for our plot runners! From soul-eating undead to empowered ghasts, please feel free to use these to give your players a great big...hug.&lt;br /&gt;
&lt;br /&gt;
*Devourers and Dread Devourers&lt;br /&gt;
*Dread Ghost templates&lt;br /&gt;
*Dread Ghast Templates&lt;br /&gt;
&lt;br /&gt;
These may be found by visiting: World &amp;gt; World Bestiary.&lt;br /&gt;
&lt;br /&gt;
:Your Tenebrae Staff&lt;br /&gt;
&lt;br /&gt;
====Release Package 14====&lt;br /&gt;
&lt;br /&gt;
Hello all,&lt;br /&gt;
&lt;br /&gt;
I would like to announce the release of our latest information package of shiny and new things! While there are new things from the MI section of Ultimate Equipment, for sanity of staff we are releasing this information in chunks. Don't worry, more will come soon in time as we are able to. Please remember to keep to our Wiki for what is approved and coded into the game. The full list of this package is as follows.&lt;br /&gt;
&lt;br /&gt;
*A number of new MIs from Ultimate Equipment in Belts, Body, Chest, Eyes, Feet and Hands&lt;br /&gt;
*A fix for nobility domain!&lt;br /&gt;
*An update to Unit Tactics&lt;br /&gt;
&lt;br /&gt;
As always with new content, expect there may be an update or two as things adjust. In the meantime, if you'd like to swap for any of these new items, please send a +request to staff.&lt;br /&gt;
&lt;br /&gt;
:Your Tenebrae Staff&lt;br /&gt;
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[[File:more_news.png|350px|link=Update_Archives|center]]&lt;br /&gt;
''&amp;quot;The roads shall be painted teal!&amp;quot; announced the maddened hobgoblin king. And lo, his subjects bowed before him, and all roads from Hither to Yon became teal with bright green roses.''&lt;br /&gt;
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&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: left; width: 50%;&amp;quot;&amp;gt;&amp;lt;div style=&amp;quot;padding-left: 20px;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Recent Rumors in Alexandria==&lt;br /&gt;
===Kesenday, Quintoos 5, 1016===&lt;br /&gt;
====Weather Incoming?====&lt;br /&gt;
It's a crystal clear, chill evening in the Temple of Eluna, and an elderly Seer sits before the crystal-clear pool that never fails to show the stars above, no matter the weather. Her iron-grey hair flutters around long, pointed ears as she sprinkles a powder around the edge of the pool, then chants several lines in the sibilant Sildanyari tongue, spreading a hand over the pool. After a moment, it begins to glow softly, the powder vanishing from around it; it appears to be ... waiting.&lt;br /&gt;
&lt;br /&gt;
Satisfied, the woman lowers her hand, tucking up her heels next to her, and asks the pool, &amp;quot;What will the weather for this coming sevenday bring?&amp;quot; &lt;br /&gt;
&lt;br /&gt;
In answer, the pool pauses, then flashes a bright, clear, pristine white, with nothing else visible. The image holds a moment, then fades away, leaving two or three others who had come to watch startled and the elderly Seer chuckling. &amp;quot;Well, then. I hope the acolytes know where the shovels are.&amp;quot; With an effort, she gets to her feet, dusts herself off, and takes herself off into the recesses of the temple, leaving chatter of younger Seers and acolytes behind her.&lt;br /&gt;
:Aldean&lt;br /&gt;
&lt;br /&gt;
===Gilday, Khael 3, 1016===&lt;br /&gt;
====Damage Assessment====&lt;br /&gt;
Concerns about the recent rumors on the deserters-turned-raiders at the war front have risen from the Temple of Althea. Sentinel Godwyn Sylvan has stated interest to find out if these rumors have any truth to them, and is thus looking to form a reconnaissance team to find answers. Make for the Temple District for more information.&lt;br /&gt;
:Godwyn&lt;br /&gt;
&lt;br /&gt;
===Tariday, Khael 2, 1016===&lt;br /&gt;
====Another Celestial Appearance====&lt;br /&gt;
Rumors about 'Paladin Training Sessions' apparently were not unfounded. A man was said to've created an obstacle course and claimed that he could help those present 'prove themselves' paladins. When actual paladins objected to this and began explaining the nature of the calling, he questioned them. Several people tried the obstacle course and failed, but the paladins, working together, were able to cross it succesfully. When they did, the host of the event revealed himself to be some kind of Celestial being of light and wings and soon vanished thereafter, according to rumor. Some speculate that this may have been the same Celestial being that was behind the Braggart's Tavern contest before it was taken over and renamed Steel Von Ironbrew's.&lt;br /&gt;
:Whirlpool&lt;br /&gt;
&lt;br /&gt;
===Eliday, Quintoos 30, 1016===&lt;br /&gt;
====Rumors from the War Front====&lt;br /&gt;
Word starts to spread about one of Arendt's generals, Grey Gore. It seems he's been spotting a lot of omens that promise his defeat to Rune. An owl with the corpse of a raven in its claws. Grey Gore's personal weapon, rusted found in a bloodied personal banner of Grey Gore's. There has also been mentioned a spectre of death that seems to be haunting the man, wherever he goes. More than a few of his troops are starting to lose heart, and it's said that some of his troops have begun to desert. Even more damning, he's been unable to stop raiding in the countryside, unable to protect the people, and it's even being said that his troops are the ones doing the raiding. Grey Gore is losing control of himself, of his troops and Arendt is beginning to lose confidence and quietly starting to look for a replacement.&lt;br /&gt;
:Tatyannah&lt;br /&gt;
&lt;br /&gt;
===Variday, Quintoos 17, 1016===&lt;br /&gt;
====Justice or Vengeance?====&lt;br /&gt;
Over the last week, several people - mostly those who are known for being minor magical shysters of the nastier sorts - have reported being stalked, attacked, and forcibly branded by a woman tattooed with the symbol of Eluna. Their brands are seared into their foreheads, and their wounds otherwise are just enough to subdue them for the branding. Complaints about subverting proper justice procedures have been made to the Temple of Eluna, which has promised to take the situation under contemplation.&lt;br /&gt;
&lt;br /&gt;
(OOC: Want to know more, get involved in the cleansing of the streets, or chastize someone for taking the law into their own hands? Contact Meihui!)&lt;br /&gt;
:Meihui&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Eliday, Quintoos 16, 1016===&lt;br /&gt;
====Caldor Methis Found Alive!====&lt;br /&gt;
Rumors of the Councilman's death have been greatly exagerated. &lt;br /&gt;
 &lt;br /&gt;
In a brief statement issued by the Council of Alexandria, Caldor Methis has been located alive and returned to the city o f Alexandria by brave heroes who faced the fearsome Obsidian Syndicate, that had attempted to kidnap the councilman while he was attending to diplomatic business within Bludgun. Swift conemnations of the criminal organization by both governments followed. Caldor has been seen about town, sporting a very bad limp, but moving under his own power. No doubt these public appearances are to put to ease any who might doubt the story. &lt;br /&gt;
 &lt;br /&gt;
Of course, that's just the official story. &lt;br /&gt;
 &lt;br /&gt;
&amp;lt;&amp;lt;Questions can be ICly directed to Solace, Verna, Corra, Moonshadow, Rhodes, Godwyn, Kiroth and Constantin, as they all mysteriously returned to town around the same time for the keen observer! &amp;gt;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:Whirlpool&lt;br /&gt;
&lt;br /&gt;
====Adamantine Found!====&lt;br /&gt;
The coffers of Rune have received a much needed inflation of gold, as well as their war supplies having been bolstered. Indeed, an unknown quantity of Adamantine has been located by the city-state and is alrady beeing forged into the instruments of war to use against the so-scalled Iron Tide. One Runish Blacksmith can be heard to say, &amp;quot;Iron beats copper, Steel beats iron, and Adamantine carves them all to pieces.&amp;quot; &lt;br /&gt;
 &lt;br /&gt;
He thinks he's clever. &lt;br /&gt;
 &lt;br /&gt;
At any rate, Rune has received a much needed boost from this. &lt;br /&gt;
 &lt;br /&gt;
&amp;lt;&amp;lt;For a look behind the official story, talk to Jareth, Kerbasy, Verna, Ssylrath, Benthus, Aurala and Azog. &amp;gt;&amp;gt;&lt;br /&gt;
:Whirlpool&lt;br /&gt;
&lt;br /&gt;
====The Secure Panacea Wants You!====&lt;br /&gt;
The Secure Panacea, Khazadi trading company, is looking for adventurers who might be interested in helping them delvier a caravan of much needed supplies onto the frontier! &lt;br /&gt;
 &lt;br /&gt;
They are looking for several, reputable individuals. If you're interested, please contact the Guild of Explorers with your qualifications. &lt;br /&gt;
 &lt;br /&gt;
&amp;lt;@Mail Whirlpool&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:Whirlpool&lt;br /&gt;
&lt;br /&gt;
===Variday, Quintoos 10, 1016===&lt;br /&gt;
====A Door in Rune====&lt;br /&gt;
Earlier today, a door opened in Rune. No one knew what it was for, or where it went, and that's why adventurers were sent through it. The door lead to some sort of extraplanar location, where an obelisk dedicated to a Kulthian stood. Being brave adnveturers, it was said that they toppled the obelisk. Worse still, apparently, the bones of those who built were immured within. The door is said to be destabilizing, much like the pocket plane it leads to, but not before the Vardamans were summoned and the bones of many ancient individuals were retrieved for proper burial. &lt;br /&gt;
 &lt;br /&gt;
&amp;lt;&amp;lt;For information, seek out Aevarr, Korrani, Belladona, Aldean, Fa'lere and Dragomir! &amp;gt;&amp;gt;&lt;br /&gt;
:Whirlpool&lt;br /&gt;
&lt;br /&gt;
===Korday, Quintoos 6, 1016===&lt;br /&gt;
====Harvest Festival Announcement====&lt;br /&gt;
Talk of this year's Harvest Festival is beginning to spread around the Lower Markets. A general invitation to the Temple of Althea for a grand feast, for example. Soon enough, word should begin to reach the rest of the city.&lt;br /&gt;
&lt;br /&gt;
(OOC: Visit the Temple of Althea and speak to Godwyn for more details.)&lt;br /&gt;
:Godwyn&lt;br /&gt;
&lt;br /&gt;
===Tariday, Quintoos 4, 1016===&lt;br /&gt;
====Volcano Calms in Dran====&lt;br /&gt;
The volcano that had erupted recently in Dran just as suddenly stops it's huffing and puffing. The rains of ash that plagued the land and more have ceased and things have calmed down. A little. The Dranei force are still busy, thankfully for Rune, and it seems to've bought the beleagured city state time that it has needed to bolster its defenses and resupply. &lt;br /&gt;
 &lt;br /&gt;
The Piarliament of Rune continues to deny any involvement in the eruption while the so-called 'Iron Tide' continues to point fingers in their direction, claiming the timing was the work of wizardry and a clear indication that the wizards of Rune must be brought to heel. &lt;br /&gt;
 &lt;br /&gt;
In other news, preparations for the summit between Khazadi and Stormgaard's leaders are proceeding apace, with the final details in the process of being worked out.&lt;br /&gt;
:Whirlpool&lt;br /&gt;
&lt;br /&gt;
===Variday, Rhaltaas 20, 1016===&lt;br /&gt;
====Hunter's Call====&lt;br /&gt;
The High Hunt honors [[Gilead]]...and its celebrations explode into a world of culture and variety. The [[Egalrin|egalrin]] in their elder days celebrated it under the auspices of [[Caracoroth]], as scourges of the skies. Today it may take the form of spiritual hunts and sky dances, guided by their eldest shamans. Or for the warhawks among them, a confrontation against old blood--old traditions versus new in the darkest hunt of blood and talon and kin against kin.&lt;br /&gt;
&lt;br /&gt;
The [[Sildanyar|sildanyari]] have always celebrated it; their rituals go back to their race's birth, to the time when Gods walked upon Ea and the sildanyari's fae blood ran strong. [[Cosmology|Quelynos]]' unending forests opened before them and their blades of light stood against the blood hordes. For a night, legend says, they touch upon this ancient power and honor their histories. (Though, for [[Mul'niessa|mul'niessa]], it may be a time of mourning or mockery...through Taara's curse, no such light comes to them). The [[Sith-makar|sith-makar]] celebrate it with tribe-wide hunts against [[Am'shere]]'s terrors, eradicating threats to their tribal lands, and the [[Oruch|oruch]] with the beat of hunting drums in the Hound's honor, the air filled with their full-throated hunter's cries.&lt;br /&gt;
&lt;br /&gt;
Among the druids, legend says that the Hunt lessens the barriers between the [[Faiths_and_Pantheons#The_Green_Word|Green]] and the every day. Tales circulate (how true they are, no one can swear to) of pathways glimpsed to wilderness unknown, where forests run forever and great beasts thunder beneath the skies...for some among them, a pale and ghostly stag leads the way, and the hunters may do naught but follow. &lt;br /&gt;
&lt;br /&gt;
Among the [[Myrddion|Myrrish]], the holiday is more well-organized, with honorable targets chosen for the greater good. Among the [[Stormgarde]], endurance and survival are achievements of the greatest hunters, in contests and hunt-gatherings that take place in the mountains' coldest depths.&lt;br /&gt;
&lt;br /&gt;
Though celebrated worldwide, there has never been one way to do so. The High Hunt honors Gilead, it honors the Wild...with traditions both new, and those which trace their lineage to beginning times.&lt;br /&gt;
  &lt;br /&gt;
Against them all stands is Caracoroth, a force who  would end with blooded claw everything the Hunt embodies. His forces stand ready to slake the divine fields with hunters' own blood, to turn the tide against Gilead and turn its power towards His own means.&lt;br /&gt;
&lt;br /&gt;
OOC: This month, we invite you to run your own High Hunt, as well to bring RP to the grid. Explore and invent traditions, tales, and stories, sing the Wild Song, and ready your bow. The High Hunt officially occurs on the 31st, but feel free to celebrate it any day this month, via the power of Dramatic Time.&lt;br /&gt;
&lt;br /&gt;
===Gilday, Rhaltaas 15, 1016===&lt;br /&gt;
====Spiders Found Outside Temples, Gnomes Charged with Reckless Artificing====&lt;br /&gt;
Brundle and Fythe company was pleased to announce their new shrinking ray! &lt;br /&gt;
 &lt;br /&gt;
And enlarging ray. &lt;br /&gt;
 &lt;br /&gt;
Naturally, the two gnomes invention was a complete disaster and enlarged a pair of spiders to gigantic proportions. While there were no casualties and the spiders were swiftly squashed, Brundle and Fythe were still taken into custody on charges of Reckless Artificing.&lt;br /&gt;
&lt;br /&gt;
:Whirlpool&lt;br /&gt;
&lt;br /&gt;
===Eliday, Rhaltaas 12, 1016===&lt;br /&gt;
====A Poster Appears!====&lt;br /&gt;
Just having recovered from the Sendor War and the Time of Troubles, Alexandria faces a new foe in the form of Heth, in the form of Arendt. Its economy struggles to react and its populace waits on a precipice.&lt;br /&gt;
&lt;br /&gt;
That is why the gnomes have decided to help out.&lt;br /&gt;
&lt;br /&gt;
Known for their cheerfulness (as well as unfor--*delete delete delete* fortunate fortunes in local silver mining), the community of Happy Valley has come together with the Alexandrian Council to sponsor an unofficial Week of Heroism! Celebrations are encouraged, tales will be old, and dancing and drinking will be had and done, all in celebration of Alexandria's accomplishments, the heroism of its denizens and their brave deeds!&lt;br /&gt;
&lt;br /&gt;
Posters have magically appeared--as though by gnomish famous illusionary magic! all over the City announcing this. Some of them are animated; all of them are colorful and festive.&lt;br /&gt;
&lt;br /&gt;
So celebrate with us this week, raise a mug to Angoron, and a toast to what makes Alexandria great and good! Or at least what makes it fun!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Eliday, Rhaltaas 05, 1016===&lt;br /&gt;
====Demon Loosed!====&lt;br /&gt;
It was a tpyical day at the Soldier's Defense, with people streaming in and out to conduct their business, when a group of adventurrs fresh from some sort of exploit lost control of a demonic creature they'd captured. Rumor states it was quickly recaptured by several more adventurers who hapepned to be on scene, resulting in a scene like out of a greased pig contest with people trying to dive and grab it. Magic was evnetually used to bring it under control. But what could people want with such a creature, and why keep such a monstrosity alive?&lt;br /&gt;
&lt;br /&gt;
:Whirlpool&lt;br /&gt;
&lt;br /&gt;
===Tariday, Daeshen 30, 1016===&lt;br /&gt;
====Adventure Scout Troop====&lt;br /&gt;
Overheard by the washwomen of the city gathered to do laundry:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Did you hear that Lady Sandy has agreed to be the Den Mother of the local troop of Adventure Scouts?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;No I didn't...who are the Adventure Scouts?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Well I heard that they are a newly formed children's group that teaches children how to become adventurers one day.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;And Lady Sandy is leading them?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Yes, she has agreed to be the Den Mother.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Did she start this group?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Oh no...supposedly the children themselves did it after finding a Handbook in the library by the Most Famous Adventurer in all the World, Baron Alfonso Escabardo Gallient, esquire.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I've heard of him; he's more famous than Steel Von Ironblood!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;When does this group meet?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Three times a week at Lady Sandy's store, Prestigious Moon, now called &amp;quot;The Den&amp;quot; by the Adventure Scouts.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
:Cesran&lt;br /&gt;
&lt;br /&gt;
===Eliday, Daeshen 28, 1016===&lt;br /&gt;
====Summit!====&lt;br /&gt;
As everyone knows, the Khazadi nations have become a seat of powerful, mercantile interests. It should be of no surprise to anyone that negotiations between nations continue, even in these dark times. Hailed as a break-through, Lord Ygfried Hamergostd, the high ruler of Stormgard itself, is said to be travelling to the Khazad capital of Khazad Duin itself to meet with the High King of the United Dawrven peoples. Stormgaard has a great bounty of goods to trade, they say, and the economic development that the Khazad could help bring to the frozen north with their caravans could benefit both realms extensively. Some whisper that the Jarl is facing restlessness amongst the councils that constitute Stormgard's lower bodies of government and that has helped to prompt this move. &lt;br /&gt;
 &lt;br /&gt;
No official date has been yet set for the summit, but it will be the first time in this generation that such a meeting has taken place.&lt;br /&gt;
&lt;br /&gt;
===Gilday, Daeshen 24, 1016 ===&lt;br /&gt;
====Disaster in Dran====&lt;br /&gt;
Dark smoke fills the Dranei horizon and whispers of newly erupted volcano and a river of magma bursting from the earth and tearing through the countryside are rampant. The destruction of a nearby Dranei foundry and the evacuation of surrounding villages are causing some to point and whisper that the mages of Rune were behind it. &lt;br /&gt;
 &lt;br /&gt;
Statements from Parliament deny such accusations and point out that Dran has always been a vocanicly unstable region, and offers of assistance to the civilians of Dran are open ended to those who wish the aid of the Parliament in easing the suffering caused by this eruption. &lt;br /&gt;
 &lt;br /&gt;
This has greatly eased, for a time, the pressure on Rune's front lines as large number of forces have pulled back in the wake of the disaster, but all indications are that this is only temporary.&lt;br /&gt;
&lt;br /&gt;
===Tariday, Daeshen 23, 1016===&lt;br /&gt;
====Touch of War====&lt;br /&gt;
Rumors come swirling from the port city of Tashraan, across the sea from Alexandrai in the deserts of Veyshan. An entire family of merchants and their household came under attack and many members murdered in a brutal attack. Such warfare is often common in Tashraan, but it's the rumors of why that draw Alexandrian ears. They say that the merchant house, the HighHold Trading Company, were in negotiations to deliver supplies to Rune with representatives from that beleagured city-state. It is thought likely that the attack o nthem was a deliberate effort by forces acting on the payroll of the Iron Tide to intimidate those who might deal with Rune as well as to remove a potential player from the board. &lt;br /&gt;
 &lt;br /&gt;
Bloody reprisals are now on-going and bodies are being left in the streets and alleys of Tashraan. Again, not an uncommon thing, as Tashraan is said to be a hive of scum and villainy of all manner on the same level as Vandalheim, but this time it seems to be all about the war in Rune.&lt;br /&gt;
&lt;br /&gt;
===Tariday, Daeshen 16, 1016===&lt;br /&gt;
====Minor Arrest====&lt;br /&gt;
Several lucht were seen this last eve involved in a theft from a costume shop. Though apprehended by the guards, the theft appeared to be mostly in drunken, though good, spirits and an attempt to, &amp;quot;Show old Garsten some!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
They were apprehended by a pair of guards, one of them a sith-makar who was, according to quotes taken at the time, &amp;quot;Sstudying the lawsss of Alessandria.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
The lucht are currently being held at local cells.&lt;br /&gt;
&lt;br /&gt;
:Lahar&lt;br /&gt;
&lt;br /&gt;
===Variday, Daeshen 15, 1016===&lt;br /&gt;
====Battle Indecisive====&lt;br /&gt;
In what some are calling a victory for Rune, a recent battle was fought to standstill against the Dran forces in the abandoned village of Ortha. Dran forces are said to've pursued the Parilamentary Guard into the abandoned village and attempted to smoke out the defending force before being engaged and driven to retreat. Several prisoners were taken, and many more Dran were killed in this defeat. The Runish Parliamentary Guard is often though to be little more than an untrained militia, and thus, this victory is thought to be signfiant, if small, in proving that they can be an effective fighting force. &lt;br /&gt;
 &lt;br /&gt;
Rune has recently asked for more of its mercenary forces to take an active role in training the milita. &lt;br /&gt;
 &lt;br /&gt;
That said, the battle itself did have high casualties for the Guard, and thus, some others are sauing it's simply a sign of a contiuing lack of a decisive victory for either side.&lt;br /&gt;
&lt;br /&gt;
:Whirlpool&lt;br /&gt;
&lt;br /&gt;
===Gilday, Daeshen 03, 1016===&lt;br /&gt;
====Rumors on the Streets====&lt;br /&gt;
Two interesting rumours today. Firstly there was something of an incident at the infamous Goblin house of ill-repute, Ma Rosey's. Apparently local Goblinoid Criminal Two Toes was confronted by several large and well armed people about some kind of debt. After some destruction of property they seemed to reach some kind of agreement without any further violence.&lt;br /&gt;
&lt;br /&gt;
Secondly the temple of Althea seems to have had a small influx of orphans, brought in by Sentinel Godwyn. Grubby and malnourished they are being looked after by the clergy there.&lt;br /&gt;
&lt;br /&gt;
:Yngvild&lt;br /&gt;
&lt;br /&gt;
====Call for Stories!====&lt;br /&gt;
Lelian continues her quest to document the War and the effect it has had on people. She is willing to pay a small amount to hear your stories and record them for the future.&lt;br /&gt;
 &lt;br /&gt;
OOC: I'm almost always available for RP M/W/F during the day, T/Th and weekends are kinda iffy. I may be on, but doing other things. So, if you want to do an interview, just ping me. Or send me a @mail with a story.&lt;br /&gt;
&lt;br /&gt;
:Lelian&lt;br /&gt;
&lt;br /&gt;
===Ceriday, Callem 30, 1016 ===&lt;br /&gt;
====They Call Him, &amp;quot;The Skipper&amp;quot;====&lt;br /&gt;
They call him 'The Skipper' now. A child, can't be any more than ten years of age, is now regularly skipping and prancing his way through the lower trade district. It seems he can't move in any way/ but/ a skip. One moment he was moving along nicely through the district and the next... he was skipping to and fro while screaming about how he couldn't stop. He's been spotted a few times since then, still skipping along with a not-so-merry look on his face. &lt;br /&gt;
 &lt;br /&gt;
It's the third such unusual malady to strike a child in recent days.&lt;br /&gt;
&lt;br /&gt;
:Whirlpool&lt;br /&gt;
&lt;br /&gt;
===Korday, Callem 28, 1016===&lt;br /&gt;
====Disaster Averted in Rune!====&lt;br /&gt;
It was towards the end of another long day in the bleagured City State of Rune when the top floor of the tower of the School of Enchanting was engulfed in what appeared to be green hellflame. While this event quickly ended, reports of some sort of demonic attack on the school went far and wide. &lt;br /&gt;
 &lt;br /&gt;
The Parliamnet quickly issued the following statement: &lt;br /&gt;
 &lt;br /&gt;
&amp;quot;Treachery most foul nearly befell Rune tonight when a traitor to our ranks, a minor wizard by the name of Arnus Shagan, unleashed demons in an effort to decapitate the school of enchanting through clever manipulations. Shagan is now to be formerly tried for his crimes punished appropriately as per the rules of Rune. He had hoped, as all traitors do, to gain some monetary reward for his actions from Arendt. It would appear that no base treachery, no vile plan, and no scheme is too low for the enemy confronting Rune. Where has the fabled honor of the Dran gone when they back those would ply the trade of demon-summoning?&amp;quot; &lt;br /&gt;
 &lt;br /&gt;
Shan is being held in an 'undisclosed location'... which probably means he's not even on this plane anymore. &lt;br /&gt;
 &lt;br /&gt;
&amp;lt;RP with Orion, Cressida, Alice, Zlegvog, Laefwyn and Alakton for more details!)&lt;br /&gt;
&lt;br /&gt;
: Whirlpool&lt;br /&gt;
===Tariday, Callem 26, 1016===&lt;br /&gt;
====Strange Malady====&lt;br /&gt;
A child has been taken to the temple of Althea for a strange malady that's afflicted him. His voice has gone from the normal voice of a child to a rather... high pitched squeaky voice. It's very unsuual and most everyone seems to find it amusing, but the clerics of ALthea seem rather stumped as to how to treat it.&lt;br /&gt;
&lt;br /&gt;
:Whirlpool&lt;br /&gt;
&lt;br /&gt;
====Unusual Smell====&lt;br /&gt;
Rumors emanate from the Orphanage that a particular child has developed a most unusual smell. None of the othr children can stand to be around him. Any number of baths appear to be doing nothing to wash the stink off. &amp;quot;It's almost as bad as that rodent vendor,&amp;quot; one is quoted as saying, &amp;quot;but not quite that bad.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
:Whirlpool&lt;br /&gt;
&lt;br /&gt;
===Kesenday, Callem 22, 1016===&lt;br /&gt;
====Evil Plot Broken in Goblintown====&lt;br /&gt;
Though the exact situation is unclear, apparent agents of the treacherous Hobgoblin clan known as 'The Garnaks' were located in Goblintown and their treacherous plan foiled! The Alexandrian Intelligence Operations are taking credit for the deed, declaring success in the effort against the minions odf Thul, and dismiss all reports to the contrary that a group of adventurers stumbled into them by sheer dumb luck investigating a phony kidnapping.&lt;br /&gt;
&lt;br /&gt;
:Whirlpool&lt;br /&gt;
&lt;br /&gt;
===Korday, Callem 21, 1016===&lt;br /&gt;
====A Call for Stories====&lt;br /&gt;
Fliers and a bit of news around Alexandria bring the following:&lt;br /&gt;
&lt;br /&gt;
''Lelian, librarian and scribe, wishes to record the stories of those affected by the Dran-Rune War. She would like to hear from soldiers, refugees, prisoners, diplomats, and even regular civilians. These stories will be collected and recorded as a reminder of what transpired in this time.''&lt;br /&gt;
&lt;br /&gt;
OOC: I am not sure how I will RP out any interview scenes, but I'll think of something. In addition, you can also @mail me your stories. I am planning on editting them and putting them on Lelian's wiki page.&lt;br /&gt;
&lt;br /&gt;
IC: (because I am lame and forgot this until after I had put a bunch of stuff in) Lelian is offering a small amount of compensation for peoples' time.&lt;br /&gt;
&lt;br /&gt;
:Lelian&lt;br /&gt;
&lt;br /&gt;
===Tariday, Callem 19, 1016===&lt;br /&gt;
====News from the Front====&lt;br /&gt;
Word of new magics comes down from the northern front. It seems that Rune's magi, armed with new and terrible incantations, have managed to hold firm against Dran's advances in the north. Even though the flow of casualties back to the capital seems unabated, they no longer talk about pulling back.&lt;br /&gt;
&lt;br /&gt;
In other unrelated news, an airship heading southeast from Volstengrad claims to have seen a great white winged shape venting it's anger against the upper slopes of the Sky Curtains. Naturally, it didn't approach closer.&lt;br /&gt;
&lt;br /&gt;
(If you're curious, Alice, Orion, Cressida, Duncan, Renfrey and Rhar may know more ICly -- go find them on the grid)&lt;br /&gt;
&lt;br /&gt;
:Hippieclasm&lt;br /&gt;
&lt;br /&gt;
===Variday, Callem 18, 1016===&lt;br /&gt;
====Vandals strike Tarien's temple!====&lt;br /&gt;
Vandals struck the Temple of Tarien, according to some reports. Well, reports might be giving the tales a little too much credit. More like tavern rumors and jokes told over campfires by followers of Coyote. Nothing was taken and no permanent damage was done, mostly just a mess and some graffiti. It seems rather than getting upset over the incident, Tarienites are split between taking it as a poorly thought prank - though still a prank and therefore something the Laughing One would approve of - and an excuse to spruce up the 'old and already stale' furnishings that haven't been replaced since the last celebration.&lt;br /&gt;
&lt;br /&gt;
An impromptu investigation by Rhar, Jibbom, Tatyannah, Aenyn and Nicolai soon discovered the culprits. A band of young orphans who are no doubt headed for lives of poverty or banditry. Their punishment is...to be taken in and taught how to pull pranks and to rob people more effectively.&lt;br /&gt;
&lt;br /&gt;
Tarienites.&lt;br /&gt;
&lt;br /&gt;
:Nicolai&lt;br /&gt;
&lt;br /&gt;
===Tariday, Callem 12, 1016===&lt;br /&gt;
====Plant Pirate Pizzaz====&lt;br /&gt;
A group of adventurer's were contracted by an../honest/ captain to seek out something that his former /honest/ captain had left behind. It seems the captain had hidden something on an isle and while it was discovered where, they were not having much luck getting onto the isle. THe adventurer's undertook the job and set to the isle. There they were beset upon by plant pygmies, but those were narrowly able to be defeated and from there they entered a deep dark dank cave. Well things did not go too well, as it was slippery. There was a fall, a fight, and a nasty belching plant monster. They made it out but there are plans to return eventually and try again.&lt;br /&gt;
&lt;br /&gt;
(For info seek, Lothos, Lyrana, Dur'ankar, Autumn, Grumpins, Selerik, and Smythly. Brought to you by Zlegvog plot)&lt;br /&gt;
&lt;br /&gt;
:Lyrana&lt;br /&gt;
&lt;br /&gt;
===Tariday, Callem 12, 1016===&lt;br /&gt;
====Goblin on a Bear====&lt;br /&gt;
Smyhtly, the so-called Goblin Paladin of Reos, was seen reutrning to town on a...bear. Those who spoke to him say he claimed to want to be like his hero, 'Lady Cinnamon', and that his new friend, 'Muddy', was quite the smart (and apparently harmless, or so the goblin'd have you believe), bear. They were soon seen at the fish market. Buying a lot of fish, of course.&lt;br /&gt;
&lt;br /&gt;
:Smythly&lt;br /&gt;
&lt;br /&gt;
===Kesenday, Callem 08, 1016===&lt;br /&gt;
====Infernal Fire?====&lt;br /&gt;
Last night, a fire broke out near the Lower Market. Details are unclear, but at least one local was seriously burned, and several members of the Guild of Explorers were burned in fighting the blaze. There are unconfirmed reports of a demon involved, and word has begun to circulate of another demon cult in the city. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;&amp;lt;Cesran, Jenner, Klythos, Mikilos, MoonMoonVuk, Svarshan, and Talazia may provide additional details.&amp;gt;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:Mikilos&lt;br /&gt;
&lt;br /&gt;
===Kesenday, Callem 08, 1016===&lt;br /&gt;
====Pet Engineer====&lt;br /&gt;
It seems that there was an emergency. An airship went down and its engineer hadn't been heard from. A group of adventurers were called upon to seek out what had happened and return the engineer if at all possible. The group gathered together, led by the tracking skills of Rhar, they eventually made it to where the ship went down and then tracked to the location of the engineer. Once there they discovered what no one expected. The engineer appeared to be the pet of a grey render. Through libral use of stew laced with prunes, the grey render was rendered out of the picture and the Engineer escorted home. He got lucky though cause for a moment it looked like the render might follow the poor engineer home.&lt;br /&gt;
&lt;br /&gt;
(OOC: this was from Totally Tuesday Spontanaity plot, any questions seekout Rhar, Benthus, Lyrana, Selerik, Grumpins, or Silverwing.)&lt;br /&gt;
&lt;br /&gt;
:Lyrana&lt;br /&gt;
&lt;br /&gt;
===Korday, Aestry 31, 1016===&lt;br /&gt;
====Murder in Rune!====&lt;br /&gt;
In the middle of the night, a large group of guards were summoned to a home near to the wall in the city of Rune. There, they quickly surrounded the small, unassuming looking cottage and far more of them, according to rumor, went inside than could possibly fit. This is not exactly out of the question in a city like Rune. &lt;br /&gt;
 &lt;br /&gt;
Immediately thereafter, the word spreads the Transmuter Korgan was found murdered in his home last night. As a member of the Parliament of Rune, he was apparently on the Subcomitte for Internal Security. His murder raises serious concerns, and has set the city to a restless edge. &lt;br /&gt;
 &lt;br /&gt;
...well... more of one, anyways.&lt;br /&gt;
&lt;br /&gt;
:Whirlpool&lt;br /&gt;
&lt;br /&gt;
===Gilday, Aestry 30, 1016===&lt;br /&gt;
====Refugees declare: Ogres, Worgs...====&lt;br /&gt;
It seems that a group of adventurers recently were contracted to help evacuate a village before Dran forces could get too close. The group arrived and the evacuation was started. Just before they got into the clear a group of bugbears and worgs attacked. They were led by an ogre. It was close, the worgs kept tripping folks but eventually they took them down. The Sling is truly a mighty weapon. Only a couple refugees were killed most made to safety.&lt;br /&gt;
&lt;br /&gt;
(For Information talk to Corra, Lothos, Alakton, Laefwyn, or Lelian)&lt;br /&gt;
&lt;br /&gt;
: Corra&lt;br /&gt;
&lt;br /&gt;
===Variday, Aestry 21, 1016===&lt;br /&gt;
====Renewed Trade with Veyshan====&lt;br /&gt;
With food prices spiking, trade with the Veyshanti has become more important, which is why it was a relief for many merchants to hear that the trade routes across the sea have resumed with no further loss of ships. Recently, a few had dissapeared along the usual route from Tashraan, but it would appear whatever was causing that has ended. &lt;br /&gt;
 &lt;br /&gt;
While Alexandria does not buy food from Veyshan, obviously, and is in fact considered the 'breadbasket' of much of it's immediate area with it's strength of agriculture, the resumption of obstructed trade should help offset the increase in price.&lt;br /&gt;
&lt;br /&gt;
: Whirlpool&lt;br /&gt;
&lt;br /&gt;
===Eliday, Aestry 20, 1016===&lt;br /&gt;
====Attempted Kidnapping in Rune!====&lt;br /&gt;
The famed(???) Professor Fizzulefuse was the victim of an attempted kidnapping by constructs. Some speculate that they were, of course, of his own devise and that the project went awry, but such things could never happen to the famed Professor Fizzlefuse, right? &lt;br /&gt;
 &lt;br /&gt;
Right. &lt;br /&gt;
 &lt;br /&gt;
At any rate, they were defeated, and the Professor moved to another inn. &lt;br /&gt;
 &lt;br /&gt;
No one is blaming Dran for the attack.&lt;br /&gt;
&lt;br /&gt;
: Posted by Whirlpool&lt;br /&gt;
&lt;br /&gt;
===Eliday, Aestry 20, 1016===&lt;br /&gt;
====Denouncement of Rune====&lt;br /&gt;
An angry letter from Arendt is making the rounds, loudly accusing Rune of murdering it's own civilians and trying to cast the blame on Dran's forces. He openly blames Rune for the event and swears that any and all civilians who wish to surrender to the Dran will be treated with mercy and honor, as well as given a chance to start a new under Dran's rule. &lt;br /&gt;
 &lt;br /&gt;
Naturally, this fine bit of propaganda is earning many scoffs within the walls of Rune, and raucous laughter in Alexandria, but for those caught between the warring powers, it might just make letting Dran roll over them seem a bit more tempting.&lt;br /&gt;
&lt;br /&gt;
: Posted by Whirlpool&lt;br /&gt;
&lt;br /&gt;
===Eliday, Firetide 1, 1016===&lt;br /&gt;
====A Successful Hunt====&lt;br /&gt;
The tracking party that set out after the disruption at Mictlan returns with a trussed up Lucht. Seems they caught whoever it is they were after. &lt;br /&gt;
 &lt;br /&gt;
OOC: Questions to Sslyrath, Solace, Azog, Lorien, and Radek.&lt;br /&gt;
&lt;br /&gt;
====Something's Brewing!====&lt;br /&gt;
&amp;quot;Mead? You call that a mead?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Better'n yours!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;MY MEAD IS MADE ONLY WITH THE FINEST HONEY. I feed me bees no less than 10 proof,&amp;quot; says the second brewer more modestly, as she pushes back a mane of khazad-true hair.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Oh! And I feed mine 15!&amp;quot; goes her opponent, obviously lying, but the debate is thick now, and the stories soon grander.&lt;br /&gt;
&lt;br /&gt;
Such are the debates on the streets... /something/ is (haha) brewing. With the coming of summer, the khazad are breaking out the summer ales and even whiskeys, topping the latter off with mixes flavored by bloodstone and deepcrystal and newfangled...they whisper...&lt;br /&gt;
&lt;br /&gt;
...ice. Soon more easily obtainable, for cold, chilled drinks under summer's heat. The rumors hint, in a few overly-vocal, khazad debates. &lt;br /&gt;
&lt;br /&gt;
It's a /rumor/. But the heat already over the Alexandrian metropolis has more than a few excited...and more than a few local merchants looking over their shoulders, at more evidence of the growing power of the khazad empire.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Kesenday, Hattanan 30, 1016===&lt;br /&gt;
====The Sith-makar Empress to Mictlan====&lt;br /&gt;
Today, the Sith-Makar Empress took a trip to the holy site, a land of Dragon Bones, known as Mictlan. It was there that she spoke to those present to learn the history of the place and to bless the union between Alexandria and the people of Am'shere. It is also said that the Dragon Knight, Anise, was in attendance and that a Dran spy may well have been captured in the vicinity. No one in authority has confirmed or denied this, but a group of riders set off on an effort to track additional friends that might've been with this rumored spy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Korday, Hattanan 29, 1016===&lt;br /&gt;
====Sewer Work====&lt;br /&gt;
There seems to be an unusual amount of work going on in the swwers lately. A whole lot more people than usual dressed in sewer worker's suits going in and out of it. Someone in the government is clearly up to something.&lt;br /&gt;
&lt;br /&gt;
====Brain Drain====&lt;br /&gt;
While the Conclave has been broken for years now, there are a great many wizards who still feel some loyalty to the nation and city that birthed it. &lt;br /&gt;
 &lt;br /&gt;
A great many sorcerers, wizards, and other dabblers in the magical arts are flocking to volunteer their service in Rune's protection, much to the chagrin of their former patron states.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Variday, Hattanan 23, 1016===&lt;br /&gt;
====The Madness of Angorites and Dinosaurs====&lt;br /&gt;
Angorites are mad. &lt;br /&gt;
 &lt;br /&gt;
Hiring Wizards to summon giant lizards from Am'shere /just/ so they could practice wrestling on them? /Mad/. &lt;br /&gt;
 &lt;br /&gt;
Apparently, no one died. This is probably because there were clerics nearby.&lt;br /&gt;
&lt;br /&gt;
====Well, Sir...It had Wings. Sort of.====&lt;br /&gt;
Late--or rather, early this Variday saw a group of oruch were seen going from tavern to tavern. The oruch themselves were unremarkable...but the large, long-beaked bird-creature trailing along through the streets and behind them, well.&lt;br /&gt;
&lt;br /&gt;
THAT was a sight to see!&lt;br /&gt;
&lt;br /&gt;
The 'pterodactyl' was apparently (it turns out) a prank by some Tarienites, wanting to have some fun with the recent dinosaur wrestling event. &lt;br /&gt;
&lt;br /&gt;
In light of this, the drunken rampage that occured an hour later (apparently those same oruch, but reports also blame it on gnomes; everyone blames it on gnomes) was almost overlooked.&lt;br /&gt;
&lt;br /&gt;
Supposedly, though, it had something to do about baths.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Gilday, Hattanan 21, 1016===&lt;br /&gt;
====Merchant Ties Cross Cultures====&lt;br /&gt;
&amp;quot;'Ey. Yeah, business has been busy, praise Truehammer. What with the war...I mean, it's not a war. But you know how it goes.&amp;quot; The khazad-aul rubs at his beard. He watches one of the Am'sherians explore the shop. The sith-makar picks up an axe, then a blade.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;You like that one? Black ash-forged. Passed down son to son, to daughter. Hah! Then to me! Legend has it--we forged Caracoroth's chains, you know.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The sith looks up, eyes narrowing. &amp;quot;Sarasorothh?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
There's an awkward pause.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Think I heard one of you 'scales refer to him as the Hunger Dragon.&amp;quot; At that, the sith-makar's eyes widen, then narrow in speculation.&lt;br /&gt;
&lt;br /&gt;
He purchases the axe with a thanks to the 'ssoftskin', before making his way out again.&lt;br /&gt;
&lt;br /&gt;
Tales like this are becoming while not uncommon, at least less rare, with the visit of the Empress. The khazad, rightly famous for their goods and wares, have found business booming among local adventurers, and it's said the clans may be sending in another skilled craftsman or...three, to help spread the load.&lt;br /&gt;
&lt;br /&gt;
The khazad have never been shy about spotting a business opportunity.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Eliday, Hattanan 18, 1016===&lt;br /&gt;
====Reports from Rune====&lt;br /&gt;
No one ever said conquering Rune would be easy. &lt;br /&gt;
 &lt;br /&gt;
The so-called 'Iron Tide' of the warlord Arendt and the Adomari Oruch are engaged in a brutal slugfest with the defensive forces of Rune. Early reports are that the cost in blood is high on both sides, though Rune's magical prowess has so far limited its losses -- but those losses it does suffer are far more grievous. And as news of high toll spreads, pradoxically, more warriors of Dran rush to join the fighting to be part of it's 'glory'.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Ceriday, Hattanan 17, 1016===&lt;br /&gt;
====Wealthy Youth?====&lt;br /&gt;
Recently, several merchants involved in the trade of arms and armor report attemots to purchsae weaposn by a large number of children, perhaps a dozen of them, who seemed incredibly rich for their age and street-clothes. This has resulted in several arched eyebrows. The few merchants talking about it indicate that they did not sell to them, themselves, but that no doubt someone did.&lt;br /&gt;
&lt;br /&gt;
====Light Show====&lt;br /&gt;
Alexandrian military maneuvers and war drills, involving their airship fleet, were sighted around the Red Ridge Mountains rencently. Witnesses reports many strange lights and flashes coming from the mountains that night, but the government assures all citizens of Alexandria that this was nothing more than a routine military exercise.&lt;br /&gt;
&lt;br /&gt;
====Arendt Speaks====&lt;br /&gt;
The following missive is found nailed in several key points all over the city. It is apparently a missive from Warlord Arendt, commander of the forces that are marching on and are engaged in mighty battle with the nation of Rune. &lt;br /&gt;
&lt;br /&gt;
Citizens of Alexandria. &lt;br /&gt;
&lt;br /&gt;
Know first that I am Arendt. It is upon my shoulders that the Gods have, in their infinite wisdom and through the course of destiny, bestowed upon me the privledge and obligation to lead our mighty armies into battle with with Rune under the leadership of the so-called Parliament of the Magi. &lt;br /&gt;
&lt;br /&gt;
Due to a lack of faith in the leadership of Alexandria, who cowers behind the walls of their Castellum and meddles in the affairs of nations which have no recourse against them, I have directly reached out to the people of Alexandria in the hopes their wisdom will allow them to see the proper course.&lt;br /&gt;
&lt;br /&gt;
My grievances with the government of Alexandria are not grievances with it's people, for whom those of Dran and Alexandria have a great deal more in common with than they may realize. We have both persevered in the face of treachery, both stood against the darkness, and both sought freedom from those who would control us. Both have stood with honor and determinaion in the face of overwhelming odds and roared defiance against destiny itself when fate conspired to destroy it.&lt;br /&gt;
&lt;br /&gt;
There are, however, grievances against the government and ruling council of the Alexandros region. I shall list them and ask the people to consider them.&lt;br /&gt;
&lt;br /&gt;
1) The Ruling Council of Alexandria recently reactivated, during a period of great madness, the so-called 'Planar Disjunction Cannon'. Since it's reactivation, the Council has fired this destructive weapon not once, but twice.&lt;br /&gt;
&lt;br /&gt;
2) The so-called Azure Queen, a spirit of madness, was inhabiting the city at that time. Only the mad would think the reactivation of such a Kulthian weapon would be wise, let alone to use it. It is a sign of a lack of belief in the people of the city's strength to defend themselves from all comers that they would claim this is for defense. And we both know Alexandrians are stronger than that.&lt;br /&gt;
&lt;br /&gt;
3) We ask you, then, to question why Alexandria has the Planar Disjunction Cannon in action and to fear for what damage it might cause. I am told that elementals appear in its vicinity in alarming regularity. The Council's mad grab for power puts the innocent at risk, where as in Dran, one can walk from one of the Khanate to another with nary a danger. Our strength sees to it. Your's would as well, if you were to embrace it.&lt;br /&gt;
&lt;br /&gt;
4) Alexandria has taken a dragon knight onto it's lands, despite knowing that these so-called knights are honorless curs in the thrall of their dragon overlords. Man is not meant to be subject to monster or beast. Dragonier paid for this with the life of most of it's citizens. Do not allow the Council to fall under the sway of such a creature, nor to hide criminals from Dran's hand of justice. We ask you, civilians of Alexandria, to pressure your council. Turn over the Dragon Knight to us so that we may verify that she is the one we seek. If she is not, you have my word that no harm will come to her by my hand or order. We have reason to believe that the Dragon Knight, this /criminal/ has been allowed in with the full knowledge of the Alexandrian government. They hide a fugitive from justice, and why? What /reason/ could your Council have to do this thing? Ask them. See how they respond.&lt;br /&gt;
&lt;br /&gt;
5) The diplomatic mission of Alexandria to Dran was nothing more than a pretext. They sought us out in the name of Peace, and gracious and honored as we are, we allow them to parley, without fear of a repeat of history. They attempted to assassinate us and, when that failed on account of our wisdom and preperation, attempted to flee, as honorless dogs always shall, into the hands of those who might shelter them in Rune. We immediately launched our invasion and laid low your 'diplomatic mission' that was not. Such an affront can not be allowed to pass without punishment. Your government meddles and then hides behind others who will need to shed blood for their crimes, scuttling our ongoinbg negotations with Rune for recompense over the death done in their name and Dran does not forget. This war is on the hands of the government's of Rune and Alenxandria.&lt;br /&gt;
&lt;br /&gt;
6) We do not declare war on you, people of Alexandria, as we've no wish to shed the blood of a strong and honorable people for whom we have more in common than they may realize. The strength of Dran will stand with it's people should they wish to take action and replace their leadership. Should, however, the people of Alexandria choose hostility and belligerance in defense of Rune, we will act. All who oppose our justice shall drown in a tide of blood and iron. We will have justice.&lt;br /&gt;
&lt;br /&gt;
7) Heth. Know that we have another reason for striking Rune. In it's vaults, Rune has a great many magical artifacts and powers which it has witheld out of 'wisdom'. Cowardice, I say. The power of Rune could've been turned to save many Dragonieri lives, but they were deadlocked in pathetic debates over 'procedure'. How many /more/ Dragonieri lives could've been saved had the wizards of Rune been willing to risk their use? We will take this power of Rune, and it's might, and turn it towards Dragonier and do battle with Heth. This I promise. No more will the mighty hide in their towers and declare it wisdom when they do nothing. The elves would have you believe we have squandered an age of man. I say nay! The age of MIGHT will begin with our hands! I call on all who seek justice and to defeat the darkness of this world to stand with me.&lt;br /&gt;
&lt;br /&gt;
:ANGORON and KOR shall GUIDE OUR HANDS. &lt;br /&gt;
&lt;br /&gt;
: For victory and honor. &lt;br /&gt;
&lt;br /&gt;
:ARENDT&lt;br /&gt;
&lt;br /&gt;
=====Responses to Arendt=====&lt;br /&gt;
======Jeor======&lt;br /&gt;
Any who frequent the gambling dens, bars or training arena will have a hard time not overhearing a boisterous giantborn in finery named Jeor. Comments include the following: &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Ardent is a coward! He openly admits his fear of the spell cannon and the good peoples of the city. He would try and compliment us and insult us all in the same sentence. Hes a small dog with a very loud bark who simply wants to add more problems to the ones we have.&amp;quot;  r r Anyone who wishes to delve further into these opinions or wager some gold on cards can speak with Jeor.&lt;br /&gt;
&lt;br /&gt;
======Fa'lere======&lt;br /&gt;
You dare invoke the name of Angoron, when you restrict the freedom of another country? Invoke the name of the strongest of the gods, to strike down people clearly incapable of defending themselves, not once...but twice. You say we are a strong and honorable people when, before that, you accuse the ruling coucil, as well as the rest of Alexandria by proxy, of cowering behind it's walls!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Who are the real cowards here?&lt;br /&gt;
&lt;br /&gt;
It is clearly not Alexandria. They have clearly more strength that Arendt to even seek peaceful negotiations in the first place. Alexandria opened their hand to Dran, and Arendt for peace. Instead it was met with a closed fist. Only a TRUE coward attacks when someone offers peace.&lt;br /&gt;
&lt;br /&gt;
ARENDT SPITS IN THE FACE OF ANGORON WITH HIS LIES!&lt;br /&gt;
&lt;br /&gt;
======Azog======&lt;br /&gt;
A rebuttal to Arendt's posting is placed by several of them. The first is nailed deeply, a few of the rest are stuck with glue, possibly by hired poster hangars. The text is almost certainly that of a hired scribe. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;The words of Arendt of Dran have some lies to them, and that calls the truth of the other words into question. But some things may be true, and we of Alexandria are owed answers. &lt;br /&gt;
&lt;br /&gt;
It is said that the Dragon Knight slew the Warlord of Dran, Arendt's predecessor, under a flag of parley. This action is contrary to honor and has not been disavowed by the Dragon Knight. This story has been told by many sources, and none have denied it. The truth of this matter is of importance because many of Arendt's actions would be justified by revenge for that treachery, if it is true. &lt;br /&gt;
&lt;br /&gt;
I do know that the diplomatic mission to Dran was not pretext. It was foolish, shortsighted, ignorant of Dranei honor, and effectively meaningless even beyond the events that transpired, but it was not a pretext for treachery. And I know this because I was there. The Alexandrian diplomat was killed in lieu of the Dragon Knight, who would not allow justice to be done where all can see. However, the airship was taken by Arendt's order; his troops were not sent to stop it but were aboard as passengers, flying under an Alexandrian flag to catch Rune at unawares. Arendt's accusation that the government meddles in foreign affairs and hides behind adventurers who shed blood for them is true, though it is not relevant to the issue. &lt;br /&gt;
&lt;br /&gt;
The statement that the war is on the hands of Alexandria is of course propaganda as much as the peace attempt was, and just as meaningless. Dran's war is a war of conquest and honor, but Arendt does not believe Alexandria understand Dranei honor, and I think he is right in that. So these words may be his way of offering peace with the rest of the city once the Dragon Knight is brought to justice.&lt;br /&gt;
&lt;br /&gt;
So, if the Dragon Knight will stand up rather than hide behind Alexandria, who suffers for her alleged actions, then the truth of matters may be seen and judged by those of honor. Only when that is settled may Arent be dealt with justly.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
======Svarshan======&lt;br /&gt;
Underneath some of these fliers, a second one is posted. The writing is shaking but carefully done. The style looks slightly Myrrish though only nominally. It reads:&lt;br /&gt;
&lt;br /&gt;
The mouth of Arendt speaks, and says that Dran wishes to punish Dragonier. &lt;br /&gt;
&lt;br /&gt;
They say Dragonier dishonored them. &lt;br /&gt;
&lt;br /&gt;
Yet, Dragonier is dead. We see with our own eyes this truth. Its people starve. Its children cry out in blood and terror. They walk our streets as skeletons without names or homes.&lt;br /&gt;
&lt;br /&gt;
Dran has had its retribution. It has won utter destruction of its enemy, its enemies' children. It has won utter destruction now and for the future. The children of these children shall have no home and no people.&lt;br /&gt;
&lt;br /&gt;
Yet perversely, it still hungers. Arendt -craves-.&lt;br /&gt;
&lt;br /&gt;
Caracoroth must speak from the maw of Arendt. For when he speaks, Arendt's hunger knows no bounds and its truth lies before us in its baldfaced starkness. &lt;br /&gt;
&lt;br /&gt;
Arendt, we name you the Hungry Maw, who seeks the blood of children. You bear the fire of the Blood Wolf in your gaze and you seek to devour the world around you. You wear the lust of Kor and the guidance of Hunger.&lt;br /&gt;
&lt;br /&gt;
Beneath it is signed, in reddened ink: 'And all shall belong to the jaws of Caracoroth, the eternal hunger. His ache knows no bounds; may all the nations of man be crushed beneath his jaw and digested unto his stomach. Red oblivion awaits them.' - The Book of Hunger, year 014, writ during the Years of the Sword&lt;br /&gt;
&lt;br /&gt;
======Crow======&lt;br /&gt;
(Posted in a few public places, written on simple paper without decoration)&lt;br /&gt;
&lt;br /&gt;
Citizens of Alexandria,&lt;br /&gt;
&lt;br /&gt;
You probably don't know me. To some, I'm a familiar face. To most, I'm a stranger in your city who follows strange ways many consider outdated or mere superstition. That's fine. All I ask of you is your time, and simple consideration.&lt;br /&gt;
&lt;br /&gt;
Many words have been said by Arendt and others in regards to the actions taking place outside of Alexandria. I won't take the time to repeat them here. You already know what's said.&lt;br /&gt;
&lt;br /&gt;
What you might not have considered is this: War is ugly. This is a fact of life that many are familiar with. Some of you have probably even served in a conflict of some nature, and have a firsthand understanding of exactly what is meant. The fact that we are on the precipice of engaging a foe that is intelligent, determined, and powerful only adds to the potential for ruin, should we engage this hastily.&lt;br /&gt;
&lt;br /&gt;
Alexandria was not involved in this in the beginning, from what I've come to understand. It was brought into this by the actions of others. We were not given a choice in the matter then. But we have a choice to make now.&lt;br /&gt;
&lt;br /&gt;
Alexandria already suffers greatly. As a caretaker of the land, my first duty is to -the land-. Not to those of a political affiliation, or those of a particular religious ideology. And I ask you now to consider the consequences for -the land- should Alexandria engage this man.&lt;br /&gt;
&lt;br /&gt;
The Felwood is a growing threat, a place of chaos and disorder that seeks to spread and continue twisting the existence of the land around it. It's been kept in check by the diligent efforts of those like myself, those who take an interest in making sure that this affliction doesn't spread. The strength of the natural world around it seems to be one of the things that keep it from growing.&lt;br /&gt;
&lt;br /&gt;
But that world is now being threatened with war. With smoke and fire, sword and blood, chaos and madness. These are the things that feed the wounds created in nature. These are the things that could cause its growth to become unchecked. And that's only one of the many slings and arrows that could befall this land if we go to war.&lt;br /&gt;
&lt;br /&gt;
I'm not saying that those who believe we should go to war are wrong. I'm not saying that those who don't support war are right. What I'm asking of you is this: consider, for a moment, if the problems of strangers are worth the risk to your land. This land. Your -children's land-. The Warlord is described as a monster, but the man is clearly not mad. He's cunning, and ruthless, and determined. He's raised points that should be considered before a decision is made, answers that must be found before you can, in good concience, decide if the risk is worth the reward.&lt;br /&gt;
&lt;br /&gt;
I implore you not to act rashly in this. Weigh this decision carefully. The future of many generations could be at stake, and in the years to come, they will ask the most important question: Why is the world we've been given in the state that it's in?&lt;br /&gt;
&lt;br /&gt;
How do you want to be able to answer?&lt;br /&gt;
&lt;br /&gt;
With All Respect,&lt;br /&gt;
&lt;br /&gt;
:Druid Crow&lt;br /&gt;
&lt;br /&gt;
======Ssylrath======&lt;br /&gt;
Posted in response to one of the Warlord's messages:&lt;br /&gt;
&lt;br /&gt;
Which is it? Is Heth the prime threat that Rune should have been fighting to save Dragonier from, or is he a just punishment for Dragonier's sins? How is invading Rune, the prime target of Heth's depredations outside Dragonier, just retribution for an act taken by an agent of the former Dragonier government? &lt;br /&gt;
&lt;br /&gt;
If Heth is such a threat then ally with Rune against him. Bring your combined arms to bear and Heth will be defeated. No, instead you strengthen Heth by trying to destroy his enemy.&lt;br /&gt;
&lt;br /&gt;
Ssylrath of Am'shere&lt;br /&gt;
&lt;br /&gt;
======Stjepan======&lt;br /&gt;
It seems that someone has taken to scrawling graffiti on Arendt's posters, circling point five: ARENDT, YOU TRY TO USE BIG WORDS BUT FAIL. THE APOSTROPHE DOES NOT PLURALIZE. ANGORON DEMANDS RIGOUR AND PROPER PUNCTUATION.&lt;br /&gt;
&lt;br /&gt;
It's not hard to figure out who is doing this, really, since the artiste is a very large giant born who writes in big block letters.&lt;br /&gt;
&lt;br /&gt;
======Colrick======&lt;br /&gt;
Alexandrians, Arendt talks to us as if we were children who know nothing of what we face, but we know all too well.&lt;br /&gt;
&lt;br /&gt;
It was only decades ago that we lived under the tyranny of an invader, the hated Witch Queen Altima. She conquered our land and for years we suffered under her brutal rule. A generation of Alexandrians was born in servitude, forced to watch the public executions of their loved ones, until our struggle eventually regained our freedom at great cost.&lt;br /&gt;
&lt;br /&gt;
Not long after breaking free of our chains we witnessed Sendor fall prey to the desires of another conqueror. Having felt the lash of the whip on our backs, we stood up and marched to war so that our friends would never have to endure what we did. Our triumph ensured Sendor's peace and prosperity.&lt;br /&gt;
&lt;br /&gt;
Now Arendt sets his eyes upon Rune, claiming his war is just, but we know the truth. We have first-hand experience with conquerors. We know what he is, we know what he intends to do, and we will not stand idly by. We have already shouted out our denial twice and raised our weapons against his kind, it is time to do it again.&lt;br /&gt;
&lt;br /&gt;
======Tatyannah======&lt;br /&gt;
There's various graffiti from the same hand that says either 'Shut up, Arendt, you jackass. You know, if you'd stopped before the bit about the diplomatic mission, you'd have gained more support, but you're a moron who overreaches', 'Masterly, I'm going to find you and kill you' and there might be the occasional 'I am coming for your gold'.&lt;br /&gt;
&lt;br /&gt;
======Jareth======&lt;br /&gt;
Overheard at the Wayfarer's while dining and drinking with friends, someone asks Jareth for his opinion on the Dranei invasion of Rune and Arendt's claims.&lt;br /&gt;
&lt;br /&gt;
Downing his ale, Jareth wipes his mouth with the back of his hand and leans forward a little in his chair to say,&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I have an easy solution. One that can save a lot of bloodshed and lies. Arendt should come meet me on the battlefield. No Dragon Riders. No Spell Cannon. No shambling undead. No wizards of Rune. Just him, me and our steel. Save the war chests from being diminished in any way.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
This is followed by a call for another pitcher and more of whatever is being roasted over the fire.&lt;br /&gt;
&lt;br /&gt;
======Bor======&lt;br /&gt;
Overheard in conversation amongst the citizens that traverse the Temple District is talk a scene that happened earlier today. Bor, one of the rare Giantborn Chosen of Daeus, was seen reading one of the missives posted for Arendt. The few brave souls willing to speak to the Giantborn, a race known to have helped the Dran in the past, asked him what he thought of the War Lords proclamation.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The gods provide guidance to everyone. It's not often they speak with us directly. Angoron uses his Strength to protect the people. Not to make people do what he thinks is right. This isn't Angoron's way. The Iron Behemoth won't be pleased. Someone will need to speak to the followers of Angoron to remind them. Know that there are those that will stand to protect instead of make War. I will stand to protect those that can't protect themselves.&amp;quot;&lt;br /&gt;
 &lt;br /&gt;
In after thought, the folks that were actually nearby during the conversation will add that he said something like, &amp;quot;The Words of Man rarely are what the gods tell him, but what he wanted to hear for himself.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
======Ceres======&lt;br /&gt;
It takes a little time, and more than a little effort, but a new song starts to make the rounds, first in the taverns and inns where Alexandria's Adventurers spend much of their time. Then it spreads, often as not by a certain adventuring bard, then by others. Not her usual style, not up to her usual polish, but then - consider the subject matter. &lt;br /&gt;
&lt;br /&gt;
:'Now Smackwater Arendt, he had an dran army.... &lt;br /&gt;
:Cause he... was in the mood for little confrontation &lt;br /&gt;
:He just let it all hang loose &lt;br /&gt;
:He didn't care about the truth &lt;br /&gt;
:He wanted to give all the abuse &lt;br /&gt;
:So he started a war with the wizards' Rune. &lt;br /&gt;
&lt;br /&gt;
:You can't talk to a man &lt;br /&gt;
:With an army in his hand &lt;br /&gt;
:Army in his hand. &lt;br /&gt;
&lt;br /&gt;
:Now Big Jareth the hero stood for law and order &lt;br /&gt;
:He called for the blackguard to come and meet at the border &lt;br /&gt;
:Now from his bulldog mouth &lt;br /&gt;
:As he met the man up south &lt;br /&gt;
:Came the cry, we got to ride &lt;br /&gt;
:Clean up the 'side for our friends and neighbours &lt;br /&gt;
&lt;br /&gt;
:You can't talk to a man &lt;br /&gt;
:When he already understands &lt;br /&gt;
:No, no, no, no, no, no &lt;br /&gt;
&lt;br /&gt;
:The battle was in all the papers &lt;br /&gt;
:Cause you know, he beat ole Arendt right then instead of later &lt;br /&gt;
:You know the countries were quite pleased &lt;br /&gt;
:'Cause the tyrant had been seized &lt;br /&gt;
:And on a whole, it was a very good year &lt;br /&gt;
:For the Adventurers Guild &lt;br /&gt;
&lt;br /&gt;
:You know, you know, you can't talk to a man &lt;br /&gt;
:With an army in his hand &lt;br /&gt;
:Army in his hand. &lt;br /&gt;
&lt;br /&gt;
:Smackwater Arendt, yeah &lt;br /&gt;
:Smackwater Arendt bought an army &lt;br /&gt;
:Yeah, Smackwater Arendt bought an army &lt;br /&gt;
:Smackwater Arendt, yeah &lt;br /&gt;
:Smackwater Arendt, yeah &lt;br /&gt;
&lt;br /&gt;
:Talkin' about Smackwater Arendt, yeah &lt;br /&gt;
:Talkin' about Smackwater Arendt, oh &lt;br /&gt;
:Talkin' about Arendt and his army &lt;br /&gt;
:Talkin' about Smack, talkin' about Arendt &lt;br /&gt;
:Smackwater Arendt, yeah.' &lt;br /&gt;
&lt;br /&gt;
======Mikilos======&lt;br /&gt;
Posted next to several posts made by Arendt. Where room can be found amoung other replies.&lt;br /&gt;
&lt;br /&gt;
The previous message uses a great many words, many of them big words, in order to confuse the issue. Allow me, humble readers, to translate for you: &lt;br /&gt;
&lt;br /&gt;
'Me Arendt. Me Big Guy. You pay attention to me. Me not like Alexandria leaders. Alexandira people okay. Me prove: &lt;br /&gt;
&lt;br /&gt;
1) Spell Cannon bad. &lt;br /&gt;
&lt;br /&gt;
2) Blue Bitch bad. &lt;br /&gt;
&lt;br /&gt;
3) Spell cannon still bad. &lt;br /&gt;
&lt;br /&gt;
4) Dragon Knight bad. &lt;br /&gt;
&lt;br /&gt;
5) Talking bad, when not say what me want to hear. &lt;br /&gt;
&lt;br /&gt;
6) Me think you okay, but you not do what me want, me hit you. &lt;br /&gt;
&lt;br /&gt;
7) Wizards dumb. Me smart. Me take wizard power, use like smart. &lt;br /&gt;
&lt;br /&gt;
Blah blah, me big man. &lt;br /&gt;
&lt;br /&gt;
ARENDT'&lt;br /&gt;
&lt;br /&gt;
======Karelin======&lt;br /&gt;
Another response to Arendt's posters appears at the Arena, both in handbills and as an insert to program guides as well. Eventually, they're used to wrap finger foods, too.&lt;br /&gt;
&lt;br /&gt;
ARENDT: LIMP WARLORD OF DRAN&lt;br /&gt;
&lt;br /&gt;
Another lick-spittle all-conquering warlord is waving his three-inch quill all over Alexandria's wall. He's not the first and he's certainly not the most creative. The logic in his argument is weak and flaccid, puffed up by big words that have more place in an arena for entertainment's sake than out of the mouth of someone sending people off to fight and die.&lt;br /&gt;
&lt;br /&gt;
I should I know, I do it for real.&lt;br /&gt;
&lt;br /&gt;
He implied that we're crazy for using the weapons at our disposal to defend ourselves. It's not crazy; as any true worshipper of Kor would know -- it's only good sense. He claims to be saving us from Heth by striking down those who know how to use the tools at their disposal. This? This is crazy. Maybe the Azure Queen snuck into his tent when he was fantasizing about being a real warrior and planted this fantasy in his head. Leave the fighting to the soldiers and the wizarding to the wizards, especially against an enemy as strong as Heth. He conveniently ignores the threat of Skald to his left flank. He is going to need all of Angoron's protection, because Kor is going to toss him in the gutters for his abject ignorance of the arts of war.&lt;br /&gt;
&lt;br /&gt;
Arendt is an embarrassment to The Warlord and by Kor Makar's holy names, not deserving of the hand he used to blaspheme their names.&lt;br /&gt;
&lt;br /&gt;
Karelin Andarin, Warbringer of Solmnus, Hero of Blar and Arendt's Mother&lt;br /&gt;
&lt;br /&gt;
===Tariday, Hattanan 13, 1016===&lt;br /&gt;
====Treaty Signing====&lt;br /&gt;
It would appear that negotiations between the Council of Alexandria and the Empress of the Sith-Makar has gone well. There are rumors circulating that an official treaty of some kind will be signed any day now and it will no doubt be accompanied by spectacle and celebration. No doubt that Alexandria is in a unique position to gain access to such an alliance, given that the lone permanent gateway to the land of Am'shere lays within their territory. &lt;br /&gt;
&lt;br /&gt;
Still, one must wonder what the terms are, and what exactly the treaty will entail. No doubt a public announcement will be due soon, and one can not ignore the political signifance of such a treaty being concluded within days of Alexandria's announcement of support for Rune.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Eliday, Hattanan 11, 1016===&lt;br /&gt;
====Executed====&lt;br /&gt;
Rumors are coming down from those with an ear on the council, which has spent the better part of the last few days in meetings to discuss the situation between Dran and Rune, that the ambassador to Dran was /personally executed/ by the warlord, a fellow by the name of Arendt, in charge of the invasion of Rune. This shocking news is leaving many Alexadrians enraged, and anti-Dran sentiment is beginning to form. &lt;br /&gt;
 &lt;br /&gt;
A statement from the Council on the matter is due any day.&lt;br /&gt;
&lt;br /&gt;
====Shev: Wanted Dead or Alive====&lt;br /&gt;
The merchant known as 'Shev' has had a bounty issued for him. He is wanted dead or alive, and is responsible for the murder of several contractees to the Guild of Explorers and members of the City Watch. Formerly a merchant specializing in the acquisition of rare goods of a legitimate stripe in Alexandria, a reliable source indicated his involvement in at least one murder and possibly others, as well as tax evasion. An attempt to arrest him was made and several guardsmen and a few assisting contractors from the Guild of Explorers met their untimely end at the hands of his clockwork defenses in his manor home in upscale Upper Alexandria, as well as others wounded and killed by a bomb he left to destroy evidence in his study. It is believed he is at large within the city and security has been tightened at all enrances and exits in an effort to locate him, not that that wouldn't be happening any ways with talk of war. &lt;br /&gt;
 &lt;br /&gt;
A poster bearing his likeness has been posted in numerous public spaces. The City Watch reccomends all civilians avoid contact with, or offering any assistance to, this fugitive and that if sighted you are to contact the City Watch immediately.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====A Statement from the Council of Alexandria====&lt;br /&gt;
A Statement by the Council of Alexandria: &lt;br /&gt;
 &lt;br /&gt;
The news from Rune is grave and true: Our diplomatic envoy was mercilessly slain by the Warlord Arendt under flag of truce in a misguided effort at vengeance over the death of their own previous Emperor at the hands of a Dragon Knight some years prior. It is our belief that, due to the presence of Dragon Knight Anise and her Silver in Alexandria and the refuge we have offered her, that some memebrs of the Dran Khanate have taken to the mistaken belief we have share some culpability for what happened in our absence. Had Dran a legitimate grievance with us, rather than naked ploys to give it's actions a veil of legitimacy, it could have approached us to discuss the matter of the Dragon Knight and challenged her asylum or asked to have her face Dranei justice. Of course, to do that would require evidence and materials which Arendt does not possess, nor has a true interest in. &lt;br /&gt;
 &lt;br /&gt;
It has not does this and will not do this since these claims are nothing but an attempt to grant himself legitimacy in the eyes of his followers. It is the actions of a murderer, a thug, and a coward with no honor to speak of. We condemn his actions in the strongest possible words and hope to see this criminal brought to face the justice he so richly deserves. &lt;br /&gt;
 &lt;br /&gt;
Thusly, the ruling Council has offered to Rune our assistance. &lt;br /&gt;
 &lt;br /&gt;
Rune has said that they will not be invoking our treaty of mutual defense, a decision which we respectfully acknowledge even as we wish for justice, even in the face of relentlessly provocation from Dran in the murder of Ambassador Vril and the loss of his entire diplomatic mission. The Wisdom of Animus is still present in this time, as Parliament spoke eloquently of the need, even in the face of potential destruction, to continue the effort to contain Heth. &lt;br /&gt;
 &lt;br /&gt;
Even so, we will continue to offer and all material support which they request from us, even as Alexandros remains neutral in this conflict between the forces under the leadership of Arendt and the nation of Rune. &lt;br /&gt;
 &lt;br /&gt;
But the Wisdom of Animus spoke truly and now we must turn towards the other who are watching: Know that the Murderer of Dragonier waits for no one. As Dran weakens Rune and washes itself in an ocean of blood, it leaves a greater threat, and a greater honor, unchallenged. Dragonier must be contained and the threat which Heth poses to life must be checked. It has brought together those who were once enemies in a combined purpose. &lt;br /&gt;
 &lt;br /&gt;
Know now that Bludgun and Aleaxndria have signed a treaty of mutual support in the effort to contain the threat of Dragonier, a treaty which Rune has also joined in. We would extend an offer to all right-thinking Dranei who recognize what the true threat is, rather than chase the ghosts of years past, to join us in a quest that will surely be blessed by the Gods. &lt;br /&gt;
 &lt;br /&gt;
May the Hymn fill every heart with wisdom and courage.&lt;br /&gt;
 &lt;br /&gt;
CALDOR METHIS, COUNCILMAN. &lt;br /&gt;
 &lt;br /&gt;
(the rest of the council's names, including Rawyn Telenils, are signed beneath.)&lt;br /&gt;
&lt;br /&gt;
===Kesenday, Hattanan 9, 1016===&lt;br /&gt;
====Strange Rumors and Airships====&lt;br /&gt;
Strange rumors are filtering down to Alexandria that the Alexandrian diplomatic airship that crashed inside the borders of Rune was actually carrying a large number of soldiers from Dran Empire. Was Alexandira involved in some form of double dealing with Rune and the Dran Empire? What sort of game was the ruling council playing? Even more disturbing is the rumor that the Dran warriors aboard the airship were armed with blades of Alexandrian origin. &lt;br /&gt;
 &lt;br /&gt;
The ruling council has not yet issued a statement on the matter of Rune or Dran, but one is no doubt coming soon.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Gilday, Hattanan 7, 1016===&lt;br /&gt;
====Initial Reports====&lt;br /&gt;
Rumor is filtering down from Rune that fierce fighting has broken out along the northern and eastern borders of Rune. While badly outnumbered by the invading forces and weakened by Heth's minions, Rune is still a powerful center of magical learning and seems to be holding it's own for the moment. &lt;br /&gt;
 &lt;br /&gt;
Alexandria has issued a statement of support for Rune. High level negotiations are said to be occurring, though it seems unlikely that any other power will enter the war on Rune's behalf. It is widely supposed in some quarters that the wizards, being wizards, should be able to take care of this on their own with their fireballs and what have you. More quietly, there are few that want to risk drawing Dran's attention, and it's military juggernaut, to themselves. &lt;br /&gt;
 &lt;br /&gt;
Rumors also indicate that the airship that was sent to Dran in the early days before the war began has crashed inside Rune's border.&lt;br /&gt;
&lt;br /&gt;
====Vardamen Responses====&lt;br /&gt;
The agents of Vardama have been heavily involved in investigations into Dragonier so far. However, with Heth still unbreathing, the rumored ties between Vardama the Gray Lady and Serriel the Shining Dawn seem to have tightened. More Lancers may be seen among the crypt entrances, and it's suggested that Vanguards and laymen have been seen in increased comings and goings among the temples. &lt;br /&gt;
&lt;br /&gt;
A number of the additional guards and workmen are also arvek. This number is not exclusive, though it is biased. These are sturdy men and women pulled from the renmants and memory of recent wars. Ever since their freedom from the tyrrany of Thul (who even now ravages Dragonier), many arvek have borne the colors of the Gray Lady and the Shining Dawn proudly, and these temples have offered them homes. &lt;br /&gt;
&lt;br /&gt;
Heth's threat, though, have caused some to have taken to capping a single tusk in brilliant and shining gold.&lt;br /&gt;
&lt;br /&gt;
OOC: This is primarily a call-out to illustrate the growing ties between the two faiths and as opportunity for RP. Please make of it how you like, and according to your own tales and stories.&lt;br /&gt;
&lt;br /&gt;
===Eliday, Hattanan 4, 1016===&lt;br /&gt;
====No Surprise====&lt;br /&gt;
With war between Dran and Rune on the horizon, or so it would seem, it should be no surprise that Charn's military continues it's mobilization alongs its borders on the northern frontier of the empire. Reports from Veyshan and from airships that travel near that border say that the Stygian Empire is putting on quite the display. There can be little doubt that this is directed towards Myrrdion and Alexandria in a calculated move to encourage them to sit out the war to the north.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Eliday, Bernfleur 27, 1016===&lt;br /&gt;
====Not Secret Enough====&lt;br /&gt;
Despite the best efforts of the government in trying to keep it secret, rumors circulate that several Alexandrian airships were sighted heading in the direction of Dragonier recently. Most of them were filled, not with weapons and armor, but supplies for construction of some kind. It's hard to say what's going on, but it's clear that, even with Rune and Dran on the brink of war, that issue of Dragonier is one that is not to be ignored.&lt;br /&gt;
&lt;br /&gt;
: Posted by Whirlpool&lt;br /&gt;
&lt;br /&gt;
====Alexandrian Council Meets with Sith-Makar Empress====&lt;br /&gt;
It would appear that negotiations between the Sith-Maker Empress from beyond the portal to Am'shere and the ruling council of the city of ALexandria are continuing. Representatives from other local powers, such as the Mythwood and the gnomish town of Happy Valley, have been witnessed coming to the Castellum as well, no doubt to greet the apparent leader of the Sith-Makr tribal confederation. &lt;br /&gt;
 &lt;br /&gt;
It is said that the talks will soon be pasued for the Empress to make a trip to a site called 'Mictlan'. There's no clear indication /when/ that will happen, but the city guard does appear to be on high alert and with more boots on the ground than usual.&lt;br /&gt;
&lt;br /&gt;
: Posted by Whirlpool&lt;br /&gt;
&lt;br /&gt;
===Eliday, Bernfleur 20, 1016===&lt;br /&gt;
====Farmer, Dead====&lt;br /&gt;
&amp;quot;Y'hear about old man Woodridge?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;What, that skirt-chasing coot with the farm?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Yep. Hear tell he got th'crotch rot and it killed him.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Well, hell. Poor old bastard. Guess his son'll inherit th'land now, if he ever gets back.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: Posted by Fishbelly&lt;br /&gt;
&lt;br /&gt;
===Korday, Bernfleur 10, 1016===&lt;br /&gt;
====The Sewers, Glue, and Professor Fizzlefuse====&lt;br /&gt;
A party of adventurers from the Explorer's Guild emerged from the sewers late last night. They brought with them a human and what looked at first to be a battered door. The man was partially bound with glue and alternated ranting and mumbling something about 'Fizzlefuze's Doom'. The 'door' seemed to have tiny limbs and face and also talked. Many onlookers took one look before uttering 'mimic', often in weary tones. Both door and man are now thought to be residing in the city jails for 'interfering with vital city services'.&lt;br /&gt;
&lt;br /&gt;
The adventurers were covered in an assortment of acid burns, bruises and dried glue. The Khazad had no boots. And all were accompanied by the distinctive scent of Otyugh.&lt;br /&gt;
&lt;br /&gt;
OOC: see Bennett, Djelka, Brianna, Zoob or Duncan if you want to hear more. For some reason. :)&lt;br /&gt;
&lt;br /&gt;
: Posted by Duncan&lt;br /&gt;
&lt;br /&gt;
===Gilday, Bernfleur 9, 2016===&lt;br /&gt;
====The Sith-Makar Delegation====&lt;br /&gt;
Since her arrival last week, the so-called Empress of the Sith remains in the security of the Castellum for high level negotiations of some kind. Much of her retinue remains encamped beyond the city walls. Rumors emanating from the Castellum are indicating that, once the negotiations are concluded, she will be heading to a holy site called 'Mictlan', as well as paying a visit to the Dragon Knight.&lt;br /&gt;
&lt;br /&gt;
: Posted by Whirlpool&lt;br /&gt;
&lt;br /&gt;
===Eliday, Eatonis 30, 1016===&lt;br /&gt;
====Dranei &amp;quot;Diplomacy&amp;quot;====&lt;br /&gt;
It would appear Alexandria is not the only country using diplomacy to their advantage. &lt;br /&gt;
&lt;br /&gt;
Dran and the Oruch city-state of Adomar have a long history of conflict, but also a mutual warrior culture and belief in 'strength' and 'honor'. &lt;br /&gt;
&lt;br /&gt;
Rumor has it that several emissaries from the Dran warlords assembling along Rune's border were sighted in the city-state of Adomar, meeting with its leaders, no doubt trying to sway the Oruch to their side. If they are able to do so, the nation of Rune will be in great danger.&lt;br /&gt;
&lt;br /&gt;
: Posted by Whirlpool&lt;br /&gt;
&lt;br /&gt;
====Sith-Makar Empress====&lt;br /&gt;
It starts as a mere whisper. A dignary from the tribes of the Sith-Makar in Am'shere is on their way towards Alexandria from the deep jungle, across the portal that exists outside Alexandria. &lt;br /&gt;
&lt;br /&gt;
From there, the rumors escalates. Not a dignary. Not a mere ambassador. &lt;br /&gt;
 &lt;br /&gt;
No, it is now being said, across the city, that the so-called 'Empress' of the Sith-Makar of Am'shere is on her way to Alexandria for the first visit between the city's leadership and the tribes of the Sith-Makar that reside on the other side of the Am'shere portal in the Alexandrian countryside.&lt;br /&gt;
&lt;br /&gt;
: Posted by Whirlpool&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:more_rumors.png|350px|link=News_Archives|center]]&lt;/div&gt;</summary>
		<author><name>Typhoon</name></author>
	</entry>
	<entry>
		<id>http://www.tenebraemush.net/index.php?title=Update_Archives&amp;diff=17134</id>
		<title>Update Archives</title>
		<link rel="alternate" type="text/html" href="http://www.tenebraemush.net/index.php?title=Update_Archives&amp;diff=17134"/>
		<updated>2015-02-04T22:55:13Z</updated>

		<summary type="html">&lt;p&gt;Typhoon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Sat Dec 13, 2014===&lt;br /&gt;
====Local Directory Edits====&lt;br /&gt;
&lt;br /&gt;
Crafter contact information from Local Directory has been shifted to a new place, PC Directory. Here, you can find crafters, other Altheans, Vardamen, and so on, as well as directions for how to add yourself to these different groups.&lt;br /&gt;
&lt;br /&gt;
Access the new page at:&lt;br /&gt;
:People &amp;gt; Find People&lt;br /&gt;
&lt;br /&gt;
To find people in these groups (such as members of the Silver Crescent, or a Wondrous Item crafter), just click on the link. You can control which groups you're listed as part of by editing your character page. As we move forward, these groups will be linked to more and more, so it will become even easier to find people with a similar interest.&lt;br /&gt;
&lt;br /&gt;
I've left the old Local Directory as it is for now, so that folks may copy over their store information to their character pages, if they wish. It will remain for 2 weeks.&lt;br /&gt;
&lt;br /&gt;
===Fri Dec 5, 2014===&lt;br /&gt;
====PrP Workshop Log====&lt;br /&gt;
For folks curious or who missed, the log can be found here: [[PrP Workshop 4]] ...or linked to from our PrP page. :3 A big thank you to everyone who participated!&lt;br /&gt;
&lt;br /&gt;
===Thu Dec 2, 2014===&lt;br /&gt;
====New Commands Summary====&lt;br /&gt;
Howdy. This is just a quick reminder of a few command updates we've made over time. While all of these are announced, they can still sneak by. There's usually a lot going on, and so on, both here and in other places. So, a recap...!&lt;br /&gt;
&lt;br /&gt;
:+meet &lt;br /&gt;
:Replacing +meetme, +meet comes with a delay, and a few more options, besides.&lt;br /&gt;
 &lt;br /&gt;
:+rpwho &amp;amp; +rpwho/where &lt;br /&gt;
:Shares RP interests, as well as basic deity and class info! See the associated help file to see full options, including how to hide certain information.&lt;br /&gt;
 &lt;br /&gt;
:+alts&lt;br /&gt;
:List all of your alts with a quick, simple-to-use command.&lt;br /&gt;
 &lt;br /&gt;
:+request/leg&lt;br /&gt;
:An upcoming announcement; we'll be talking about ideas and uses for collaborative legwork in the upcoming Workshop! We've made this much easier to do. &lt;br /&gt;
 &lt;br /&gt;
:- Your Tenebrae Staff&lt;br /&gt;
&lt;br /&gt;
===Sat Nov 29, 2014===&lt;br /&gt;
====PrP Update====&lt;br /&gt;
Howdy! After examing our PrP policy, we've made a minor change: for levels 2-10, anything over APL+3 requires an approval from staff, and for levels 11+, anything over APL+4 requires an approval from staff. As always, remember, your plots should be scaled to the group you've got. Not all groups are made equal. Throwing the same encounter at two people that was designed for four is not an acceptable encounter.&lt;br /&gt;
&lt;br /&gt;
:- Your Tenebrae Staff&lt;br /&gt;
&lt;br /&gt;
====TPK!====&lt;br /&gt;
Remember, folks, the TPK channel is there for your benefit and assistance. If you need help with encounter design, please hop right on there and ask for it. :) &lt;br /&gt;
 &lt;br /&gt;
More over, if you can't get a hold of us, it is always better to err on the side of fun and activity than to hold off and not do anything. :) &lt;br /&gt;
 &lt;br /&gt;
Happy gaming!&lt;br /&gt;
&lt;br /&gt;
===Fri Nov 21, 2014===&lt;br /&gt;
====Otyughs Under the Tree!====&lt;br /&gt;
&lt;br /&gt;
Howdy!&lt;br /&gt;
&lt;br /&gt;
As y'all know, staff tends to do a Holiday celebration, a kind of gift for the season and a thank-you for being part of our community. This year, we'll be starting a little earlier...but continuing well on into the season!&lt;br /&gt;
&lt;br /&gt;
This year, we'll be offering a single, full level to any one character 10 and under! To claim yours:&lt;br /&gt;
* Spend 5 RPPs, or&lt;br /&gt;
* Run 1 PrP &lt;br /&gt;
&lt;br /&gt;
This is per player, not character. &lt;br /&gt;
&lt;br /&gt;
In addition, from here until December 25th, we'll be awarding any arc-related PrPs at 100% instead of 75%. The level bonus must be claimed by December 25th, as well.&lt;br /&gt;
&lt;br /&gt;
:- Your Tenebrae Staff&lt;br /&gt;
:(And otyughs)&lt;br /&gt;
&lt;br /&gt;
====New +Event Commands!====&lt;br /&gt;
A big thank you to Whiteout! He's been busy crafting some new +event commands! These are:&lt;br /&gt;
&lt;br /&gt;
:SYNTAX: +event/mail #=&lt;br /&gt;
:@mails all confirmed players for an event, plus the organizer.&lt;br /&gt;
&lt;br /&gt;
:SYNTAX: +event/mailall #=&lt;br /&gt;
:@mails all signed up players for an event, plus the organizer. (Organizer only)&lt;br /&gt;
&lt;br /&gt;
:SYNTAX: +event/page #=&lt;br /&gt;
:Pages all confirmed players for an event, plus the organizer.&lt;br /&gt;
&lt;br /&gt;
:SYNTAX: +event/pageall #=&lt;br /&gt;
:Pages all signed up players for an event, plus the organizer. (Organizer only)&lt;br /&gt;
&lt;br /&gt;
The basic commands are available under +help events. The organizer commands are under +help events3, along with all other organizer-only commands.&lt;br /&gt;
&lt;br /&gt;
Thank you, Whiteout!&lt;br /&gt;
&lt;br /&gt;
:- Your Tenebrae Staff&lt;br /&gt;
&lt;br /&gt;
===Thu Nov 20, 2014===&lt;br /&gt;
====Character Arcs Update!====&lt;br /&gt;
&lt;br /&gt;
After some feedback, we've adjusted the rewards for character arcs. We've also streamlined the process towards claiming them, though will always be looking for new ideas.&lt;br /&gt;
&lt;br /&gt;
If you'd like, feel free to communicate with DMs about your ideas, too. It gives them things to include in storylines, after all.&lt;br /&gt;
&lt;br /&gt;
:- Lah&lt;br /&gt;
&lt;br /&gt;
===Tue Nov 18, 2014===&lt;br /&gt;
====Cuddles' Closet Unearthed!====&lt;br /&gt;
Recently, Cuddles reported an odd smell pertaining to her apartment. &lt;br /&gt;
&lt;br /&gt;
It turns out that some gnomes had taken up residence.&lt;br /&gt;
&lt;br /&gt;
While the gnomes are being rehomed, staff has begun an investigation as to what drew them there in the first place.&lt;br /&gt;
&lt;br /&gt;
It turns out, some old artifacts!&lt;br /&gt;
&lt;br /&gt;
You can visit these artifacts (Cuddles has thoughtfully stashed them aside for us), by visiting the Apartment, and venturing through (yet) Another Door.&lt;br /&gt;
&lt;br /&gt;
This door also worth one million XP.&lt;br /&gt;
&lt;br /&gt;
===Sat Nov 16, 2014===&lt;br /&gt;
====Character-based Arcs!====&lt;br /&gt;
Based on your feedback, we're pleased to announced character mini-arcs! &lt;br /&gt;
&lt;br /&gt;
You can read about them here: http://tenebraemush.net/index.php/Character_Mini-Arcs , or by visiting our streamlined PrP page (Roleplay &amp;gt; Player Run Plots). Mini-arcs are more informal than a PrP, but I'm not really sure where to put them yet, so that seemed like a good a place as any. :3&lt;br /&gt;
&lt;br /&gt;
Please check them out, and let staff know what you think. They are still experimental at this point, so expect some changes based on play.&lt;br /&gt;
&lt;br /&gt;
===Tue Nov 4, 2014===&lt;br /&gt;
====Plots Update====&lt;br /&gt;
I have updated all the times for my plots to reflect the DST switch. Please make sure you adjust your offset to account for it. :)&lt;br /&gt;
&lt;br /&gt;
: - Whirlpool&lt;br /&gt;
&lt;br /&gt;
===Sat Nov 1, 2014===&lt;br /&gt;
====Meetme Update!====&lt;br /&gt;
Howdy! We've added some handy new upgrades to +meetme. +Meetme is now +meet. Upgrades include:&lt;br /&gt;
&lt;br /&gt;
* Shorter name, easier entry!&lt;br /&gt;
* Notification of the room before you depart.&lt;br /&gt;
* Ability to receive multiple +meets! &lt;br /&gt;
&lt;br /&gt;
We hope you enjoy the updates.&lt;br /&gt;
&lt;br /&gt;
: - Your Tenebrae Staff.&lt;br /&gt;
&lt;br /&gt;
===Thu Oct 30 2014===&lt;br /&gt;
====PrP Bonus Reminder!====&lt;br /&gt;
Hey there. This is just a reminder to folks that runners receive a 10 pct bonus to awards for running twice within a week. This gets overlooked from time to time, so if this is something you'd like to do, please note it in the +req. This ensures we give you the additional shiny!&lt;br /&gt;
===Sat Oct 26 2014===&lt;br /&gt;
====Low Level Scenes!====&lt;br /&gt;
I intend to do one or two low level scenes this week. &lt;br /&gt;
 &lt;br /&gt;
I am going to ask, specifically, for people toss ideas to me. I have my own, of course, but I thought I'd outright ask 'what's something you low level players want to see happen in a scene?' instead for a change. &lt;br /&gt;
 &lt;br /&gt;
Shoot me @mails!&lt;br /&gt;
&lt;br /&gt;
: Whirlpool&lt;br /&gt;
&lt;br /&gt;
====DST and +time====&lt;br /&gt;
With the onset of autumn, DST is upcoming. If you live in an area that uses it, please prepare to set your +time/offset (see +help time), just as you roll your clocks back.&lt;br /&gt;
&lt;br /&gt;
===Tue Oct 21, 2014===&lt;br /&gt;
====Release Package 13!====&lt;br /&gt;
That's right, guys. Through the tireless efforts of your staff, especially Ty, Lahar, and Whiteout, we are finally at our next release of content! &lt;br /&gt;
 &lt;br /&gt;
This includes: &lt;br /&gt;
 &lt;br /&gt;
: A metric ton of feats &lt;br /&gt;
 &lt;br /&gt;
: The staff of minor arcana &lt;br /&gt;
 &lt;br /&gt;
: Vermin Animal Companions &lt;br /&gt;
 &lt;br /&gt;
: An updated version of War Golems &lt;br /&gt;
 &lt;br /&gt;
Because of the number added, please expect some weirdness with feats. If you see something available to you that shouldn't be, or something not available to you that should be, please contact us and let us know! Same for typos. Lots of data was added and the wiki has been appropriately updated to reflect it. &lt;br /&gt;
 &lt;br /&gt;
As always, if you want to do a feat swaps and what have you from the introduction of new content, please contact us. :)&lt;br /&gt;
&lt;br /&gt;
===Sun Oct 12, 2014===&lt;br /&gt;
====Quick Streamlining Reminder====&lt;br /&gt;
Hey there! This is just a quick reminder of a few streamlines and updates we've made over time. While all of these are announced, they can still sneak by. There's usually a lot going on, and so on, both here and in other places. So, a recap...!&lt;br /&gt;
&lt;br /&gt;
:- Streamlined stealth rules: Developed by Paizo, these are the rules Paizo said they'd implement if they could. We just went ahead and adopted them. Check out Characters &amp;gt; Skills &amp;gt; Stealth.&lt;br /&gt;
     &lt;br /&gt;
:- Streamlined mounted combat: Published by a 3PP with real life experience in the sport, we nabbed this as well and used it to sweep clear some cobwebs and confusion. Check out Characters &amp;gt; Skills &amp;gt; Ride.&lt;br /&gt;
     &lt;br /&gt;
:- Anyone can firearm repair: We do not allow gunslinger, so developed a workaround. Check out our Craft/Gunsmithing skill.&lt;br /&gt;
     &lt;br /&gt;
:- Anything else? If something's missing from this list, please let us know. We'll be putting together a workshop on these and a few frequently-asked questions about Pathfinder in the near future!&lt;br /&gt;
     &lt;br /&gt;
&lt;br /&gt;
:- Your Tenebrae Staff&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Fri Oct 3, 2014===&lt;br /&gt;
====Weekend Scenes!====&lt;br /&gt;
This weekend, I will be focusing on grid RP and surprising folks on the grid with various things! &lt;br /&gt;
 &lt;br /&gt;
See you all there!&lt;br /&gt;
&lt;br /&gt;
: - Whirl&lt;br /&gt;
&lt;br /&gt;
===Tue Sept 30, 2014===&lt;br /&gt;
====Just for Fun...====&lt;br /&gt;
Howdy. XD For fun, and because it is awesome, I thought we could set some &amp;quot;RP Goals&amp;quot; this week. The way this works is, if these items are incorporated into RP or a PrP, I bribe you copiously for them. You can earn up to two. To claim them, just submit the RPP/PrP as normal, AND send me an @mail. This way I can add the bonus. :D&lt;br /&gt;
&lt;br /&gt;
:RP Goals!&lt;br /&gt;
::#1: Sign Sandy up for a charity.&lt;br /&gt;
::#2: Stage a protest of some sort outside Jibbom's new bar.&lt;br /&gt;
::#3: A gobber dance party.&lt;br /&gt;
&lt;br /&gt;
: PRP Goals!&lt;br /&gt;
::#1: Roles in reverse! Rescue a manly barbarian from certain doom! Or just Jareth. &lt;br /&gt;
::#2: Gnomes&lt;br /&gt;
::#3: Rehabilition for murderous monsters!&lt;br /&gt;
&lt;br /&gt;
...if you would like these to be a semi-regular thing, please let me know.&lt;br /&gt;
&lt;br /&gt;
: - Lah&lt;br /&gt;
&lt;br /&gt;
===Sun Sept 28, 2014===&lt;br /&gt;
====WBL Census====&lt;br /&gt;
So we're gonna conduct a little, informal census to get a snapshot of where you and your characters are in your wealth by level. On a game this size, with this many characters, it can be hard to keep track of where everyone is,though we do try. &lt;br /&gt;
 &lt;br /&gt;
So what we'd like you to do is calculate the total value of your equipment plus your cash on hand for each of tyour characters, and then @mail that data to Hurricane and Pyroclasm. We'll use it to tabulate where everyone is at. &lt;br /&gt;
 &lt;br /&gt;
This is purely a voluntary effort to give us some data to work with. &lt;br /&gt;
 &lt;br /&gt;
Thanks!&lt;br /&gt;
&lt;br /&gt;
- Whirl&lt;br /&gt;
&lt;br /&gt;
===Thurs Sept 25, 2014===&lt;br /&gt;
====Equipment Page Brush-Up====&lt;br /&gt;
The Equipment page received a brush-up: Characters &amp;gt; Equipment.&lt;br /&gt;
&lt;br /&gt;
===Mon Sept 15, 2014===&lt;br /&gt;
====Concluding Plots!====&lt;br /&gt;
I have set up all my concluding plots for this week! &lt;br /&gt;
 &lt;br /&gt;
Hopefully, they will all go off without a hitch. If you're a player on one of these, please check the listings and make sure you weren't left off the confirmed list.&lt;br /&gt;
&lt;br /&gt;
- Whirl&lt;br /&gt;
&lt;br /&gt;
===Fri Sept 12, 2014===&lt;br /&gt;
====Wiki Update====&lt;br /&gt;
'''Shiny, Shiny Layouts, Without Wiki Code'''&lt;br /&gt;
&lt;br /&gt;
We've updated the default template to be easy to use. Plus, it includes a beautiful header, footer, and a place for images, too! It's easily applicable to your current setup--all you need to do is fill in the blanks. Or, just ask staff to convert it for you.&lt;br /&gt;
     &lt;br /&gt;
&lt;br /&gt;
'''Even More Shiny Layouts, With Minimal Wiki Code'''&lt;br /&gt;
&lt;br /&gt;
Would you like a dragon for your header? What about a gobber pirate? All of these are available, with unique color schemes. You can either fill it in, or if you're comfortable, everything's there to add a tweak or two to your own preferences.&lt;br /&gt;
     &lt;br /&gt;
:Examples:&lt;br /&gt;
::http://bit.ly/1AEWvhO, http://bit.ly/1AEWB9b&lt;br /&gt;
::http://bit.ly/1oAedgX, http://bit.ly/1BwZCL2&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Find PCs by Interest'''&lt;br /&gt;
&lt;br /&gt;
Looking for other oruch? Now, link your pages together! On the Character Pages er, page, click Find PCs by Interest. It's the giant button at the top. This will grow to include groups, organizations, and other interests. &lt;br /&gt;
&lt;br /&gt;
If your PC isn't there yet, it's because I just finished the D's. I could use some help, here. :3 &lt;br /&gt;
&lt;br /&gt;
:Find by Interest: http://www.tenebraemush.net/index.php/Find_PCs_by_Interest&lt;br /&gt;
&lt;br /&gt;
===Fri Sept 5, 2014===&lt;br /&gt;
====Artists!====&lt;br /&gt;
Just a reminder that we've re-added the local artists part of the website. If you're a part of the community and offer commissions, please let me know and I'll add your name to the site.&lt;br /&gt;
&lt;br /&gt;
: - Lah&lt;br /&gt;
&lt;br /&gt;
===Sat Aug 30, 2014===&lt;br /&gt;
====Things Your Staff can do for You====&lt;br /&gt;
RP is a thing. We're happy to help with it. Here are a few ways you might not've considered, or known about:&lt;br /&gt;
&lt;br /&gt;
:1. I'd like to organize people for a RP/plot/story I'd like to do, but we're having a hard time doing it. &lt;br /&gt;
     &lt;br /&gt;
:How staff can help: Page one of us, and we can create a shared +job for you to use as you like. These can simplify planning, help roleplayers get together, and aid in a PrP investigation (if players want to follow up).&lt;br /&gt;
        &lt;br /&gt;
:2. I'd like some NPCs to drop by the grid for roleplay!&lt;br /&gt;
     &lt;br /&gt;
:How staff can help: If you'd like a specific NPC, just ask. Higher level NPCs might require some preplanning, however. As a heads-up, anyone may create and run general NPCs. This doesn't mean we aren't happy to help; only that we want you to know all your options.&lt;br /&gt;
        &lt;br /&gt;
:3. I'd like to meet other ___ for RP. How can I find them?&lt;br /&gt;
     &lt;br /&gt;
:How staff can help: Staff can pull the names of all PCs who are interested in ____ or are a member of ____. We can also share how active they've been (if they haven't connected within 3 months, for example), and if anyone's asked about similar topics. Hey, we'll even help you brainstorm, and can help with announcements.&lt;br /&gt;
        &lt;br /&gt;
:4. I'd like to put together some roleplay tied to setting elements, and it would be great to have a staffer there informally to answer questions, and maybe provide a few NPCS! For example, exploring a Vardamen Crypt in detail, or taking friends to visit the Grove. While these are often things you can do on your own, sometimes, some help is nice.&lt;br /&gt;
     &lt;br /&gt;
:How staff can help: We love assisting with flavor. :D If the roleplay will be more involved, a heads-up would be nice, though! Longer events or more complex ones may require pre-arranging, ofc. If you're looking to find some players on short notice as well, we can send out a MU-wide note. &lt;br /&gt;
&lt;br /&gt;
These are a few ways we're available to you, to help promote roleplay, and support the stories you'd like to develop and share. As always, be awesome with one another. &lt;br /&gt;
&lt;br /&gt;
===Sat Aug 23, 2014===&lt;br /&gt;
====Me!====&lt;br /&gt;
So, after running scenes at nearly one a day for like the last two weeks, I am going to take this weekend off. :) I will probaby be around, but not in any official capacity until Monday. xD&lt;br /&gt;
&lt;br /&gt;
: - Whirl&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Thu Aug 7, 2014===&lt;br /&gt;
====New Command!====&lt;br /&gt;
Have you ever looked around and wanted to find other oruch? What about other gobbers, so you could plot and build special explosive candles for Arendt's birthday cake?&lt;br /&gt;
&lt;br /&gt;
Well, as part of our neverending goal to support mayhe--*delete delete*--community, we've developed a new command! +rpwho and +rpwho/where! &lt;br /&gt;
&lt;br /&gt;
You can find the help files, as well as a few additional options, at: +help who, though they are also referenced in +help where. There are still a few tweaks to be made, but otherwise, it is there for joy and mayhem.&lt;br /&gt;
&lt;br /&gt;
:- Tenebrae Staff&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Fri Aug 1, 2014===&lt;br /&gt;
====Meetups!====&lt;br /&gt;
Howdy. Due to the interest in Meetups, we're looking to make them a permanent part of the game! This means more opportunities to meet others who share IC interests, and best of all, we'll keep rewarding you RPPs for it, too.&lt;br /&gt;
&lt;br /&gt;
You can read what's currently what on the Roleplay &amp;gt; Player Run Plots section. Let us know what you think.&lt;br /&gt;
&lt;br /&gt;
In addition, Influence has been expanded so that characters may gain additional benefits from both PrPs and Meetups as part of their Tier2 ability.&lt;br /&gt;
&lt;br /&gt;
:- Lah&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Tue July 22, 2014===&lt;br /&gt;
====Small Egalrin Update====&lt;br /&gt;
Howdy. We've made a slight adjustment to the egalrin's Keen Senses bonus. It is now +4 instead of +2. In addition, their flight is much improved! So they got their feathers fluffed a bit!&lt;br /&gt;
&lt;br /&gt;
====How This Works====&lt;br /&gt;
'''How will this Work?'''&lt;br /&gt;
&lt;br /&gt;
# Post the meetup to events. You might add MEETUP: to the name, so people know what it is.&lt;br /&gt;
# Use +req to send me a log.&lt;br /&gt;
# Everyone gets RPPs!&lt;br /&gt;
&lt;br /&gt;
Please don't request RPPs during the roleplay! This is different than normal. Given that more than one is being awarded per person, I'll be handling this separately. You might expect a generous number of IC DMnoms during the meetup, though. Just you know, sayin'. (These are the kind that award both XP and GP). Every person may organize one, but may attend as many as makes sense for their PCs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Can You Give Me Examples?'''&lt;br /&gt;
&lt;br /&gt;
Here are a few we've had in the past:&lt;br /&gt;
&lt;br /&gt;
: http://tenebraemush.net/index.php/Gobber_Clankfest&lt;br /&gt;
: http://tenebraemush.net/index.php/Treehuggers_and_Hippies&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''How is a Meetup Different from a Scene?'''&lt;br /&gt;
A meetup is not a formal scene. Think of it as more of a pre-arranged group roleplay. As an organizer, you'll probably set the tone and a few opening poses...but that's it. &lt;br /&gt;
&lt;br /&gt;
The other way it differs is that you'll probably want to do a little asking around first. Say: Hey, if I ran a ___ meetup, would there be interest? If you're shy, talk with staff. Or, just ask staff anyway. We can more easily pull up the data, and talk with DMs about current interests, or areas which could use some &amp;lt;3.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''What are Good Topics for Meetups?'''&lt;br /&gt;
Generally, meetup groups should be somewhere comfortably between &amp;quot;broad&amp;quot; and &amp;quot;narrow&amp;quot;. For example, a Vardamen meetup should probably be open to Serrielites. A Druid Grove meetup would benefit from including druids as well as rangers and sith-makar.&lt;br /&gt;
&lt;br /&gt;
Possible meetups could be:&lt;br /&gt;
:- Angorites and Korites! &lt;br /&gt;
: - Herbalists and Potionmakers (a gathering of druids, wizards, and those interested in exchanging information on and studying...etc.)&lt;br /&gt;
:- ARTIFICE!!!&lt;br /&gt;
:- All goblinoids!&lt;br /&gt;
:- Calling all morning crew!&lt;br /&gt;
: - Daeusites and Altheans!&lt;br /&gt;
&lt;br /&gt;
...and so on. My door's open. :)&lt;br /&gt;
&lt;br /&gt;
:- Lah&lt;br /&gt;
&lt;br /&gt;
====Earn 10 Bonus RPPs!====&lt;br /&gt;
One of the more common comments I run into at the Gaming Table is: I'd like to meet other ____! This is awesome, and what I'd like to do just now is create an opportunity for just that.&lt;br /&gt;
&lt;br /&gt;
Recently, we saw the Gobber Clankfest. Before that, a FUNeral. Both of these meetups brought people together, served as icebreakers, and importantly, created a chance to talk shop with like-minded PCs. The problem is that it can be intimidating to organize things like these. What if no one shows up, for example? Or, just worrying about, can I use events for that?&lt;br /&gt;
&lt;br /&gt;
For the first one: I understand and I've been there. :) My room is open, and pages, too. Come by and have a chat, sit down for some tea and we'll share ideas. If it is something you'd like to try...then let me know how I, personally, can support you. For the second, when we named Events, we chose +events instead of +scenes deliberately. That is, we wanted Events to be open to a broad number of uses outside of scenes and PrPs. &lt;br /&gt;
&lt;br /&gt;
I believe, fully, that one of events' most awesome uses is when it's being used to bring folks together. It's even better when they enhance roleplay. So this is what I'm going to do:&lt;br /&gt;
&lt;br /&gt;
If you'd like to host meetup, a gathering of the like-minded PCs, I'll be rewarding you 10 RPP for just putting it together. Then, 2 RPP to every active participant.&lt;br /&gt;
&lt;br /&gt;
You can earn the organizer's bonus once, and the participant's an unlimited number of times. However, I'm asking you to be reasonable. An artificer signing up for a druidic grove gathering is going to raise some brows, after all. ^^;&lt;br /&gt;
&lt;br /&gt;
I'll provide details in the next post,&lt;br /&gt;
&lt;br /&gt;
:  - Lah&lt;br /&gt;
&lt;br /&gt;
: Note: This is currently closed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===June===&lt;br /&gt;
[[image:pride.png|center]]&lt;br /&gt;
&lt;br /&gt;
===Friday, May 30, 2014===&lt;br /&gt;
====Rune Grid Started!====&lt;br /&gt;
I've started work on the Rune grid! You can see what's there (not much, yet) in the Roleplay Nexus. Once it's finished, there will be an announcement, here!&lt;br /&gt;
         &lt;br /&gt;
Please send in your descs and ideas! Also, please remember the super-secret bonuses in +event GHOSTBUSTERS! These are secret.&lt;br /&gt;
&lt;br /&gt;
Kind of like ghosts.         &lt;br /&gt;
         &lt;br /&gt;
: - Lahar&lt;br /&gt;
&lt;br /&gt;
===Saturday, May 24, 2014===&lt;br /&gt;
====Volunteers Sought====&lt;br /&gt;
Due to being a bit overworked, I haven't had the opportunity to get the Rune grid ready as quickly as I like. The storyline hasn't quite reached hte point where PCs will be going there (though that is coming, as I've announced), but I'm going to ask for volunteers to help @desc the Rune grid rooms. If you're interested, @mail me or page me this evening when I'm about. &lt;br /&gt;
 &lt;br /&gt;
THanks!&lt;br /&gt;
&lt;br /&gt;
:Whirl&lt;br /&gt;
&lt;br /&gt;
====The End of Spring====&lt;br /&gt;
Whew! We're about to wrap our spring celebration! I wanted to thank each of you for your help and the enthusiasm you've all shown both in sharing your stories and inviting others to share with them.&lt;br /&gt;
&lt;br /&gt;
I've had a few (a lot of) questions about running PrPs, and for those new to them and to old hands with questions alike, I wanted to share: &lt;br /&gt;
&lt;br /&gt;
:[[Player_Run_Plots#I_Just_Want_to_Run_a_Plot.21|I Just Want to Run a Plot! ]]&lt;br /&gt;
:[[Player_Run_Plots#What_do_I_do_When_I.27m_Done.3F|What do I do When I'm Done?]]&lt;br /&gt;
:[[Player_Run_Plots#Things_Not_to_Do|What Shouldn't I do?]]&lt;br /&gt;
&lt;br /&gt;
All of these may be found under Roleplay &amp;gt; Player Run Plots, on the same page (I just linked to bookmarks). There, you can also find logs of our PrP Workshops to peruse...where we put our DMs on the spot!&lt;br /&gt;
&lt;br /&gt;
If you or someone you know has a questions about encounters, or perhaps you prefer a one-on-one...please come talk with our DMs. They're always happy to sit down and have a chat. &lt;br /&gt;
&lt;br /&gt;
PrPs are a welcome addition to this MUSH. Thank you for taking part of them, and celebrating spring with us.&lt;br /&gt;
&lt;br /&gt;
:- Lah&lt;br /&gt;
&lt;br /&gt;
===Monday, May 19, 2014===&lt;br /&gt;
====Potential Ancestral Update====&lt;br /&gt;
Hey, there. This is just a heads-up that we will be looking into a (possible) minor adjustment for the ancestral weapon spend. This would be more of a tweak than anything else. As with all updates, if this does happen, we will let you adjust accordingly.&lt;br /&gt;
&lt;br /&gt;
:- Tenebrae Staff&lt;br /&gt;
&lt;br /&gt;
===Sunday, May 18, 2014===&lt;br /&gt;
====Welcome, New Folks!====&lt;br /&gt;
We are, as of late, seeing a large number of new faces around. Let's make them welcome. Hooray for new people! Get out there and get to know them and RP with them!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Monday, May 12, 2014===&lt;br /&gt;
====Getting Involved with the Arc====&lt;br /&gt;
The below are some rough sketches of what's going on in the world based on various groups, interests, and foci. Feel free to look around though, too, and draw your own conclusions and storylines to bear. The following are just that, summaries, suggestions, and a way to paint a larger picture or ideas for getting involved. The details of course, are up to you.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Vardamen/Serrielites:''' A unique mention is made here because the Vardamen have been largely concerned with Heth and have served as advisors and warriors on that front. Serrielites have brought their shining blades to bear with the brilliance of the Dawn, and laid vanquish to undead. However, the unrest the Dranei bring is enough to threaten Chaos in multiple regions, which Heth (and Thul) would take advantage of. It's unlikely that Serriel would see the loss of Rune's knowledge and civilization a great thing, either...which would be a significant setback for the world at large.&lt;br /&gt;
&lt;br /&gt;
'''The Forces of Light:''' After the Rise of Shadows, the deities of Light took on a more war-like visage. Though many seek peace, even Althea stands with bill in hand, a recognition of the gravity of the times. Dran's war threatens not just Rune but the lives of towns and villagers, as well as the risk of Heth's (and Thul's) expansion. It is unlikely those of the Light will stand idly by.&lt;br /&gt;
&lt;br /&gt;
'''Warriors, Mercenary Forces:''' Meeting Dran will be largely a meeting of blade to blade. Where arvek inspire by their discipline and military strategy, the Dran inspire by their courage and raw brawn. This does not imply Arendt is an idiot: he's a forceful personality willing to do almost anything, with cunning, besides. PCs will be facing legends. This also means there's some money to be made and legends to be formed. &lt;br /&gt;
&lt;br /&gt;
'''Arcanists, Elunites:''' Arcanists and Eluna's followers are in a unique position; the loss of Rune would represent a tremendous loss for the advancement of magic, which could not be recouped for generations. Their abilities both in crowd control (massive Dranei armies) and recon (detect thoughts, etc.) are needed to stop this force. On the opposite side of the die, the fall of Rune could leave a controlling chunk of arcane knowledge in Taara's hands...&lt;br /&gt;
&lt;br /&gt;
'''The Green:''' The green of late have been involved in the negotiations between the sith Empress and Alexandria; acting as diplomats between the savage world and the civilised. They may be well suited to understanding and leading recon against Dranei forces as well, which this group is particularly suited for. The expansion of Heth also, would lead to the rending of the wild. No one should underestimate the rage or strength of the Green on this matter.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
...and more! Please don't take the above as the only groups. The intent here is to paint with broad strokes and offer suggestions, with details and interpretation left up to individuals, or even an invitation to go in a different direction, entirely.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Sunday, May 11, 2014===&lt;br /&gt;
====Sneaking with a Tower Shield====&lt;br /&gt;
With the wide variety of missions that can come up, don't think you need to be excluded from sneaky mission X because you're not a specific class, or because you play a good or honorable PC. In fact, honorable PCs are more likely be trusted with critical details...this is just a fact of human nature, meaning they may have more reason to 'dip in' from time to time. &lt;br /&gt;
&lt;br /&gt;
So, without too much more typing: (The start of) a guide to Sneaking With Tower Shields: http://forum.tenebraemush.net/index.php/topic,1741.msg8291.html&lt;br /&gt;
&lt;br /&gt;
Feel free to add your own ideas. I'm sure I left out quite a few, and more are always welcome!&lt;br /&gt;
&lt;br /&gt;
===Friday, May 9, 2014===&lt;br /&gt;
====Off-Hours Activity====&lt;br /&gt;
As a general reminder, we've had a substantial upswing in off-hours activity. This probably means you'll be seeing more +events, in the long run, at different hours. Please remember to check the time and not just assume it's at a time you're used to. &lt;br /&gt;
 &lt;br /&gt;
Also remember to set your offset by looking at +help time.&lt;br /&gt;
&lt;br /&gt;
===Wednesday, May 7, 2014===&lt;br /&gt;
====Mictlan and Temp Rooms Update====&lt;br /&gt;
Hey, there! One of the things we've been trying recently are temporary Plot Rooms. These are rooms tied to a particular plot or storyline which is ongoing in the game. The goal of these rooms is to provide a place to roleplay and an opportunity to explore current storylines outside of DM scenes. Once the storyline draws to a close, the room is usually removed. The aim here is to strike a careful balance between both story and maintaining a clean grid.&lt;br /&gt;
&lt;br /&gt;
Two of these rooms have been set up off of the RP Nexus, the Crumbling Fort and Mictlan. &lt;br /&gt;
&lt;br /&gt;
What we haven't said is that if an area is used extensively and has the potential to add to future storylines, it may be added to the main grid. Because Mictlan has been and you have made it a regular part of your roleplay, we've added it to the Light Woods. In the future, we hope to have some sort of voting process in place.&lt;br /&gt;
&lt;br /&gt;
:- Tenebrae Staff&lt;br /&gt;
&lt;br /&gt;
===Monday, May 5, 2014===&lt;br /&gt;
====More Roleplay Awesome!====&lt;br /&gt;
It's a little easier for staff to give out (yet) more awesome rewards for your roleplay, so expect us to take full advantage of this. :)&lt;br /&gt;
&lt;br /&gt;
In the meantime, please send cookies to Whiteout!&lt;br /&gt;
&lt;br /&gt;
:- Your Tenebrae Staff&lt;br /&gt;
&lt;br /&gt;
====Springtime for Tenebrae, pt 2====&lt;br /&gt;
We've had a few questions about our Spring celebration, and hope the following helps. As always, please ping us with any questions.&lt;br /&gt;
&lt;br /&gt;
:- Your Tenebrae Staff&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Spring Celebration Summary&lt;br /&gt;
&lt;br /&gt;
Run a PrP tied to a holiday or the meta-arc once and get:&lt;br /&gt;
&lt;br /&gt;
:... +1 level for any alt L9 or below!&lt;br /&gt;
&lt;br /&gt;
Run a PrP a second time and get:&lt;br /&gt;
&lt;br /&gt;
:... 75% of two encounters' worth of XP and treasure + 5 bonus RPPs!&lt;br /&gt;
:... or 75% of two encounters' worth of XP and treasure + 10% + 5 bonus RPPs if you run two within a week! (the 10% bonus is available throughout the year)&lt;br /&gt;
&lt;br /&gt;
You are ineligable if:&lt;br /&gt;
&lt;br /&gt;
:... You ran a PrP for and received a free level within the last 30 days. HOWEVER, you may still take advantage of this and run, and apply this May's bonus to an ALT! OR, you may choose to earn the RPP bonus, twice!&lt;br /&gt;
:... The PrP is run after May 31st!&lt;br /&gt;
:... You have already received your May bonus! (awards are per player, not per character)&lt;br /&gt;
&lt;br /&gt;
===Saturday, May 3, 2014===&lt;br /&gt;
====The Tournament Approaches!===&lt;br /&gt;
Now is the time for all your ridiculous over the top Angorite challenges! With the approach of the Torunament Paramont and the tensions between Rune and Dran, the Tournament may take political overtones this year. It is typically regional affair for each nation of the world, where contests of strength and prowess occur every year. &lt;br /&gt;
 &lt;br /&gt;
Plots regarding the Tournament (and there's more info on the wiki) are eligible for the bonuses described for the Spring Incentive. :D&lt;br /&gt;
&lt;br /&gt;
:Whirlpool&lt;br /&gt;
&lt;br /&gt;
===Thursday, May 1, 2014===&lt;br /&gt;
====Springtime for Tenebrae!====&lt;br /&gt;
We're celebrating spring in a big way. &lt;br /&gt;
 &lt;br /&gt;
Throughout this month, we'll be offering a substantial reward for being a part of our community. That is, staff will award 1 full level to any alt at 9th or below for the first PrP you run this month tied to the meta-arc OR any upcoming holiday! Then, we'll award 5 bonus RPPs for your second. These rewards are per player, NOT per character. Moreover, you can not have previously benefitted from a free level in the last month from the time of this post. Clerics are the exception to that rule for their starting bonus level &lt;br /&gt;
 &lt;br /&gt;
These rewards will be running for the full month of May, so you've plenty of time to plan your tale and claim your bonus. Afterwards, PrPs will still award 75 pct of gold and xp value to everyone, including the runner. In fact, two a week nets you a 10 pct bonus (though not to the free level...a free level is quite a bit!). &lt;br /&gt;
 &lt;br /&gt;
So, dip your fingers in and share a story. Get to know your virtual gaming table a little better. Or, continue to enjoy running if you already have, and plan some mischief. In addition, we'll be hosting a workshop next week to cover the basics for those with questions, and as a general round-table with our DMs. &lt;br /&gt;
 &lt;br /&gt;
If you'd like to jump in, we have a large group of players in 2-5, and especially 6-10. Undead hunting ties in well to the current arc...and there are a number of PCs involved in or interested in the arcane, in magitech, in the wilderness or in general heroism to provide a bevy of interests and who could use some love. &lt;br /&gt;
 &lt;br /&gt;
A number of PCs have selected the Green Word, Eluna, Reos, Angoron (and his Order Paramount) as deities or associations, and Vardama/Serriel is always a good direction for the current arc. And let's not forget how all of this dovetails nicely into the escalating conflict between Rune and Dran. And there's always goblin princes that require saving. &lt;br /&gt;
 &lt;br /&gt;
Don't feel constrainted by these, though. Dip your fingers in and crack open the storybook. We know how good all of you are. &lt;br /&gt;
 &lt;br /&gt;
Get to know your gaming table, your community, and help us celebrate the start of spring. &lt;br /&gt;
 &lt;br /&gt;
:- Your Tenebrae Staff&lt;br /&gt;
&lt;br /&gt;
===Friday, Apr 25, 2014===&lt;br /&gt;
====PrP Log URLs====&lt;br /&gt;
When submitting a PRP in the job system, remember that the percentage marks in the link will be eaten by the MU* code. :)&lt;br /&gt;
: Whirlpool&lt;br /&gt;
&lt;br /&gt;
===Saturday, April 19, 2014===&lt;br /&gt;
====Welcome, New Faces!====&lt;br /&gt;
We've had quite the influx of new faces recently. A big welcome to all of you!&lt;br /&gt;
&lt;br /&gt;
: Whirlpool&lt;br /&gt;
&lt;br /&gt;
===Friday, April 19, 2014===&lt;br /&gt;
====Fighter Mastery Over Armor====&lt;br /&gt;
Calling all fighters!&lt;br /&gt;
&lt;br /&gt;
Armor Mastery should now properly apply to ACP and Max Dex bonus. The catch? You must unequip and re-equip your armor before the changes will take effect.&lt;br /&gt;
&lt;br /&gt;
:Whiteout&lt;br /&gt;
&lt;br /&gt;
===Sunday, April 13, 2014===&lt;br /&gt;
====Potential Lag====&lt;br /&gt;
Lolth notes that, today (as in Sunday), the game may be a bit laggy due to some server work. :)&lt;br /&gt;
&lt;br /&gt;
: Whirlpool&lt;br /&gt;
===Sunday, March 30, 2014===&lt;br /&gt;
====Release Package 11 Live====&lt;br /&gt;
We're pleased to announce the release our latest, Release Package 11! In this RP, you'll find: &lt;br /&gt;
&lt;br /&gt;
:- New race feats &lt;br /&gt;
:- 2 new classes, Inquisitor and Witch &lt;br /&gt;
:- ALl related &amp;quot;Extra&amp;quot; feats, as well as Practiced Tactician for Cavalier (available normally or as an Org bonus!)&lt;br /&gt;
:- New racial weapons for gnomes and lucht&lt;br /&gt;
:- Plant animal companions &lt;br /&gt;
&lt;br /&gt;
As with all release packages, you'll be able to adjust your PCs to the new content. If you'd like to echange for one of the new racial feats for example, please send us a +request. For regenning into one of our new classes, the same. &lt;br /&gt;
&lt;br /&gt;
Note that if you helped us previously in testing these classes, you will need to regen, as we've refined options. &lt;br /&gt;
&lt;br /&gt;
This is a long time coming! We thank all of you for being so patient. We should start seeing more regular content additions going forward, of a smaller size. &lt;br /&gt;
 &lt;br /&gt;
: Tenebrae Staff&lt;br /&gt;
&lt;br /&gt;
====PrP Reminders====&lt;br /&gt;
Hey, there. This is just a friendly reminder that PrP runners receive gold as well as XP these days. This has been in place for a bit, just hard to get the message out, so I'd appreciate if y'all could help spread the message. ^^; &lt;br /&gt;
&lt;br /&gt;
:- Lah&lt;br /&gt;
&lt;br /&gt;
PPS As an addendum, there's only 2 types of PrPs these days: Death Consent, and non-Death Consent. They both award gold and XP to everyone involved, including the runner. &lt;br /&gt;
&lt;br /&gt;
There's no dramatic or anything else, though if your PrP is noncombat, we award the runner 2 RPP in addition to everything else.&lt;br /&gt;
&lt;br /&gt;
In the end, we just thought having two main types and everyone getting the same rewards was simpler. &lt;br /&gt;
 &lt;br /&gt;
:- Lah&lt;br /&gt;
===Sunday, March 23, 1014===&lt;br /&gt;
====Prosthetics Price Update====&lt;br /&gt;
Prosthetics (artifice arms, legs, and limbs) are now priced at 75%. See RPP page for details.&lt;br /&gt;
&lt;br /&gt;
:- Lah&lt;br /&gt;
&lt;br /&gt;
====New +roll Command====&lt;br /&gt;
Ever wondered what you'd look like in shades? What if you were Batman? What you were Batman AND Superman? Impossible, you say? Type +roll/sunglasses, and find out!&lt;br /&gt;
&lt;br /&gt;
PS ...this command is just for fun, if that was not obvious. &lt;br /&gt;
&lt;br /&gt;
===Saturday, March 15, 2014===&lt;br /&gt;
====+Events Update====&lt;br /&gt;
Events is now fully upgraded to use +time/offset. Please see +help events files for updates. Thosewith exisiting events as of this post should check their start times. It's possible that some were skewed during the update process.&lt;br /&gt;
&lt;br /&gt;
: Whiteout&lt;br /&gt;
&lt;br /&gt;
===Friday, March 14, 2014===&lt;br /&gt;
====New Code: +show====&lt;br /&gt;
Do you like PRPs but dislike the player-DM's need to ask you for everything in combat? Twice? Do others doubt claims as to the girth of your spellbook? Length of your sword? Your stupendous feat?&lt;br /&gt;
&lt;br /&gt;
Worry not, as you can now flash your shiny sheet at others with +show! See +help show for details!&lt;br /&gt;
&lt;br /&gt;
: Whiteout&lt;br /&gt;
&lt;br /&gt;
===Monday, March 10, 2014===&lt;br /&gt;
====A Big Thank You!====&lt;br /&gt;
I'd forgotten to look at it the other day, but it looks as though we're well over 60+ scenes since the end of December, with over 400+ characters. We're also at nearly 200 RPPs since the start of Feb. That is pretty damn awesome. A big thank-you to everyone who's helped us get there!&lt;br /&gt;
&lt;br /&gt;
: Lahar&lt;br /&gt;
&lt;br /&gt;
===Friday, February 28, 2014===&lt;br /&gt;
====Alexandria Sea Port Opened====&lt;br /&gt;
If you look at the map, Alexandria's great Sea Port is now open. To make this fit well geographically, I did a little reshuffling. Specifically, the Warehouse District is now at A05, and Gardens is now at A06. They were always this way. Always.&lt;br /&gt;
&lt;br /&gt;
Mountains, river, and sea areas have also been better illustrated.&lt;br /&gt;
&lt;br /&gt;
There may be a few bugs still. If so, let me know.&lt;br /&gt;
&lt;br /&gt;
: Lahar&lt;br /&gt;
&lt;br /&gt;
===Saturday, February 22, 2014===&lt;br /&gt;
====A Companionable and Familiar Update====&lt;br /&gt;
Hello! As you doubtless know, d20 has a lot of documentation. A LOT. XD To help out on our, and our Plot Runners', end of things, we're going to ask folks to use +cnotes to document their animal companions and familiars. &lt;br /&gt;
&lt;br /&gt;
For companions, there are templates available here: http://www.tenebraemush.net/index.php/World_Bestiary#Companions&lt;br /&gt;
&lt;br /&gt;
The aim of this is to keep things a little cleaner and more easily accessible.&lt;br /&gt;
&lt;br /&gt;
: Lahar&lt;br /&gt;
&lt;br /&gt;
===Friday, February 21, 2014===&lt;br /&gt;
====Magical Items Update====&lt;br /&gt;
The magical items section of the website has been completely rehauled, and now contains every item in the the Core Rulebook and a few homebrew items that we allow on the game. It lists prices and links to the description of the item. It is primarily done though a few nudges here and there might happen to get it looking like the way we want it. If you notice any bugs or links, please post on the forum and we'll go smash them appropriately. Thank you, and enjoy :)&lt;br /&gt;
&lt;br /&gt;
:Typhoon&lt;br /&gt;
&lt;br /&gt;
===Saturday, February 8, 2014===&lt;br /&gt;
====New Jobs Bucket====&lt;br /&gt;
As there was some confusion, and to help organize jobs, a PURCH bucket was added (I.E. +request/purch &amp;lt;title&amp;gt;=&amp;lt;text&amp;gt;). This is for IC purchase requests that cannot otherwise be made through a vendor and are not PC crafted. &lt;br /&gt;
&lt;br /&gt;
:Whiteout&lt;br /&gt;
&lt;br /&gt;
===Thursday, January 30, 2014===&lt;br /&gt;
====Code Update: Timestop====&lt;br /&gt;
Have you ever been lost during a combat scene? Do you ever wonder why the giant can AoO everyone in the party? Does anyone know where in the Void the rogue went? Again?&lt;br /&gt;
&lt;br /&gt;
Now, these great mysteries might be less mysterious, thanks to shiny, yellow +tmap!&lt;br /&gt;
&lt;br /&gt;
This 100' x100' map allows DM's to show players exactly where they are in relation to all the things trying to kill, maim, and/or eat them. See +tmhelp while in a timestop for more information!&lt;br /&gt;
&lt;br /&gt;
NOTE: This aid is entirely voluntary, and its use is entirely up to the scene DM. If they wish to decapitate, eviscerate, or decaffeinate everyone cinematically, they are allowed to do so.&lt;br /&gt;
&lt;br /&gt;
: Whiteout&lt;br /&gt;
&lt;br /&gt;
====Updates to EVERYTHING!====&lt;br /&gt;
As a heads-up, we're currently working to update our old systems into something more streamlined and unified. This new system will be uniting not only +request, but also +legwork, +rpps, and scene treasure! You will be able to +roll, share comments, and invite that lonely otyugh to dinner that you'd always wanted to. Please see +help requests and +help rpp for the fine details.&lt;br /&gt;
&lt;br /&gt;
The old commands will be around for a short while as we adjust to the new system.&lt;br /&gt;
&lt;br /&gt;
As with all new things, please expect growing pains. This will be true especially over the next few days as we apply the wrench and judicious kicking. We will just be applying some minor tweaks and being sure that things work as intended.&lt;br /&gt;
&lt;br /&gt;
Please report all bugs to Whiteout, with cookies.&lt;br /&gt;
          &lt;br /&gt;
:Lah&lt;br /&gt;
&lt;br /&gt;
===Saturday, January 25, 2014===&lt;br /&gt;
====Mictlan Open!====&lt;br /&gt;
On Ceriday, Vhast 25 of the year 1016, a group of heroes strode forth and vanquished the spirits of the morageg. The demonic undead had risen to harass a sacred site of the sith-makar, Mictlan. This site is available for a short time off of the RP Nexus for roleplay. It's the sort of thing you will see from time to time in DM Plots as a way to open up roleplay and roleplay options.&lt;br /&gt;
&lt;br /&gt;
Also bacon.&lt;br /&gt;
&lt;br /&gt;
: Lah&lt;br /&gt;
&lt;br /&gt;
===Friday, January 24, 2014===&lt;br /&gt;
====Which Stories are You a Part of?====&lt;br /&gt;
Hey, there. I'm trying to build a DB of who's active within which organizations, groups, and so on. :3&lt;br /&gt;
&lt;br /&gt;
Please respond to this thread: http://forum.tenebraemush.net/index.php/topic,1676.0.html&lt;br /&gt;
&lt;br /&gt;
: Lah&lt;br /&gt;
&lt;br /&gt;
===Monday, January 20, 2014===&lt;br /&gt;
====And We're Back!====&lt;br /&gt;
And here's to Lolth for being awesome. &amp;lt;3&lt;br /&gt;
&lt;br /&gt;
====Tenebrae FB====&lt;br /&gt;
Just letting folks know that when the game goes down for whichever reason, we've put together a FB account (https://www.facebook.com/tenebrae.mux). The FB account is set private, so whether you watch/friend/etc. us is entirely up to you. &lt;br /&gt;
&lt;br /&gt;
You're also welcome to watch my G+ page, which is less official, but there for folks who dislike FB.&lt;br /&gt;
&lt;br /&gt;
: Lah&lt;br /&gt;
&lt;br /&gt;
===Monday, January 13, 2014===&lt;br /&gt;
====Channel Name Contest====&lt;br /&gt;
So. &lt;br /&gt;
 &lt;br /&gt;
We're setting up a new channel on the game. This channel will be to help people running scenes with any questions they might have. Anyone interested in scene *running* can join it. It will be about how to untangle story knots you might've gotten into, how to handle encounters getting stomped, or what to do when a player does something unexpected. In short, a general advice channel for people running scenes to use the greater experience of the players around them. DM staff will also of course be on the channel. &lt;br /&gt;
 &lt;br /&gt;
However, we do not have a /name/ for this channel yet, so I am holding a tiny contest. Submit a catchy name for the channel and it'll be used. The first one that really clicks for us will be the one that gets set up. &lt;br /&gt;
 &lt;br /&gt;
Suggest away in page or @mail!&lt;br /&gt;
&lt;br /&gt;
: Whirlpool&lt;br /&gt;
&lt;br /&gt;
====Contest Closed====&lt;br /&gt;
That was fast! TPK is now a channel. :) Anyone who wants to contribute to it may hop  on. :) &lt;br /&gt;
 &lt;br /&gt;
Instructions to join are: addcom tpk=TPK&lt;br /&gt;
&lt;br /&gt;
:Whirlpool&lt;br /&gt;
&lt;br /&gt;
===Saturday, January 11===&lt;br /&gt;
====Calling Adventurers!====&lt;br /&gt;
I am contemplating running a good old fashion dungeon crawl for a group of characters. I am saying a group because this will most likely take several sessions in which to complete. I am merely seeking those who might be interested in such a thing. We will be running on weeknights because my weekends TT games going on already. We would also be using the free webprogram roll20.net just for the map. All RP and rolls will be done on game as usual. For those interested, please @mail me directly. I do not have a level range at this point, but I will try to make it a standard 4-5 (maybe 6) party of comparable levels, so not everyone who shows interest may get in.... this time. &lt;br /&gt;
&lt;br /&gt;
Reminder, this is for feelers, scheduling will come later.&lt;br /&gt;
&lt;br /&gt;
:Typhoon&lt;br /&gt;
&lt;br /&gt;
====Legworks and Such====&lt;br /&gt;
A number of you have submitted questions about the most recent plots. I'll be trying to contact those that have this weekend.&lt;br /&gt;
&lt;br /&gt;
:Whirlpool&lt;br /&gt;
&lt;br /&gt;
====Server Talk====&lt;br /&gt;
An upgrade looms ahead! I have allocated resources to get two new HDs next week, and very soon I will have a window of opportunity to install as well (most likely Sunday 19th), and I am going to do a fresh install instead of upgrading the existing one.&lt;br /&gt;
&lt;br /&gt;
However, this has also made me wonder if I should swap from Fedora to some other RedHat-based distro.&lt;br /&gt;
&lt;br /&gt;
If you have any experience at all regarding the following ones, please get in touch with me via @mail.&lt;br /&gt;
&lt;br /&gt;
* Red Hat Enterprise Linux&lt;br /&gt;
* Scientific Linux&lt;br /&gt;
* CentOS&lt;br /&gt;
&lt;br /&gt;
Otherwise we'll plod on with Fedora...&lt;br /&gt;
&lt;br /&gt;
:Lolth&lt;br /&gt;
&lt;br /&gt;
===Monday, January 6, 2014===&lt;br /&gt;
====Prosthetics====&lt;br /&gt;
From Barret to the iconic crossbow-armed hunter, artifice-powered prosthetics have long been a part of modern fantasy. Today, we're opening the door, all thanks to the creative team over at 4 Winds Fantasy Gaming. We're including a limited number of their prosthetics, and more may be added over time. &lt;br /&gt;
 &lt;br /&gt;
As of right now, these are a limited RPP spend. &lt;br /&gt;
 &lt;br /&gt;
Please see [[RPPs]] &amp;gt; [[Character Spends]] for details!&lt;br /&gt;
&lt;br /&gt;
===Thursday, January 2, 2014===&lt;br /&gt;
====Typhoon Incoming!====&lt;br /&gt;
Greetings all,&lt;br /&gt;
&lt;br /&gt;
My name is Typhoon and I'm a new DM to torment you all! No, I really won't. But running plots and challenging you all is definitely something I will be doing. You may know me as Elessa, which is one of my PCs on the game. For RL I have been playing Pathfinder for two years now, while doing table top overall since 2005, with text based games on and off since the '90s. I cannot wait to play with all of you as a DM and unleash all my wonderful plot ideas upon you. Good luck ;)&lt;br /&gt;
&lt;br /&gt;
Typhoon, DM&lt;br /&gt;
&lt;br /&gt;
===Tuesday, December 31, 2013===&lt;br /&gt;
====Events Weirdness====&lt;br /&gt;
So, a while back I said we were going to be inviting some players to help us review content for inclusion to the game. We have done so. With some minor hiccups from over the holidays, this is working swimmingly. &lt;br /&gt;
 &lt;br /&gt;
You guys, on game, will soon start to see the results of this. Going into the new year, we will also begin kicking new storylines into place and some of you have already seen the foreshadowing of that for some time now. &lt;br /&gt;
 &lt;br /&gt;
Looking forward to 2014!&lt;br /&gt;
&lt;br /&gt;
===Wednesday, December 25 2013===&lt;br /&gt;
====Those Shifty PrPs====&lt;br /&gt;
Hey there! Remember! If you have your RPPs on different characters, you can shift them to a single one with the +rpp/move comand like so!&lt;br /&gt;
&lt;br /&gt;
Logged in from Bob, typing +rpp/move 5 from Steve transfers 5 points from your alt, Steve to your alt, Bob.&lt;br /&gt;
&lt;br /&gt;
Or, while logged in from Bob, typing +rpp/move 5 to Steve would move 5 points from Bob to Steve.&lt;br /&gt;
&lt;br /&gt;
If you forget, the file can be found over here: +help rpp.&lt;br /&gt;
&lt;br /&gt;
Transferring them before you send in a req helps us out quite a bit, and helps us turn things around faster, too.&lt;br /&gt;
&lt;br /&gt;
:- Your Tenebrae Staff&lt;br /&gt;
&lt;br /&gt;
===Saturday, December 21, 2013===&lt;br /&gt;
====Holiday Bonus!====&lt;br /&gt;
Remember, folks! You have to be proactive in claiming your holiday bonus! If you haven't yet, let us know!&lt;br /&gt;
&lt;br /&gt;
====The Story Behind Ancestral Staves====&lt;br /&gt;
Most ancestral staves are, at least initially, crafted by one of the many mage guilds from around the world. So, how do you think they're crafted? What's the story? &lt;br /&gt;
&lt;br /&gt;
We're taking story ideas for these staves, so please send them in! This does not mean yours cannot be different, of course, just that we'd like to explore some ideas for a 'baseline' to begin from.&lt;br /&gt;
&lt;br /&gt;
Note: Because it's been mentioned, the Ygdrassil Tree somewhat belongs to the druids, and would be a little out of range for mages. You're welcome to address other ideas, though. Rare trees among Llyranost? Planar saplings...? Let us know what you think would be fun. 'Cool' should definitely be a part of it. :3&lt;br /&gt;
&lt;br /&gt;
===Tuesday, December 17, 2013===&lt;br /&gt;
====Content Review====&lt;br /&gt;
Hi everyone! &lt;br /&gt;
&lt;br /&gt;
For a while now, staff has been interested in speeding up the implementation of content from the variety of Pathfinder books that have been released. This is easier said than done when you're also maintaining and running the game! That's why we've decided to tap our best resource: the players. &lt;br /&gt;
 &lt;br /&gt;
We'll be selecting a handful of players to serve as a sort of 'content review' board. These players will be providing their own, independent feedback on particular bodies of content slated for inclusion, be they feats, spells, classes and more, with the goal being to help us sort through what is balanced, what is thematically appropriate, what needs changing or does not, faster than we would be otherwise able to do. &lt;br /&gt;
 &lt;br /&gt;
These players will be anonymous to each other as we want independent feedback with a good cross-section of opinion. &lt;br /&gt;
&lt;br /&gt;
This will be starting shortly and we will begin implementing the results as quickly as possible.&lt;br /&gt;
&lt;br /&gt;
===Saturday, December 14, 2013===&lt;br /&gt;
====The Most Wonderful Time of the Year====&lt;br /&gt;
Hi everyone! &lt;br /&gt;
&lt;br /&gt;
So, you know. It is that time of year again! It's time for horribly ugly sweaters and wonderful gift-giving. And decorating Cuddles, of course. &lt;br /&gt;
&lt;br /&gt;
To celebrate another successful year, we'll be doing a number of things. &lt;br /&gt;
 &lt;br /&gt;
First, we'll be awarding 1 free level, with stipend, to any single one of your alts in the 2-5 bracket. Every player will also receive 5 RPPs, to spend as they like. &lt;br /&gt;
&lt;br /&gt;
If you have no alt in the 2-5 range, you have until the end of the month to wade in. Otherwise, just come talk with us and we will work something out, but consider this encouragement to make a low level character if you don't already have one. :)&lt;br /&gt;
&lt;br /&gt;
====How to Get====&lt;br /&gt;
As a note, you will need to simply either page a staffer or submit a request. We'll take care of it. :)&lt;br /&gt;
&lt;br /&gt;
Stipends are handled similarly. Please say 'I need a stipend for going from level 3 to 4' or something akin to that. It makes it easier for us. Remember, stipends only let you buy things at ''market value'' and can not be used to purchase crafted goods.&lt;br /&gt;
&lt;br /&gt;
===Tuesday, December 10, 2013===&lt;br /&gt;
====PrP Reminders====&lt;br /&gt;
Just a gentle reminder. We offer a lot of bonuses (Roleplay &amp;gt; [[Bonuses]] on the site), so if you are claiming one for a PrP, please note this in the +request. Otherwise, we might overlook it. This is not intentional; it's just there's always a lot of things going on. This is only a reminder as we do from time to time; it's important no one get left out. &lt;br /&gt;
&lt;br /&gt;
Also, we've had some confusion about the 3rd level boost. The 3rd level boost for a new character on a first-time PrP is for new players (not characters). Existing players can still spend 10 RPP, or get the cleric boost. We've reiterated this in a few areas and hope it will be less confusing in the future. The boost is intended to help new players get their feet wet and meet the community. &lt;br /&gt;
&lt;br /&gt;
:- Tenebrae Staff&lt;br /&gt;
&lt;br /&gt;
===Monday, December 9, 2013===&lt;br /&gt;
====A Game of Darts====&lt;br /&gt;
A grumpy fellow stumps into the Ox. He eyes the shabby-looking dart board on one of the walls. &amp;quot;So ya got a dart board? Bout time, huh!&amp;quot; he says. Then, he stumps over to grab a drink and eye the drunken gobber spinning in circles.&lt;br /&gt;
&lt;br /&gt;
'''OOC:''' We've spiced up the grid a bit. There are now a small number of games to be found, such as chess board in the Arcane Society's halls and a dart board at the Ox. You're welcome to pose playing these as your PC, or just use them as vehicles for furthering RP. They emit as GAME:, just as dice rolls do.&lt;br /&gt;
&lt;br /&gt;
: Lahar&lt;br /&gt;
&lt;br /&gt;
===Friday, December 6, 2013===&lt;br /&gt;
====Help for the Holidays====&lt;br /&gt;
Hey, there! This year, we wanted to try something special. And, we need your help to pull it off. We really do.&lt;br /&gt;
&lt;br /&gt;
Please @mail Radioactive and myself the names of up to three other people. These should be folks who you may or may not necessiarily be friends with (and now is a perfect time to branch out!), but who you think over the past year or so have gotten left in the dust a bit due to one reason or the other. &lt;br /&gt;
&lt;br /&gt;
If you can, include a bit of why. For example, folks who haven't been able to make scenes due to say, being in the military or just their time zone.&lt;br /&gt;
&lt;br /&gt;
Anyhow, please step forward this holiday season! &lt;br /&gt;
&lt;br /&gt;
: Lahar&lt;br /&gt;
===Monday, December 2, 2013===&lt;br /&gt;
====Wanted Concepts====&lt;br /&gt;
This question crops up from time to time. Our first and constant answer is: play what you like. That said, it DOES come up and if you're of a mind to 'fill the gap,' here's a few ideas. Again, this is all up to you. We play our characters sometimes for years, so be sure and make someone you're happy with.&lt;br /&gt;
&lt;br /&gt;
:'''Arcanists: '''Believe it or not, we're short on these! This is especially true for utility casters, but it's true for arcanists in general. When Rune fractured, so did their worldwide organization...but it became more local, more flavorful. What's your story? &lt;br /&gt;
&lt;br /&gt;
:'''Polearm Warriors:''' From barbarians to fighters, polearm warriors are currently rare. Aside from the maneuverability polearms offer, we allow the 3.5 feat, Short Haft, which gives you a wide range of options in any situation. That is, you can 'choke up' on your weapon, and will never be without it.&lt;br /&gt;
 &lt;br /&gt;
:'''Maneuverists:''' Maneuver or crowd-control specialists of any stripe, from combat maneuver fighters, to polearm fighters, to creative artificers. Many of the maneuvers offer AoOs to allies, for example, and artificers' death rays can entangle enemies as well as burninating. This is a creative category, guaranteed to offer more options than: Spell: Hit really hard.&lt;br /&gt;
&lt;br /&gt;
:'''Clerics:''' Clerics are a staple, and a good way to become known in the community. They're always appreciated within any party, and if you make one, you start at level 3*! Our clerics are also one of the few classes to receive automatic, ingame titles.&lt;br /&gt;
&lt;br /&gt;
:'''Bards:''' The humble bard fills many roles, and never lacks in any situation. Not all bards are singers--some are chanters, others, inspiring speakers. The Theatre District in the city is an active place, and our Festival Grounds and Area offer opportunities for performance combat and festivals galore. This is especially true of non-Ceinaran bards.&lt;br /&gt;
 &lt;br /&gt;
:'''Druids:''' These defenders of the wild are a versatile bunch, and though there is a lot of RP which takes place within a city, there's also an ongrid Grove, forest, and wilderness areas, so dig in! Organizations such as the Pastoral Shapers provide solid IC reasons for working with those strange wall-dwellers. Or, take a walk on the wilder side...&lt;br /&gt;
  &lt;br /&gt;
:'''Khazad, Gobbers, Arvek:''' In any game, there's always going to be a number of humans, elves (sildanyar) and half-elves (especially half-muls). Consequently, we're usually low on other races...if you feel like picking one up. If you do want a sildanyari, you could consider their wild cousins. The sylvanori are usually in need of a little &amp;lt;3.&lt;br /&gt;
&lt;br /&gt;
Is there a concept that strikes you? Never feel constrained or as though we're saying 'you MUST play this!' This post (and we make them rarely) is just here to answer questions and offer possibilities. If one of these ideas DOES strike you, then all the better!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; New players can get this same bonus for any class by running a PrP, and existing players can spend 10 RPP.&lt;br /&gt;
&lt;br /&gt;
====Minor Updates====&lt;br /&gt;
We have updated our list of available animal companions. &lt;br /&gt;
 &lt;br /&gt;
You may find the adjusted list here along with information on them: World &amp;gt; [[World Bestiary]].&lt;br /&gt;
 &lt;br /&gt;
The updated list includes griffon, hippogriff, and giant toad companions.&lt;br /&gt;
&lt;br /&gt;
===Sat, Nov 30, 2013===&lt;br /&gt;
====Code Update: +cast====&lt;br /&gt;
After realizing that DMs were required to ask for save DCs, I updated +cast. Caster level and save DC will be displayed in addition to the spell name when it is +cast. Obviously, this information is not applicable tp those spells that do not allow or generally require saves. The displayed DC follows PRD calculations and includes bonuses for Spell Focus/Greater Spell Focus and Gnomes casting Illusions. If anyone notices discrepancies or issues, please let me know.&lt;br /&gt;
&lt;br /&gt;
:Whiteout&lt;br /&gt;
&lt;br /&gt;
===Wed, Nov 27, 2013===&lt;br /&gt;
====Witch and Inquisitor====&lt;br /&gt;
So, we have a progress update on these two. We have decided to add them to the live game as well. &lt;br /&gt;
&lt;br /&gt;
Whiteout has been coding them in for a while now. We still have theme to work on, feats to review, and bugs to fix so they probably won't be functional until after the New Year's, but they're 'on the horizon' now. Expect more details soon.&lt;br /&gt;
&lt;br /&gt;
===Tue Nov 26, 2013===&lt;br /&gt;
Just a quick note to let you know that the Open Space and Vehicle spends have been updated so they more resemble other spends. This is for streamlining and to make a things a little easier on everyone.&lt;br /&gt;
&lt;br /&gt;
In addition, we've modified the PrP Rewards slightly: you now receive a 10% bonus for running more than 1 PrP a week. This applies retroactively to any PrP you'd run that week. &lt;br /&gt;
&lt;br /&gt;
This is something new we are trying out, and we're not sure if we'll stick with it yet. Feedback is appreciated.&lt;br /&gt;
&lt;br /&gt;
Happy Holidays, &lt;br /&gt;
&lt;br /&gt;
:Your Tenebrae Staff&lt;br /&gt;
&lt;br /&gt;
===Mon, Nov 25, 2013===&lt;br /&gt;
====Queen's Fall Awards====&lt;br /&gt;
I have rewarded XP and gold to everyone who participated. There were a lot of people so I might've missed a person or two. If I did, let me know!&lt;br /&gt;
&lt;br /&gt;
PS The finale is now posted on our logs page at: [[End of the Queen]]! I hope you all enjoyed this long running arc as we move full speed ahead to the next one!&lt;br /&gt;
&lt;br /&gt;
:Whirlpool&lt;br /&gt;
===Fri Nov 22, 2013===&lt;br /&gt;
====Tenebrae Christmas Party====&lt;br /&gt;
December 13th, we'll be holding the Tenebrae Christmas Party! What cheesy movie should we watch?&lt;br /&gt;
&lt;br /&gt;
Please send in votes to Lahar.&lt;br /&gt;
&lt;br /&gt;
Bonuses if they make Whirl or Inferno cry.&lt;br /&gt;
&lt;br /&gt;
PS Movie should be available on Netflix.&lt;br /&gt;
&lt;br /&gt;
====RPP Bonuses for Rumors====&lt;br /&gt;
Did you know that.. &lt;br /&gt;
 &lt;br /&gt;
When you, as a player, are in either a PRP or a DM'd scene, you may volunteer to write up a rumor post with the consent of the person running the scene. Doing so and posting the rumor will net you one RPP as a thank you. Please submit that you have done so to the RPP queue. &lt;br /&gt;
 &lt;br /&gt;
There are these and other ways you can earn bonus RPPs. They are all listed here: [[Bonuses]]. &lt;br /&gt;
&lt;br /&gt;
===Thu Nov 21, 2013===&lt;br /&gt;
====Conclusion====&lt;br /&gt;
The Azure Queen arc will be ending this weekend on either Saturday or Sunday or perhaps both. Depends on a few factors this is just an initial heads up to everyone. :)&lt;br /&gt;
&lt;br /&gt;
:Whirlpool&lt;br /&gt;
&lt;br /&gt;
====The Story Behind Ancestral Staves====&lt;br /&gt;
Most ancestral staves are, at least initially, crafted by one of the many mage guilds from around the world. So, how do you think they're crafted? What's the story? &lt;br /&gt;
&lt;br /&gt;
We're taking story ideas for these staves, so please send them in! This does not mean yours cannot be different, of course, just that we'd like to explore some ideas for a 'baseline' to begin from.&lt;br /&gt;
&lt;br /&gt;
Note: Because it's been mentioned, the Ygdrassil Tree somewhat belongs to the druids, and would be a little out of range for mages. You're welcome to address other ideas, though. Rare trees among Llyranost? Planar saplings...? Let us know what you think would be fun. 'Cool' should definitely be a part of it. :3&lt;br /&gt;
&lt;br /&gt;
:Lahar&lt;br /&gt;
===Wed Nov 20, 2013===&lt;br /&gt;
====New RPP Options====&lt;br /&gt;
For a while, we've been saying we would be expanding the RPP options. Well, we just did! We've added a slew of new options and a number of new, exclusive spends. Influence and Organizations in particular have received upgrades. Among them are:&lt;br /&gt;
&lt;br /&gt;
:* Ancestral Weapons: An intelligent weapon summonable to you at-will and who develops over time and with your PC. For mages, Ancestral Staves are an option. &lt;br /&gt;
 &lt;br /&gt;
:* Organizations: Become known among your peers and a mentor for other characters. Gain access to exclusive training and benefits, including up to two-thirds of your raise dead costs or additional spells for your spellbook!&lt;br /&gt;
 &lt;br /&gt;
:* Influence: Become influencial in your selected domains, increasing your ability for social mischief, and gaining rogue-like talents!&lt;br /&gt;
 &lt;br /&gt;
:* Open Spaces: Create a small, open and public space ongrid for others to share!&lt;br /&gt;
 &lt;br /&gt;
:* Merchant Carts: Hook up a few griffons and trundle into town with your beerwagon!&lt;br /&gt;
&lt;br /&gt;
...and many other surprises!&lt;br /&gt;
&lt;br /&gt;
Many of these spends are meant to be developed over time with your character, and reflect how you tell your story. That is, they're not something to perfect immediately, but something to roleplay their development over time with your friends.&lt;br /&gt;
&lt;br /&gt;
To celebrate the launch, each player (not character) will receive 10 RPPs to spend as they like, on any of their characters they like. Just contact us via +req with what you'd like to purchase.&lt;br /&gt;
&lt;br /&gt;
As with all new content, expect updates and adjustments. If you had an Active Org or Influence spend(s) previously, please contact staff with how to convert it. You have some new options!&lt;br /&gt;
&lt;br /&gt;
A big thanks to all our reviewers and staff who've had a hand in helping us put this together!&lt;br /&gt;
&lt;br /&gt;
:Tenebrae Staff&lt;br /&gt;
&lt;br /&gt;
===Sat Nov 11, 2013===&lt;br /&gt;
====Exorcism====&lt;br /&gt;
We'll be wrapping up the Exorcism this week with conclusions for the various threads we've started over it. There'll be another summary post at the end of the week and then everything shall be unfzozen. WE'll be kicking off the next arc officially soon. :D&lt;br /&gt;
&lt;br /&gt;
:Whirlpool&lt;br /&gt;
&lt;br /&gt;
===Mon Nov 11===&lt;br /&gt;
====Summary of Day One's Plots====&lt;br /&gt;
I have just posted a summary of my plots on Day One of the Exorcism. Day two begins now and will be the climax. &lt;br /&gt;
 &lt;br /&gt;
Thank you all for your patience in dealing with the time-dilated nature of all of this.&lt;br /&gt;
&lt;br /&gt;
PS If your PC spends time at the Tarienite Temple, or is a Tarienite themself, give me a shout. :)&lt;br /&gt;
&lt;br /&gt;
:Whirlpool&lt;br /&gt;
&lt;br /&gt;
====Website Update: Organizations====&lt;br /&gt;
The organizations pages have gotten an overhaul. Thanks to everyone who's lent a hand. :3&lt;br /&gt;
&lt;br /&gt;
On the website, see: &lt;br /&gt;
:Core Setting &amp;gt; [[Local Organizations]]&lt;br /&gt;
:World &amp;gt; [[World Organizations]]&lt;br /&gt;
&lt;br /&gt;
The World Organizations page is larger; more in the sense that many groups have offices here and there. This also makes them of greater use to DMs and plot runners if say, you're running a scene in the frigid mountains of Dran...&lt;br /&gt;
&lt;br /&gt;
:Lahar&lt;br /&gt;
&lt;br /&gt;
===Wed Nov 06===&lt;br /&gt;
====At the End of the Week====&lt;br /&gt;
I shall be posting a summary of all plots and events relating to the exorcism of the Blue Lady by the end of this week. That should get everyone on the same page of where the storyline is going forward into the end of...the end. &amp;lt;.&amp;lt;&lt;br /&gt;
&lt;br /&gt;
: Whirlpool&lt;br /&gt;
&lt;br /&gt;
===Fri Nov 01===&lt;br /&gt;
====Exorcism Updates====&lt;br /&gt;
As plots complete, I will be posting updates to the rumor boards about the progress of the exorcism and the events of the day. Keep your eyes peeled, but understand that none of this stuff will all 'happen' until all plots are resolved, as it all happens over the course of 24-48 hours. A simple reminder. :)&lt;br /&gt;
&lt;br /&gt;
====+events====&lt;br /&gt;
+event times should now be correct. There will be continuing improvements and additions. +time was also updated. Please see +help time for more information.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Thu Oct 31===&lt;br /&gt;
====+events====&lt;br /&gt;
So our +events times are a bit off. We'll be fixing that. :)&lt;br /&gt;
&lt;br /&gt;
===Mon Oct 28===&lt;br /&gt;
====Connection Burps====&lt;br /&gt;
&lt;br /&gt;
It looks as though our ISP is having a few burps as it runs some updates. We'll let you know how it goes. In the meantime, there may be a few bumps here and there.&lt;br /&gt;
&lt;br /&gt;
I'd like to take this time to remind folks (and myself) that we do have a Facebook: https://www.facebook.com/tenebrae.mux ...it's never something required, and whether you friend us or not is up to you. Mostly, it's just there to share a blurb in case of times like these: a way for us to get the word out.&lt;br /&gt;
&lt;br /&gt;
:- Lah&lt;br /&gt;
&lt;br /&gt;
===Fri Oct 25===&lt;br /&gt;
====Mocking the Queen====&lt;br /&gt;
Remember, our Saturday social is your chance ot hurl insults at the Azure Queen, boo her, and otherwise be obnoxious toward her. There'll also be some acts (and if you have an idea for one, we'll work it out on Saturday, and so on) and, here's hoping, it will be both informative and fun! See you all there!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Fri Oct 25 ===&lt;br /&gt;
====Aspect Update and RPP Update, pt 1====&lt;br /&gt;
We're pleased to announce the launch of our new Aspects. If you possess a current Aspect, please contact staff so that we may update you.&lt;br /&gt;
&lt;br /&gt;
Most of the Aspects have been kept, though all have received a little beefing up. If you'd like to make some changes or have comments, please contact us and we'll work it out.&lt;br /&gt;
&lt;br /&gt;
You'll notice that the cost has increased somewhat to reflect Aspects' new, added utility. However, if you had level 2 in your aspect, you still have level 2.&lt;br /&gt;
&lt;br /&gt;
We are introducing tiers into numerous RPP spends. As a pilot program, Aspects are the first spends we'll be introducing these to. If you are buying into a tiered spend, it means that it will have more interesting abilities which you may expand into over time. As an example, the Ancestor-Touched aspect has three tiers you may purchase.  All charcters may purchase up to their level/2 in tiers in any single ability. That is, a L2 character may earn Tier 1 abilities, and a L4 character may earn Tier 2 abilities and so on.&lt;br /&gt;
&lt;br /&gt;
As always, with any new content, we will be watching carefully. Expect changes, tweaks, nerfs, and buffs, and so on. We hope that you will all make use of this new content to help us test it thoroughly!&lt;br /&gt;
&lt;br /&gt;
:- Your Tenebrae Staff&lt;br /&gt;
&lt;br /&gt;
===Thu Oct 24===&lt;br /&gt;
====Idea Submission: Rituals====&lt;br /&gt;
Hey there. I'm looking for a few good ideas. I can't promise it will turn out, but I'd like to give it a try.&lt;br /&gt;
&lt;br /&gt;
If you were to write a ritual for a race or a culture of Tenebrae, what would it include? For example, the sith-makar might have a ritual that let them find a suitable prey, or would guard their homes against invaders. The giantborn might build a ritual which honored their giant heritage. The Veyshanti, one that aided them in traveling over sands, or the Lucht that safeguards a traveler's home or allows easy recitation of their ancestry.&lt;br /&gt;
&lt;br /&gt;
I'm interested in primarily, the flavor. What do you see as important to these races, these cultures? These rituals may end up conferring limited, if temporary benefits. For example: a +2 skill bonus for up to 24 hours, or a single use of a 2nd level spell. In general though, I'm asking for flavor.&lt;br /&gt;
&lt;br /&gt;
Put your hats on, see what you think, and @mail me. If your idea gets used and this goes forward, you'll be sure and get credit.&lt;br /&gt;
&lt;br /&gt;
:- Lah&lt;br /&gt;
&lt;br /&gt;
===Tue Oct 22===&lt;br /&gt;
====Tenebrae Halloween Party!====&lt;br /&gt;
Our (first) annual Halloween Party is tomorrow! Re-desc your characters as something gruesome, play a prank on Whirlpool, and Trick-or-Treat for candied corn.&lt;br /&gt;
&lt;br /&gt;
Tomorrow night we'll be headed to the Haunted Mansion to talk, chat, and watch The Addam's Family. Bring your DVDs!&lt;br /&gt;
&lt;br /&gt;
Cuddles the Otyugh will be hosting.&lt;br /&gt;
&lt;br /&gt;
===Tue Oct 22===&lt;br /&gt;
====The Exorcism====&lt;br /&gt;
So, this Saturday we'll be doing the 'Mocking the Queen' scene. This marks the beginning of the end for the Azure Queen scenes, as the Exorcism plotlines start thereafter. ICly, the exorcism will be taking place over a 24-72 hour period in which efforts are being made to drive the Queen out of Alexandria. There will be a number of scenes in the following week that detail the efforts of the adventurers to thwart those who'd seek to cause chaos or otherwise stop the Queen from being driven from the land. All of these scenes will take place during that gap of time ICly, and once we're all done, we'll unfreeze everything and they'll have 'happened', unfreezing everything as we did with the Teakettle plotline.&lt;br /&gt;
&lt;br /&gt;
OOCly, the time for plots tied to this will run between October 7th and November 4th. If you want to run a PRP during this time involved in this plotline, you are more than welcome to. Contact me, or any other staff member, and the details can be worked out. :)&lt;br /&gt;
&lt;br /&gt;
We hope you'll all enjoy the closing of this plotline we know you're all curious about the next one. You've already seen hints to it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Fri Oct 18===&lt;br /&gt;
====Virtual Skills====&lt;br /&gt;
Greetings.&lt;br /&gt;
&lt;br /&gt;
Do you:&lt;br /&gt;
&lt;br /&gt;
1) Have a Headband of Vast Intellect&lt;br /&gt;
&lt;br /&gt;
-or-&lt;br /&gt;
&lt;br /&gt;
2) Any other piece of equipment that grants skill ranks when equipped.&lt;br /&gt;
&lt;br /&gt;
If so Whiteout has standardized how these work but we have to update your equipment by hand.&lt;br /&gt;
&lt;br /&gt;
So if you have one of these pieces of equipment submit a request noting what equipment you have and what skill (along with how many ranks) it should grant.&lt;br /&gt;
&lt;br /&gt;
We will update these accordingly.&lt;br /&gt;
&lt;br /&gt;
:-Ice Age&lt;br /&gt;
&lt;br /&gt;
===Fri Oct 18===&lt;br /&gt;
====Local Directory====&lt;br /&gt;
To keep things a little cleaner, I've moved some of the crafting offers and shops to Core Setting &amp;gt; [[Local Directory]]. Please feel free to post businesses and offers other than crafting, and you're always welcome to contact me should you need some help. ':)&lt;br /&gt;
&lt;br /&gt;
All entries should be within the spirit of the game, abide by the AUP, etc. etc. etc. blah blah blah.&lt;br /&gt;
&lt;br /&gt;
:- Lah-rhar&lt;br /&gt;
&lt;br /&gt;
===Tue Oct 15===&lt;br /&gt;
====Great New Things====&lt;br /&gt;
&lt;br /&gt;
Do you wish rampaging fire elementals would show up to reheat your stew at the tavern? Or immolate that annoying Lucht?&lt;br /&gt;
&lt;br /&gt;
Do you always get lost on the way to the plot rooms?&lt;br /&gt;
&lt;br /&gt;
Would you love to have Whirlpool somewhere else when you have to make all those Fort saves?&lt;br /&gt;
&lt;br /&gt;
If you answered yes to any of these questions, and enjoy DMing, then the shiny new +timestop may be right for you! No longer must you pester staff or cram all those giantborn into a claustrophobic plot room decorated by Arvek Nar! +timestop allows anyone to summon a timestop to their location anywhere, at any time. The power of the DM can now be yours to command!&lt;br /&gt;
&lt;br /&gt;
See +help timestop for more details and contact me if something breaks.&lt;br /&gt;
&lt;br /&gt;
:-Whiteout&lt;br /&gt;
&lt;br /&gt;
===Tue Oct 15===&lt;br /&gt;
====Intelligence Headbands====&lt;br /&gt;
&lt;br /&gt;
Hi, everyone!&lt;br /&gt;
&lt;br /&gt;
If you possess a headband of intelligence, please do the following:&lt;br /&gt;
&lt;br /&gt;
1) Remove your headband&lt;br /&gt;
&lt;br /&gt;
2) Please go to http://paizo.com/pathfinderRPG/prd/usingSkills.html and add up how many skill points you should have. Compared this to what's on your sheet. Make sure that you're not forgetting any favored class bonuses if you took a skill bonus.&lt;br /&gt;
&lt;br /&gt;
3) Check your headband. Make sure it has a skill listed in its notes in your inventory. Be sure those skills are at max rank for your HD.&lt;br /&gt;
&lt;br /&gt;
If you encounter any discrepancies here, please send in a request to staff and we will help you out.&lt;br /&gt;
&lt;br /&gt;
=== Mon Oct 14===&lt;br /&gt;
====New Things!====&lt;br /&gt;
Hey there. :3&lt;br /&gt;
&lt;br /&gt;
Whiteout has been working on a great new addition to some of our plot code. There'll be an announcement on this soon!&lt;br /&gt;
&lt;br /&gt;
- Lah&lt;br /&gt;
&lt;br /&gt;
===Sat Oct 12===&lt;br /&gt;
====New Race Added!====&lt;br /&gt;
At Tenebrae, we are always looking for new options. Recently, we ran across a gem that we think will not only be a much needed addition to our theme, but will, we think, showcase what Tenebrae is truly about.&lt;br /&gt;
&lt;br /&gt;
Existing characters will, of course, receive the option to adjust or adapt to this new race pending conversations with staff. We do this for all new content, and this is no different.&lt;br /&gt;
&lt;br /&gt;
In the meantime, please send Whiteout and Entropy your sympathies, and Whirl your congratulations as he begins the process of converting all his characters.&lt;br /&gt;
&lt;br /&gt;
We will be getting it on the website shortly, as well as its related theme information. In the meantime, please see: http://bit.ly/1ahQTg9 for an advanced preview.&lt;br /&gt;
&lt;br /&gt;
:- Your Tenebrae Staff&lt;br /&gt;
&lt;br /&gt;
===Tue Oct 08===&lt;br /&gt;
====Azure Queen postings====&lt;br /&gt;
I have posted a couple events that represent the beginnings of the ending of the Azure Queen plots. You do not need sign up for these. They are not actual plots, but more, 'this is when things wil begin'. They'll take as long as they take. :)&lt;br /&gt;
&lt;br /&gt;
===Tue Oct 08===&lt;br /&gt;
====An End To The Queen====&lt;br /&gt;
All plots relating to the build up to the exorcism have now been completed.&lt;br /&gt;
&lt;br /&gt;
We'll be discussing, and scheduling, events relating to the final exorcism efforts. Grats to all who participated in the various plotlines to gather them! Hooray for fantasy adventures!&lt;br /&gt;
&lt;br /&gt;
Details will soon be posted. :)&lt;br /&gt;
&lt;br /&gt;
===Sat Oct 05===&lt;br /&gt;
====Egalrin Theme Featherdusted====&lt;br /&gt;
Egalrin have been in need for a bit of a brush-up for some time. We're pleased to announce that we've updated egalrin theme: http://www.tenebraemush.net/index.php/Egalrin&lt;br /&gt;
&lt;br /&gt;
While the core is much the same, we feel we've added additional depth. We hope you'll enjoy.&lt;br /&gt;
&lt;br /&gt;
:- Tenebrae Staff&lt;br /&gt;
&lt;br /&gt;
===Fri Oct 04===&lt;br /&gt;
====Tenebrae Halloween Party!====&lt;br /&gt;
We're planning a Tenebrae Halloween Party! While putting together the details, I went up to each of staff, and got their opinions on what we should do. This is what they said:&lt;br /&gt;
&lt;br /&gt;
Whirlpool started cackling and mumbling about sewer monsters.&lt;br /&gt;
&lt;br /&gt;
Inferno got out his briefcase and asked if the otyughs had been read their Miranda rights.&lt;br /&gt;
&lt;br /&gt;
Whiteout yelled, &amp;quot;I fixed it!&amp;quot; and then the MUX shut down.&lt;br /&gt;
&lt;br /&gt;
Lolth rebooted us all and then turned everyone into delicious spider cupcakes.&lt;br /&gt;
&lt;br /&gt;
Pyroclasm couldn't talk because he was ordering chainmail armor for his daughter. Then he exploded into glitter.&lt;br /&gt;
&lt;br /&gt;
Hurricane was quoted as saying, &amp;quot;Hello ladies. How are you. Fantastic. Does your man look like me? No. Can he smell like me? Yes. Should he use Old Dragon body wash? I don't know. Do you like the smell of a man who can bake you a cake he built for you in the dream kitchen with his own two hands? Of course you do! Swan dive!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Ice Age was too sane to say anything.&lt;br /&gt;
&lt;br /&gt;
Enytopy had on a set of earphones and was boogying to electronica.&lt;br /&gt;
&lt;br /&gt;
So!&lt;br /&gt;
&lt;br /&gt;
I HAVE GOTTEN NO GOOD RESPONSES.&lt;br /&gt;
&lt;br /&gt;
So we're watching a movie and hosting an all-out geekfest, details to be announced soon.&lt;br /&gt;
&lt;br /&gt;
Hurricane's offered to cater.&lt;br /&gt;
&lt;br /&gt;
He just doesn't know this yet.&lt;br /&gt;
&lt;br /&gt;
Don't tell him.&lt;br /&gt;
&lt;br /&gt;
And bring your dice, along with the outfit of Chewbacca you made that one time.&lt;br /&gt;
&lt;br /&gt;
===Thu Oct 03===&lt;br /&gt;
====Welcome Whiteout====&lt;br /&gt;
We have a new staff member! Everyone give Whiteout a welcome aboard. He's going to serve as a code admin for the live server who will be resolving various quality of life bugs for us, updating prestige classes, and fixing the issues that crop up while Entropy is moving and working on the recode. We appreciate his volunteering. (The sucker.)&lt;br /&gt;
&lt;br /&gt;
===Sat Sep 28===&lt;br /&gt;
====TeaKettle Arc Done====&lt;br /&gt;
All RP related the Teakettle Arc is now completed and unfrozen. I hope everyone involved had a good time and you may now carry forward with your scheduled RP. We turn our attention next to finishing the Azure Queen plots and preparing for the exorcism RP, as well as the build up toward our next arc, which as you might've guessed, is about Dragonier.&lt;br /&gt;
&lt;br /&gt;
===Thu Sep 26===&lt;br /&gt;
====Mobile-Friendly Wiki Skin====&lt;br /&gt;
Hey there, folks. One of the things I've been looking for is a mobile-friendly MediaWiki skin that would let us keep our menus. This hasn't been an easy search, so I'd appreciate any help you could give. ':)&lt;br /&gt;
&lt;br /&gt;
:- Lah&lt;br /&gt;
&lt;br /&gt;
===Sat Sep 14===&lt;br /&gt;
====Eidolon Court Trip====&lt;br /&gt;
The Eidolon Court trip will begin as soon as I get in and settled and last about three hours, or at least it should. See you all there!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Fri Sep 13===&lt;br /&gt;
====Volunteers! ====&lt;br /&gt;
I require a couple people who want to run a PRP to contact me by @mail. Let me know if you feel like contributing to a storyline!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Fri Sep 13===&lt;br /&gt;
====RPP Level Spend Example====&lt;br /&gt;
To help with the sense-making, I've gone ahead and added an example of how the new RPP Level Purchases work. Head on over to Characters &amp;gt; RPP on the website, or click here: http://www.tenebraemush.net/index.php/RPPs#Things_to_Buy&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Wed Sep 11===&lt;br /&gt;
====RPP Adjustments====&lt;br /&gt;
RPP Levels: By spending RPPs, you may gain a level, with associated wealth. At least 85 percent of wealth must be spent, and items must be purchased at market price. The RPP cost depends on the tier your PC is in. With the exception of the first tier, you may purchase a level any time within the first 2 levels of a tier. So, 2, 6-7, 11-12, and 16-17, respectively. This means that you may earn this purchase up to four times per PC&lt;br /&gt;
&lt;br /&gt;
:First Level Group: 10 RPP&lt;br /&gt;
&lt;br /&gt;
: Second Level Group: 20 RPP&lt;br /&gt;
&lt;br /&gt;
: Third Level Group: 20 RPP&lt;br /&gt;
&lt;br /&gt;
: Fourth Level Group: 30 RPP&lt;br /&gt;
&lt;br /&gt;
: Special: Cleric PCs may receive their first, tier one RPP Level, for free.&lt;br /&gt;
&lt;br /&gt;
On the website: Characters &amp;gt; [[RPPs]]&lt;br /&gt;
&lt;br /&gt;
:- Tenebrae Staff&lt;br /&gt;
&lt;br /&gt;
===Sep 8===&lt;br /&gt;
====Teakettle Plots====&lt;br /&gt;
Hi, everyone! &lt;br /&gt;
 &lt;br /&gt;
It's been a while since I've done a multi-threaded plot like this, so I figure it's time I post a primer on this sort of thing. &lt;br /&gt;
 &lt;br /&gt;
All Teakettle plots are considered 'frozen' until the last one is complete. Once that happens, I will give the all clear that everything related to it is done and all may be considered to have 'happened'. At that point, I will be posting a summary of the events and who did what to the bboards, so everyone can see how things fit together. &lt;br /&gt;
 &lt;br /&gt;
After this plot is over and a few others, we will begin segueing to the end of the Blue Lady storyline and the beginning of our next arc which some of you may have seen nod towards already.&lt;br /&gt;
&lt;br /&gt;
- Whirlpool&lt;br /&gt;
&lt;br /&gt;
===Sept 7===&lt;br /&gt;
====Ice Age (Cometh?)====&lt;br /&gt;
Greetings.&lt;br /&gt;
&lt;br /&gt;
I have recently been hired as a DM Staffer and it is my intention to regularly run plots for folks. As well as help keep the queues tidy.&lt;br /&gt;
&lt;br /&gt;
Feel free to page/mail/request me about things. Just note it may take a few days for me to get my footing.&lt;br /&gt;
&lt;br /&gt;
All in all I'm just here to burn off some of the excess freetime I have with some adventuring fun. In the interest of disclosure a lot of you may have been in plots I've run before as Rogun. So whether you love those events or hate them that's about what you can expect - especially &amp;quot;at first&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Feel free to approach me about DM/RP related things. My approach to all this is that we're all logging in to have a good time so if you think I made a mistake somewhere or you don't like how I did something feel free to contact me about it. A little extra reflection can clear up a lot. &lt;br /&gt;
&lt;br /&gt;
This concludes my introduction post.&lt;br /&gt;
&lt;br /&gt;
- Ice Age&lt;br /&gt;
&lt;br /&gt;
===Aug 15===&lt;br /&gt;
====Code Update====&lt;br /&gt;
Here is a brief overview of completed code, just to give you an idea of what's done: &lt;br /&gt;
 &lt;br /&gt;
:Scene System is done (new timestop type code) &lt;br /&gt;
: Bboards &lt;br /&gt;
: IC and OOC commands &lt;br /&gt;
: +Glance &lt;br /&gt;
: Travel commands (+meetme, etc) &lt;br /&gt;
: Spellbook code and inventory interaction &lt;br /&gt;
: Inventory &lt;br /&gt;
: Sheet System &lt;br /&gt;
 &lt;br /&gt;
Still being worked on are: &lt;br /&gt;
: Chargen &lt;br /&gt;
: Spellcode &lt;br /&gt;
: +Events &lt;br /&gt;
: Combat Scenesys &lt;br /&gt;
: +Requests &lt;br /&gt;
: +RPP code &lt;br /&gt;
: Roll Code &lt;br /&gt;
&lt;br /&gt;
We are also importing the MUX @mail system to PENN. &lt;br /&gt;
 &lt;br /&gt;
Thanks to hard work, all feats and feat prerequisites are now coded as well.&lt;br /&gt;
&lt;br /&gt;
===Aug 6===&lt;br /&gt;
====State of Alexandria Update====&lt;br /&gt;
There will be an update about the state of affairs in ALexandria after this weekend. :D&lt;br /&gt;
&lt;br /&gt;
====Small Policy Announcement====&lt;br /&gt;
From now on, we will be offering one RPP to people who sum up events in both PRPs and plots to be posted on the bboards. :) &lt;br /&gt;
 &lt;br /&gt;
There will be a larger revamp of the RPP system coming in the future. It has been largely successful, but there are definitely lessons learned to be adapted.&lt;br /&gt;
&lt;br /&gt;
====Sorc Multiclass====&lt;br /&gt;
Right now, multiclassing into a sorcerer is a little borked. The advance room is not recognizing the new APG bloodlines we put in. Entropy will fix this, but until she does, if you're planning on MCing into sorcerer, we'll need to manually set up your bloodline. Just let us know and we'll get you taken care of.&lt;br /&gt;
&lt;br /&gt;
===Jul 31===&lt;br /&gt;
====PRD Downtime====&lt;br /&gt;
http://paizo.com/threads/rzs2q03v?Scheduled-Downtime-Wednesday-July-31st&lt;br /&gt;
&lt;br /&gt;
===Jul 30===&lt;br /&gt;
====Magic Arrows and Ammo====&lt;br /&gt;
After some discussion, I've updated one of our docs to include information about bows, arrows (and likewise, dragonspitters, too!) in Pathfinder:&lt;br /&gt;
&lt;br /&gt;
http://www.tenebraemush.net/index.php/How_Magic_Armor_and_Weapons_Work_in_PF&lt;br /&gt;
&lt;br /&gt;
- Lah&lt;br /&gt;
&lt;br /&gt;
===Jul 29===&lt;br /&gt;
====Request Catch Up====&lt;br /&gt;
&lt;br /&gt;
I am running a bit behind on requests. I will be dedicating a day this week to get caught up.&lt;br /&gt;
&lt;br /&gt;
- Whirlpool&lt;br /&gt;
&lt;br /&gt;
===Jul 19===&lt;br /&gt;
====CHALLENGE!====&lt;br /&gt;
&lt;br /&gt;
This last Community Challenge has been amazing! We'll be distributing the rewards for those shortly. :)&lt;br /&gt;
&lt;br /&gt;
In the meantime, we will be taking a break--and taking the time to give our DMs, our Runners, and everyone else a brief rest, to sit down and host Tenebrae's first ever Movie Night.&lt;br /&gt;
&lt;br /&gt;
So! We hope you will join us then, and the next time Whirl drops death upon you, say:&lt;br /&gt;
&lt;br /&gt;
:&amp;quot;There is but one working castle gate, and... and it is guarded by 60 men!&amp;quot;&lt;br /&gt;
: &amp;quot;...And our assets?&amp;quot;&lt;br /&gt;
:&amp;quot;Your brains, Fezzik's strength, my steel.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
See you on the 26th! :) Staff will bring the popcorn.&lt;br /&gt;
&lt;br /&gt;
===Jul 15===&lt;br /&gt;
====FAQ: Earning RPPs====&lt;br /&gt;
From time to time this question comes up. Roleplay Points and Perks (RPPs) are earned via ongrid roleplay. That is, DM'd scenes aren't eligible (these have their own rewards, after all). But, what happens when a DM 'drops a scene'?&lt;br /&gt;
&lt;br /&gt;
This depends. That is, if there was a significant amount of roleplay before the scene AND you were part of it (let's call this more than three poses), then yes. If not, or you'd just joined, then no, it is not eligible. &lt;br /&gt;
&lt;br /&gt;
BeagleFarts&lt;br /&gt;
&lt;br /&gt;
===Jul 11===&lt;br /&gt;
====MI Crafting Chart====&lt;br /&gt;
Now includes cost formulas, FAQ, and pretty graphics!&lt;br /&gt;
&lt;br /&gt;
Visit: Start Here &amp;gt; [[Pathfinder Resources|What is Pathfinder]] on the website.&lt;br /&gt;
&lt;br /&gt;
Lahar (BeagleFarts)&lt;br /&gt;
&lt;br /&gt;
===Jul 09===&lt;br /&gt;
====Welcome New Players!====&lt;br /&gt;
We've had an influx of new players lately! Welcome aboard, everyone!&lt;br /&gt;
&lt;br /&gt;
===Jun 30===&lt;br /&gt;
====Minor XP Bonus====&lt;br /&gt;
I am looking for someone willing to sum up last night's events in a rumor post and pass it to me to post. :) &lt;br /&gt;
 &lt;br /&gt;
There's a minor XP incentive for the firt person to get this to me. :D&lt;br /&gt;
&lt;br /&gt;
===Jun 20===&lt;br /&gt;
====Summons and Etiquette====&lt;br /&gt;
Recently, James Jacobs of Paizo was asked about summons, and a theoretical cap on their usage. &lt;br /&gt;
 &lt;br /&gt;
His response was: 'There's no limit to the number of summoned monsters a character can control, but the GM is free to impose a limit on the number of summoned monsters a PLAYER can have in play at any one time, since that monopolizes the game and makes things less fun for the other players—each time you summon a monster, remember that you're essentially stealing &amp;quot;game time&amp;quot; from your fellow players, since the length of your session isn't expanding to make up for the fact that your turns in the combat are taking longer and longer to resolve.' &lt;br /&gt;
 &lt;br /&gt;
This is an important tidbit, and I think, speaks to other things as well. Be fair to each other out there. :)&lt;br /&gt;
&lt;br /&gt;
===Jun 29===&lt;br /&gt;
====Updates!====&lt;br /&gt;
Hi everyone! It's that time again. &lt;br /&gt;
 &lt;br /&gt;
The recode is going well. Thanks to Sonja, Narah, and Oates, work on the feats database has been made a lot easier. Everyone give them lots of 'thank yous' for their assistance. There is more to do, of couse, and people will be tapped to test and work on things when needed. &lt;br /&gt;
 &lt;br /&gt;
The 2) Storyline wise, the Azure Queen plot is gearing up for its final section. We've got a lot of things going on and we're working on bringing it all home. You should all notice a shift in your activities very soon. Thanks to everyone who has helped and run PRP during this time. A lot of you have really stepped up lately. &lt;br /&gt;
&lt;br /&gt;
3) As the Azure Queen arc draws to a close, you'll see the threads of the next major events beginning to become relevant. Keep your eyes peeled!&lt;br /&gt;
&lt;br /&gt;
Whirlpool&lt;br /&gt;
&lt;br /&gt;
===Jun 10===&lt;br /&gt;
====Artificer Adjustments====&lt;br /&gt;
&lt;br /&gt;
Hi, everyone! We've been taking feedback on the artificor for a while and we're implementing some changes live here. You'll also be pleased to know that we're making excellent progress on the new codebase with the indefatigable Entropy leading th echarge. Today, she added -all the spells- we've approved to the codebase. ALl of them. In one go. Crazy woman! Anyways, while we've been working on that, we don't want you guys to think we've been neglcting changes for here! &lt;br /&gt;
 &lt;br /&gt;
Here's a basic overview of the artificer changes: &lt;br /&gt;
 &lt;br /&gt;
: - More death ray uses. Artificers now receive more uses of their Death Rays. These additional charges may then be used to... &lt;br /&gt;
: - Create two additional types of beams &lt;br /&gt;
: - Power their Titan Fists &lt;br /&gt;
 &lt;br /&gt;
We've added some additional Titan Fist options, as well as including the basic Cure spells in their repertoire. This ability is tied to their lingering ties with Reos. &lt;br /&gt;
 &lt;br /&gt;
We hope you enjoy the updates. If any of you would like to take advantage of these new options, please send in a +req and we'll handle it through those channels.&lt;br /&gt;
&lt;br /&gt;
Whirlpool&lt;br /&gt;
&lt;br /&gt;
===Jun 05===&lt;br /&gt;
====Grammar Policy====&lt;br /&gt;
This is just a reminder. &lt;br /&gt;
 &lt;br /&gt;
Tenebrae -does- have a 'basic grammar policy'. We believe that keep everyone on the same, basic standard makes things easier for everyone and leads to less people being driven nuts in the long term. We don't think asking everyone to use periods and capitals is a particularly harsh thing to do. Let's remember this is a text medium and remember that presentation does matter. We just ask that people make a consistant effort. &lt;br /&gt;
 &lt;br /&gt;
Have fun, everyone, and remember to be courteous and respectful to your fellow players. :)&lt;br /&gt;
&lt;br /&gt;
Whirlpool&lt;br /&gt;
&lt;br /&gt;
===Jun 09===&lt;br /&gt;
====Community Challenge: CLOSED!====&lt;br /&gt;
&lt;br /&gt;
And...done! A big thanks to everyone who participated in this round! We'll be getting the prizes out this week...&lt;br /&gt;
&lt;br /&gt;
Next challenge will be posted in the coming days. Keep your eyes open!&lt;br /&gt;
&lt;br /&gt;
Lahar (BeagleFarts)&lt;br /&gt;
&lt;br /&gt;
===Jun 05===&lt;br /&gt;
====Small Artificer Update====&lt;br /&gt;
Hey, there folks. As part of adding a little more 'oomph' to the artificer, we've added in the Cure spells. Theme-wise, this fits in with their ancient ties to Reos.&lt;br /&gt;
&lt;br /&gt;
Current artificers who wish to learn these schematics may via normal means. We hope to get a few additional bonuses in here and there (including some new discoveries), but it'll depend on how things work out.&lt;br /&gt;
&lt;br /&gt;
Tene Staff&lt;br /&gt;
&lt;br /&gt;
===Jun 03===&lt;br /&gt;
====World Go Boom...but Will Reboot!====&lt;br /&gt;
In about five hours from this post, Lolth will be cracking the server open for basic maintenance, sticking in some spider-legs and having a poke. We may experience some downtime at this point, but should be back up shortly.&lt;br /&gt;
&lt;br /&gt;
Again, we aren't expecting any issues. If there are, as always, we'll be posting updates to our FB page and my Google+ one. They're pretty much there for that purpose, after all.&lt;br /&gt;
&lt;br /&gt;
Lahar&lt;br /&gt;
&lt;br /&gt;
===Jun 04===&lt;br /&gt;
====Up to Date!====&lt;br /&gt;
&lt;br /&gt;
And we are up to date! The maintenance took a little longer than expected, but Lolth tells us that everything is checking out.&lt;br /&gt;
&lt;br /&gt;
Thanks for bearing with us. :3 &lt;br /&gt;
&lt;br /&gt;
Don't forget that we have a Facebook, and a G+ (kind of). They're there mostly for these sorts of things: ways for us to get the word out if something comes up.&lt;br /&gt;
&lt;br /&gt;
In the meantime, please let Lolth know how heroic she is. She did some amazing things last night, and puts a lot of effort into keeping us all running. In fact, she'd have made this post herself, but is kind of curled up in her web and sleeping. &lt;br /&gt;
&lt;br /&gt;
We're all sort of afraid to interrupt that.&lt;br /&gt;
&lt;br /&gt;
Tenebrae Staff&lt;br /&gt;
&lt;br /&gt;
===Jun 02===&lt;br /&gt;
====Community Challenge Reminder!====&lt;br /&gt;
AHEM!&lt;br /&gt;
&lt;br /&gt;
For folks who've included otyughs in their plots, please be sure to shoot me a +req or an email (lahar.tenebraemush.net). I'll be doing tallies in the next few days, and after that will be prizes! So, if you haven't, or have, please do so I have the reminder. :3&lt;br /&gt;
&lt;br /&gt;
:- Lah&lt;br /&gt;
&lt;br /&gt;
===May 28===&lt;br /&gt;
====Trouble Spots====&lt;br /&gt;
Here's an update on the various problems facing the city right now: &lt;br /&gt;
 &lt;br /&gt;
Vardan Village: Efforts have been paying off here. Monsters have been cleared out of the surrounding area, and members of the ADventuring Community have been making efforts towards reinforcing the village's defenses. More work is needed, but the tension here has been decreased. &lt;br /&gt;
 &lt;br /&gt;
The Arena: Rumors of merchant interests being behind the increased violence in the arena continue. The merciful weapons provided have reduced the violence considerably, however, even if their wielders claim they are 'creepy'. Still, there remains more to be investigated here. &lt;br /&gt;
 &lt;br /&gt;
The Theatre: While the cause of the original fires have not been discovered, it would appear that members of both houses are now hard at work at creating some kind of new play. Apparently, it's not going to use many theatre-house actors, either. Rumor has it that a Muse is putting the talents of the Adventurers in Alexandria to work. &lt;br /&gt;
 &lt;br /&gt;
The Felwood: The dangers in the Felwood continue, but the beginnings of efforts towards thinning the monster population have begun. The Mythwood Wardens have been weakened by numerous poisoning and wounded soldiers and could also use additional help from their allies in Alexandria. &lt;br /&gt;
 &lt;br /&gt;
Watch the boards for additional rumors relating to these areas to come up soon. Moreover, each of these trouble spots can be a source of mundane RP and plots. Remember, defenses need built, artists and actors need throttled (or maybe that's just me &amp;lt;.&amp;lt;) antitoxins need delivered to the Wardens of the Mythwood and the Arena is full of fighters who still want to clobber each other in the name of Angoron, Kor, and their own gory glory. (And money. Let's not forget money.) &lt;br /&gt;
 &lt;br /&gt;
You're all making progress to dealing with these troubles, but there's still work to be done before work can really begin on expelling the Azure Queen!&lt;br /&gt;
&lt;br /&gt;
: Whirlpool&lt;br /&gt;
&lt;br /&gt;
===May 20===&lt;br /&gt;
====Wow!====&lt;br /&gt;
Well! We've sure had a lot of new players lately! &lt;br /&gt;
 &lt;br /&gt;
There's been some growing pains with that, but that always happens. I just want to extend a warm welcome to all of you to our community! &lt;br /&gt;
 &lt;br /&gt;
Also, make sure you eye your inboxes. We're doing some different things, and some of you are getting @mails about things your characters may've heard or seen. Get out there and RP, folks!&lt;br /&gt;
&lt;br /&gt;
===May 16===&lt;br /&gt;
====Community Challenge: Oty...Ugh?====&lt;br /&gt;
&lt;br /&gt;
Before kicking off, staff would like to say thank you! to everyone who participated in our first Community Challenge! We hope you enjoy these as much as we do. &lt;br /&gt;
&lt;br /&gt;
While the previous one honored one of Paizo's new flagship products, today, we'll be honoring something of our own, the infamous Tenebrae mascot: Cuddles the otyugh. &lt;br /&gt;
&lt;br /&gt;
To honor Cuddles and her humble sewer home, the challenge this month is as open as it is multi-faceted. That is, we're not just accepting designs, but would like to see anything that tickles your creative fancy. And we mean anything at all...so long as it ties into the topic, of course! That is:&lt;br /&gt;
&lt;br /&gt;
:- A sketch! Like to sketch? Want to try your hand at it? Send it in!&lt;br /&gt;
:- A story! Cuddles deserves fanfic, don't you think?&lt;br /&gt;
:- A bit of design work, such as...how about an otyugh animal companion? ...an otyugh wizard's familiar?&lt;br /&gt;
:- An otyugh 'transformer' button in MUXcode!&lt;br /&gt;
:- Sandy's hidden diary entries devoted to otyughs and her starcrossed-and-tragic relationship with Cuddles, and their forlorn letters to one another...in the style of VSD...&lt;br /&gt;
:- An adventure! Run an adventure featuring otyughs! &lt;br /&gt;
&lt;br /&gt;
: :D &lt;br /&gt;
&lt;br /&gt;
As of now, the floor is open. The topic is: Cuddles! How you meet this challenge is up to you and your own creative preferences. :3&lt;br /&gt;
&lt;br /&gt;
This Challenge will run until Jun 8th! You may submit ideas to our webforum (forum.tenebraemush.net), or email them to Lahar (lahar.tenebrae@yahoo.com)!&lt;br /&gt;
&lt;br /&gt;
- Tenebrae Staff&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===May 11===&lt;br /&gt;
====Bestiary 3====&lt;br /&gt;
&lt;br /&gt;
Hey there. :3&lt;br /&gt;
&lt;br /&gt;
The Bestiary 3 is open now for PrPs. Before, we were feeling things out and it was &amp;quot;just ask us ahead of time.&amp;quot; Well, now it is all in your hands. The only creature we've reserved are the demilich, as they've a unique place in theme. Also, catfolk do not exist.&lt;br /&gt;
&lt;br /&gt;
- Your Tenebrae Staff&lt;br /&gt;
&lt;br /&gt;
====Community Challenge Wrap-Up!====&lt;br /&gt;
Wow! You have all wow'd us with your entries. :3 Looking through them has been a pleasure, so I wanted to thank everyone for sending them in!&lt;br /&gt;
&lt;br /&gt;
Some of the ideas included ideas for an 'earth' domain for Inquisitors, potentially for heroes who guarded the mountains and caverns therein... An ability we'll just call the 'Jessa-tossing power,' for barbarians, and even an item that allowed you even greater wisdom through beer-gazing. For khazad! &lt;br /&gt;
&lt;br /&gt;
These are far from all of the entries, but I wanted to mention some general hilights to show the diversity of the ideas, and creativity, that we have here at Tenebrae. If you'd like and you'd submitted an entry, you are as always, welcome to share it on our forums or ingame +bboard. I am not here to make this choice for you. :3&lt;br /&gt;
&lt;br /&gt;
Participants will be receiving an award shortly. It will probably be...HEROIC. :D&lt;br /&gt;
&lt;br /&gt;
- Lah&lt;br /&gt;
&lt;br /&gt;
===May 4===&lt;br /&gt;
====The Cannibal Queen and PrPs====&lt;br /&gt;
Some of you have no doubt been noticing that things have been 'heating up!' That is, different parts of Alexandria, the Heartlands, are under greater pressure as the effect of...whatever's going on...becomes an even more widespread problem. &lt;br /&gt;
 &lt;br /&gt;
A lot of things are happening, and we need all of you to step up and participate to help make this activity stretch to the next level! &lt;br /&gt;
 &lt;br /&gt;
A lot of you are looking into things and have no doubt had ideas about things you can do! Great! A lot of these things *can* be handled as PRPs. What's more, PRPs can be run that will have a direct impact on the evolution of this storyline, and how bad or good things wind up at the end of it. &lt;br /&gt;
 &lt;br /&gt;
We'd like anyone with an interest in this plot to see about slipping themselves behind the DM screen and giving their fellow players a chance to influence the plot. Know a guy who has an issue with the troubles in the Felwood? Great. Offer to run a PRP for him and few other brave souls that'll give them the chance to put down some of the monsters that regularly emerge from it. Other examples are: &lt;br /&gt;
* Put down sources of trouble in hotspots. Fights in areas will break out over nothing and quickly escalate, and the Theatre and Arena districts are especially volatile right now. &lt;br /&gt;
* Eliminate sources of trouble. There are still pirate and bandit issues, and rounding these up would ease tensions. &lt;br /&gt;
* The sewers of Alexandria is home to many a beast. Extra patrols down there would help keep things calmer. &lt;br /&gt;
* Protect travelers and Heartlanders. Kultari Road and any major and minor highway into Alexandria is in trouble. &lt;br /&gt;
* Fortify villages. &lt;br /&gt;
* Negotiate between the theatrical houses. &lt;br /&gt;
 &lt;br /&gt;
We are, in fact, quite dependent on all of you to help us make this plot sing. We need your help, everyone, so don't hesitate to grab one of these ideas and run with it. We want all of you to consider taking a turn behind the DM screen. All of your efforts, ICly, will help put an end to the scourge bedeviling Alexandria. This list is not in any way complete. A lot of you have some idea of where the trouble spots are, so draw on that and run PRPs! &lt;br /&gt;
 &lt;br /&gt;
What is going on is too big to be solved by one person alone. GEt out there and talk to each other and be ready to help each other meet your goals, as player and DM. We'll be overseeing this an tracking everything,as well as running our own scenes. :) &lt;br /&gt;
 &lt;br /&gt;
: Whirl&lt;br /&gt;
&lt;br /&gt;
====Lions, Tigers, and Rumors...Oh My!====&lt;br /&gt;
When RPing, when running a PrP, remember! You are impacting the story. :3&lt;br /&gt;
&lt;br /&gt;
So when you send in a PrP, please include a brief rumor you'd like posted. I've adapted this into the PrP guidelines. You don't need to, but it does help and helps us get word out more quickly about what you've achieved.&lt;br /&gt;
&lt;br /&gt;
- Lah&lt;br /&gt;
&lt;br /&gt;
===May 2===&lt;br /&gt;
====Legworks====&lt;br /&gt;
A lot of you have legworks in about various things that have happened. I have one thing to say about it. &lt;br /&gt;
 &lt;br /&gt;
THIS IS GREAT. &lt;br /&gt;
 &lt;br /&gt;
That said, there' sa chunk of them and we want those of you interested in things ranging from the events in the Heartland to the Azure Queen to the theatre fires and more to put a little legwork in even now. &lt;br /&gt;
 &lt;br /&gt;
The staffers in charge of this plot are, and will, be having a little powwow before we can answer some of them to make sure there's no confusion.&lt;br /&gt;
&lt;br /&gt;
- Whirlpool&lt;br /&gt;
&lt;br /&gt;
===Apr 29===&lt;br /&gt;
====Maelstrom Monster Contest!====&lt;br /&gt;
Here at Tenebrae, we take everything very seriously.&lt;br /&gt;
&lt;br /&gt;
So, this week, we are having a contest involving a local artist!&lt;br /&gt;
&lt;br /&gt;
What deadly predator should Maelstrom draw more of?!??&lt;br /&gt;
&lt;br /&gt;
* Pirates&lt;br /&gt;
* Sharks&lt;br /&gt;
* Pirate-sharks&lt;br /&gt;
* Sandy&lt;br /&gt;
* Gorillas&lt;br /&gt;
* Other? (write-in)&lt;br /&gt;
 &lt;br /&gt;
You can see Mael's art over on: http://armsmastersproject.tumblr.com/. Please let him know what he should draw more of!&lt;br /&gt;
&lt;br /&gt;
I have written in &amp;quot;ponies.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
- Lah&lt;br /&gt;
&lt;br /&gt;
PS While there is no actual prize involved, those of us who participate shall experience Maelstrom's delicious, delicious tears as he contemplates the horrible anatomical challenge of a shark-pirate-ninja-squid-Sandy-gorilla. :D Please help out a worthy cause! Charity! Orphans! ...Things!&lt;br /&gt;
&lt;br /&gt;
===Apr 26===&lt;br /&gt;
====State of the MUX====&lt;br /&gt;
Hi, everyone! &lt;br /&gt;
 &lt;br /&gt;
It's about that time! &lt;br /&gt;
 &lt;br /&gt;
First, I want to thank all of you for your continued patronage of our game. All of you who've continued or started playing here are what makes all the stress of running a game like this, of this size, worth it. We're glad you're all having fun, and we hope you continue to have fun going forward as staff continues to work on things. We feel, as staff, our state is both stable and strong and that we can continue to build on it going forward. &lt;br /&gt;
 &lt;br /&gt;
I suspect most of you are curious about the recode. As things stand now, this is what we know: We will be shifting codebases to PennMUSH with an SQL backbone. This will make future implementations of content, as well as finding code help, more easily accomplished. This is proceeding at a good clip and Entropy is making amazing progress, especially with the help from all of you who've volunteered their time to assist with the data-base work that we've needed. I assure you, there is going to be plenty more where that came from. We're sorry for the inconvenience and we'll endeavor to get all of you reapproved quickly. This should be a smoother process than the initial Pathfinder switch was and we'll be able to hit the ground running again. There are going to be a -lot- of improvements, but the exact process of all of this will be outlined further as it becomes closer to the switch over. Please pay attention to this space! &lt;br /&gt;
 &lt;br /&gt;
I must also here note that we've decided to add both the Witch and the Inquisitor to our list of classes. There have been no objections to them and we'll be developing their thematic place in the world and adding them in as well. Witches are going to be a bit more problematic, thematically, than the Inquisitor, but we should be able to come up with something cool. &lt;br /&gt;
 &lt;br /&gt;
One things we're still concerned about is encouraging more grid RP and seeing to more many PRPs. We're looking into both things and doing our best to encourage both more. Grid RP has been seeing improvements lately and we'd like to see that continue. We're also looking at expanding more into 'off hours' things as well as encouraging more PRPs to be run! &lt;br /&gt;
 &lt;br /&gt;
Our storylines, with the pirates and the Azure/Cannibal Queen and more, are kicking into their next notch as you all might've noticed. A lot of you have been running with this stuff and we hope you continue to do so. :D &lt;br /&gt;
 &lt;br /&gt;
:Tenebrae's Staff&lt;br /&gt;
&lt;br /&gt;
===Apr 22===&lt;br /&gt;
====Community Challenge!====&lt;br /&gt;
So I have been thinking of a thing and I'd like to see where it goes. :3&lt;br /&gt;
&lt;br /&gt;
Each month, I'll be posting a Community Challenge! This challenge may be along the lines of a Sparklepire Template, or it might even be a new sort if magic item, or potential ideas for a DM-run plot arc. &lt;br /&gt;
&lt;br /&gt;
The challenge will run for around 3 weeks, give or take, and 'winning' entries shared at the end (if folks give their permission...I do not want to step on toes, here ^^;). &lt;br /&gt;
&lt;br /&gt;
Sometimes, there will be prizes (I'm sure you've seen a few folks running around with their new hats!) and sometimes, the prize may be well, seeing your idea put into play. It all depends on the topic and the situation of the time: regardless, you would get something. :3&lt;br /&gt;
&lt;br /&gt;
In a few hours, I'll be posting our !!FIRST!! official Community Challenge, so please keep your eyes, and ears, open!&lt;br /&gt;
&lt;br /&gt;
: - Lah&lt;br /&gt;
&lt;br /&gt;
====Challenge! So You Work at Paizo and...====&lt;br /&gt;
...in a few days, Paizo will be releasing their long-awaited Champions of Purity! But wait! Something's wrong and you have one final submission--and need to get it in, post-haste!&lt;br /&gt;
&lt;br /&gt;
Stop the presses!!!!&lt;br /&gt;
&lt;br /&gt;
So this month's Challenge:&lt;br /&gt;
&lt;br /&gt;
YOU are one of the content creators of Champions at Paizo! Craft something, anything that you feel fits the ideal of a CHAMPION! This challenge is not limited to 'paladins' and should encompass a broader range of characters, though they can certainly include them!&lt;br /&gt;
&lt;br /&gt;
The Champions of Purity encompasses a wide range of ideas: '...new subdomains, feats, inquisitions, rage powers, alchemical discoveries, rogue talents, summoner evolutions, hexes, and arcane discoveries...' ...so consider this Challenge to be wide open!&lt;br /&gt;
&lt;br /&gt;
Please give your item, rage power, or so on, a brief story. How did it come about, or why? If it's for a champion of Angoron, for example, perhaps it was first uncovered in Dran when a chieftain smote with one hand a primodeal dragon that flew in from the sky and threatened their tribe...!&lt;br /&gt;
&lt;br /&gt;
You have until May 10th. &lt;br /&gt;
&lt;br /&gt;
@mail or email submissions to: lahar.tenebrae@yahoo.com. If you like, you may share yours over here: http://forum.tenebraemush.net/index.php/topic,1536.0.html . If you do not have a wiki/forum account, please +request one ingame and I will get it taken care of as soon as possible.&lt;br /&gt;
&lt;br /&gt;
:- Lah&lt;br /&gt;
&lt;br /&gt;
===Apr 21===&lt;br /&gt;
====State of the Game Update Incoming====&lt;br /&gt;
Just as a note, we'll have a state of the game update forthcoming to update all of you on where we are and what's coming up. Keep your eyes peeled.&lt;br /&gt;
&lt;br /&gt;
- Whirlpool&lt;br /&gt;
&lt;br /&gt;
===April 18===&lt;br /&gt;
==== Bonuses List (RP 11)====&lt;br /&gt;
As you've seen, due to the recode, RP11 is being released in stages! The Egalrin received their mechanics update (please check the wiki) as well as some of their feat updates. More race feats, for them and many others, are also in the pipes.&lt;br /&gt;
&lt;br /&gt;
One of the updates we'd wanted to include are Roleplay Bonuses. Some of these you're familiar with--but we thought it'd be good to list them all on a page...as well as offering new ones. Basically, bonuses for things y'all do already: getting to know new players, for example. That is a big one!&lt;br /&gt;
&lt;br /&gt;
So, without further ado, head on down to Roleplay &amp;gt; [[Bonuses]], or... just click on this link: http://www.tenebraemush.net/index.php/Bonuses !&lt;br /&gt;
&lt;br /&gt;
In the meantime, please keep your eyes open. We'll be rolling out the rest of RP11 as we can...&lt;br /&gt;
&lt;br /&gt;
:- Your Tenebrae Staff&lt;br /&gt;
&lt;br /&gt;
====Flora and Fauna Update====&lt;br /&gt;
The page for our Companions, Familiars, and Bestiaries has received a facelift! Go and poke at World &amp;gt; [[Flora and Fauna]]!&lt;br /&gt;
&lt;br /&gt;
- Lah&lt;br /&gt;
===April 14===&lt;br /&gt;
====Egalrin Update (RP 11)====&lt;br /&gt;
We have updated the egalrin wiki with a number of changes to the race.&lt;br /&gt;
&lt;br /&gt;
These changes will likely not be reflected on your +sheets until we're converted to the new codebase. Familiarize yourself with the changes, however, and enjoy!&lt;br /&gt;
&lt;br /&gt;
Thank you to all who participated in developing the changes. theme reboot for the race is still oncoming.&lt;br /&gt;
&lt;br /&gt;
: -- Your Tenebrae Staff&lt;br /&gt;
&lt;br /&gt;
====Addendum====&lt;br /&gt;
As a heads-up, the feats Strengthened Wings and Improved Strengthened Wings were also updated, while Greater was removed. I think you will like the changes! There are more options down the line, including aerial acrobatic maneuvering, flaming fists, and so on...&lt;br /&gt;
&lt;br /&gt;
: - Lah&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===April 13===&lt;br /&gt;
====The Big News====&lt;br /&gt;
Hi everyone!&lt;br /&gt;
&lt;br /&gt;
As you might have noticed, we have from time to time indicated we've been hard at work preparing new projects for you and that big things are on the horizon. This is true.&lt;br /&gt;
&lt;br /&gt;
We am pleased to announce that Tenebrae will be receiving a very large code update in the near future thanks to Entropy. She will be extensively remodeling our code for us in a single, very large update that will see us converting to PENNMUSH.&lt;br /&gt;
&lt;br /&gt;
Some of you might ask why such a large conversion. The truth is, as we've tried to update our code, we've found it increasingly hard to find knowledgeable parties who have the time to help untangle the dense code MUX code we presently operate on. No doubt some of you have begun to notice the increasing numbers of cracks in the seams of our codebase becoming visible or longer delays in necessary improvements to the game infrastructure. Staff recognizes that these things are not okay and our decision to move to another codebase was motivated by our desire to be able to do things more easily for you. What this means is that, when this project is completed (and it is not as far away as you might think), we will be able to provide better, coded support for all of you and make use of nifty new functions to enhance our abilities to deliver content, like SQL. Things that are presently uncoded or just assumed will actually be in in the game to make your playing easier.&lt;br /&gt;
&lt;br /&gt;
There are some downsides, however.&lt;br /&gt;
&lt;br /&gt;
Chances are, we will all need to remake our characters in the new codebase like we did with the initial Pathfiinder conversion. If this is so, we will make an effort to make this as painless as possible for all of you so we can get back to the more important business of roleplaying and having a grand old time.&lt;br /&gt;
&lt;br /&gt;
We hope you all will enjoy to continue playing here on Tenebrae and that if you have any concerns about any of this (or want to volunteer to help for database entry, as we do need monkeys) you'll let us know.&lt;br /&gt;
&lt;br /&gt;
: -- Your Tenebrae Staff&lt;br /&gt;
&lt;br /&gt;
====Entropy's Addendum====&lt;br /&gt;
Hi, guys! So yes, as indicated by our dearest Whirlpool: I am spearheading the latest improvement to the codebase. I'd like to personally note that it's my primary objective to make this conversion as seamless as possible for every individual player, and I believe all your items, experience, and money will be transferred over. There's no need to stop roleplaying or running plots, and I more than welcome you to invite your friends to create a player and begin playing before the conversion, as we're only going up from here.&lt;br /&gt;
&lt;br /&gt;
I'd also really like to take this opportunity to note that if there are any features that you'd /like/ to see, that you address them to me in a mail or using the request system. I'd also like to thank Oates and Sonja for their contributions thus far, in addition to the other staff. Thank you, everyone, for your continued patience and being players. I love you all.&lt;br /&gt;
&lt;br /&gt;
: - Entropy&lt;br /&gt;
&lt;br /&gt;
====Status of Release Package 11====&lt;br /&gt;
With the upcoming database switch ahead of us, I wanted to take the time and address some of the contents of the next Release Package, particularly the racials. The content of this package has not changed, just the timing.&lt;br /&gt;
&lt;br /&gt;
In RP 11, we promised we would be adding to the egalrin, and that has not changed. The new database will launch with the new mechanics in place. Egalrin will be receiving some strengthening, and some bonus abilities. Nothing will be taken away, and we think you will like what's ahead. At least, we hope so. X)&lt;br /&gt;
&lt;br /&gt;
Depending on snafus, I may or may not make a point of releasing this portion ahead of time, though the way we are chugging along (with lots of help!) means that it will most likely run fairly smoothly.&lt;br /&gt;
&lt;br /&gt;
Second, racial feats. We have been working to flesh these options out since our feature launch. The new RP contains several options for the lucht, gnomes, mul'niessa, giantborn, egalrin, and war golems! These options are all approved, and given that we are adding in something like the 500+ core feats we already have (by hand), these will likely become our first &amp;quot;test&amp;quot; for content additions once we re-launch.&lt;br /&gt;
&lt;br /&gt;
We are all anxious to see these, and the other parts of the Release Package (and there are more), launched! The process should go fairly smoothly, and we'll be releasing updates on that as we move forward.&lt;br /&gt;
&lt;br /&gt;
In the meantime, please keep Lolth and Inferno in your thoughts. For NO REASON WHATSOEVER, they could use some images of monkey butts, amorous spiders, and very manly quarry nymphs sent their way. I suspect the more hirsute, the better!&lt;br /&gt;
&lt;br /&gt;
: - Lah&lt;br /&gt;
&lt;br /&gt;
===April 1===&lt;br /&gt;
====Contest Results!====&lt;br /&gt;
Oh, wow... XD&lt;br /&gt;
&lt;br /&gt;
You guys never cease to amaze me with your creativity! These templates are AMAZING. I've passed them on to Poops, who after much giggling said he'd &amp;quot;get back to me&amp;quot; and ran off, notebook in hand.&lt;br /&gt;
&lt;br /&gt;
...I dunno what's up with that. &amp;gt;.&amp;gt; &amp;lt;.&amp;lt;&lt;br /&gt;
&lt;br /&gt;
SO! Awards. :D I PROMISED THERE WOULD BE SOME!&lt;br /&gt;
&lt;br /&gt;
So, if you submitted an entry, check your +inventory! Then, check your @mail to find out what it does. :3&lt;br /&gt;
&lt;br /&gt;
Thank you for being part of our community.&lt;br /&gt;
&lt;br /&gt;
:- Lahar&lt;br /&gt;
&lt;br /&gt;
===March 28===&lt;br /&gt;
====New Magic Item!====&lt;br /&gt;
Just because. Check out the [[Equipment]] page!&lt;br /&gt;
&lt;br /&gt;
===Hopiday Challenge!===&lt;br /&gt;
In anticipation of International Chocolate Goes On Sale Day, we are hosting a challenge! &lt;br /&gt;
&lt;br /&gt;
THIS IS THE CHALLENGE!&lt;br /&gt;
&lt;br /&gt;
@mail me your design for a Sparklepire Template. For gnomes. :D No, this is a joke and Whirlpool will most definitely not use it in his upcoming plots.&lt;br /&gt;
&lt;br /&gt;
That's because Pyroclasm might.&lt;br /&gt;
&lt;br /&gt;
Winnage will be determined by humor and possibly a random die roll. Awards will be something nice, so be sure and @mail!&lt;br /&gt;
&lt;br /&gt;
Happy Chocolate Goes on Sale Day!!!&lt;br /&gt;
&lt;br /&gt;
:- Lahar&lt;br /&gt;
&lt;br /&gt;
===March 17===&lt;br /&gt;
====Updated PrP Rules====&lt;br /&gt;
We have updated our PRP rules. Please take some time to visit Roleplay &amp;gt; [[Player Run Plots]] and refamiliarize yourself with them. &lt;br /&gt;
 &lt;br /&gt;
We have streamlined the PRP rules considerably, combining our dramatic PRPs and other types of PRPs into a single system. &lt;br /&gt;
 &lt;br /&gt;
Let us know if you have any concerns or comments.&lt;br /&gt;
&lt;br /&gt;
====Skills Page====&lt;br /&gt;
The skills page has been completely revamped: Characters &amp;gt; [[Skills]].&lt;br /&gt;
&lt;br /&gt;
- Lah&lt;br /&gt;
&lt;br /&gt;
====Knowledge/Artifice====&lt;br /&gt;
Knowledge/artifice has been rolled into Craft/artifice. That said, please check your ranks and let us know if things don't add up. If they don't, we'll get it fixed. :3&lt;br /&gt;
&lt;br /&gt;
For a description of what Craft/artifice can do, please visit Characters &amp;gt; [[Skills]] on the website.&lt;br /&gt;
&lt;br /&gt;
- Lah&lt;br /&gt;
&lt;br /&gt;
===March 15===&lt;br /&gt;
====Events Fixed!====&lt;br /&gt;
Events are now fixed!&lt;br /&gt;
&lt;br /&gt;
===March 14===&lt;br /&gt;
====Entropy====&lt;br /&gt;
We've recently acquired another full time coder. This will speed many of our code projects up enormously. Stay tuned, everyone. We have big plans for all of you. :) &lt;br /&gt;
 &lt;br /&gt;
Everyone give Entropy a big welcome aboard.&lt;br /&gt;
&lt;br /&gt;
===March 11===&lt;br /&gt;
====Draconic Bloodlines====&lt;br /&gt;
As a heads-up, if you are of a DRACONIC bloodline, please send in a +req to the type of dragon your bloodline came from. Thank you.&lt;br /&gt;
&lt;br /&gt;
- Lah&lt;br /&gt;
===March 10===&lt;br /&gt;
====Release Package 10====&lt;br /&gt;
Thanks to some generous volunteer coding from Shrike's player, our sorcerers have been generously recoded. From this point on, bloodline spells are appropriately added, bloodline abilities will be listed on your sheets, subtypes have been added to chargen, and... what's this? &lt;br /&gt;
 &lt;br /&gt;
'''All Advanced Player's Guide bloodlines have been added.''' &lt;br /&gt;
 &lt;br /&gt;
But wait! That's not all. In addition, due to some generous effort by Lahar, '''Barbarians have also receied a significant upgrade with the an addition of *many* new rage powers that were previously unavailable.''' The complete list is available here: http://www.tenebraemush.net/index.php/Barbarian &lt;br /&gt;
 &lt;br /&gt;
Now, as usual, we will allow those who want to make retroactive changes to their characters to do so as we've made new content available. If you want to adopt a new bloodline and its feasible to do so, we'll make it happen. For already approved sorcerers who should have a subtype, please submit a request telling us what that subtype should be and we'll fix you up. For those of you missing spells from your +sheet/spells, we'll get you squared away after you submit a request. &lt;br /&gt;
 &lt;br /&gt;
Big thanks to Lahar and especially Shrike for her volunteer efforts, as well as to those who helped test the code: Colrick, Oates, and Gwendolyn. Thanks, everyone!&lt;br /&gt;
&lt;br /&gt;
===Feb 25===&lt;br /&gt;
====Navos Bless My OCD====&lt;br /&gt;
The [[Equipment]] page received a face-lift!&lt;br /&gt;
&lt;br /&gt;
- Lah&lt;br /&gt;
&lt;br /&gt;
===Feb 19===&lt;br /&gt;
====Magically Clean!====&lt;br /&gt;
The [[Magic]] page received a face-lift recently.&lt;br /&gt;
&lt;br /&gt;
- Lah&lt;br /&gt;
&lt;br /&gt;
===Feb 10===&lt;br /&gt;
====Release Package 9====&lt;br /&gt;
Hi, everyone! It's your friendly game director who is not at all a giant floofy talking toilet once again telling you that staff has completed another release of content for your enjoyment and benefit. &lt;br /&gt;
 &lt;br /&gt;
The release package, number nine, consists of the following things: &lt;br /&gt;
 &lt;br /&gt;
o The long-awaited +rpp/submit! &lt;br /&gt;
 &lt;br /&gt;
: - Help available on +help rpp &lt;br /&gt;
: - Submit a summary or a log &lt;br /&gt;
: - Examples available on +help rpp and Characters &amp;gt; RPPs &lt;br /&gt;
 &lt;br /&gt;
o 3 new human feats &lt;br /&gt;
 &lt;br /&gt;
o For new players: The first PrP you run will bump you to level 3, one time only! &lt;br /&gt;
 &lt;br /&gt;
o For existing players: Alt Advantage updated! For 10 RPP, start out at level 3 on your next alt, not 2. Special note: for the next month, we'll let you apply this to an alt who is still L2. Thereafter, it must be used before approvals. &lt;br /&gt;
 &lt;br /&gt;
Coming up, we'll be taking a close look at the Pirate Islands and Xian theme as well and delivering some revisions to both of these areas. Also in the pipe is a rebuilding of theme for the Eaglerin. &lt;br /&gt;
 &lt;br /&gt;
Big thanks to Mudslide and Lahar for the primary work on this package.&lt;br /&gt;
&lt;br /&gt;
- Whirlpool&lt;br /&gt;
&lt;br /&gt;
===Feb 1===&lt;br /&gt;
===Release Package 8===&lt;br /&gt;
Hi, everyone! &lt;br /&gt;
 &lt;br /&gt;
It has been a while since our last package release and now we've got anothe one for you! &lt;br /&gt;
 &lt;br /&gt;
For this package, we've...&lt;br /&gt;
: - Removed the 9th level powers we assigned to each race. We felt these weren't doing what we wanted them to do for giving our races flavor. &lt;br /&gt;
: - We have replaced the racial ninths with a series of racial feats for each race. These can be taken at any time when you meet the appropriate requirements (Lahar's note: check each of the racial pages--they now list their feats!), but... &lt;br /&gt;
: - We are also giving each of you a free racial feat at sixth. Sixth is a dead level in Pathfinder and this seemed an appropriate place to do so. The feats are based off existing Pathfinder and 3.5 feats and are now listed on our website's feats page. We will probably be including more of these down the line, as not all races have all the feats and options we'd like them to have. &lt;br /&gt;
: - There are probably still some minor typos in the mix. Please let us know if you find any. &lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
PRCs are nearing completion. We apologize for the lengthy delay some of you have faced in getting them in. Let us know when you're ready to level and we'll make sure you get set up, even if we have to chain Outbreak to a chair and bring out the rack. &lt;br /&gt;
 &lt;br /&gt;
Some other minor tidbits are as follows; &lt;br /&gt;
 &lt;br /&gt;
:- Firearms mastery for rangers has been adjusted. &lt;br /&gt;
 &lt;br /&gt;
: - Several aspects have been tweaked upwards in power, and some RPP prices dropped. &lt;br /&gt;
 &lt;br /&gt;
: - Humanoid shapechangers is once again an option for favored enemies in the codebase. &lt;br /&gt;
 &lt;br /&gt;
: - Race languages in chargen now match the wiki. &lt;br /&gt;
 &lt;br /&gt;
Poro and Lahar got the racial feats in, as well as most of the other features. Big thank to you to them, and a big thank you to everyone else who's been working at making this a great game, including all our recent player runners. It really makes us happy to see so many of you dipping your toes into the DM water and we hope you continue to do so.&lt;br /&gt;
&lt;br /&gt;
- Whirlpool&lt;br /&gt;
&lt;br /&gt;
====FEET...er, FEAT?====&lt;br /&gt;
The [[Feats]] page has been consolidated. This has nothing to do with upcoming announcements, absolutely nothingk. :D&lt;br /&gt;
&lt;br /&gt;
: - Lah&lt;br /&gt;
&lt;br /&gt;
===Jan 28===&lt;br /&gt;
====9th Level Powers====&lt;br /&gt;
As most of you know, all our races at this time have ninth level powers.&lt;br /&gt;
&lt;br /&gt;
This is going to be changed. We will be removing these powers and replacing them with a new system entirely. This system will likely, barring unforseen issues at this time, be a free racial feat at level 6, along with a few feat chains for those interested in pursuing them tied to the themes of each race.&lt;br /&gt;
&lt;br /&gt;
- Whirl&lt;br /&gt;
===Jan 10===&lt;br /&gt;
More streamlining by Azog. :3 Also, there's now some information on what to do if your country uses a different DST than the server. &lt;br /&gt;
&lt;br /&gt;
To install your +cal, go here: [[Personal Calendar]]!&lt;br /&gt;
&lt;br /&gt;
- Lahar&lt;br /&gt;
&lt;br /&gt;
===Jan 06===&lt;br /&gt;
====New Special Material====&lt;br /&gt;
Well...kind of. X) Say it is a new way to USE your special materials...&lt;br /&gt;
&lt;br /&gt;
Tenebrae is pleased to announce Essence Bonding! It is an ancient technique crafted by Green Word spiritualists of old, that permits the bonding of certain unique materials to the claws and teeth of their war beasts. During the ancient wars, it was used by these groups to great, and devestating effect...&lt;br /&gt;
&lt;br /&gt;
To read more about it, navigate to [[Characters]] &amp;gt; [[Equipment]] on the website. It's listed as a Special Material. &lt;br /&gt;
&lt;br /&gt;
With the introduction of Essence Bonding, we're also adding a new perk for becoming involved in the various, open orgs on Tenebrae. That is, when it is thematic for them, some open orgs may gain, over time, a slightly cheaper access to certain technologies or techniques. This does not equal exclusive--it just means a little cheaper, mainly as a reward for becoming involved in Tenebrae and in the world of Ea itself, and continuing to tell your story.&lt;br /&gt;
&lt;br /&gt;
- Lahar&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===January 1===&lt;br /&gt;
====+Events====&lt;br /&gt;
Now that we've ticked over the new year, +Events scheduled for this year will function properly again. &lt;br /&gt;
&lt;br /&gt;
====Holidays, pt 3 Reminder====&lt;br /&gt;
Hey, there. This is just a reminder to folks old and new about our last, final celebration of the holidays. I've posted on this before, but a reminder never hurts. :3&lt;br /&gt;
&lt;br /&gt;
For Holidays Part 3, I'll be awarding one of your PCs, from level 2-8, a free level...with treasure.&lt;br /&gt;
&lt;br /&gt;
All you need to do to earn it is, sometime between now and the end of January, email me (lahar.tenebrae at yahoo.com) 4 RPP logs OR 1 PrP log. Remember, Whirl will be hosting a PrP Workshop this Sunday (tomorrow), so please consider giving PrPs a go...&lt;br /&gt;
&lt;br /&gt;
Once you email me, I'll contact you and we'll take it from there, figure out what shinies you want, and so forth... :D&lt;br /&gt;
&lt;br /&gt;
- Lahar &lt;br /&gt;
&lt;br /&gt;
PS Because folks have asked, yes, the logs do need to be from January. All the best, - Lah&lt;br /&gt;
&lt;br /&gt;
===December 26===&lt;br /&gt;
====The Cinnamon Challenge====&lt;br /&gt;
This is an OFFICIAL NOTICE! ...we are offering a hefty, ONE-TIME bounty of ONE-HUUUUUNDRED XP!!! ...to anyone and everyone who can take up the 'Cinnamon Challenge.' ... :D&lt;br /&gt;
&lt;br /&gt;
This means.&lt;br /&gt;
&lt;br /&gt;
Picking up Cinnamon and tossing her at monsters. ICly.&lt;br /&gt;
&lt;br /&gt;
Bonus if you include a war cry.&lt;br /&gt;
&lt;br /&gt;
Have fun, guys. :3&lt;br /&gt;
&lt;br /&gt;
===December 25===&lt;br /&gt;
====Happy Holidays, pt 3!!!!!====&lt;br /&gt;
Damn. When I woke up this morning, I couldn't help but think how wonderful this season is. It's a time for family, for friends...for community.&lt;br /&gt;
&lt;br /&gt;
That is what we would like to do. Show our appreciation to you. Yes, YOU. :D&lt;br /&gt;
&lt;br /&gt;
So for this season, for the entire month of January (which is coming up in just a week!) we'll be offering a little something. &lt;br /&gt;
&lt;br /&gt;
What we'd like to do is kickstart the new year. Start it off right. And, we hope, give our DMs a little break--a way of thanking THEM for running nearly 3+ scenes a week for an entire YEAR.&lt;br /&gt;
&lt;br /&gt;
So!&lt;br /&gt;
&lt;br /&gt;
For the ENTIRE MONTH OF JANUARY, if you:&lt;br /&gt;
&lt;br /&gt;
Send in 4 RPP Logs - OR -  Run 1 PrP&lt;br /&gt;
&lt;br /&gt;
...we'll bump any alt, from levels 2-8, UP ONE FULL LEVEL, with some treasure to go with it. :3 &lt;br /&gt;
&lt;br /&gt;
Just email me the logs (lahar.tenebrae@yahoo.com), then let me know you did via +request, and include which alt your bonus goes to. That's all you have to do. I'll contact you and we'll take it from there.&lt;br /&gt;
&lt;br /&gt;
The PrP doesn't have to be top-notch, either. This is more about getting our feet wet, collectively. Pester Whirlpool for ideas. Pounce Inferno. Poke Pyro. He's a hippie. Just like Sandy.&lt;br /&gt;
&lt;br /&gt;
And Happy Holidays, from everyone here on Tenebrae. :D&lt;br /&gt;
&lt;br /&gt;
- Lahar&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
PS Some folks have asked, &amp;quot;What do I send in with a PrP?&amp;quot; You basically send the log, with rolls and ooc-foo. Check out Roleplay &amp;gt; Player Run Plots. I made a cheat sheet at the bottom.&lt;br /&gt;
&lt;br /&gt;
PPS Please give the PrPs a try. I want to give this award out. Yet, part of me also wants our DMs to have a special treat, too. So harass'em, invite'em along. Say thank you. :D And get your feet wet. XD &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===December 19===&lt;br /&gt;
====Actions and Maneuvers in PF!====&lt;br /&gt;
We've a new page up! It is in the Pathfinder section of our site and tries to clarify &amp;quot;Just What Can I do in a Round?&amp;quot; It also addresses combat maneuvers a bit, too. &lt;br /&gt;
&lt;br /&gt;
I don't claim everything is correct yet. If you see an error, don't hesitate to send a polite @mail. &lt;br /&gt;
&lt;br /&gt;
To see the charts, head on over to Start Here &amp;gt; [[Pathfinder Resources|What is Pathfinder]], and look under the Resources section. Or, [[Actions_in_Pathfinder|click here]].&lt;br /&gt;
&lt;br /&gt;
:- Lahar&lt;br /&gt;
&lt;br /&gt;
===December 10===&lt;br /&gt;
====Celebrating the Holidays, pt 2.5!====&lt;br /&gt;
&lt;br /&gt;
Happy Holidays! As we prepare for the final stretch of Tenebrae's holiday preparation, staff wanted to take time out to say hi to our new folks...and to give a firm hand-shake to the old. With this in mind, we wanted to ask: who are you? And, what stories do you want to tell?&lt;br /&gt;
&lt;br /&gt;
So just for the fun of it, staff is tossing out some Character Questionairres. You don't need to fill these out. X) But if you do, staff will award you 3 RPPs if you're new. If you're old, fill one out for your oldest, and youngest, PC. We'll give you 3 RPP for that, too. Just share what answers you can and share them on the forum. :3&lt;br /&gt;
&lt;br /&gt;
We may do PrP bounties with these, depending on the response and your own interests.&lt;br /&gt;
&lt;br /&gt;
[http://forum.tenebraemush.net/index.php/topic,1471.0.html Happy holidays, everyone!]&lt;br /&gt;
   &lt;br /&gt;
- Lahar&lt;br /&gt;
&lt;br /&gt;
PS No one HAS to do this. It's just something fun to help us learn about eachother. :D And that is why we are offering RPPs if you do. X)&lt;br /&gt;
&lt;br /&gt;
===December 8===&lt;br /&gt;
Paizo just released their [http://paizo.com/paizo/blog/v5748dyo5le61?Monkeying-Around official monk update]. We'll be incorporating it.&lt;br /&gt;
&lt;br /&gt;
: - Lahar&lt;br /&gt;
===November 26===&lt;br /&gt;
====About the Caravan...====&lt;br /&gt;
'''Note: '''Anyone who can email me a log showing their RP with any of these themes, the gobbers will give an extra-super-discounted price to (via magic; it just happens).&lt;br /&gt;
&lt;br /&gt;
Plugging RP Shamelessly Since 1997,&lt;br /&gt;
&lt;br /&gt;
:- Lahar&lt;br /&gt;
:lahar.tenebrae ... yahoo.com !&lt;br /&gt;
&lt;br /&gt;
===November 13===&lt;br /&gt;
====Search Paizo PRD from Google!====&lt;br /&gt;
We've made a plugin. Directions for installing it are in [[Start Here]] &amp;gt; [[Pathfinder_Resources|What is Pathfinder?]] and then scrolling down to the tutorials and resources section. Or, click [[Search_the_Paizo_PRD_Using_Google_from_Your_Browser|here]]!&lt;br /&gt;
&lt;br /&gt;
Works with Firefox, Chrome, and IE.&lt;br /&gt;
&lt;br /&gt;
:- Lahar&lt;br /&gt;
&lt;br /&gt;
===October 23===&lt;br /&gt;
====Ghosts, Gobbers, and Ghouls, Oh My!====&lt;br /&gt;
In just a few days, we enter into the land of spooks, ghosts, and goblins. And the High Hunt, one of Tenebrae's greatest festivities in honor of Gilead! To celebrate these two events, staff will be dropping the occasional, unique horror-themed Magic Item into plots and PrPs. That is, items that have never been seen before, and will not be seen again (probably).&lt;br /&gt;
&lt;br /&gt;
In addition, we'll be awarding all PrPs as Death Consent for the next two weeks! That is, treasure and XP will be given at the same level as they would a DM'd plot. In addition, well. There is the risk of DEATH.&lt;br /&gt;
&lt;br /&gt;
But it is Halloween.&lt;br /&gt;
&lt;br /&gt;
- Tenebrae Staff&lt;br /&gt;
&lt;br /&gt;
===October 13===&lt;br /&gt;
Not so long ago, we updated the grid. X) This was a project that ran the span of two years, and for which we're grateful to a number of folks for leading to its completion. &lt;br /&gt;
&lt;br /&gt;
Soon, we'll be working towards Release Package 8! RP8 will contain mostly PrCs and Feats, things that Outbreak, Thunder, and I will be digging into soon. &lt;br /&gt;
&lt;br /&gt;
In the meantime, I'd like to announce two more animal companions, ones we've had some demand for: the rhinoceros and the elephant! These two have been added to the wiki under World &amp;gt; [[Flora and Fauna]].&lt;br /&gt;
&lt;br /&gt;
There's a new [[RPPs|RPP spend]], as well: Gladiators! These [[RPPs]] provide bonuses to gladiatorial combat. &lt;br /&gt;
 &lt;br /&gt;
As PrCs take a bit of time to code, Ob and I will be dropping some items here and there, just so it doesn't hit at once. X) We're also working on some rules for artificer constructs, but this will need a little playtesting before it's released.&lt;br /&gt;
 &lt;br /&gt;
:- Lahar&lt;br /&gt;
&lt;br /&gt;
===October 10===&lt;br /&gt;
====Maps Added!====&lt;br /&gt;
We've added maps to the website! You may [[Alexandria|view them here]], or in the game by &amp;lt;font color=&amp;quot;gray&amp;quot;&amp;gt;+map/view &amp;lt;nowiki&amp;gt;&amp;lt;name of map&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/font&amp;gt;. Or, just type &amp;lt;font color=&amp;quot;gray&amp;quot;&amp;gt;+map&amp;lt;/font&amp;gt; while you're in that area.&lt;br /&gt;
&lt;br /&gt;
- Lahar&lt;br /&gt;
&lt;br /&gt;
====Release Package 8!====&lt;br /&gt;
We've begun to &amp;quot;gear up&amp;quot; for Release Package 8! While still in the works, it's known that RP8 will contain our Prestige Classes...as well as one or two other surprises.&lt;br /&gt;
&lt;br /&gt;
- Lahar&lt;br /&gt;
&lt;br /&gt;
====Do You Facebook?====&lt;br /&gt;
We're now on Facebook! Check us out at [https://www.facebook.com/tenebrae.mux Tenebrae.MUX]!&lt;br /&gt;
&lt;br /&gt;
Many of our community members use Facebook, so this is just another way to chat. We're not intending FB to be a major outlet, though we may share updates about Release Packages and the like. More, it's an opportunity for those who are interested to meet other members of the community...or for us to answer questions such as, &amp;quot;What's a MUX?&amp;quot; and &amp;quot;They're still alive, really?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Also, being who we are, '''we respect your choice of privacy: we're not going to friend you unless you friend us.''' How you make use of this resource is all up to you, though we're pleased to provide you updates and goings-on about the world we all share (this will be mostly in the form of Release Packages, or &amp;quot;hey, our server's down for a few hours&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
- Lahar&lt;br /&gt;
===September 13===&lt;br /&gt;
====Your Rumors, Your Stories!====&lt;br /&gt;
As part of celebrations, many of your stories and rumors have been placed on the grid! You can see them just by visiting...&lt;br /&gt;
&lt;br /&gt;
Among them:&lt;br /&gt;
&lt;br /&gt;
:Arena (Jibbom)&lt;br /&gt;
:Southern Bridge Over Tornmawr River (Colrick)&lt;br /&gt;
: Festival Grounds (Colrick)&lt;br /&gt;
: Catacombs (Cesran)&lt;br /&gt;
&lt;br /&gt;
...to name a few! Drop by, poke about, or contribute: http://forum.tenebraemush.net/index.php/topic,1426.0.html &lt;br /&gt;
&lt;br /&gt;
: Lahar&lt;br /&gt;
&lt;br /&gt;
====Orgs and You====&lt;br /&gt;
This is a bit lengthy, so I apologize ahead of time. On the other, I hope it answers some questions! &lt;br /&gt;
:- Lahar&lt;br /&gt;
     &lt;br /&gt;
''Where can I find lists of existing orgs?''&lt;br /&gt;
&lt;br /&gt;
There are several places to find lists of existing orgs: &lt;br /&gt;
&lt;br /&gt;
:Alexandria: Core Setting &amp;gt; [[Local Organizations]]&lt;br /&gt;
:Worldwide: World &amp;gt; [[Organizations]]&lt;br /&gt;
:Temple: World &amp;gt; Organizations &amp;gt; [[Religious Organizations|Temple Affiliations]]&lt;br /&gt;
:Monastic: World &amp;gt; Organizations &amp;gt; [[Organizations|Monastic]] OR Characters &amp;gt; Classes &amp;gt; [[Monk]]&lt;br /&gt;
:Cavalier: Characters &amp;gt; Classes &amp;gt; [[Cavalier]]&lt;br /&gt;
     &lt;br /&gt;
     &lt;br /&gt;
''What are some examples?''&lt;br /&gt;
&lt;br /&gt;
Many of the deities have their own groups, while others work together over a common cause. For instance, the Silver Crescent is composed of a number of different faiths, and Tarien and Angorite groups may often be found side by side, while other groups blend Korites and Angorites quite well.&lt;br /&gt;
     &lt;br /&gt;
Here's one of Eluna's:&lt;br /&gt;
&lt;br /&gt;
:Vision Keepers: This order is arguably a military armed faction of clergymen who follow Eluna. Composed mostly of non-elves, the followers of this order consist of paladins, rangers, and other warriors who often accompany other members of the clergy on quests to recover magical artifacts, locate ancient hoards as well as defend Eluna’s shrines and temples. The head of this order is known as The Wielder of the Star of Tears and represents the sickle phase of the moon. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Are orgs limited to the ones listed? Can I make my own?''&lt;br /&gt;
&lt;br /&gt;
Not at all, and yes, absolutely. In fact, if you've something specific that suits you, let us know. For player-created groups, the guidelines are pretty much the same as everything else: make sure you leave room for other people and that it is headed by NPCs. A chivalric group of knights is fine; the same chivalric group who is the star of everything and in secret rules the entire country is not... and, well, everyone should feel free to participate.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''How do I join an existing org?''&lt;br /&gt;
&lt;br /&gt;
For most orgs (save the underworld ones and the Crimson Hand), becoming a member just means declaring your intent and RPing towards it. You might even include it as part of your background. On Tenebrae, orgs are considered storytelling devices, not clubs, and we treat them as such. In fact, if an org lists &amp;quot;by invite only,&amp;quot; that is likely old text and should probably be deleted. Check with staff.&lt;br /&gt;
    &lt;br /&gt;
    &lt;br /&gt;
''Will there be more org-based RPP spends? RPP spends in general?''&lt;br /&gt;
&lt;br /&gt;
Yes.&lt;br /&gt;
     &lt;br /&gt;
 &lt;br /&gt;
''How can I get others involved?''&lt;br /&gt;
&lt;br /&gt;
Some of the ways include roleplay, and use of the Roleplay Requests +bboard. If you'd like some other ideas, speak with staff; we're always happy to help!&lt;br /&gt;
&lt;br /&gt;
===September 11===&lt;br /&gt;
====Events Code Updates====&lt;br /&gt;
&lt;br /&gt;
The +events code has another addition: +event/notifyalts&lt;br /&gt;
&lt;br /&gt;
If you've already set up your alts for the RPP tracker, then you just need to type +event/notifyalts. You and all your alts will then be set so that any time any one of your alts receives an alert for an +event they're scheduled for, the system will notify all of them. This goes for @mails and @pemits.&lt;br /&gt;
&lt;br /&gt;
Some notes: To set up your alts, send in a +request if you haven't already.&lt;br /&gt;
: Outbreak&lt;br /&gt;
&lt;br /&gt;
====Events +help Updates====&lt;br /&gt;
Updates:&lt;br /&gt;
* &amp;lt;del&amp;gt;+event/notifyalts is now listed under +help rpp.&amp;lt;/del&amp;gt; It'll be added soon to +help events. &lt;br /&gt;
* Information about the notifications, what type and when they occur, may now be found under +help events.&lt;br /&gt;
&lt;br /&gt;
: Lahar&lt;br /&gt;
&lt;br /&gt;
===September 10===&lt;br /&gt;
====Events Code Updates====&lt;br /&gt;
The +events code has an addition: alerts! 24-hours before an event is scheduled to start, the +events docket will send an @mail to the Poster of the +event as well as any confirmed players reminding them about it. 10 minutes and 0 minutes before an event is scheduled to start, the same players will receive a @pemit from the +events docket reminding them.&lt;br /&gt;
&lt;br /&gt;
These alerts will only occur on any events created AFTER this bbpost. Contact Outbreak with any questions you may have, or if you'd like your existing +event to start sending alerts.&lt;br /&gt;
: Outbreak&lt;br /&gt;
&lt;br /&gt;
===August 30===&lt;br /&gt;
====Aaaaand...Launched!====&lt;br /&gt;
Welcome to the new grid, y'all!&lt;br /&gt;
&lt;br /&gt;
As of now, the BRAND! NEW! GRID! is open to you guys! Feel free to explore it! Just remember to use the RP Nexus 'ic' exit the first time ''with each alt''. That way, the standard ooc and ic commands will work correctly for you from here on out.&lt;br /&gt;
&lt;br /&gt;
Along with the grid comes a new +map! It'll tell you where you are wherever you be. We have a couple different maps that you can view with +map/view all. Hooray!&lt;br /&gt;
&lt;br /&gt;
Finally, be sure to check out opportunities to earn additional RPPs, XP, and gold as a way to celebrate the end of two years' hard work: http://forum.tenebraemush.net/index.php?topic=1426&lt;br /&gt;
&lt;br /&gt;
Happy gridding, you guys! :D Be sure to thank all the staff for their hard work! ESPECIALLY ME. (Just kidding, I just threw the map code together. They did all the heavy lifting!)&lt;br /&gt;
&lt;br /&gt;
- Mudslide&lt;br /&gt;
&lt;br /&gt;
===August 29===&lt;br /&gt;
====Grid Launch, Tomorrow!====&lt;br /&gt;
Tomorrow evening, we'll be launching the new grid! As we do, we'll be closing off the old one. As of this time, please migrate your PCs off the old grid and towards the Gaming Table. If you forget, you will not be &amp;quot;trapped,&amp;quot; this will just make the transition easier for everyone.&lt;br /&gt;
&lt;br /&gt;
The new grid will be enterable via the RP Nexus. You'll enter it using the 'ic' exit, just as though you were a new player. From there on, you'll be able to use +ooc and +ic as normal.&lt;br /&gt;
&lt;br /&gt;
When hitting the new grid for the first time, you will find that it is a little different than the old one. For instance, everyone begins in part of the [[Alexandros|Heartlands]], the area around Alexandria. From here, it is sort of like Zelda--there are enterable towns and places, accessible from the greater &amp;quot;world map.&amp;quot; When you enter these places, the map will change to show the local townscape. On the new grid, there are two such places: [[Wilderness Pointe]], and [[Alexandria]].&lt;br /&gt;
&lt;br /&gt;
We condensed the grid as we could, while retaining important features and landmarks, and smoothing out some of the geography.  The role of the river, for instance, is more apparent and mountains may be traversed and visited. That said, it's condensed when compared to the older version. What this means is, the new grid will have that familiar feel to it, though it will be different.&lt;br /&gt;
&lt;br /&gt;
Also...as part of the opening celebrations, and the closing of RP7, we will be having some contests and events, and the chance to earn additional XP, RPPs, and more! +bbread on for details. :D&lt;br /&gt;
&lt;br /&gt;
- Tenebrae Staff&lt;br /&gt;
&lt;br /&gt;
====And to Celebrate...====&lt;br /&gt;
A game's grid is central to its community, and it is important to us that everyone get a chance to be a part of it. What we'd like to ask for your help in--is developing the rumors, legends, and history around these new areas in Alexandria and the Heartlands.&lt;br /&gt;
&lt;br /&gt;
See, while many areas of the grid are old, some are new, untried, and untested! How did these areas come about? What legends have been told about them?&lt;br /&gt;
&lt;br /&gt;
So! For every legend you craft and share on the forums, staff will award 1 RPP (up to 3). These legends should be a story in and of themselves--a legend locals tell about the Fate Spire, deep within the mountain range, for example. Local gossip throughout the shipyards about the dockworker who never came home. The tale you tell is up to you.&lt;br /&gt;
&lt;br /&gt;
Some new areas in need of local gossip include, but are not limited to:&lt;br /&gt;
&lt;br /&gt;
* The Monestary at Fate's Spire&lt;br /&gt;
* The Soldier's Defense&lt;br /&gt;
* Vadran Village&lt;br /&gt;
* The Arena&lt;br /&gt;
* The khazads' mining village, hidden in the midst of the Redridge Mountains...&lt;br /&gt;
&lt;br /&gt;
...and many more, waiting for your discovery, your exploration, your input.&lt;br /&gt;
&lt;br /&gt;
To share your legend, go here: http://forum.tenebraemush.net/index.php/topic,1426.0.html&lt;br /&gt;
&lt;br /&gt;
As an added bonus and to celebrate our new grid's opening, for the next three weeks we'll award a bonus RPP, as well as additional XP, to anyone who runs a PrP (Player Run Plot) featuring one of the new &amp;quot;legends&amp;quot; that someone's posted. Participants will receive a bonus, too!&lt;br /&gt;
&lt;br /&gt;
Thank you for being part of our community!&lt;br /&gt;
&lt;br /&gt;
- Tenebrae Staff&lt;br /&gt;
&lt;br /&gt;
===August 28===&lt;br /&gt;
====Hooray, Mudslide!====&lt;br /&gt;
Mudslide's chugging away at grid code!!!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===August 25===&lt;br /&gt;
====RP 7 Rollout, Part 1!====&lt;br /&gt;
Welcome to the first part of Release Package 7! RP7 is one of our larger packages, and so will be rolled out in parts. The first part involves a significant expansion of our Roleplay Points system, or RPPs. We've added a variety of new options, which can be seen under Characters &amp;gt; [[RPPs]] on the website!&lt;br /&gt;
&lt;br /&gt;
Note that some items have been adjusted due to feedback. If there was an increase, it's on us! If the cost was reduced, please let us know and we'll refund you.&lt;br /&gt;
&lt;br /&gt;
We've also included a new command, +roll/ten which can be used to 'take ten' on appropriate skills.&lt;br /&gt;
&lt;br /&gt;
Finally, we have two bug fixes! First, Wizard 0-Level Spells are now onboard and running, so please see 1/38 on getting those fixed if it is something you need to do. In addition, Fighter Training has received some tweaks and upgrades! If you're a fighter, please unequip and requip your armor and equipment to see the changes.&lt;br /&gt;
&lt;br /&gt;
As with all new additions, expect there to be a few bumps as things settle in. &lt;br /&gt;
&lt;br /&gt;
Thank you for being part of our community! Too, a special thanks goes out to everyone who's pitched in, particularly our coders, reviewers, to make this package a reality. Some of this has been over two years in the making, and we hope the wait has been, will be, worth it.&lt;br /&gt;
 &lt;br /&gt;
- Your Tenebrae Staff&lt;br /&gt;
&lt;br /&gt;
NOTE: The special materials policy has been rolled into RPPs.&lt;br /&gt;
&lt;br /&gt;
===August 22===&lt;br /&gt;
====Preview: New Grid!====&lt;br /&gt;
The new grid is a little different than the old one. For instance, you begin in part of the Heartlands, the area around Alexandria. From here, it is sort of like Zelda--there are enterable towns and places, accessible from the greater &amp;quot;world map.&amp;quot; When you enter these places, the map will change to show the local townscape. On the new grid, there are two such places: [[Wilderness Pointe]], and [[Alexandria]].&lt;br /&gt;
&lt;br /&gt;
Here's a sample of the new, traversable [[Alexandros|Heartlands]]:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
              ~~~  @@@@@@&lt;br /&gt;
               ~~~ @@@@@@@@&lt;br /&gt;
         ~~      ~~@[W]@@@@@&lt;br /&gt;
           ~~      @@@@@@@@&lt;br /&gt;
           ~~        |   ~~  ^&lt;br /&gt;
      -----------\   |  ~~   ^&lt;br /&gt;
     /      ~~    --[3]-[4]--[5]&lt;br /&gt;
     |       ~~     ~|    ^   |&lt;br /&gt;
    [7]       ~~~ ~~~|   ^    |&lt;br /&gt;
     |         ~~ ~~ |  ^     |&lt;br /&gt;
     |          ~~~~ | ^     [6]&lt;br /&gt;
     |             ~~| ^     /&lt;br /&gt;
    [1]-------------[A]^----/&lt;br /&gt;
    @@@             ~~ ^&lt;br /&gt;
  @@[2]@            ~~ ^&lt;br /&gt;
  @@@@@             ~~ ^&lt;br /&gt;
   @@@              ~~  ^&lt;br /&gt;
                     ~~ ^&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I've taken the legend off to save space...but, note the areas with letters instead of numbers. Those? Those are enterable &amp;quot;towns.&amp;quot; The biggest one is, of course, Alexandria...&lt;br /&gt;
&lt;br /&gt;
When the new grid launches, we'll be launching a MU-wide celebration, with chances to earn RPPs, XP, and additional treasures, so stay tuned!&lt;br /&gt;
&lt;br /&gt;
- Lahar&lt;br /&gt;
&lt;br /&gt;
'''UPDATE:''' The Core Setting menu is being updated in preparation for the launch. This is posted to help avoid any confusion in the meantime... *shuffleshuffle*&lt;br /&gt;
&lt;br /&gt;
===August 20===&lt;br /&gt;
====Happy Birthday, Lolth!====&lt;br /&gt;
[[file:mlpbd.png|link=http://forum.tenebraemush.net/index.php/topic,1407.msg7482.html]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
- Signed, Tenebrae (PS Couldn't find any dragons)&lt;br /&gt;
&lt;br /&gt;
===August 20===&lt;br /&gt;
====Preview: New RPP Spends!====&lt;br /&gt;
Whew! It has been a great season this year, and we've such a great community to thank for it. RP7 is around the corner, and as part of it, we've a number of things in store. The biggest of these, of course, is the new grid. The new grid is a project that's been 2+ years in the making, and has involved a near-MU-wide effort.&lt;br /&gt;
&lt;br /&gt;
In addition to the grid, we'll also have some new RPP spends. While this is all still in the reviews phase, I wanted to share some samples of what's up and coming...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''New Aspects...'''&lt;br /&gt;
&lt;br /&gt;
''Trickster's Affinity I''&lt;br /&gt;
&lt;br /&gt;
You've developed a talent for mischief and trickery. Whether through practice as an avid prankster or through some connection to one of the more mischievous Gods or spirits, your ability to trick others for a laugh gives you an aura of mirth and high spirits. You may well receive the notice of the temples of Tarien. Dancing Lights 3/day.&lt;br /&gt;
&lt;br /&gt;
''Trickster's Affinity II''&lt;br /&gt;
&lt;br /&gt;
Your affinity for trickery grows stronger, as does your fascination with pranks and mischief. At any time and whenever it would aid in your mischief, you may produce any mundane item valued at 5 GP or less from your person, as you just happen to have a variety of funny items on hand. The item must be something you could easily carry. Too, Coyote senses intent, so the item must be produced with the intent of a joke, prank, to illustrate a boasting tale, or similar effect. The item will fade out of existence after its use is complete, though will not last longer than an hour.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''New Spends...'''&lt;br /&gt;
&lt;br /&gt;
''Trained Blade (15 RPP, Active Organization Membership)''&lt;br /&gt;
&lt;br /&gt;
You've been honed, trained as a member of your organization. If you are an Elunite, for example, you've trained with the Hunters to find and bring back the misshapen of Garm. This purchase is only available to organizations with a more clearly defined opposition, so be sure to speak with staff before selecting it.&lt;br /&gt;
&lt;br /&gt;
Because of your training, you receive a +1 bonus to damage rolls made with a melee weapon against enemies of this type.&lt;br /&gt;
&lt;br /&gt;
For mechanical purposes, this should be selected after speaking with staff, and selected from the ranger's Favored Enemy list. Choices must be considered thematically appropriate. This may be taken more than once, but applies to a different type of creature each time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Organizational Knowledge (15 RPP, Active Organization Membership)''&lt;br /&gt;
&lt;br /&gt;
You've studied extensively within your organization. As a bonus, you receive a +2 to any specific skill check related to their area of study. This may include any knowledge, craft, or profession skill. This may be taken multiple times, but applies to a different skill each time. The choice of skill should be thematic to the group. For example, knowledge/dungeoneering would likely not fit the Hearthguards, but knowledge/nature for the understanding of herbs might. In contrast, knowledge/nature might not fit the Progressive Arcanists, but profession/scribe might.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I'm excited! I hope you, are, too! In the meantime, be sure to thank our code folk and our director, Whirlpoops the Fluffy Toilet. None of this would be possible without their efforts.&lt;br /&gt;
&lt;br /&gt;
See you ongrid!&lt;br /&gt;
&lt;br /&gt;
- Lahar&lt;br /&gt;
&lt;br /&gt;
===August 12===&lt;br /&gt;
Release Package 7 is on the wings. It is still a little ways away, but is entering the final stages of wrap-up. Included in RP7 will be the new grid.&lt;br /&gt;
&lt;br /&gt;
- Lahar&lt;br /&gt;
&lt;br /&gt;
===August 7===&lt;br /&gt;
====Roleplay Menu Updated====&lt;br /&gt;
A few more clarifications to the Roleplay menu to make it easier to navigate. &amp;quot;Roleplay Archives&amp;quot; is now &amp;quot;Game History&amp;quot;, and &amp;quot;Recent Logs&amp;quot; has been moved to just &amp;quot;Logs.&amp;quot; From there, you can pick Recent Logs or Archived Logs.&lt;br /&gt;
&lt;br /&gt;
We're also trying something a little different with our logs page! What do you think?&lt;br /&gt;
&lt;br /&gt;
: - Lahar&lt;br /&gt;
===July 30===&lt;br /&gt;
====RPPs: Clarifications and Updates!====&lt;br /&gt;
Hey there, folks. :3 After getting some feedback, I've clarified the [[RPPs|RPP page. How does it look]]?&lt;br /&gt;
&lt;br /&gt;
This is new for all of us, so we'll be keeping our ears to the ground in the coming months to hear what you have to say. RPPs, over time, will become a greater part of the game, and a way to award things we haven't had a method for, previously. Ancestral Weapon is one of these &amp;quot;types of things,&amp;quot; so expect to see options grow, not shrink. ... &lt;br /&gt;
&lt;br /&gt;
: - Lahar&lt;br /&gt;
&lt;br /&gt;
===July 21===&lt;br /&gt;
====RPPs: Multiple People in a Scene!====&lt;br /&gt;
How do you handle it when multiple people are in a scene, and want to send in a log? The best answer: use common sense and &amp;quot;whatever reasonably works.&amp;quot; Here's an example showing, and explaining, one way to do so: &lt;br /&gt;
 &lt;br /&gt;
:Roleplay &amp;gt; Roleplay Logs &amp;gt; [[A Cart of Rainbows]]&lt;br /&gt;
  &lt;br /&gt;
As always, please don't hesitate to speak up if you've a question. This is something new, and so we are all adjusting a little bit. ^^;&lt;br /&gt;
&lt;br /&gt;
===July 20===&lt;br /&gt;
====Roleplay Menu Updated====&lt;br /&gt;
The Roleplay menu has been updated! It's a little more organized, now. And look! Pathfinder!&lt;br /&gt;
&lt;br /&gt;
- Lahar&lt;br /&gt;
&lt;br /&gt;
===July 19===&lt;br /&gt;
====Grappling!====&lt;br /&gt;
We've updated the grappling charts to include a few more offerings from the greater Pathfinder community. Visit Start Here &amp;gt; [[Pathfinder Resources|What is Pathfinder?]] and check under &amp;quot;Pathfinder Resources.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===Wed Jun 20===&lt;br /&gt;
====Release Package 6!====&lt;br /&gt;
Hello, everyone!&lt;br /&gt;
&lt;br /&gt;
Our sixth release package is now in the process of rolling out!&lt;br /&gt;
&lt;br /&gt;
The largest of the changes will be the introduction of RPPs. The code is now live, as you can see from your +sheets, and we'll be publishing some more information on this soon. We'll also be awarding everyone some starting points as well as bonuses from Aspects that were earned up until this time.&lt;br /&gt;
&lt;br /&gt;
We're also pleaed to announce some other tools that are going live. The Magic Item generator is the chief of these adn thse will be available during DM'd scenes to assist in the purchase of scrolls and potions. Expect some kinks and bugs to need to be worked out with these.&lt;br /&gt;
&lt;br /&gt;
Also included in RP6 are a number of fixes. Among them:&lt;br /&gt;
&lt;br /&gt;
* Attribute Damage is now calculated correctly.&lt;br /&gt;
* Chargen weighted attributes now let you know how much is left to spend!&lt;br /&gt;
* Numerous pre-req updates and fixes.&lt;br /&gt;
* A code tweak or two.&lt;br /&gt;
* Removed the old 3.5 feats of: Danger Sense, Dive for Cover, Double Wand Wielder, Wandstrike&lt;br /&gt;
* Knowledge/Artifice now merged with Craft/Artifice. If this means you have additional skill points leftover, please +request.&lt;br /&gt;
&lt;br /&gt;
A big thanks to the hard work of the entire staff corp and those players who've been assisting us with these matters. A special shout out goes to Azog, whose help has been instrumental.&lt;br /&gt;
&lt;br /&gt;
'''UPDATE:''' RP6 is now fully operational. Be sure to follow the [[Getting Started with RPPs]] and send staff your feedback.&lt;br /&gt;
&lt;br /&gt;
===May 29===&lt;br /&gt;
====Release Package 5====&lt;br /&gt;
Hi everyone. Whirlpool here!&lt;br /&gt;
&lt;br /&gt;
We're pleased to announce Release Package 5 is rolling out like Optimus Prime. This mostly consists of a few small things and a couple big things that have finally been made possible. Everyone's been burnin' the midnight oil as much as possible to make it all happen.&lt;br /&gt;
&lt;br /&gt;
So, without further ado, Release Package 5 is here for your consideration and praise of our benevolent awesomeness. &amp;lt;.&amp;lt;&lt;br /&gt;
&lt;br /&gt;
Okay, in all seriousness, here it goes:&lt;br /&gt;
&lt;br /&gt;
* '''Artificer Spells''': The artificer's received a few new spells! A few of these are carried over into the Wizard/Sorc and Bard lists, though the focus has been on our new class and developing appropriate content for it. You can find these new spells by visiting the [[Artificer|Artificer's class page]]!&lt;br /&gt;
&lt;br /&gt;
* '''+hp''': Need to know your party's current hit points during battle? Type +hp when in a DM scene or a Plot Room. +hp is crafted primarily to help out our healers. Thank you, Outbreak!&lt;br /&gt;
&lt;br /&gt;
* '''Multiple Noms''': Type +help xp to see our new +nom command, +nom/multi! Also note that +nomcheck is now +nom/check. This is part of a slow, careful move towards a more uniform command structure. +nomcheck will work for a while, and will eventually be phased out in favor of the new form.&lt;br /&gt;
&lt;br /&gt;
* '''Events''': The biggest part of RP5 is our new events code! Events will help you schedule any sort of event related to Tenebrae: plots, gatherings, socials, and even gathering online to watch a movie at the Gaming Table. Given the size and complexity of this program, please consider it to be in beta, and forward any bugs through our +request system. Type +help events to get started!&lt;br /&gt;
&lt;br /&gt;
As with any new content, there may be a tweak or two as we move forward. Thank you for playing with us, for for being a part of this community.&lt;br /&gt;
&lt;br /&gt;
Our next RP will focus on the RPPs you've seen about the site (Characters &amp;gt; [[RPPs]]), and bringing them live. We're continuing work on the grid as well, and hope to have it in play soon.&lt;br /&gt;
&lt;br /&gt;
===May 24===&lt;br /&gt;
====New Website Section====&lt;br /&gt;
Opened up our [[Play Now]]! section!&lt;br /&gt;
&lt;br /&gt;
===May 23===&lt;br /&gt;
====Release Package Upcoming====&lt;br /&gt;
Hi, everyone! &lt;br /&gt;
 &lt;br /&gt;
It has been some time since our last release package. We have been hard at work on a new one and it will soon be going live. Big thanks to everyone who has so far worked on it. EQ and Outbreak especially, along with Lahar, of course. &lt;br /&gt;
 &lt;br /&gt;
Keep your eyes peeled!&lt;br /&gt;
&lt;br /&gt;
: - Whirlpool&lt;br /&gt;
&lt;br /&gt;
===May 5===&lt;br /&gt;
====What's Needed?====&lt;br /&gt;
One of the most frequent questions we get asked is: what's needed? Well, the best response is to play what you like. This is a game about having fun within a community. In that spirit, too...we thought we'd offer up a few ideas. These are not required, they're not even us or anyone else asking you to play them.&lt;br /&gt;
&lt;br /&gt;
However, the question DOES come up. So, IF one of these strikes your fancy, and IF you'd enjoy playing it...why, dive right in!! Always, always, however: play what you love.&lt;br /&gt;
&lt;br /&gt;
''Oruch Bards''&lt;br /&gt;
&lt;br /&gt;
The 'goblinoid' races in general could use some love, yet here is a concept that is rarely played out. With their ties to their ancestors and great voices, [[oruch]] make strong war [[bard|bards]], as versed in blood as they are song and history.&lt;br /&gt;
&lt;br /&gt;
''Arvek Nar Cavaliers, Fighters, Druids''&lt;br /&gt;
&lt;br /&gt;
The [[Arvek Nar|arvek nar]] are an emergent race with ties unknown to the goddess [[Serriel]]. They are masters of war and combat. [[cavalier|Cavaliers]], [[fighter|fighters]], are all needed and well-within their grasp. They feature [[druid|druids]] as well--secret trainers of their famed war mounts.&lt;br /&gt;
&lt;br /&gt;
''Gobber Artificers''&lt;br /&gt;
&lt;br /&gt;
These gun-toting stinkers could use some love and flavor. Known artificers, inventors, and thieves, the [[artificer]] class lends itself to gun use with its Titan Armor, and [[gobbers]]...well. Gobbers love things that go boom. Firearms are iconic for them.&lt;br /&gt;
&lt;br /&gt;
''Khazad-Aul, Khazad-Mornir Warriors''&lt;br /&gt;
&lt;br /&gt;
The iconic [[fighter|warrior]], the [[khazad]] are sorely unrepresented in this area. So too, are their wise priests and [[cleric|clerics]], who tend to hold a respected, and treasured, place within khazad society. A number of them are also famed beard-readers and diviners, a respected form of divination among the race.&lt;br /&gt;
&lt;br /&gt;
''Clerics''&lt;br /&gt;
&lt;br /&gt;
[[cleric|Clerics]] in general are always a welcome addition. They're one of the ones we suggest 'in general,' because not only are they always needed, they're a great way to get to know others, and make friends.&lt;br /&gt;
&lt;br /&gt;
''Wizards''&lt;br /&gt;
&lt;br /&gt;
[[wizard|Wizards]]! While the knowledge skill heavy or linguistically talented wizard is iconic, there are other avenues to explore with wizards. We'd like to see them.&lt;br /&gt;
&lt;br /&gt;
===April 29===&lt;br /&gt;
====Update to Rangers====&lt;br /&gt;
Rangers (mounted combat) and cavaliers now have the abilitiy to summon their mounts to their side, a limited number of times per day. Each class flavors the ability differently, and according to theme. This is to help even out the playing field somewhat, and relieve some anxiety about such concepts.&lt;br /&gt;
&lt;br /&gt;
:- Lahar&lt;br /&gt;
&lt;br /&gt;
===April 25===&lt;br /&gt;
====Ten Years of Tenebrae====&lt;br /&gt;
That's right, folks. &lt;br /&gt;
 &lt;br /&gt;
This May, Tenebrae turns ten years old. It's hard for me personally to believe that we've been going this long and we're stronger than ever. Hopefully, this is a trend that continues. This is not something we could have done without a lot of blood, sweat and tears from everyone who has ever staffed here and the combined efforts of all of you. &lt;br /&gt;
 &lt;br /&gt;
There will be more forthcoming on this front. Few MUSHes reach this kind of milestone and we'll definitely be celebrating it and talking more about our future plans. &lt;br /&gt;
 &lt;br /&gt;
:- Whirl&lt;br /&gt;
&lt;br /&gt;
====Profession Skills Now on Website====&lt;br /&gt;
The [[Skills|skills page]] now contains a list of professions. Before, this list was only available in chargen and during advancement. &lt;br /&gt;
&lt;br /&gt;
:- Lahar&lt;br /&gt;
&lt;br /&gt;
===April 16===&lt;br /&gt;
====The Official Jinks' Sheet Contest====&lt;br /&gt;
It is our firm belief that Jinks' +sheet is not yet long enough. &lt;br /&gt;
 &lt;br /&gt;
We are offering a 10 XP bonus for hilarious submissions of things that should be added to his +sheet under miscellaneous abilities. There is a maximum of 100 XP earned this way. &lt;br /&gt;
 &lt;br /&gt;
Please @mail Lahar and I with your submissions.&lt;br /&gt;
&lt;br /&gt;
:- Whirlpool&lt;br /&gt;
&lt;br /&gt;
====Already on Jinks' Sheet====&lt;br /&gt;
Already on Jinks' Sheet:&lt;br /&gt;
&lt;br /&gt;
     * Deadbeat Dad&lt;br /&gt;
     * Chopped Liver&lt;br /&gt;
     * Landscape Gnome&lt;br /&gt;
     * Lengthy Rap Sheet&lt;br /&gt;
     * Levels Inconveniently&lt;br /&gt;
     * Owes Child Support&lt;br /&gt;
     * Smartypants McGnomerson&lt;br /&gt;
     * Springheel'd Jinks&lt;br /&gt;
     * Typhoid Gnomery&lt;br /&gt;
&lt;br /&gt;
Looking forward to your ideas. XD&lt;br /&gt;
&lt;br /&gt;
:- Lahar&lt;br /&gt;
&lt;br /&gt;
===April 12===&lt;br /&gt;
====Gentle Reminder!====&lt;br /&gt;
This is just a gentle reminder to folks: If you think a time is going to bad for you for a scene you've been scheduled for, please remember to let the DMs know as quickly as possible. We put a lot of work into our scenes and having people no show or show late or tell us at the last minute they can't make can be frustrating. Keep in mind we have a lot of players in a lot of timezones, some of whom have to rearrange their sleeping schedules just to make their scenes. &lt;br /&gt;
 &lt;br /&gt;
No one is being pointed a finger at here -- this is just a general reminder from which we can all benefit. It is important to stay in communication and sometimes those things can slip.&lt;br /&gt;
&lt;br /&gt;
:- Whirl&lt;br /&gt;
&lt;br /&gt;
===April 05===&lt;br /&gt;
====Introducing... ME!====&lt;br /&gt;
New staffette here, Pororoca, the destructive wave! In very short order, I hope to be crushing your hopes and dreams in the manner you are accustomed to from my mentor, Whirlpool. Thank you. You may get back to quivering in fear.&lt;br /&gt;
&lt;br /&gt;
:- Pororoca&lt;br /&gt;
===April 02===&lt;br /&gt;
====CLOSED: Friendship Reports====&lt;br /&gt;
That's it, it was fun while it lasted. No more Friendship Reports -- we shall sleep, and then see what everypony has written to us about magic of friendship.&lt;br /&gt;
&lt;br /&gt;
:- Cobweb Tangle&lt;br /&gt;
&lt;br /&gt;
===April 02===&lt;br /&gt;
====Thank you, everyone!====&lt;br /&gt;
Hi, everyone! We want to thank all of you for getting into the spirit of our April Fool's Day Joke. Rest assured, all of you are a big part of what makes this game successful and awesome. We'd also like to offer a special thank you to those who helped us make it work: Eleria, Melon, and Azog. &lt;br /&gt;
 &lt;br /&gt;
We could not have done this without them. &lt;br /&gt;
 &lt;br /&gt;
We'll begin the process of unponifyng everyone tonight. :)&lt;br /&gt;
&lt;br /&gt;
:- Rainbow Swirl&lt;br /&gt;
&lt;br /&gt;
===April 01===&lt;br /&gt;
====Welcome to Ponyfinder!====&lt;br /&gt;
Welcome to Ponyfinder!&lt;br /&gt;
&lt;br /&gt;
Er...welcome, everypony! We're proud to announce that after a year and a half of work, we're ready to launch Ponyfinder here on Tenebrae! You'll see more and more of the Ponytheme appearing over the next week, so we ask you to be patient with us until that time.&lt;br /&gt;
&lt;br /&gt;
In the meantime, you can catch a sneak peek at our new races by visiting People &amp;gt; [[Races]]. You will want to think of ponynames for your existing PCs, also (and we will be providing a tool to help do so, shortly).&lt;br /&gt;
&lt;br /&gt;
Be sure to check out our new login, and website, too, for hints of things to come!&lt;br /&gt;
&lt;br /&gt;
Your new staff are:&lt;br /&gt;
&lt;br /&gt;
:Whirlpool -&amp;gt; Rainbow Swirl&lt;br /&gt;
:Lahar -&amp;gt; Chocolate Lava Cake&lt;br /&gt;
:Lolth -&amp;gt; Aunty Cobweb Tangle&lt;br /&gt;
:Pyroclasm -&amp;gt; Hippieclasm&lt;br /&gt;
:Earthquake -&amp;gt; Cranky Doodle Donkey&lt;br /&gt;
:Thunder -&amp;gt; Thunder Hooves&lt;br /&gt;
&lt;br /&gt;
Welcome to Ponyfinder! Friendship truly IS Magic...&lt;br /&gt;
&lt;br /&gt;
====Pony resources====&lt;br /&gt;
If you have trouble visualizing your ponyself, we recommend to use this handy tool for creating your ponysona:&lt;br /&gt;
&lt;br /&gt;
http://generalzoi.deviantart.com/art/Pony-Creator-Full-Version-254295904&lt;br /&gt;
&lt;br /&gt;
:- Cobweb Tangle&lt;br /&gt;
&lt;br /&gt;
====Friendship Reports====&lt;br /&gt;
Since our beloved cousin Celestia is not around, we accept friendship reports in her stead.&lt;br /&gt;
&lt;br /&gt;
Everypony who sends a friendship report via @mail to us, Cobweb Tangle, today, will be rewarded for their effort.&lt;br /&gt;
&lt;br /&gt;
Instructions:&lt;br /&gt;
1) Send @mail to Cobweb Tangle, titled &amp;quot;Friendship Report&amp;quot;.&lt;br /&gt;
2) Write what you have learned about magic of friendship today. (Note that the best ones shall be shared with public, because everypony should learn.)&lt;br /&gt;
3) Only one friendship report per character. If you have used Pony Creator (see the link in a previous post) to create a ponysona, share the link for extra rewards.&lt;br /&gt;
&lt;br /&gt;
:- Cobweb Tangle&lt;br /&gt;
&lt;br /&gt;
====Ponyfinder RP====&lt;br /&gt;
Today, a colorful mist surrounds Alexandria. For the next 24 hours, you may take your ponyfinder pony ongrid as the land of Friendship and Dreams briefly visits. RP for this day will be considered to happen in a 'pony sandbox,' so please have fun, everypony!&lt;br /&gt;
&lt;br /&gt;
P.S. You can, of course, have normal RP. It just cannot involve ponies.&lt;br /&gt;
&lt;br /&gt;
:-Chocolate Lava Cake&lt;br /&gt;
&lt;br /&gt;
===March 24===&lt;br /&gt;
====RPPs!====&lt;br /&gt;
''The oruch stood his ground as the army marched away. He could not go with them--his destiny, as much as he cursed it, lay at the small bundle at his feet. An arm shot up, its skin oddly translucent, its interior filled with smoke. The djinn. Wanted their child back.''&lt;br /&gt;
&lt;br /&gt;
Stories. Roleplay. Adventure. These three are at the heart of Tenebrae. Though, we've always struggled with how to reward stories. When monsters aren't involved, DnD turns shy. &lt;br /&gt;
&lt;br /&gt;
We'd begun this journey with Dramatic PrPs, and Aspects, and with their success, are looking to expand into a new, more flexible realm. We're pleased to announce RPPs, or Role Play Points.&lt;br /&gt;
&lt;br /&gt;
RPPs are tied to you, the player. You earn them by doing awesome things, and logging it. Get ongrid, tell a story, and let us know about it. Once you accumulate these points, you can spend them however you wish, on any alt you like.&lt;br /&gt;
&lt;br /&gt;
Aspects are being rolled into this system which is, we hope, an overall and smoother approach to them. As we prepare to launch, we welcome your questions, and while we may not always have answers, we will try our best. Bear with us, though, and keep in mind, as with any new thing there may need to be adjustments along the way, based on feedback.&lt;br /&gt;
&lt;br /&gt;
To see what's down the line, visit Characters &amp;gt; [[RPPs]].&lt;br /&gt;
&lt;br /&gt;
:- The Tenebrae Staff and Community&lt;br /&gt;
&lt;br /&gt;
===March 19===&lt;br /&gt;
====Time Is Out of Kilter (not)====&lt;br /&gt;
Hello, peeps. As a reminder, Finland (where the server lies), does not warp into future 'till 25th of March. There's nothing wrong with the reality you observe.&lt;br /&gt;
&lt;br /&gt;
:- Lolth&lt;br /&gt;
&lt;br /&gt;
===March 19===&lt;br /&gt;
====Automagic Log Cleaner====&lt;br /&gt;
Our automagic log cleaner is now available in two places on the website:&lt;br /&gt;
&lt;br /&gt;
: Roleplay &amp;gt; Logs &amp;gt; [[How to Format a Log Quickly|Automagic Log Cleaning]], OR&lt;br /&gt;
: Start Here &amp;gt; Wiki Help &amp;gt; [[How to Format a Log Quickly|Automagic Log Cleaning]]&lt;br /&gt;
&lt;br /&gt;
Let me know if you run into any issues.&lt;br /&gt;
&lt;br /&gt;
:- Lahar&lt;br /&gt;
&lt;br /&gt;
===March 19===&lt;br /&gt;
====Reminder II====&lt;br /&gt;
This is a second reminder to Whirl's first reminder!&lt;br /&gt;
&lt;br /&gt;
Death in DnD isn't that big of a deal, OOCly. ICly, it's part of the profession you're in. People with Destinies (adventurers) have a chance to come back, and it's part of life (ha ha). &lt;br /&gt;
&lt;br /&gt;
Althea even sponsors raises.&lt;br /&gt;
&lt;br /&gt;
So sit back and enjoy the game. Stories are what you make of them.&lt;br /&gt;
&lt;br /&gt;
:- Lahar&lt;br /&gt;
&lt;br /&gt;
===March 19===&lt;br /&gt;
====Reminder====&lt;br /&gt;
All DM plots and Plotmaster plots are ones in which you automatically consent to the risk of death. &lt;br /&gt;
 &lt;br /&gt;
That said, this is D&amp;amp;D. Death is not exactly the end of the game. &lt;br /&gt;
 &lt;br /&gt;
:- Whirl&lt;br /&gt;
&lt;br /&gt;
(p.s. Current DMs are: Whirl, Thunder, Pyro. Current Plotmasters are: Jinks, Spike, Eva. &amp;lt;3 Tsu)&lt;br /&gt;
&lt;br /&gt;
===March 12===&lt;br /&gt;
====Eva!====&lt;br /&gt;
Eva has officially decided to join our Plotmaster squad. :) &lt;br /&gt;
 &lt;br /&gt;
Everyone give her a big welcome!&lt;br /&gt;
&lt;br /&gt;
:- Whirl&lt;br /&gt;
===March 11===&lt;br /&gt;
====ASCII Art====&lt;br /&gt;
Ported over from...way, way back in 2009, on crafting ASCII art, using it within a MU, and how to do so responsibly (and for effect). If you've any questions, please ping.&lt;br /&gt;
&lt;br /&gt;
:http://www.tenebraemush.net/index.php/ASCII_Tutorial&lt;br /&gt;
&lt;br /&gt;
:- Lahar&lt;br /&gt;
&lt;br /&gt;
===March 11===&lt;br /&gt;
====Automagic Log Cleaning!====&lt;br /&gt;
With a click or two and a little help from Notepad++, you can now automagically clean your logs! A big thanks to Eleria for helping out with this project! Without his assistance with the RegEx, none of this would be possible.&lt;br /&gt;
&lt;br /&gt;
You can find the instructions here: &lt;br /&gt;
: Roleplay &amp;gt; Logs &amp;gt; [[How to Format a Log Quickly|Automagic Log Cleaning]], OR&lt;br /&gt;
: Start Here &amp;gt; Wiki Help &amp;gt; [[How to Format a Log Quickly|Automagic Log Cleaning]]&lt;br /&gt;
&lt;br /&gt;
The tutorial gives you two options: manual, and macros. Manual is useful if you'd just like to clean out specific sections. Macro are useful if you want to clean everything at once (though I've included a macro for &amp;quot;everything except OOC,&amp;quot; too).&lt;br /&gt;
&lt;br /&gt;
You can also find the tutorial by navigating to Roleplay &amp;gt; Logs, and looking at the top help section.&lt;br /&gt;
&lt;br /&gt;
Please @mail me with your feedback, and make sure to thank Eleria next time you see him.&lt;br /&gt;
&lt;br /&gt;
:- Lahar&lt;br /&gt;
&lt;br /&gt;
===March 09===&lt;br /&gt;
I am running a little behind on requests. I will get to them this weekend. :)&lt;br /&gt;
&lt;br /&gt;
:- Whirl&lt;br /&gt;
&lt;br /&gt;
===February 29===&lt;br /&gt;
====Artifice Armor Clarification====&lt;br /&gt;
Artificer's Titan Armor clarified a bit. We hope this helps. :3&lt;br /&gt;
&lt;br /&gt;
http://www.tenebraemush.net/index.php/Artificer&lt;br /&gt;
&lt;br /&gt;
:- Lahar&lt;br /&gt;
&lt;br /&gt;
===February 29===&lt;br /&gt;
====Languages====&lt;br /&gt;
Just a heads-up that the languages in CG aren't accurate. We'll be rectifying this as soon as possible.&lt;br /&gt;
&lt;br /&gt;
:- Lahar&lt;br /&gt;
&lt;br /&gt;
===February 26===&lt;br /&gt;
====Wow!====&lt;br /&gt;
We broke our all time connections record. Yes, a chunk of that was connected alts, but holy hell. We broke the record. 70 connections. That's a lot of players no matter how you look at it. &lt;br /&gt;
 &lt;br /&gt;
Thank you, again, to everyone for making Tenebrae a continued success.&lt;br /&gt;
&lt;br /&gt;
:- Whirl&lt;br /&gt;
&lt;br /&gt;
===February 25===&lt;br /&gt;
[[Behaviour#What_About_Alts.3F_And_Alt_Secrecy.3F|Alt policy clarified a bit]]. This is a direction we've been in for some time--it's about time to write it down. So we did! None of it should be a surprise, and is more a continuation with what we'd begun with forum logins.&lt;br /&gt;
&lt;br /&gt;
===February 24===&lt;br /&gt;
====Request Backlog====&lt;br /&gt;
We have a backlog of requests. I will be trying to work through them and approvals this weekend. :)&lt;br /&gt;
&lt;br /&gt;
:- Whirl&lt;br /&gt;
&lt;br /&gt;
===February 22===&lt;br /&gt;
====They Said I had OCD...====&lt;br /&gt;
...I believed them: http://www.tenebraemush.net/index.php/Feats&lt;br /&gt;
&lt;br /&gt;
:- Lahar&lt;br /&gt;
&lt;br /&gt;
===February 19===&lt;br /&gt;
I'll be out of town on business this coming Tuesday, February 21st, through Friday, the 24th.&lt;br /&gt;
&lt;br /&gt;
:- Thunder&lt;br /&gt;
&lt;br /&gt;
===February 16===&lt;br /&gt;
====Recent History Updated====&lt;br /&gt;
We've updated the recent history on the wiki at Roleplay &amp;gt; [[Recent_History#The_Fake_Mists|Recent History]] to reflect the 'Fake Mists' plot that ended recently. &lt;br /&gt;
 &lt;br /&gt;
This should bring several of our newer players up to date on what has gone on with that. :) &lt;br /&gt;
 &lt;br /&gt;
:- Whirl&lt;br /&gt;
&lt;br /&gt;
===February 15===&lt;br /&gt;
====...I hate you, wizard schools!====&lt;br /&gt;
This is why: Characters &amp;gt; [[Magic]] (updated)&lt;br /&gt;
&lt;br /&gt;
:- Lahar &amp;lt;333foreversquee!&lt;br /&gt;
&lt;br /&gt;
===February 06===&lt;br /&gt;
====New BBoard!====&lt;br /&gt;
We're pleased to announce a new +bboard group: IC: RP Requests. RP Requests is a place to request a more specific type of RP. For example, you might advertise wanting to get together with other druids on a specific date. Or, you might also post a request for someone to play an NPC for you. &lt;br /&gt;
&lt;br /&gt;
Remember, specific requests are better than general ones when it comes to getting responses.&lt;br /&gt;
&lt;br /&gt;
We hope you'll enjoy the new board. As with any new feature, we'll be looking to make adjustments depending on how things go.&lt;br /&gt;
&lt;br /&gt;
:- Lahar&lt;br /&gt;
&lt;br /&gt;
===February 06===&lt;br /&gt;
[[image:AngryEgalrin.jpg|150px|center]] &lt;br /&gt;
&lt;br /&gt;
Egalrin page cleaned up.&lt;br /&gt;
&lt;br /&gt;
:- Lahar&lt;br /&gt;
&lt;br /&gt;
===February 05===&lt;br /&gt;
Just a heads-up for anyone who wasn't sure how website logins worked, or who hadn't requested one yet. &lt;br /&gt;
&lt;br /&gt;
:&amp;lt;nowiki&amp;gt;* Your forum ID and password are also your wiki login. However, make sure to login to the forum first, or the wiki might not 'pick up' that you're there.&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;nowiki&amp;gt;* Once logged into the website, you can edit or make a character page, post logs, or share your NPCs. We've a template for character pages, if you're not too familiar with wikis, and Tsu and I are here to help!&amp;lt;/nowiki&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
If you haven't requested a login, and are approved, please @mail me with an email and a desired password. We'll get you up. :)&lt;br /&gt;
&lt;br /&gt;
:- Lahar&lt;br /&gt;
&lt;br /&gt;
===February 04===&lt;br /&gt;
====Diceless PrPs!====&lt;br /&gt;
Did you know we have diceless PrPs? Dramatic PrPs are aimed at telling a story that's a little out of the way of the standard adventure. That is, they're great for festivals, for a dramatic chase of a thief across town, the exploration of foreign cultures and places. &lt;br /&gt;
&lt;br /&gt;
They also involve as many, or as few (though at least 2) players as you wish, and any mixture of levels, to boot.&lt;br /&gt;
&lt;br /&gt;
You can find a few more details [http://www.tenebraemush.net/index.php/Plotrunner%27s_Guide#Dramatic_Player_Run_Plots_.28DPrPs.29 here].&lt;br /&gt;
&lt;br /&gt;
===February 02===&lt;br /&gt;
====Upcoming Holidays====&lt;br /&gt;
We've THREE upcoming holidays this month on Alexandria's [[calendar]]! These are:&lt;br /&gt;
&lt;br /&gt;
2/12-2/17 &lt;br /&gt;
[[Calendar|Kegger Fest]]: A [[Khazad|dwarven]] festival in honor of getting smashed. New beer is often introduced!&lt;br /&gt;
&lt;br /&gt;
2/20 &lt;br /&gt;
[[Calendar|Deathwatch]]: A day celebrated by the followers of the undead god, [[Thul]]. This holiday is outlawed in many lands, and dangerous to boot!&lt;br /&gt;
&lt;br /&gt;
2/21 &lt;br /&gt;
[[Calendar|Balefire]]: A ritual day of spring summoning usually held after Deathwatch; a [[Druid|Druidic]] festival. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
We don't have anything planned for these, specifically, though welcome anyone who would like to step forward. All forms of [[Running_PrPs|PrPs]] are open as well--please check with staff if you've any questions, and we and your community are always around to offer ideas and support. &lt;br /&gt;
&lt;br /&gt;
:- Your Tenebrae Staff&lt;br /&gt;
&lt;br /&gt;
===February 02===&lt;br /&gt;
For my latest scene, I've had a grand total of 14 applicants. Let's keep this activity going, folks! RP! Get on the grid! Support your fellow players! &lt;br /&gt;
 &lt;br /&gt;
:- Whirl&lt;br /&gt;
&lt;br /&gt;
===January 29===&lt;br /&gt;
====Mists of Malik Update====&lt;br /&gt;
The plot is over! &lt;br /&gt;
 &lt;br /&gt;
All RP will be unfrozen as soon as I can get a post up Sunday evening. :d&lt;br /&gt;
&lt;br /&gt;
:- Whirl&lt;br /&gt;
&lt;br /&gt;
===January 27===&lt;br /&gt;
To those of you cgenning wizards right now: &lt;br /&gt;
 &lt;br /&gt;
There appears to be a bug where your 0th level spells are not being appropriately added to your sheets. We are aware of the bug and it will be fixed as soon as EQ has a chance. :)&lt;br /&gt;
&lt;br /&gt;
:- Whirl&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Janurary 26===&lt;br /&gt;
It has been pointed out several times that halflings are the only race that don't have a unique racial name for themselves. After some discussion and ideas being bounced around, we've settled on [[An_Lucht_Siuil|An Lucht Siuil]], which translates into 'The Travelling Folk' in tradespeak, for the halflings as their proper name. Check out the wiki page for more details and we'll be doing some more cleaning over the next several days. &lt;br /&gt;
 &lt;br /&gt;
Thanks to Laoise for her suggestions and to our players for bringing this to our attention.&lt;br /&gt;
&lt;br /&gt;
:- Whirl&lt;br /&gt;
&lt;br /&gt;
===January 23===&lt;br /&gt;
Special Materials policy updated! Basically, we've just made it a little clearer, friendlier, and worth a bit more. :)&lt;br /&gt;
&lt;br /&gt;
:Start Here &amp;gt; Game Policies &amp;gt; [[Special Materials]]&lt;br /&gt;
&lt;br /&gt;
:- Lahar&lt;br /&gt;
&lt;br /&gt;
===January 22===&lt;br /&gt;
hi i kno ur busybut canyo u ...&lt;br /&gt;
&lt;br /&gt;
Hard to understand that, eh? One of the things we're doing on Tenebrae is to encourage clearer communication. We're a text-based medium. Everything we do is based around how someone on the other end of the screen perceives what you've typed.&lt;br /&gt;
&lt;br /&gt;
Since we see, and hear, one another by words across the screen, those same words are how we perceive others. If someone types and spells in a sloppy manner, without taking a moment to look over their spelling and use basic punctuation, then they appear lazy or worse, as though they don't respect or care enough about those they are communicating with. &lt;br /&gt;
&lt;br /&gt;
So put a period or proper punctuation at the end of sentences. Capitalise the first word in a sentence and other words that require it. Take the time to spell out abbreviations, and watch your spelling. This isn't to say perfection is expected, everyone makes typos and mistakes. Just make an honest attempt to communicate clearly. &lt;br /&gt;
&lt;br /&gt;
:- Your Tenebrae Staff&lt;br /&gt;
&lt;br /&gt;
===January 20===&lt;br /&gt;
Well, that wasn't MY fault this time.&lt;br /&gt;
&lt;br /&gt;
I'll tell you a joke:&lt;br /&gt;
&lt;br /&gt;
Q: How a lost network engineer will find his or her way back to civilization from wilderness?&lt;br /&gt;
&lt;br /&gt;
A: S/he takes that six feet cable s/he was carrying, buries it to the ground, and thirty minutes later when the backhoe shows up, hitches a ride back to town.&lt;br /&gt;
&lt;br /&gt;
In other words, the expected happened in a nearby excavation site, and some stupid ass dug through the main electricity cable to my neighborhood.&lt;br /&gt;
&lt;br /&gt;
:- Lolth&lt;br /&gt;
&lt;br /&gt;
===January 20===&lt;br /&gt;
Hi everyone! &lt;br /&gt;
 &lt;br /&gt;
As you know, we've been looking into rebuilding the grid. The old one has been in service for a long time -- close to ten years now -- and it is time to take what we've learned in that time and make something better, stronger, (Tsu ed: faster!) and more useful to you players. Something easier to navigate. &lt;br /&gt;
 &lt;br /&gt;
While we're not quite ready to do a building push, we *are* getting ready to do so. This is where you, our players, come in. We're going to start pulling people aside for their thoughts on the grid and what's important and what isn't. You're going to be seeing more in this space going forward. We feel this is important and we hope you'll help us in this project.&lt;br /&gt;
&lt;br /&gt;
:- Whirl&lt;br /&gt;
&lt;br /&gt;
===January 17===&lt;br /&gt;
Sit down and pass the nachos. Tenebrae's Geek Corner is now open! Share your thoughts, your favorites, your hate on recent video games, authors, RPGs, webcomics, music, and artists. Other community members are welcome to share and comment on your posts, too... just keep it civil. &lt;br /&gt;
&lt;br /&gt;
:Visit: Community &amp;gt; [[Tenebrae_Geek_Corner|Our Geek Corner]]&lt;br /&gt;
&lt;br /&gt;
:- Lahar&lt;br /&gt;
&lt;br /&gt;
===January 16===&lt;br /&gt;
This is just a friendly reminder to be respectful to your fellow players, give them a fair shake, and to remember to be respectful of the time that people invest in getting things done here. This goes doubly for the OOC room, guys. We're a community sitting around our shared gaming table. Make sure you're not That Guy. &lt;br /&gt;
 &lt;br /&gt;
I would ask that everyone take a moment and review our behavior policies at http://www.tenebraemush.net/index.php/Behaviour and remember that a friendly and safe community for people to play in is one of our goals here.&lt;br /&gt;
&lt;br /&gt;
:- Whirl&lt;br /&gt;
&lt;br /&gt;
===January 16===&lt;br /&gt;
I will be away on a business trip as of this coming Wednesday, January 18th, through Sunday evening, January 22nd.&lt;br /&gt;
&lt;br /&gt;
I may log in briefly in the evenings thanks to the free wifi at the hotel, but I won't be really be free to run scenes and so on.&lt;br /&gt;
&lt;br /&gt;
:- Thunder&lt;br /&gt;
&lt;br /&gt;
===January 16===&lt;br /&gt;
The fancy skin works again, more or less so, and I'll puzzle the mystery of the drop-down menu later. -- Lolth&lt;br /&gt;
&lt;br /&gt;
===January 15===&lt;br /&gt;
Updates done, but the fancy skin for the wiki is TEH BORKEN. Will continue figuring out what's going on with it.&lt;br /&gt;
&lt;br /&gt;
===January 13===&lt;br /&gt;
When we launched [[Cavalier]], one of our goals was to add more Teamwork feats...and I'm proud to announce that we just did. Proud, because we've a hard-working team who's been willing to dig in and make things happen for the Tenebrae community for over a year now. I am blessed to be able to work with each and every one of them. :)&lt;br /&gt;
&lt;br /&gt;
So, hop on over to Characters &amp;gt; [[Feats]], and you'll see a list of the new ones. If you'd like to trade out or exchange, just let us know via +request. A full list of additional Cavalier options (including some rules updates to make traveling with your mount easier) may be seen by visiting their class page.&lt;br /&gt;
&lt;br /&gt;
This finishes Release Package Four, and we'll be gearing up to focus on Five, which focuses on our [http://www.tenebraemush.net/index.php/File:Grid_alexandria_big.jpg grid]. Note, there may be a few bug fixes here or there, as per usual, and if so, please be patient, we're there with you.&lt;br /&gt;
&lt;br /&gt;
:- Lahar&lt;br /&gt;
&lt;br /&gt;
===January 11===&lt;br /&gt;
&amp;lt;nowiki&amp;gt;&amp;quot;By fire and earth! By the divine and sacred blood of Bruce Campbell!&amp;quot; the oruch exclaimed as he raised shaking, scarred hands to the unforgiving darkness, &amp;quot;ARTIFICERS. ARE. DONE!!!&amp;quot;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Many thanks to Earthquake and our hard-working staffers! It has taken us a while to get here, though I think we are better for it.&lt;br /&gt;
&lt;br /&gt;
When Pathfinder first released, most of us knew &amp;quot;3.5 compatible,&amp;quot; though not the extent of it, or the changes and change of outlook that Paizo had introduced. It's taken a while to understand these changes. And we're better for it, overall. &lt;br /&gt;
&lt;br /&gt;
We will be taking +requests for conversions to [[Artificer]] beginning this evening. Conversions will be handled normally, and report any bugs to Eq via +request.&lt;br /&gt;
&lt;br /&gt;
Please be aware that things may be tweaked as play progresses--this is just normal for new material.&lt;br /&gt;
&lt;br /&gt;
:- Lahar&lt;br /&gt;
&lt;br /&gt;
===January 7===&lt;br /&gt;
[[Classes]] and [[Races]] pages updated. Pretty! And, check out our [[Introduction to Tenebrae]] and new [[Player Run Plots|PrP Policies]] if you haven't already!&lt;br /&gt;
&lt;br /&gt;
:- Lahar&lt;br /&gt;
&lt;br /&gt;
===January 4===&lt;br /&gt;
Firearms are a go! We've adopted the Inner Sea Guide rules for firearms, with a few minor adaptations. &lt;br /&gt;
&lt;br /&gt;
:&amp;lt;nowiki&amp;gt;* Firearms are artifice creations, crafted by gobbers&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
:&amp;lt;nowiki&amp;gt;* We've updated Craft/Gunsmithing to allow for in-combat repairs&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
:&amp;lt;nowiki&amp;gt;* We've added and tweaked a few feats to make them more awesome&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
:&amp;lt;nowiki&amp;gt;* Ranger gunnery style has been updated&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You will find the Skills and Feats on the Skills and Feats pages, respectively. Firearms and their new theme and base mechanics are availible under Equipment.&lt;br /&gt;
&lt;br /&gt;
Note, we've removed bayonets until we can get a good look at how the new rules will test. &lt;br /&gt;
&lt;br /&gt;
Respecs are availible via +request.&lt;br /&gt;
&lt;br /&gt;
:- Lahar&lt;br /&gt;
&lt;br /&gt;
===January 4===&lt;br /&gt;
The updated artificer is not yet in code. &lt;br /&gt;
 &lt;br /&gt;
However, the version we will be using is now available on our wiki. &lt;br /&gt;
 &lt;br /&gt;
:- Whirl&lt;br /&gt;
&lt;br /&gt;
===January 4===&lt;br /&gt;
The [[Arvek_Nar|Arvek Nar]] have a few new [[feats]], and Unit Tactics has been updated to make it easier to track for our DMs. [[Mul'niessa]] also received a minor tweak. We're almost through...please send Eq a thank-you the next time he pops online!&lt;br /&gt;
&lt;br /&gt;
:- Lahar&lt;br /&gt;
&lt;br /&gt;
===January 4===&lt;br /&gt;
If you possess a rifle, pistol, or other firearm, you will need to contact staff for a trade. This will just be an even trade-in for the new set at no charge. :3&lt;br /&gt;
&lt;br /&gt;
:- Lahar&lt;br /&gt;
&lt;br /&gt;
===January 3===&lt;br /&gt;
As the new year is here, it is time we let you know what it is we're working on next. &lt;br /&gt;
 &lt;br /&gt;
Some of you have heard us talk about our dissatisfaction with the current grid. As such, our next major project after finishing the release of Package 4 is to do a complete rebuild of the grid for package 5. The grid is old and we've all learned a lot since then and it is something that's long been needed. Our goals are to highlight [[Alexandria|Alexandria's]] landmarks better, compress it and make it less difficult to navigate and add more colorful and useful locations *outside* of Alexandria for you to make use of. &lt;br /&gt;
 &lt;br /&gt;
We want to better incentivize the use of the grid and RPing at a variety of new locations. &lt;br /&gt;
 &lt;br /&gt;
As we move forward on this project, we will be enlisting the help of you, our players, in making this project doable, and opening a dialogue with you to find out what sort of things you want out of the new grid. More information will be coming soon. :)&lt;br /&gt;
&lt;br /&gt;
:- Whirlpool&lt;br /&gt;
&lt;br /&gt;
===January 2===&lt;br /&gt;
You may now use content from Beastiary 3 in PRPs as long as you ask us first. :)&lt;br /&gt;
&lt;br /&gt;
:- Whirlpool&lt;br /&gt;
&lt;br /&gt;
===January 1===&lt;br /&gt;
As most of you know, we've experimented with death consent PRPs. We are now reopening these once more. Players can ask for and receive permission to run death consent PRPs. This means full XP and treasure, as per a standard DM'd plot, but with the risk of death being higher. We ask that players communicate with us on these to maintain a standard of challenge to help players do so as well. &lt;br /&gt;
 &lt;br /&gt;
In addition to this, players are now free to use any and all Beastiary 2 content in their PRPs. That said, if a monster is a 'world spanning, soul devoring creature', we do ask that they come to us and ask us if it is okay to use. Moreover, if you're uncertain something fits into theme, or how it might fit into theme, don't hesitate to ask us as well. We'll work something out with you if we can. :) &lt;br /&gt;
 &lt;br /&gt;
Please peruse hte updated plotrunning guide and rules at Roleplay &amp;gt; Running PrPs &amp;gt; [[Introduction to Plotrunning]].&lt;br /&gt;
 &lt;br /&gt;
Bestiary 3 is also now open on a case-by-case basis. Basically, ask us first--the tome is still new, and we're looking to avoid any unexpected surprises as things shake out within the greater Pathfinder community.&lt;br /&gt;
&lt;br /&gt;
===December 26===&lt;br /&gt;
FYI, Finland is currently being ravaged by excessively strong winds (300K people are currently without electricity). Thankfully, central areas have been holding on in that respect, but one can never tell for sure, as the storms continue. Fingers crossed, folks.&lt;br /&gt;
&lt;br /&gt;
:- Lolth&lt;br /&gt;
&lt;br /&gt;
===December 25===&lt;br /&gt;
''The arvek stands over the ruins of the Thulite spires, his eyes filled with the Blaze of Dawn. He raises his spear, giving out a war cry--and finds the wind, the storm responding. Wind roars from the West and the East, tearing at his clothing, and bringing with it the scent of blood...''&lt;br /&gt;
&lt;br /&gt;
The world of Ea is saturated with magic, and we have struggled for years with ways to reflect this. Today, we've launched what we hope is the opening of a new chapter for characters within the world of Ea: the launch of Aspects.&lt;br /&gt;
&lt;br /&gt;
Aspects are benefits, some supernatural in nature, some not, that reflect the effort, experience, and time you have spent on your character and their story. You may read more about them through our website, by visiting Characters &amp;gt; [[Aspects]]. &lt;br /&gt;
&lt;br /&gt;
As this is the first time Aspects are available, we'll be working with you to offer them to PCs who have part of their stories told already. That is, characters 6+ may apply for Level I of an Aspect as normal, and then consider it 'earned' after 1 month's worth of RP. Level IIs must be applied for as normal. Characters of levels 11+ may do the same for both Levels I and II of an Aspect (that is, one month each). &lt;br /&gt;
&lt;br /&gt;
As we move forward, we will also be looking at the response to Aspects and how they work ingame. That is, you might expect a tweak or two, just as with anything new added to the game.&lt;br /&gt;
&lt;br /&gt;
Happy Holidays, and happy gaming, everyone. :) &lt;br /&gt;
&lt;br /&gt;
:- Your Tenebrae Staff (But mostly Lahar because she did the work on it.)&lt;br /&gt;
&lt;br /&gt;
===December 15===&lt;br /&gt;
A big thanks to everyone who participated Make-a-Wish this holiday season! We've one or two more that've been scheduled, and those will be awarded as promised. Scheduling issues are scheduling issues.&lt;br /&gt;
&lt;br /&gt;
Thanks again to everyone, and well, we'd love to do this again next year. Happy Holidays, and make a point of checking out +today. It's been snowing lately...&lt;br /&gt;
&lt;br /&gt;
:- Your Tenebrae Staffers&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Admin]]&lt;/div&gt;</summary>
		<author><name>Typhoon</name></author>
	</entry>
	<entry>
		<id>http://www.tenebraemush.net/index.php?title=Main_Page&amp;diff=17133</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="http://www.tenebraemush.net/index.php?title=Main_Page&amp;diff=17133"/>
		<updated>2015-02-04T22:54:21Z</updated>

		<summary type="html">&lt;p&gt;Typhoon: /* --Small Stories Rewards!== */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__ &lt;br /&gt;
[[File:play_now.png|850px|link=Play_Now|center]]&lt;br /&gt;
&lt;br /&gt;
=Welcome to an Age of Heroes=&lt;br /&gt;
{{DivGray-Start}}&lt;br /&gt;
In Taara's wake the earth crumbled. [[Recent History|Gods fell]], others rose, and the race of mankind looked forward and saw the destruction of nations. For five years, [[Magitech and Magic|necrotech]] seared the world's landscape and forces unknown decimated the once-insurmountable Walls of Charn. [[Locations|Nations]] turned against one another with the vanishing of monarchs--brother to brother and kin to kin. During the struggles, the nation of Dragonier attempted to keep the peace before it, too, fell. Other nations threatened to follow. &lt;br /&gt;
&lt;br /&gt;
Now returned from the Mists, [[Alexandria]] finds itself thrown into a world in turmoil. In this world, the [[Gods of Good|Pantheon of Light]] stride forward in anger, the [[Gods of Neutrality|Twilight]] fall into debate, and the [[Gods of Evil|forces of Darkness]] are locked in a war between Maugrim and Taara. High arcana soars over the landscape with the renewed activity of the [[races|Old Races]], while guilds and organizations struggle to find their footing with the fall of Rune. The [[sildanyar]] and [[khazad]] have moved forward into the world once again, driven by the perceived neglect of the world by humankind.  &lt;br /&gt;
&lt;br /&gt;
The world had waited for the return of [[Alexandria]] and the return of the [[Myrddion|Myrrish]] and [[Bludgun]] kings for five years--only to find Alexandria suddenly returned unchanged, and unknowing, from the Land of Mists. To Alexandria, the [[Recent History|War of Sendor]] is just days past. To the world--&lt;br /&gt;
&lt;br /&gt;
It is the time for heroes.{{DivEnd}}&lt;br /&gt;
&lt;br /&gt;
=Current Meta-Arc=&lt;br /&gt;
&lt;br /&gt;
{{CurrentMetaArc}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding-top:5px;&amp;quot;&amp;gt;&lt;br /&gt;
[[file:Readmore.png|100px|link=Recent History|right|]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: left; width: 50%;&amp;quot;&amp;gt;&lt;br /&gt;
==Recent Website Updates==&lt;br /&gt;
===Mon Feb 2, 2015===&lt;br /&gt;
====+SOTD====&lt;br /&gt;
&lt;br /&gt;
Curious for a place to RP? Want to try something new? Try our new and exciting Spot of the Day! Typing +sotd will send you to a random locale,possibly secretly set by gremlins! This location will update every 24 hours.&lt;br /&gt;
&lt;br /&gt;
A big thanks to Whiteout for this great new tool. :3&lt;br /&gt;
&lt;br /&gt;
:Your Tenebrae Staff&lt;br /&gt;
&lt;br /&gt;
====Small Stories Rewards!====&lt;br /&gt;
&lt;br /&gt;
We have really been listening to your feedback on this one. Short story examples, such as Aspect stories, Mentoring stories, and so on are now included, and the breakdown is shorter and sweeter than before.&lt;br /&gt;
&lt;br /&gt;
We have also sorted out rewards: a level 10 PC for example, could earn 2400 xp and 3 RPP for completing one, once a month, in addition to the RPP they'd earned on the way. Oh, and treasure, too.&lt;br /&gt;
&lt;br /&gt;
Rewards are limited to once a month per player, not character.&lt;br /&gt;
&lt;br /&gt;
====Calendar Reminder====&lt;br /&gt;
&lt;br /&gt;
As you all know, we keep all our IC Holidays on the +events. Sometimes, people feel a little leery of tackling doing things with these themselves. Please don't hesitate. If you have a fun idea for Kegger Fest (come on, it's Kegger Fest), do it. Same for Deathwatch. If you have any concerns, approach a member of staff directly. We'll help you out!&lt;br /&gt;
&lt;br /&gt;
===Wed Jan 28, 2015===&lt;br /&gt;
====Backgrounds!===&lt;br /&gt;
&lt;br /&gt;
Batman began somewhere. Though that moment in the alleyway is not the sum of who he is, it is a part of it--a reason that he's who he is, today. Backgrounds in a sense, are like that--not the definition of a character, but a beginning.&lt;br /&gt;
&lt;br /&gt;
We're inviting you to share yours. Bring it up in discussion, share it at the Gaming Table, ask questions of others.&lt;br /&gt;
&lt;br /&gt;
As a MU, staff will be implementing a 10% bonus to PrPs which make use of another character's background tale. The goal behind this is to encourage sharing stories, and providing greater opportunities for your character's development. &lt;br /&gt;
&lt;br /&gt;
This is a new mechanic, so we'll be seeing how things go, of course.&lt;br /&gt;
&lt;br /&gt;
===Thu Jan 8, 2015===&lt;br /&gt;
====Legwork Scenes?====&lt;br /&gt;
&lt;br /&gt;
This is a heads-up that I'll be doing a more personal workshop on legwork-based scenes, also known as extended scenes, 'find your own party scenes,' and so on. I'm not certain of the date yet--this is more a declaration of intent.&lt;br /&gt;
&lt;br /&gt;
So, what are they? Legwork scenes tend to:&lt;br /&gt;
     * Involve judicious use of a single, very long +job queue&lt;br /&gt;
     * Involve mixed levels&lt;br /&gt;
     * Be more roleplay-dependant, though this does not exclude combat&lt;br /&gt;
     * Involve and encourage more planning, intrigue, problem-solving&lt;br /&gt;
     * Possess a looser schedule than traditional scenes&lt;br /&gt;
&lt;br /&gt;
Previous examples have been:&lt;br /&gt;
     * Getting together to sabotage some of Arendt's army&lt;br /&gt;
     * Getting together to do retcon on a political figure&lt;br /&gt;
     * Arranging a funeral for a dragon in Am'shere&lt;br /&gt;
     * ...etc.&lt;br /&gt;
&lt;br /&gt;
In the meantime, I'll be looking for specific questions or ideas you'd like see addressed or shared, as well as general interest: that is, is there any?&lt;br /&gt;
&lt;br /&gt;
===Wed Jan 7, 2015===&lt;br /&gt;
====Flaws!====&lt;br /&gt;
&lt;br /&gt;
Hi all! &lt;br /&gt;
 &lt;br /&gt;
Some of you were about when we announced the potential of Flaws for Tenebrae. Well, Flaws have now entered playtest to see how they'll hold up. We've added some guidelines to keep them friendly, and within what we feel is the Tenebrae spirit, as well as a few additional rewards for taking and developing them for a character. &lt;br /&gt;
 &lt;br /&gt;
If you're interested in the playtest, please contact Staff if you need help and peruse our wiki for additional info. These are merely in testing as an idea. :) &lt;br /&gt;
 &lt;br /&gt;
:Tenebrae Staff&lt;br /&gt;
&lt;br /&gt;
====New Monster Templates====&lt;br /&gt;
&lt;br /&gt;
Heth is power unseen upon Ea since its greatest age. The wights of Dragonier, it is said, are an extension of his will.&lt;br /&gt;
&lt;br /&gt;
So, undeath just got a little boost, and adventurers' paychecks just got a little bigger.&lt;br /&gt;
&lt;br /&gt;
We're pleased to announce new toys for our plot runners! From soul-eating undead to empowered ghasts, please feel free to use these to give your players a great big...hug.&lt;br /&gt;
&lt;br /&gt;
* Devourers and Dread Devourers&lt;br /&gt;
* Dread Ghost templates&lt;br /&gt;
* Dread Ghast Templates&lt;br /&gt;
&lt;br /&gt;
These may be found by visiting: World &amp;gt; World Bestiary.&lt;br /&gt;
&lt;br /&gt;
:Your Tenebrae Staff&lt;br /&gt;
&lt;br /&gt;
====Release Package 14====&lt;br /&gt;
&lt;br /&gt;
Hello all,&lt;br /&gt;
&lt;br /&gt;
I would like to announce the release of our latest information package of shiny and new things! While there are new things from the MI section of Ultimate Equipment, for sanity of staff we are releasing this information in chunks. Don't worry, more will come soon in time as we are able to. Please remember to keep to our Wiki for what is approved and coded into the game. The full list of this package is as follows.&lt;br /&gt;
&lt;br /&gt;
 * A number of new MIs from Ultimate Equipment in Belts, Body, Chest, Eyes, Feet and Hands&lt;br /&gt;
 * A fix for nobility domain!&lt;br /&gt;
 * An update to Unit Tactics&lt;br /&gt;
&lt;br /&gt;
As always with new content, expect there may be an update or two as things adjust. In the meantime, if you'd like to swap for any of these new items, please send a +request to staff.&lt;br /&gt;
&lt;br /&gt;
:Your Tenebrae Staff&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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[[File:more_news.png|350px|link=Update_Archives|center]]&lt;br /&gt;
''&amp;quot;The roads shall be painted teal!&amp;quot; announced the maddened hobgoblin king. And lo, his subjects bowed before him, and all roads from Hither to Yon became teal with bright green roses.''&lt;br /&gt;
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==Recent Rumors in Alexandria==&lt;br /&gt;
===Kesenday, Quintoos 5, 1016===&lt;br /&gt;
====Weather Incoming?====&lt;br /&gt;
It's a crystal clear, chill evening in the Temple of Eluna, and an elderly Seer sits before the crystal-clear pool that never fails to show the stars above, no matter the weather. Her iron-grey hair flutters around long, pointed ears as she sprinkles a powder around the edge of the pool, then chants several lines in the sibilant Sildanyari tongue, spreading a hand over the pool. After a moment, it begins to glow softly, the powder vanishing from around it; it appears to be ... waiting.&lt;br /&gt;
&lt;br /&gt;
Satisfied, the woman lowers her hand, tucking up her heels next to her, and asks the pool, &amp;quot;What will the weather for this coming sevenday bring?&amp;quot; &lt;br /&gt;
&lt;br /&gt;
In answer, the pool pauses, then flashes a bright, clear, pristine white, with nothing else visible. The image holds a moment, then fades away, leaving two or three others who had come to watch startled and the elderly Seer chuckling. &amp;quot;Well, then. I hope the acolytes know where the shovels are.&amp;quot; With an effort, she gets to her feet, dusts herself off, and takes herself off into the recesses of the temple, leaving chatter of younger Seers and acolytes behind her.&lt;br /&gt;
:Aldean&lt;br /&gt;
&lt;br /&gt;
===Gilday, Khael 3, 1016===&lt;br /&gt;
====Damage Assessment====&lt;br /&gt;
Concerns about the recent rumors on the deserters-turned-raiders at the war front have risen from the Temple of Althea. Sentinel Godwyn Sylvan has stated interest to find out if these rumors have any truth to them, and is thus looking to form a reconnaissance team to find answers. Make for the Temple District for more information.&lt;br /&gt;
:Godwyn&lt;br /&gt;
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===Tariday, Khael 2, 1016===&lt;br /&gt;
====Another Celestial Appearance====&lt;br /&gt;
Rumors about 'Paladin Training Sessions' apparently were not unfounded. A man was said to've created an obstacle course and claimed that he could help those present 'prove themselves' paladins. When actual paladins objected to this and began explaining the nature of the calling, he questioned them. Several people tried the obstacle course and failed, but the paladins, working together, were able to cross it succesfully. When they did, the host of the event revealed himself to be some kind of Celestial being of light and wings and soon vanished thereafter, according to rumor. Some speculate that this may have been the same Celestial being that was behind the Braggart's Tavern contest before it was taken over and renamed Steel Von Ironbrew's.&lt;br /&gt;
:Whirlpool&lt;br /&gt;
&lt;br /&gt;
===Eliday, Quintoos 30, 1016===&lt;br /&gt;
====Rumors from the War Front====&lt;br /&gt;
Word starts to spread about one of Arendt's generals, Grey Gore. It seems he's been spotting a lot of omens that promise his defeat to Rune. An owl with the corpse of a raven in its claws. Grey Gore's personal weapon, rusted found in a bloodied personal banner of Grey Gore's. There has also been mentioned a spectre of death that seems to be haunting the man, wherever he goes. More than a few of his troops are starting to lose heart, and it's said that some of his troops have begun to desert. Even more damning, he's been unable to stop raiding in the countryside, unable to protect the people, and it's even being said that his troops are the ones doing the raiding. Grey Gore is losing control of himself, of his troops and Arendt is beginning to lose confidence and quietly starting to look for a replacement.&lt;br /&gt;
:Tatyannah&lt;br /&gt;
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===Variday, Quintoos 17, 1016===&lt;br /&gt;
====Justice or Vengeance?====&lt;br /&gt;
Over the last week, several people - mostly those who are known for being minor magical shysters of the nastier sorts - have reported being stalked, attacked, and forcibly branded by a woman tattooed with the symbol of Eluna. Their brands are seared into their foreheads, and their wounds otherwise are just enough to subdue them for the branding. Complaints about subverting proper justice procedures have been made to the Temple of Eluna, which has promised to take the situation under contemplation.&lt;br /&gt;
&lt;br /&gt;
(OOC: Want to know more, get involved in the cleansing of the streets, or chastize someone for taking the law into their own hands? Contact Meihui!)&lt;br /&gt;
:Meihui&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Eliday, Quintoos 16, 1016===&lt;br /&gt;
====Caldor Methis Found Alive!====&lt;br /&gt;
Rumors of the Councilman's death have been greatly exagerated. &lt;br /&gt;
 &lt;br /&gt;
In a brief statement issued by the Council of Alexandria, Caldor Methis has been located alive and returned to the city o f Alexandria by brave heroes who faced the fearsome Obsidian Syndicate, that had attempted to kidnap the councilman while he was attending to diplomatic business within Bludgun. Swift conemnations of the criminal organization by both governments followed. Caldor has been seen about town, sporting a very bad limp, but moving under his own power. No doubt these public appearances are to put to ease any who might doubt the story. &lt;br /&gt;
 &lt;br /&gt;
Of course, that's just the official story. &lt;br /&gt;
 &lt;br /&gt;
&amp;lt;&amp;lt;Questions can be ICly directed to Solace, Verna, Corra, Moonshadow, Rhodes, Godwyn, Kiroth and Constantin, as they all mysteriously returned to town around the same time for the keen observer! &amp;gt;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:Whirlpool&lt;br /&gt;
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====Adamantine Found!====&lt;br /&gt;
The coffers of Rune have received a much needed inflation of gold, as well as their war supplies having been bolstered. Indeed, an unknown quantity of Adamantine has been located by the city-state and is alrady beeing forged into the instruments of war to use against the so-scalled Iron Tide. One Runish Blacksmith can be heard to say, &amp;quot;Iron beats copper, Steel beats iron, and Adamantine carves them all to pieces.&amp;quot; &lt;br /&gt;
 &lt;br /&gt;
He thinks he's clever. &lt;br /&gt;
 &lt;br /&gt;
At any rate, Rune has received a much needed boost from this. &lt;br /&gt;
 &lt;br /&gt;
&amp;lt;&amp;lt;For a look behind the official story, talk to Jareth, Kerbasy, Verna, Ssylrath, Benthus, Aurala and Azog. &amp;gt;&amp;gt;&lt;br /&gt;
:Whirlpool&lt;br /&gt;
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====The Secure Panacea Wants You!====&lt;br /&gt;
The Secure Panacea, Khazadi trading company, is looking for adventurers who might be interested in helping them delvier a caravan of much needed supplies onto the frontier! &lt;br /&gt;
 &lt;br /&gt;
They are looking for several, reputable individuals. If you're interested, please contact the Guild of Explorers with your qualifications. &lt;br /&gt;
 &lt;br /&gt;
&amp;lt;@Mail Whirlpool&amp;gt;&lt;br /&gt;
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:Whirlpool&lt;br /&gt;
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===Variday, Quintoos 10, 1016===&lt;br /&gt;
====A Door in Rune====&lt;br /&gt;
Earlier today, a door opened in Rune. No one knew what it was for, or where it went, and that's why adventurers were sent through it. The door lead to some sort of extraplanar location, where an obelisk dedicated to a Kulthian stood. Being brave adnveturers, it was said that they toppled the obelisk. Worse still, apparently, the bones of those who built were immured within. The door is said to be destabilizing, much like the pocket plane it leads to, but not before the Vardamans were summoned and the bones of many ancient individuals were retrieved for proper burial. &lt;br /&gt;
 &lt;br /&gt;
&amp;lt;&amp;lt;For information, seek out Aevarr, Korrani, Belladona, Aldean, Fa'lere and Dragomir! &amp;gt;&amp;gt;&lt;br /&gt;
:Whirlpool&lt;br /&gt;
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===Korday, Quintoos 6, 1016===&lt;br /&gt;
====Harvest Festival Announcement====&lt;br /&gt;
Talk of this year's Harvest Festival is beginning to spread around the Lower Markets. A general invitation to the Temple of Althea for a grand feast, for example. Soon enough, word should begin to reach the rest of the city.&lt;br /&gt;
&lt;br /&gt;
(OOC: Visit the Temple of Althea and speak to Godwyn for more details.)&lt;br /&gt;
:Godwyn&lt;br /&gt;
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===Tariday, Quintoos 4, 1016===&lt;br /&gt;
====Volcano Calms in Dran====&lt;br /&gt;
The volcano that had erupted recently in Dran just as suddenly stops it's huffing and puffing. The rains of ash that plagued the land and more have ceased and things have calmed down. A little. The Dranei force are still busy, thankfully for Rune, and it seems to've bought the beleagured city state time that it has needed to bolster its defenses and resupply. &lt;br /&gt;
 &lt;br /&gt;
The Piarliament of Rune continues to deny any involvement in the eruption while the so-called 'Iron Tide' continues to point fingers in their direction, claiming the timing was the work of wizardry and a clear indication that the wizards of Rune must be brought to heel. &lt;br /&gt;
 &lt;br /&gt;
In other news, preparations for the summit between Khazadi and Stormgaard's leaders are proceeding apace, with the final details in the process of being worked out.&lt;br /&gt;
:Whirlpool&lt;br /&gt;
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===Variday, Rhaltaas 20, 1016===&lt;br /&gt;
====Hunter's Call====&lt;br /&gt;
The High Hunt honors [[Gilead]]...and its celebrations explode into a world of culture and variety. The [[Egalrin|egalrin]] in their elder days celebrated it under the auspices of [[Caracoroth]], as scourges of the skies. Today it may take the form of spiritual hunts and sky dances, guided by their eldest shamans. Or for the warhawks among them, a confrontation against old blood--old traditions versus new in the darkest hunt of blood and talon and kin against kin.&lt;br /&gt;
&lt;br /&gt;
The [[Sildanyar|sildanyari]] have always celebrated it; their rituals go back to their race's birth, to the time when Gods walked upon Ea and the sildanyari's fae blood ran strong. [[Cosmology|Quelynos]]' unending forests opened before them and their blades of light stood against the blood hordes. For a night, legend says, they touch upon this ancient power and honor their histories. (Though, for [[Mul'niessa|mul'niessa]], it may be a time of mourning or mockery...through Taara's curse, no such light comes to them). The [[Sith-makar|sith-makar]] celebrate it with tribe-wide hunts against [[Am'shere]]'s terrors, eradicating threats to their tribal lands, and the [[Oruch|oruch]] with the beat of hunting drums in the Hound's honor, the air filled with their full-throated hunter's cries.&lt;br /&gt;
&lt;br /&gt;
Among the druids, legend says that the Hunt lessens the barriers between the [[Faiths_and_Pantheons#The_Green_Word|Green]] and the every day. Tales circulate (how true they are, no one can swear to) of pathways glimpsed to wilderness unknown, where forests run forever and great beasts thunder beneath the skies...for some among them, a pale and ghostly stag leads the way, and the hunters may do naught but follow. &lt;br /&gt;
&lt;br /&gt;
Among the [[Myrddion|Myrrish]], the holiday is more well-organized, with honorable targets chosen for the greater good. Among the [[Stormgarde]], endurance and survival are achievements of the greatest hunters, in contests and hunt-gatherings that take place in the mountains' coldest depths.&lt;br /&gt;
&lt;br /&gt;
Though celebrated worldwide, there has never been one way to do so. The High Hunt honors Gilead, it honors the Wild...with traditions both new, and those which trace their lineage to beginning times.&lt;br /&gt;
  &lt;br /&gt;
Against them all stands is Caracoroth, a force who  would end with blooded claw everything the Hunt embodies. His forces stand ready to slake the divine fields with hunters' own blood, to turn the tide against Gilead and turn its power towards His own means.&lt;br /&gt;
&lt;br /&gt;
OOC: This month, we invite you to run your own High Hunt, as well to bring RP to the grid. Explore and invent traditions, tales, and stories, sing the Wild Song, and ready your bow. The High Hunt officially occurs on the 31st, but feel free to celebrate it any day this month, via the power of Dramatic Time.&lt;br /&gt;
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===Gilday, Rhaltaas 15, 1016===&lt;br /&gt;
====Spiders Found Outside Temples, Gnomes Charged with Reckless Artificing====&lt;br /&gt;
Brundle and Fythe company was pleased to announce their new shrinking ray! &lt;br /&gt;
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And enlarging ray. &lt;br /&gt;
 &lt;br /&gt;
Naturally, the two gnomes invention was a complete disaster and enlarged a pair of spiders to gigantic proportions. While there were no casualties and the spiders were swiftly squashed, Brundle and Fythe were still taken into custody on charges of Reckless Artificing.&lt;br /&gt;
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:Whirlpool&lt;br /&gt;
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===Eliday, Rhaltaas 12, 1016===&lt;br /&gt;
====A Poster Appears!====&lt;br /&gt;
Just having recovered from the Sendor War and the Time of Troubles, Alexandria faces a new foe in the form of Heth, in the form of Arendt. Its economy struggles to react and its populace waits on a precipice.&lt;br /&gt;
&lt;br /&gt;
That is why the gnomes have decided to help out.&lt;br /&gt;
&lt;br /&gt;
Known for their cheerfulness (as well as unfor--*delete delete delete* fortunate fortunes in local silver mining), the community of Happy Valley has come together with the Alexandrian Council to sponsor an unofficial Week of Heroism! Celebrations are encouraged, tales will be old, and dancing and drinking will be had and done, all in celebration of Alexandria's accomplishments, the heroism of its denizens and their brave deeds!&lt;br /&gt;
&lt;br /&gt;
Posters have magically appeared--as though by gnomish famous illusionary magic! all over the City announcing this. Some of them are animated; all of them are colorful and festive.&lt;br /&gt;
&lt;br /&gt;
So celebrate with us this week, raise a mug to Angoron, and a toast to what makes Alexandria great and good! Or at least what makes it fun!&lt;br /&gt;
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===Eliday, Rhaltaas 05, 1016===&lt;br /&gt;
====Demon Loosed!====&lt;br /&gt;
It was a tpyical day at the Soldier's Defense, with people streaming in and out to conduct their business, when a group of adventurrs fresh from some sort of exploit lost control of a demonic creature they'd captured. Rumor states it was quickly recaptured by several more adventurers who hapepned to be on scene, resulting in a scene like out of a greased pig contest with people trying to dive and grab it. Magic was evnetually used to bring it under control. But what could people want with such a creature, and why keep such a monstrosity alive?&lt;br /&gt;
&lt;br /&gt;
:Whirlpool&lt;br /&gt;
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===Tariday, Daeshen 30, 1016===&lt;br /&gt;
====Adventure Scout Troop====&lt;br /&gt;
Overheard by the washwomen of the city gathered to do laundry:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Did you hear that Lady Sandy has agreed to be the Den Mother of the local troop of Adventure Scouts?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;No I didn't...who are the Adventure Scouts?&amp;quot;&lt;br /&gt;
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&amp;quot;Well I heard that they are a newly formed children's group that teaches children how to become adventurers one day.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;And Lady Sandy is leading them?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Yes, she has agreed to be the Den Mother.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Did she start this group?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Oh no...supposedly the children themselves did it after finding a Handbook in the library by the Most Famous Adventurer in all the World, Baron Alfonso Escabardo Gallient, esquire.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I've heard of him; he's more famous than Steel Von Ironblood!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;When does this group meet?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Three times a week at Lady Sandy's store, Prestigious Moon, now called &amp;quot;The Den&amp;quot; by the Adventure Scouts.&amp;quot;&lt;br /&gt;
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:Cesran&lt;br /&gt;
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===Eliday, Daeshen 28, 1016===&lt;br /&gt;
====Summit!====&lt;br /&gt;
As everyone knows, the Khazadi nations have become a seat of powerful, mercantile interests. It should be of no surprise to anyone that negotiations between nations continue, even in these dark times. Hailed as a break-through, Lord Ygfried Hamergostd, the high ruler of Stormgard itself, is said to be travelling to the Khazad capital of Khazad Duin itself to meet with the High King of the United Dawrven peoples. Stormgaard has a great bounty of goods to trade, they say, and the economic development that the Khazad could help bring to the frozen north with their caravans could benefit both realms extensively. Some whisper that the Jarl is facing restlessness amongst the councils that constitute Stormgard's lower bodies of government and that has helped to prompt this move. &lt;br /&gt;
 &lt;br /&gt;
No official date has been yet set for the summit, but it will be the first time in this generation that such a meeting has taken place.&lt;br /&gt;
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===Gilday, Daeshen 24, 1016 ===&lt;br /&gt;
====Disaster in Dran====&lt;br /&gt;
Dark smoke fills the Dranei horizon and whispers of newly erupted volcano and a river of magma bursting from the earth and tearing through the countryside are rampant. The destruction of a nearby Dranei foundry and the evacuation of surrounding villages are causing some to point and whisper that the mages of Rune were behind it. &lt;br /&gt;
 &lt;br /&gt;
Statements from Parliament deny such accusations and point out that Dran has always been a vocanicly unstable region, and offers of assistance to the civilians of Dran are open ended to those who wish the aid of the Parliament in easing the suffering caused by this eruption. &lt;br /&gt;
 &lt;br /&gt;
This has greatly eased, for a time, the pressure on Rune's front lines as large number of forces have pulled back in the wake of the disaster, but all indications are that this is only temporary.&lt;br /&gt;
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===Tariday, Daeshen 23, 1016===&lt;br /&gt;
====Touch of War====&lt;br /&gt;
Rumors come swirling from the port city of Tashraan, across the sea from Alexandrai in the deserts of Veyshan. An entire family of merchants and their household came under attack and many members murdered in a brutal attack. Such warfare is often common in Tashraan, but it's the rumors of why that draw Alexandrian ears. They say that the merchant house, the HighHold Trading Company, were in negotiations to deliver supplies to Rune with representatives from that beleagured city-state. It is thought likely that the attack o nthem was a deliberate effort by forces acting on the payroll of the Iron Tide to intimidate those who might deal with Rune as well as to remove a potential player from the board. &lt;br /&gt;
 &lt;br /&gt;
Bloody reprisals are now on-going and bodies are being left in the streets and alleys of Tashraan. Again, not an uncommon thing, as Tashraan is said to be a hive of scum and villainy of all manner on the same level as Vandalheim, but this time it seems to be all about the war in Rune.&lt;br /&gt;
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===Tariday, Daeshen 16, 1016===&lt;br /&gt;
====Minor Arrest====&lt;br /&gt;
Several lucht were seen this last eve involved in a theft from a costume shop. Though apprehended by the guards, the theft appeared to be mostly in drunken, though good, spirits and an attempt to, &amp;quot;Show old Garsten some!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
They were apprehended by a pair of guards, one of them a sith-makar who was, according to quotes taken at the time, &amp;quot;Sstudying the lawsss of Alessandria.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
The lucht are currently being held at local cells.&lt;br /&gt;
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:Lahar&lt;br /&gt;
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===Variday, Daeshen 15, 1016===&lt;br /&gt;
====Battle Indecisive====&lt;br /&gt;
In what some are calling a victory for Rune, a recent battle was fought to standstill against the Dran forces in the abandoned village of Ortha. Dran forces are said to've pursued the Parilamentary Guard into the abandoned village and attempted to smoke out the defending force before being engaged and driven to retreat. Several prisoners were taken, and many more Dran were killed in this defeat. The Runish Parliamentary Guard is often though to be little more than an untrained militia, and thus, this victory is thought to be signfiant, if small, in proving that they can be an effective fighting force. &lt;br /&gt;
 &lt;br /&gt;
Rune has recently asked for more of its mercenary forces to take an active role in training the milita. &lt;br /&gt;
 &lt;br /&gt;
That said, the battle itself did have high casualties for the Guard, and thus, some others are sauing it's simply a sign of a contiuing lack of a decisive victory for either side.&lt;br /&gt;
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:Whirlpool&lt;br /&gt;
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===Gilday, Daeshen 03, 1016===&lt;br /&gt;
====Rumors on the Streets====&lt;br /&gt;
Two interesting rumours today. Firstly there was something of an incident at the infamous Goblin house of ill-repute, Ma Rosey's. Apparently local Goblinoid Criminal Two Toes was confronted by several large and well armed people about some kind of debt. After some destruction of property they seemed to reach some kind of agreement without any further violence.&lt;br /&gt;
&lt;br /&gt;
Secondly the temple of Althea seems to have had a small influx of orphans, brought in by Sentinel Godwyn. Grubby and malnourished they are being looked after by the clergy there.&lt;br /&gt;
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:Yngvild&lt;br /&gt;
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====Call for Stories!====&lt;br /&gt;
Lelian continues her quest to document the War and the effect it has had on people. She is willing to pay a small amount to hear your stories and record them for the future.&lt;br /&gt;
 &lt;br /&gt;
OOC: I'm almost always available for RP M/W/F during the day, T/Th and weekends are kinda iffy. I may be on, but doing other things. So, if you want to do an interview, just ping me. Or send me a @mail with a story.&lt;br /&gt;
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:Lelian&lt;br /&gt;
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===Ceriday, Callem 30, 1016 ===&lt;br /&gt;
====They Call Him, &amp;quot;The Skipper&amp;quot;====&lt;br /&gt;
They call him 'The Skipper' now. A child, can't be any more than ten years of age, is now regularly skipping and prancing his way through the lower trade district. It seems he can't move in any way/ but/ a skip. One moment he was moving along nicely through the district and the next... he was skipping to and fro while screaming about how he couldn't stop. He's been spotted a few times since then, still skipping along with a not-so-merry look on his face. &lt;br /&gt;
 &lt;br /&gt;
It's the third such unusual malady to strike a child in recent days.&lt;br /&gt;
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:Whirlpool&lt;br /&gt;
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===Korday, Callem 28, 1016===&lt;br /&gt;
====Disaster Averted in Rune!====&lt;br /&gt;
It was towards the end of another long day in the bleagured City State of Rune when the top floor of the tower of the School of Enchanting was engulfed in what appeared to be green hellflame. While this event quickly ended, reports of some sort of demonic attack on the school went far and wide. &lt;br /&gt;
 &lt;br /&gt;
The Parliamnet quickly issued the following statement: &lt;br /&gt;
 &lt;br /&gt;
&amp;quot;Treachery most foul nearly befell Rune tonight when a traitor to our ranks, a minor wizard by the name of Arnus Shagan, unleashed demons in an effort to decapitate the school of enchanting through clever manipulations. Shagan is now to be formerly tried for his crimes punished appropriately as per the rules of Rune. He had hoped, as all traitors do, to gain some monetary reward for his actions from Arendt. It would appear that no base treachery, no vile plan, and no scheme is too low for the enemy confronting Rune. Where has the fabled honor of the Dran gone when they back those would ply the trade of demon-summoning?&amp;quot; &lt;br /&gt;
 &lt;br /&gt;
Shan is being held in an 'undisclosed location'... which probably means he's not even on this plane anymore. &lt;br /&gt;
 &lt;br /&gt;
&amp;lt;RP with Orion, Cressida, Alice, Zlegvog, Laefwyn and Alakton for more details!)&lt;br /&gt;
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: Whirlpool&lt;br /&gt;
===Tariday, Callem 26, 1016===&lt;br /&gt;
====Strange Malady====&lt;br /&gt;
A child has been taken to the temple of Althea for a strange malady that's afflicted him. His voice has gone from the normal voice of a child to a rather... high pitched squeaky voice. It's very unsuual and most everyone seems to find it amusing, but the clerics of ALthea seem rather stumped as to how to treat it.&lt;br /&gt;
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:Whirlpool&lt;br /&gt;
&lt;br /&gt;
====Unusual Smell====&lt;br /&gt;
Rumors emanate from the Orphanage that a particular child has developed a most unusual smell. None of the othr children can stand to be around him. Any number of baths appear to be doing nothing to wash the stink off. &amp;quot;It's almost as bad as that rodent vendor,&amp;quot; one is quoted as saying, &amp;quot;but not quite that bad.&amp;quot;&lt;br /&gt;
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:Whirlpool&lt;br /&gt;
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===Kesenday, Callem 22, 1016===&lt;br /&gt;
====Evil Plot Broken in Goblintown====&lt;br /&gt;
Though the exact situation is unclear, apparent agents of the treacherous Hobgoblin clan known as 'The Garnaks' were located in Goblintown and their treacherous plan foiled! The Alexandrian Intelligence Operations are taking credit for the deed, declaring success in the effort against the minions odf Thul, and dismiss all reports to the contrary that a group of adventurers stumbled into them by sheer dumb luck investigating a phony kidnapping.&lt;br /&gt;
&lt;br /&gt;
:Whirlpool&lt;br /&gt;
&lt;br /&gt;
===Korday, Callem 21, 1016===&lt;br /&gt;
====A Call for Stories====&lt;br /&gt;
Fliers and a bit of news around Alexandria bring the following:&lt;br /&gt;
&lt;br /&gt;
''Lelian, librarian and scribe, wishes to record the stories of those affected by the Dran-Rune War. She would like to hear from soldiers, refugees, prisoners, diplomats, and even regular civilians. These stories will be collected and recorded as a reminder of what transpired in this time.''&lt;br /&gt;
&lt;br /&gt;
OOC: I am not sure how I will RP out any interview scenes, but I'll think of something. In addition, you can also @mail me your stories. I am planning on editting them and putting them on Lelian's wiki page.&lt;br /&gt;
&lt;br /&gt;
IC: (because I am lame and forgot this until after I had put a bunch of stuff in) Lelian is offering a small amount of compensation for peoples' time.&lt;br /&gt;
&lt;br /&gt;
:Lelian&lt;br /&gt;
&lt;br /&gt;
===Tariday, Callem 19, 1016===&lt;br /&gt;
====News from the Front====&lt;br /&gt;
Word of new magics comes down from the northern front. It seems that Rune's magi, armed with new and terrible incantations, have managed to hold firm against Dran's advances in the north. Even though the flow of casualties back to the capital seems unabated, they no longer talk about pulling back.&lt;br /&gt;
&lt;br /&gt;
In other unrelated news, an airship heading southeast from Volstengrad claims to have seen a great white winged shape venting it's anger against the upper slopes of the Sky Curtains. Naturally, it didn't approach closer.&lt;br /&gt;
&lt;br /&gt;
(If you're curious, Alice, Orion, Cressida, Duncan, Renfrey and Rhar may know more ICly -- go find them on the grid)&lt;br /&gt;
&lt;br /&gt;
:Hippieclasm&lt;br /&gt;
&lt;br /&gt;
===Variday, Callem 18, 1016===&lt;br /&gt;
====Vandals strike Tarien's temple!====&lt;br /&gt;
Vandals struck the Temple of Tarien, according to some reports. Well, reports might be giving the tales a little too much credit. More like tavern rumors and jokes told over campfires by followers of Coyote. Nothing was taken and no permanent damage was done, mostly just a mess and some graffiti. It seems rather than getting upset over the incident, Tarienites are split between taking it as a poorly thought prank - though still a prank and therefore something the Laughing One would approve of - and an excuse to spruce up the 'old and already stale' furnishings that haven't been replaced since the last celebration.&lt;br /&gt;
&lt;br /&gt;
An impromptu investigation by Rhar, Jibbom, Tatyannah, Aenyn and Nicolai soon discovered the culprits. A band of young orphans who are no doubt headed for lives of poverty or banditry. Their punishment is...to be taken in and taught how to pull pranks and to rob people more effectively.&lt;br /&gt;
&lt;br /&gt;
Tarienites.&lt;br /&gt;
&lt;br /&gt;
:Nicolai&lt;br /&gt;
&lt;br /&gt;
===Tariday, Callem 12, 1016===&lt;br /&gt;
====Plant Pirate Pizzaz====&lt;br /&gt;
A group of adventurer's were contracted by an../honest/ captain to seek out something that his former /honest/ captain had left behind. It seems the captain had hidden something on an isle and while it was discovered where, they were not having much luck getting onto the isle. THe adventurer's undertook the job and set to the isle. There they were beset upon by plant pygmies, but those were narrowly able to be defeated and from there they entered a deep dark dank cave. Well things did not go too well, as it was slippery. There was a fall, a fight, and a nasty belching plant monster. They made it out but there are plans to return eventually and try again.&lt;br /&gt;
&lt;br /&gt;
(For info seek, Lothos, Lyrana, Dur'ankar, Autumn, Grumpins, Selerik, and Smythly. Brought to you by Zlegvog plot)&lt;br /&gt;
&lt;br /&gt;
:Lyrana&lt;br /&gt;
&lt;br /&gt;
===Tariday, Callem 12, 1016===&lt;br /&gt;
====Goblin on a Bear====&lt;br /&gt;
Smyhtly, the so-called Goblin Paladin of Reos, was seen reutrning to town on a...bear. Those who spoke to him say he claimed to want to be like his hero, 'Lady Cinnamon', and that his new friend, 'Muddy', was quite the smart (and apparently harmless, or so the goblin'd have you believe), bear. They were soon seen at the fish market. Buying a lot of fish, of course.&lt;br /&gt;
&lt;br /&gt;
:Smythly&lt;br /&gt;
&lt;br /&gt;
===Kesenday, Callem 08, 1016===&lt;br /&gt;
====Infernal Fire?====&lt;br /&gt;
Last night, a fire broke out near the Lower Market. Details are unclear, but at least one local was seriously burned, and several members of the Guild of Explorers were burned in fighting the blaze. There are unconfirmed reports of a demon involved, and word has begun to circulate of another demon cult in the city. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;&amp;lt;Cesran, Jenner, Klythos, Mikilos, MoonMoonVuk, Svarshan, and Talazia may provide additional details.&amp;gt;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:Mikilos&lt;br /&gt;
&lt;br /&gt;
===Kesenday, Callem 08, 1016===&lt;br /&gt;
====Pet Engineer====&lt;br /&gt;
It seems that there was an emergency. An airship went down and its engineer hadn't been heard from. A group of adventurers were called upon to seek out what had happened and return the engineer if at all possible. The group gathered together, led by the tracking skills of Rhar, they eventually made it to where the ship went down and then tracked to the location of the engineer. Once there they discovered what no one expected. The engineer appeared to be the pet of a grey render. Through libral use of stew laced with prunes, the grey render was rendered out of the picture and the Engineer escorted home. He got lucky though cause for a moment it looked like the render might follow the poor engineer home.&lt;br /&gt;
&lt;br /&gt;
(OOC: this was from Totally Tuesday Spontanaity plot, any questions seekout Rhar, Benthus, Lyrana, Selerik, Grumpins, or Silverwing.)&lt;br /&gt;
&lt;br /&gt;
:Lyrana&lt;br /&gt;
&lt;br /&gt;
===Korday, Aestry 31, 1016===&lt;br /&gt;
====Murder in Rune!====&lt;br /&gt;
In the middle of the night, a large group of guards were summoned to a home near to the wall in the city of Rune. There, they quickly surrounded the small, unassuming looking cottage and far more of them, according to rumor, went inside than could possibly fit. This is not exactly out of the question in a city like Rune. &lt;br /&gt;
 &lt;br /&gt;
Immediately thereafter, the word spreads the Transmuter Korgan was found murdered in his home last night. As a member of the Parliament of Rune, he was apparently on the Subcomitte for Internal Security. His murder raises serious concerns, and has set the city to a restless edge. &lt;br /&gt;
 &lt;br /&gt;
...well... more of one, anyways.&lt;br /&gt;
&lt;br /&gt;
:Whirlpool&lt;br /&gt;
&lt;br /&gt;
===Gilday, Aestry 30, 1016===&lt;br /&gt;
====Refugees declare: Ogres, Worgs...====&lt;br /&gt;
It seems that a group of adventurers recently were contracted to help evacuate a village before Dran forces could get too close. The group arrived and the evacuation was started. Just before they got into the clear a group of bugbears and worgs attacked. They were led by an ogre. It was close, the worgs kept tripping folks but eventually they took them down. The Sling is truly a mighty weapon. Only a couple refugees were killed most made to safety.&lt;br /&gt;
&lt;br /&gt;
(For Information talk to Corra, Lothos, Alakton, Laefwyn, or Lelian)&lt;br /&gt;
&lt;br /&gt;
: Corra&lt;br /&gt;
&lt;br /&gt;
===Variday, Aestry 21, 1016===&lt;br /&gt;
====Renewed Trade with Veyshan====&lt;br /&gt;
With food prices spiking, trade with the Veyshanti has become more important, which is why it was a relief for many merchants to hear that the trade routes across the sea have resumed with no further loss of ships. Recently, a few had dissapeared along the usual route from Tashraan, but it would appear whatever was causing that has ended. &lt;br /&gt;
 &lt;br /&gt;
While Alexandria does not buy food from Veyshan, obviously, and is in fact considered the 'breadbasket' of much of it's immediate area with it's strength of agriculture, the resumption of obstructed trade should help offset the increase in price.&lt;br /&gt;
&lt;br /&gt;
: Whirlpool&lt;br /&gt;
&lt;br /&gt;
===Eliday, Aestry 20, 1016===&lt;br /&gt;
====Attempted Kidnapping in Rune!====&lt;br /&gt;
The famed(???) Professor Fizzulefuse was the victim of an attempted kidnapping by constructs. Some speculate that they were, of course, of his own devise and that the project went awry, but such things could never happen to the famed Professor Fizzlefuse, right? &lt;br /&gt;
 &lt;br /&gt;
Right. &lt;br /&gt;
 &lt;br /&gt;
At any rate, they were defeated, and the Professor moved to another inn. &lt;br /&gt;
 &lt;br /&gt;
No one is blaming Dran for the attack.&lt;br /&gt;
&lt;br /&gt;
: Posted by Whirlpool&lt;br /&gt;
&lt;br /&gt;
===Eliday, Aestry 20, 1016===&lt;br /&gt;
====Denouncement of Rune====&lt;br /&gt;
An angry letter from Arendt is making the rounds, loudly accusing Rune of murdering it's own civilians and trying to cast the blame on Dran's forces. He openly blames Rune for the event and swears that any and all civilians who wish to surrender to the Dran will be treated with mercy and honor, as well as given a chance to start a new under Dran's rule. &lt;br /&gt;
 &lt;br /&gt;
Naturally, this fine bit of propaganda is earning many scoffs within the walls of Rune, and raucous laughter in Alexandria, but for those caught between the warring powers, it might just make letting Dran roll over them seem a bit more tempting.&lt;br /&gt;
&lt;br /&gt;
: Posted by Whirlpool&lt;br /&gt;
&lt;br /&gt;
===Eliday, Firetide 1, 1016===&lt;br /&gt;
====A Successful Hunt====&lt;br /&gt;
The tracking party that set out after the disruption at Mictlan returns with a trussed up Lucht. Seems they caught whoever it is they were after. &lt;br /&gt;
 &lt;br /&gt;
OOC: Questions to Sslyrath, Solace, Azog, Lorien, and Radek.&lt;br /&gt;
&lt;br /&gt;
====Something's Brewing!====&lt;br /&gt;
&amp;quot;Mead? You call that a mead?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Better'n yours!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;MY MEAD IS MADE ONLY WITH THE FINEST HONEY. I feed me bees no less than 10 proof,&amp;quot; says the second brewer more modestly, as she pushes back a mane of khazad-true hair.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Oh! And I feed mine 15!&amp;quot; goes her opponent, obviously lying, but the debate is thick now, and the stories soon grander.&lt;br /&gt;
&lt;br /&gt;
Such are the debates on the streets... /something/ is (haha) brewing. With the coming of summer, the khazad are breaking out the summer ales and even whiskeys, topping the latter off with mixes flavored by bloodstone and deepcrystal and newfangled...they whisper...&lt;br /&gt;
&lt;br /&gt;
...ice. Soon more easily obtainable, for cold, chilled drinks under summer's heat. The rumors hint, in a few overly-vocal, khazad debates. &lt;br /&gt;
&lt;br /&gt;
It's a /rumor/. But the heat already over the Alexandrian metropolis has more than a few excited...and more than a few local merchants looking over their shoulders, at more evidence of the growing power of the khazad empire.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Kesenday, Hattanan 30, 1016===&lt;br /&gt;
====The Sith-makar Empress to Mictlan====&lt;br /&gt;
Today, the Sith-Makar Empress took a trip to the holy site, a land of Dragon Bones, known as Mictlan. It was there that she spoke to those present to learn the history of the place and to bless the union between Alexandria and the people of Am'shere. It is also said that the Dragon Knight, Anise, was in attendance and that a Dran spy may well have been captured in the vicinity. No one in authority has confirmed or denied this, but a group of riders set off on an effort to track additional friends that might've been with this rumored spy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Korday, Hattanan 29, 1016===&lt;br /&gt;
====Sewer Work====&lt;br /&gt;
There seems to be an unusual amount of work going on in the swwers lately. A whole lot more people than usual dressed in sewer worker's suits going in and out of it. Someone in the government is clearly up to something.&lt;br /&gt;
&lt;br /&gt;
====Brain Drain====&lt;br /&gt;
While the Conclave has been broken for years now, there are a great many wizards who still feel some loyalty to the nation and city that birthed it. &lt;br /&gt;
 &lt;br /&gt;
A great many sorcerers, wizards, and other dabblers in the magical arts are flocking to volunteer their service in Rune's protection, much to the chagrin of their former patron states.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Variday, Hattanan 23, 1016===&lt;br /&gt;
====The Madness of Angorites and Dinosaurs====&lt;br /&gt;
Angorites are mad. &lt;br /&gt;
 &lt;br /&gt;
Hiring Wizards to summon giant lizards from Am'shere /just/ so they could practice wrestling on them? /Mad/. &lt;br /&gt;
 &lt;br /&gt;
Apparently, no one died. This is probably because there were clerics nearby.&lt;br /&gt;
&lt;br /&gt;
====Well, Sir...It had Wings. Sort of.====&lt;br /&gt;
Late--or rather, early this Variday saw a group of oruch were seen going from tavern to tavern. The oruch themselves were unremarkable...but the large, long-beaked bird-creature trailing along through the streets and behind them, well.&lt;br /&gt;
&lt;br /&gt;
THAT was a sight to see!&lt;br /&gt;
&lt;br /&gt;
The 'pterodactyl' was apparently (it turns out) a prank by some Tarienites, wanting to have some fun with the recent dinosaur wrestling event. &lt;br /&gt;
&lt;br /&gt;
In light of this, the drunken rampage that occured an hour later (apparently those same oruch, but reports also blame it on gnomes; everyone blames it on gnomes) was almost overlooked.&lt;br /&gt;
&lt;br /&gt;
Supposedly, though, it had something to do about baths.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Gilday, Hattanan 21, 1016===&lt;br /&gt;
====Merchant Ties Cross Cultures====&lt;br /&gt;
&amp;quot;'Ey. Yeah, business has been busy, praise Truehammer. What with the war...I mean, it's not a war. But you know how it goes.&amp;quot; The khazad-aul rubs at his beard. He watches one of the Am'sherians explore the shop. The sith-makar picks up an axe, then a blade.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;You like that one? Black ash-forged. Passed down son to son, to daughter. Hah! Then to me! Legend has it--we forged Caracoroth's chains, you know.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The sith looks up, eyes narrowing. &amp;quot;Sarasorothh?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
There's an awkward pause.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Think I heard one of you 'scales refer to him as the Hunger Dragon.&amp;quot; At that, the sith-makar's eyes widen, then narrow in speculation.&lt;br /&gt;
&lt;br /&gt;
He purchases the axe with a thanks to the 'ssoftskin', before making his way out again.&lt;br /&gt;
&lt;br /&gt;
Tales like this are becoming while not uncommon, at least less rare, with the visit of the Empress. The khazad, rightly famous for their goods and wares, have found business booming among local adventurers, and it's said the clans may be sending in another skilled craftsman or...three, to help spread the load.&lt;br /&gt;
&lt;br /&gt;
The khazad have never been shy about spotting a business opportunity.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Eliday, Hattanan 18, 1016===&lt;br /&gt;
====Reports from Rune====&lt;br /&gt;
No one ever said conquering Rune would be easy. &lt;br /&gt;
 &lt;br /&gt;
The so-called 'Iron Tide' of the warlord Arendt and the Adomari Oruch are engaged in a brutal slugfest with the defensive forces of Rune. Early reports are that the cost in blood is high on both sides, though Rune's magical prowess has so far limited its losses -- but those losses it does suffer are far more grievous. And as news of high toll spreads, pradoxically, more warriors of Dran rush to join the fighting to be part of it's 'glory'.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Ceriday, Hattanan 17, 1016===&lt;br /&gt;
====Wealthy Youth?====&lt;br /&gt;
Recently, several merchants involved in the trade of arms and armor report attemots to purchsae weaposn by a large number of children, perhaps a dozen of them, who seemed incredibly rich for their age and street-clothes. This has resulted in several arched eyebrows. The few merchants talking about it indicate that they did not sell to them, themselves, but that no doubt someone did.&lt;br /&gt;
&lt;br /&gt;
====Light Show====&lt;br /&gt;
Alexandrian military maneuvers and war drills, involving their airship fleet, were sighted around the Red Ridge Mountains rencently. Witnesses reports many strange lights and flashes coming from the mountains that night, but the government assures all citizens of Alexandria that this was nothing more than a routine military exercise.&lt;br /&gt;
&lt;br /&gt;
====Arendt Speaks====&lt;br /&gt;
The following missive is found nailed in several key points all over the city. It is apparently a missive from Warlord Arendt, commander of the forces that are marching on and are engaged in mighty battle with the nation of Rune. &lt;br /&gt;
&lt;br /&gt;
Citizens of Alexandria. &lt;br /&gt;
&lt;br /&gt;
Know first that I am Arendt. It is upon my shoulders that the Gods have, in their infinite wisdom and through the course of destiny, bestowed upon me the privledge and obligation to lead our mighty armies into battle with with Rune under the leadership of the so-called Parliament of the Magi. &lt;br /&gt;
&lt;br /&gt;
Due to a lack of faith in the leadership of Alexandria, who cowers behind the walls of their Castellum and meddles in the affairs of nations which have no recourse against them, I have directly reached out to the people of Alexandria in the hopes their wisdom will allow them to see the proper course.&lt;br /&gt;
&lt;br /&gt;
My grievances with the government of Alexandria are not grievances with it's people, for whom those of Dran and Alexandria have a great deal more in common with than they may realize. We have both persevered in the face of treachery, both stood against the darkness, and both sought freedom from those who would control us. Both have stood with honor and determinaion in the face of overwhelming odds and roared defiance against destiny itself when fate conspired to destroy it.&lt;br /&gt;
&lt;br /&gt;
There are, however, grievances against the government and ruling council of the Alexandros region. I shall list them and ask the people to consider them.&lt;br /&gt;
&lt;br /&gt;
1) The Ruling Council of Alexandria recently reactivated, during a period of great madness, the so-called 'Planar Disjunction Cannon'. Since it's reactivation, the Council has fired this destructive weapon not once, but twice.&lt;br /&gt;
&lt;br /&gt;
2) The so-called Azure Queen, a spirit of madness, was inhabiting the city at that time. Only the mad would think the reactivation of such a Kulthian weapon would be wise, let alone to use it. It is a sign of a lack of belief in the people of the city's strength to defend themselves from all comers that they would claim this is for defense. And we both know Alexandrians are stronger than that.&lt;br /&gt;
&lt;br /&gt;
3) We ask you, then, to question why Alexandria has the Planar Disjunction Cannon in action and to fear for what damage it might cause. I am told that elementals appear in its vicinity in alarming regularity. The Council's mad grab for power puts the innocent at risk, where as in Dran, one can walk from one of the Khanate to another with nary a danger. Our strength sees to it. Your's would as well, if you were to embrace it.&lt;br /&gt;
&lt;br /&gt;
4) Alexandria has taken a dragon knight onto it's lands, despite knowing that these so-called knights are honorless curs in the thrall of their dragon overlords. Man is not meant to be subject to monster or beast. Dragonier paid for this with the life of most of it's citizens. Do not allow the Council to fall under the sway of such a creature, nor to hide criminals from Dran's hand of justice. We ask you, civilians of Alexandria, to pressure your council. Turn over the Dragon Knight to us so that we may verify that she is the one we seek. If she is not, you have my word that no harm will come to her by my hand or order. We have reason to believe that the Dragon Knight, this /criminal/ has been allowed in with the full knowledge of the Alexandrian government. They hide a fugitive from justice, and why? What /reason/ could your Council have to do this thing? Ask them. See how they respond.&lt;br /&gt;
&lt;br /&gt;
5) The diplomatic mission of Alexandria to Dran was nothing more than a pretext. They sought us out in the name of Peace, and gracious and honored as we are, we allow them to parley, without fear of a repeat of history. They attempted to assassinate us and, when that failed on account of our wisdom and preperation, attempted to flee, as honorless dogs always shall, into the hands of those who might shelter them in Rune. We immediately launched our invasion and laid low your 'diplomatic mission' that was not. Such an affront can not be allowed to pass without punishment. Your government meddles and then hides behind others who will need to shed blood for their crimes, scuttling our ongoinbg negotations with Rune for recompense over the death done in their name and Dran does not forget. This war is on the hands of the government's of Rune and Alenxandria.&lt;br /&gt;
&lt;br /&gt;
6) We do not declare war on you, people of Alexandria, as we've no wish to shed the blood of a strong and honorable people for whom we have more in common than they may realize. The strength of Dran will stand with it's people should they wish to take action and replace their leadership. Should, however, the people of Alexandria choose hostility and belligerance in defense of Rune, we will act. All who oppose our justice shall drown in a tide of blood and iron. We will have justice.&lt;br /&gt;
&lt;br /&gt;
7) Heth. Know that we have another reason for striking Rune. In it's vaults, Rune has a great many magical artifacts and powers which it has witheld out of 'wisdom'. Cowardice, I say. The power of Rune could've been turned to save many Dragonieri lives, but they were deadlocked in pathetic debates over 'procedure'. How many /more/ Dragonieri lives could've been saved had the wizards of Rune been willing to risk their use? We will take this power of Rune, and it's might, and turn it towards Dragonier and do battle with Heth. This I promise. No more will the mighty hide in their towers and declare it wisdom when they do nothing. The elves would have you believe we have squandered an age of man. I say nay! The age of MIGHT will begin with our hands! I call on all who seek justice and to defeat the darkness of this world to stand with me.&lt;br /&gt;
&lt;br /&gt;
:ANGORON and KOR shall GUIDE OUR HANDS. &lt;br /&gt;
&lt;br /&gt;
: For victory and honor. &lt;br /&gt;
&lt;br /&gt;
:ARENDT&lt;br /&gt;
&lt;br /&gt;
=====Responses to Arendt=====&lt;br /&gt;
======Jeor======&lt;br /&gt;
Any who frequent the gambling dens, bars or training arena will have a hard time not overhearing a boisterous giantborn in finery named Jeor. Comments include the following: &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Ardent is a coward! He openly admits his fear of the spell cannon and the good peoples of the city. He would try and compliment us and insult us all in the same sentence. Hes a small dog with a very loud bark who simply wants to add more problems to the ones we have.&amp;quot;  r r Anyone who wishes to delve further into these opinions or wager some gold on cards can speak with Jeor.&lt;br /&gt;
&lt;br /&gt;
======Fa'lere======&lt;br /&gt;
You dare invoke the name of Angoron, when you restrict the freedom of another country? Invoke the name of the strongest of the gods, to strike down people clearly incapable of defending themselves, not once...but twice. You say we are a strong and honorable people when, before that, you accuse the ruling coucil, as well as the rest of Alexandria by proxy, of cowering behind it's walls!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Who are the real cowards here?&lt;br /&gt;
&lt;br /&gt;
It is clearly not Alexandria. They have clearly more strength that Arendt to even seek peaceful negotiations in the first place. Alexandria opened their hand to Dran, and Arendt for peace. Instead it was met with a closed fist. Only a TRUE coward attacks when someone offers peace.&lt;br /&gt;
&lt;br /&gt;
ARENDT SPITS IN THE FACE OF ANGORON WITH HIS LIES!&lt;br /&gt;
&lt;br /&gt;
======Azog======&lt;br /&gt;
A rebuttal to Arendt's posting is placed by several of them. The first is nailed deeply, a few of the rest are stuck with glue, possibly by hired poster hangars. The text is almost certainly that of a hired scribe. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;The words of Arendt of Dran have some lies to them, and that calls the truth of the other words into question. But some things may be true, and we of Alexandria are owed answers. &lt;br /&gt;
&lt;br /&gt;
It is said that the Dragon Knight slew the Warlord of Dran, Arendt's predecessor, under a flag of parley. This action is contrary to honor and has not been disavowed by the Dragon Knight. This story has been told by many sources, and none have denied it. The truth of this matter is of importance because many of Arendt's actions would be justified by revenge for that treachery, if it is true. &lt;br /&gt;
&lt;br /&gt;
I do know that the diplomatic mission to Dran was not pretext. It was foolish, shortsighted, ignorant of Dranei honor, and effectively meaningless even beyond the events that transpired, but it was not a pretext for treachery. And I know this because I was there. The Alexandrian diplomat was killed in lieu of the Dragon Knight, who would not allow justice to be done where all can see. However, the airship was taken by Arendt's order; his troops were not sent to stop it but were aboard as passengers, flying under an Alexandrian flag to catch Rune at unawares. Arendt's accusation that the government meddles in foreign affairs and hides behind adventurers who shed blood for them is true, though it is not relevant to the issue. &lt;br /&gt;
&lt;br /&gt;
The statement that the war is on the hands of Alexandria is of course propaganda as much as the peace attempt was, and just as meaningless. Dran's war is a war of conquest and honor, but Arendt does not believe Alexandria understand Dranei honor, and I think he is right in that. So these words may be his way of offering peace with the rest of the city once the Dragon Knight is brought to justice.&lt;br /&gt;
&lt;br /&gt;
So, if the Dragon Knight will stand up rather than hide behind Alexandria, who suffers for her alleged actions, then the truth of matters may be seen and judged by those of honor. Only when that is settled may Arent be dealt with justly.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
======Svarshan======&lt;br /&gt;
Underneath some of these fliers, a second one is posted. The writing is shaking but carefully done. The style looks slightly Myrrish though only nominally. It reads:&lt;br /&gt;
&lt;br /&gt;
The mouth of Arendt speaks, and says that Dran wishes to punish Dragonier. &lt;br /&gt;
&lt;br /&gt;
They say Dragonier dishonored them. &lt;br /&gt;
&lt;br /&gt;
Yet, Dragonier is dead. We see with our own eyes this truth. Its people starve. Its children cry out in blood and terror. They walk our streets as skeletons without names or homes.&lt;br /&gt;
&lt;br /&gt;
Dran has had its retribution. It has won utter destruction of its enemy, its enemies' children. It has won utter destruction now and for the future. The children of these children shall have no home and no people.&lt;br /&gt;
&lt;br /&gt;
Yet perversely, it still hungers. Arendt -craves-.&lt;br /&gt;
&lt;br /&gt;
Caracoroth must speak from the maw of Arendt. For when he speaks, Arendt's hunger knows no bounds and its truth lies before us in its baldfaced starkness. &lt;br /&gt;
&lt;br /&gt;
Arendt, we name you the Hungry Maw, who seeks the blood of children. You bear the fire of the Blood Wolf in your gaze and you seek to devour the world around you. You wear the lust of Kor and the guidance of Hunger.&lt;br /&gt;
&lt;br /&gt;
Beneath it is signed, in reddened ink: 'And all shall belong to the jaws of Caracoroth, the eternal hunger. His ache knows no bounds; may all the nations of man be crushed beneath his jaw and digested unto his stomach. Red oblivion awaits them.' - The Book of Hunger, year 014, writ during the Years of the Sword&lt;br /&gt;
&lt;br /&gt;
======Crow======&lt;br /&gt;
(Posted in a few public places, written on simple paper without decoration)&lt;br /&gt;
&lt;br /&gt;
Citizens of Alexandria,&lt;br /&gt;
&lt;br /&gt;
You probably don't know me. To some, I'm a familiar face. To most, I'm a stranger in your city who follows strange ways many consider outdated or mere superstition. That's fine. All I ask of you is your time, and simple consideration.&lt;br /&gt;
&lt;br /&gt;
Many words have been said by Arendt and others in regards to the actions taking place outside of Alexandria. I won't take the time to repeat them here. You already know what's said.&lt;br /&gt;
&lt;br /&gt;
What you might not have considered is this: War is ugly. This is a fact of life that many are familiar with. Some of you have probably even served in a conflict of some nature, and have a firsthand understanding of exactly what is meant. The fact that we are on the precipice of engaging a foe that is intelligent, determined, and powerful only adds to the potential for ruin, should we engage this hastily.&lt;br /&gt;
&lt;br /&gt;
Alexandria was not involved in this in the beginning, from what I've come to understand. It was brought into this by the actions of others. We were not given a choice in the matter then. But we have a choice to make now.&lt;br /&gt;
&lt;br /&gt;
Alexandria already suffers greatly. As a caretaker of the land, my first duty is to -the land-. Not to those of a political affiliation, or those of a particular religious ideology. And I ask you now to consider the consequences for -the land- should Alexandria engage this man.&lt;br /&gt;
&lt;br /&gt;
The Felwood is a growing threat, a place of chaos and disorder that seeks to spread and continue twisting the existence of the land around it. It's been kept in check by the diligent efforts of those like myself, those who take an interest in making sure that this affliction doesn't spread. The strength of the natural world around it seems to be one of the things that keep it from growing.&lt;br /&gt;
&lt;br /&gt;
But that world is now being threatened with war. With smoke and fire, sword and blood, chaos and madness. These are the things that feed the wounds created in nature. These are the things that could cause its growth to become unchecked. And that's only one of the many slings and arrows that could befall this land if we go to war.&lt;br /&gt;
&lt;br /&gt;
I'm not saying that those who believe we should go to war are wrong. I'm not saying that those who don't support war are right. What I'm asking of you is this: consider, for a moment, if the problems of strangers are worth the risk to your land. This land. Your -children's land-. The Warlord is described as a monster, but the man is clearly not mad. He's cunning, and ruthless, and determined. He's raised points that should be considered before a decision is made, answers that must be found before you can, in good concience, decide if the risk is worth the reward.&lt;br /&gt;
&lt;br /&gt;
I implore you not to act rashly in this. Weigh this decision carefully. The future of many generations could be at stake, and in the years to come, they will ask the most important question: Why is the world we've been given in the state that it's in?&lt;br /&gt;
&lt;br /&gt;
How do you want to be able to answer?&lt;br /&gt;
&lt;br /&gt;
With All Respect,&lt;br /&gt;
&lt;br /&gt;
:Druid Crow&lt;br /&gt;
&lt;br /&gt;
======Ssylrath======&lt;br /&gt;
Posted in response to one of the Warlord's messages:&lt;br /&gt;
&lt;br /&gt;
Which is it? Is Heth the prime threat that Rune should have been fighting to save Dragonier from, or is he a just punishment for Dragonier's sins? How is invading Rune, the prime target of Heth's depredations outside Dragonier, just retribution for an act taken by an agent of the former Dragonier government? &lt;br /&gt;
&lt;br /&gt;
If Heth is such a threat then ally with Rune against him. Bring your combined arms to bear and Heth will be defeated. No, instead you strengthen Heth by trying to destroy his enemy.&lt;br /&gt;
&lt;br /&gt;
Ssylrath of Am'shere&lt;br /&gt;
&lt;br /&gt;
======Stjepan======&lt;br /&gt;
It seems that someone has taken to scrawling graffiti on Arendt's posters, circling point five: ARENDT, YOU TRY TO USE BIG WORDS BUT FAIL. THE APOSTROPHE DOES NOT PLURALIZE. ANGORON DEMANDS RIGOUR AND PROPER PUNCTUATION.&lt;br /&gt;
&lt;br /&gt;
It's not hard to figure out who is doing this, really, since the artiste is a very large giant born who writes in big block letters.&lt;br /&gt;
&lt;br /&gt;
======Colrick======&lt;br /&gt;
Alexandrians, Arendt talks to us as if we were children who know nothing of what we face, but we know all too well.&lt;br /&gt;
&lt;br /&gt;
It was only decades ago that we lived under the tyranny of an invader, the hated Witch Queen Altima. She conquered our land and for years we suffered under her brutal rule. A generation of Alexandrians was born in servitude, forced to watch the public executions of their loved ones, until our struggle eventually regained our freedom at great cost.&lt;br /&gt;
&lt;br /&gt;
Not long after breaking free of our chains we witnessed Sendor fall prey to the desires of another conqueror. Having felt the lash of the whip on our backs, we stood up and marched to war so that our friends would never have to endure what we did. Our triumph ensured Sendor's peace and prosperity.&lt;br /&gt;
&lt;br /&gt;
Now Arendt sets his eyes upon Rune, claiming his war is just, but we know the truth. We have first-hand experience with conquerors. We know what he is, we know what he intends to do, and we will not stand idly by. We have already shouted out our denial twice and raised our weapons against his kind, it is time to do it again.&lt;br /&gt;
&lt;br /&gt;
======Tatyannah======&lt;br /&gt;
There's various graffiti from the same hand that says either 'Shut up, Arendt, you jackass. You know, if you'd stopped before the bit about the diplomatic mission, you'd have gained more support, but you're a moron who overreaches', 'Masterly, I'm going to find you and kill you' and there might be the occasional 'I am coming for your gold'.&lt;br /&gt;
&lt;br /&gt;
======Jareth======&lt;br /&gt;
Overheard at the Wayfarer's while dining and drinking with friends, someone asks Jareth for his opinion on the Dranei invasion of Rune and Arendt's claims.&lt;br /&gt;
&lt;br /&gt;
Downing his ale, Jareth wipes his mouth with the back of his hand and leans forward a little in his chair to say,&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I have an easy solution. One that can save a lot of bloodshed and lies. Arendt should come meet me on the battlefield. No Dragon Riders. No Spell Cannon. No shambling undead. No wizards of Rune. Just him, me and our steel. Save the war chests from being diminished in any way.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
This is followed by a call for another pitcher and more of whatever is being roasted over the fire.&lt;br /&gt;
&lt;br /&gt;
======Bor======&lt;br /&gt;
Overheard in conversation amongst the citizens that traverse the Temple District is talk a scene that happened earlier today. Bor, one of the rare Giantborn Chosen of Daeus, was seen reading one of the missives posted for Arendt. The few brave souls willing to speak to the Giantborn, a race known to have helped the Dran in the past, asked him what he thought of the War Lords proclamation.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The gods provide guidance to everyone. It's not often they speak with us directly. Angoron uses his Strength to protect the people. Not to make people do what he thinks is right. This isn't Angoron's way. The Iron Behemoth won't be pleased. Someone will need to speak to the followers of Angoron to remind them. Know that there are those that will stand to protect instead of make War. I will stand to protect those that can't protect themselves.&amp;quot;&lt;br /&gt;
 &lt;br /&gt;
In after thought, the folks that were actually nearby during the conversation will add that he said something like, &amp;quot;The Words of Man rarely are what the gods tell him, but what he wanted to hear for himself.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
======Ceres======&lt;br /&gt;
It takes a little time, and more than a little effort, but a new song starts to make the rounds, first in the taverns and inns where Alexandria's Adventurers spend much of their time. Then it spreads, often as not by a certain adventuring bard, then by others. Not her usual style, not up to her usual polish, but then - consider the subject matter. &lt;br /&gt;
&lt;br /&gt;
:'Now Smackwater Arendt, he had an dran army.... &lt;br /&gt;
:Cause he... was in the mood for little confrontation &lt;br /&gt;
:He just let it all hang loose &lt;br /&gt;
:He didn't care about the truth &lt;br /&gt;
:He wanted to give all the abuse &lt;br /&gt;
:So he started a war with the wizards' Rune. &lt;br /&gt;
&lt;br /&gt;
:You can't talk to a man &lt;br /&gt;
:With an army in his hand &lt;br /&gt;
:Army in his hand. &lt;br /&gt;
&lt;br /&gt;
:Now Big Jareth the hero stood for law and order &lt;br /&gt;
:He called for the blackguard to come and meet at the border &lt;br /&gt;
:Now from his bulldog mouth &lt;br /&gt;
:As he met the man up south &lt;br /&gt;
:Came the cry, we got to ride &lt;br /&gt;
:Clean up the 'side for our friends and neighbours &lt;br /&gt;
&lt;br /&gt;
:You can't talk to a man &lt;br /&gt;
:When he already understands &lt;br /&gt;
:No, no, no, no, no, no &lt;br /&gt;
&lt;br /&gt;
:The battle was in all the papers &lt;br /&gt;
:Cause you know, he beat ole Arendt right then instead of later &lt;br /&gt;
:You know the countries were quite pleased &lt;br /&gt;
:'Cause the tyrant had been seized &lt;br /&gt;
:And on a whole, it was a very good year &lt;br /&gt;
:For the Adventurers Guild &lt;br /&gt;
&lt;br /&gt;
:You know, you know, you can't talk to a man &lt;br /&gt;
:With an army in his hand &lt;br /&gt;
:Army in his hand. &lt;br /&gt;
&lt;br /&gt;
:Smackwater Arendt, yeah &lt;br /&gt;
:Smackwater Arendt bought an army &lt;br /&gt;
:Yeah, Smackwater Arendt bought an army &lt;br /&gt;
:Smackwater Arendt, yeah &lt;br /&gt;
:Smackwater Arendt, yeah &lt;br /&gt;
&lt;br /&gt;
:Talkin' about Smackwater Arendt, yeah &lt;br /&gt;
:Talkin' about Smackwater Arendt, oh &lt;br /&gt;
:Talkin' about Arendt and his army &lt;br /&gt;
:Talkin' about Smack, talkin' about Arendt &lt;br /&gt;
:Smackwater Arendt, yeah.' &lt;br /&gt;
&lt;br /&gt;
======Mikilos======&lt;br /&gt;
Posted next to several posts made by Arendt. Where room can be found amoung other replies.&lt;br /&gt;
&lt;br /&gt;
The previous message uses a great many words, many of them big words, in order to confuse the issue. Allow me, humble readers, to translate for you: &lt;br /&gt;
&lt;br /&gt;
'Me Arendt. Me Big Guy. You pay attention to me. Me not like Alexandria leaders. Alexandira people okay. Me prove: &lt;br /&gt;
&lt;br /&gt;
1) Spell Cannon bad. &lt;br /&gt;
&lt;br /&gt;
2) Blue Bitch bad. &lt;br /&gt;
&lt;br /&gt;
3) Spell cannon still bad. &lt;br /&gt;
&lt;br /&gt;
4) Dragon Knight bad. &lt;br /&gt;
&lt;br /&gt;
5) Talking bad, when not say what me want to hear. &lt;br /&gt;
&lt;br /&gt;
6) Me think you okay, but you not do what me want, me hit you. &lt;br /&gt;
&lt;br /&gt;
7) Wizards dumb. Me smart. Me take wizard power, use like smart. &lt;br /&gt;
&lt;br /&gt;
Blah blah, me big man. &lt;br /&gt;
&lt;br /&gt;
ARENDT'&lt;br /&gt;
&lt;br /&gt;
======Karelin======&lt;br /&gt;
Another response to Arendt's posters appears at the Arena, both in handbills and as an insert to program guides as well. Eventually, they're used to wrap finger foods, too.&lt;br /&gt;
&lt;br /&gt;
ARENDT: LIMP WARLORD OF DRAN&lt;br /&gt;
&lt;br /&gt;
Another lick-spittle all-conquering warlord is waving his three-inch quill all over Alexandria's wall. He's not the first and he's certainly not the most creative. The logic in his argument is weak and flaccid, puffed up by big words that have more place in an arena for entertainment's sake than out of the mouth of someone sending people off to fight and die.&lt;br /&gt;
&lt;br /&gt;
I should I know, I do it for real.&lt;br /&gt;
&lt;br /&gt;
He implied that we're crazy for using the weapons at our disposal to defend ourselves. It's not crazy; as any true worshipper of Kor would know -- it's only good sense. He claims to be saving us from Heth by striking down those who know how to use the tools at their disposal. This? This is crazy. Maybe the Azure Queen snuck into his tent when he was fantasizing about being a real warrior and planted this fantasy in his head. Leave the fighting to the soldiers and the wizarding to the wizards, especially against an enemy as strong as Heth. He conveniently ignores the threat of Skald to his left flank. He is going to need all of Angoron's protection, because Kor is going to toss him in the gutters for his abject ignorance of the arts of war.&lt;br /&gt;
&lt;br /&gt;
Arendt is an embarrassment to The Warlord and by Kor Makar's holy names, not deserving of the hand he used to blaspheme their names.&lt;br /&gt;
&lt;br /&gt;
Karelin Andarin, Warbringer of Solmnus, Hero of Blar and Arendt's Mother&lt;br /&gt;
&lt;br /&gt;
===Tariday, Hattanan 13, 1016===&lt;br /&gt;
====Treaty Signing====&lt;br /&gt;
It would appear that negotiations between the Council of Alexandria and the Empress of the Sith-Makar has gone well. There are rumors circulating that an official treaty of some kind will be signed any day now and it will no doubt be accompanied by spectacle and celebration. No doubt that Alexandria is in a unique position to gain access to such an alliance, given that the lone permanent gateway to the land of Am'shere lays within their territory. &lt;br /&gt;
&lt;br /&gt;
Still, one must wonder what the terms are, and what exactly the treaty will entail. No doubt a public announcement will be due soon, and one can not ignore the political signifance of such a treaty being concluded within days of Alexandria's announcement of support for Rune.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Eliday, Hattanan 11, 1016===&lt;br /&gt;
====Executed====&lt;br /&gt;
Rumors are coming down from those with an ear on the council, which has spent the better part of the last few days in meetings to discuss the situation between Dran and Rune, that the ambassador to Dran was /personally executed/ by the warlord, a fellow by the name of Arendt, in charge of the invasion of Rune. This shocking news is leaving many Alexadrians enraged, and anti-Dran sentiment is beginning to form. &lt;br /&gt;
 &lt;br /&gt;
A statement from the Council on the matter is due any day.&lt;br /&gt;
&lt;br /&gt;
====Shev: Wanted Dead or Alive====&lt;br /&gt;
The merchant known as 'Shev' has had a bounty issued for him. He is wanted dead or alive, and is responsible for the murder of several contractees to the Guild of Explorers and members of the City Watch. Formerly a merchant specializing in the acquisition of rare goods of a legitimate stripe in Alexandria, a reliable source indicated his involvement in at least one murder and possibly others, as well as tax evasion. An attempt to arrest him was made and several guardsmen and a few assisting contractors from the Guild of Explorers met their untimely end at the hands of his clockwork defenses in his manor home in upscale Upper Alexandria, as well as others wounded and killed by a bomb he left to destroy evidence in his study. It is believed he is at large within the city and security has been tightened at all enrances and exits in an effort to locate him, not that that wouldn't be happening any ways with talk of war. &lt;br /&gt;
 &lt;br /&gt;
A poster bearing his likeness has been posted in numerous public spaces. The City Watch reccomends all civilians avoid contact with, or offering any assistance to, this fugitive and that if sighted you are to contact the City Watch immediately.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====A Statement from the Council of Alexandria====&lt;br /&gt;
A Statement by the Council of Alexandria: &lt;br /&gt;
 &lt;br /&gt;
The news from Rune is grave and true: Our diplomatic envoy was mercilessly slain by the Warlord Arendt under flag of truce in a misguided effort at vengeance over the death of their own previous Emperor at the hands of a Dragon Knight some years prior. It is our belief that, due to the presence of Dragon Knight Anise and her Silver in Alexandria and the refuge we have offered her, that some memebrs of the Dran Khanate have taken to the mistaken belief we have share some culpability for what happened in our absence. Had Dran a legitimate grievance with us, rather than naked ploys to give it's actions a veil of legitimacy, it could have approached us to discuss the matter of the Dragon Knight and challenged her asylum or asked to have her face Dranei justice. Of course, to do that would require evidence and materials which Arendt does not possess, nor has a true interest in. &lt;br /&gt;
 &lt;br /&gt;
It has not does this and will not do this since these claims are nothing but an attempt to grant himself legitimacy in the eyes of his followers. It is the actions of a murderer, a thug, and a coward with no honor to speak of. We condemn his actions in the strongest possible words and hope to see this criminal brought to face the justice he so richly deserves. &lt;br /&gt;
 &lt;br /&gt;
Thusly, the ruling Council has offered to Rune our assistance. &lt;br /&gt;
 &lt;br /&gt;
Rune has said that they will not be invoking our treaty of mutual defense, a decision which we respectfully acknowledge even as we wish for justice, even in the face of relentlessly provocation from Dran in the murder of Ambassador Vril and the loss of his entire diplomatic mission. The Wisdom of Animus is still present in this time, as Parliament spoke eloquently of the need, even in the face of potential destruction, to continue the effort to contain Heth. &lt;br /&gt;
 &lt;br /&gt;
Even so, we will continue to offer and all material support which they request from us, even as Alexandros remains neutral in this conflict between the forces under the leadership of Arendt and the nation of Rune. &lt;br /&gt;
 &lt;br /&gt;
But the Wisdom of Animus spoke truly and now we must turn towards the other who are watching: Know that the Murderer of Dragonier waits for no one. As Dran weakens Rune and washes itself in an ocean of blood, it leaves a greater threat, and a greater honor, unchallenged. Dragonier must be contained and the threat which Heth poses to life must be checked. It has brought together those who were once enemies in a combined purpose. &lt;br /&gt;
 &lt;br /&gt;
Know now that Bludgun and Aleaxndria have signed a treaty of mutual support in the effort to contain the threat of Dragonier, a treaty which Rune has also joined in. We would extend an offer to all right-thinking Dranei who recognize what the true threat is, rather than chase the ghosts of years past, to join us in a quest that will surely be blessed by the Gods. &lt;br /&gt;
 &lt;br /&gt;
May the Hymn fill every heart with wisdom and courage.&lt;br /&gt;
 &lt;br /&gt;
CALDOR METHIS, COUNCILMAN. &lt;br /&gt;
 &lt;br /&gt;
(the rest of the council's names, including Rawyn Telenils, are signed beneath.)&lt;br /&gt;
&lt;br /&gt;
===Kesenday, Hattanan 9, 1016===&lt;br /&gt;
====Strange Rumors and Airships====&lt;br /&gt;
Strange rumors are filtering down to Alexandria that the Alexandrian diplomatic airship that crashed inside the borders of Rune was actually carrying a large number of soldiers from Dran Empire. Was Alexandira involved in some form of double dealing with Rune and the Dran Empire? What sort of game was the ruling council playing? Even more disturbing is the rumor that the Dran warriors aboard the airship were armed with blades of Alexandrian origin. &lt;br /&gt;
 &lt;br /&gt;
The ruling council has not yet issued a statement on the matter of Rune or Dran, but one is no doubt coming soon.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Gilday, Hattanan 7, 1016===&lt;br /&gt;
====Initial Reports====&lt;br /&gt;
Rumor is filtering down from Rune that fierce fighting has broken out along the northern and eastern borders of Rune. While badly outnumbered by the invading forces and weakened by Heth's minions, Rune is still a powerful center of magical learning and seems to be holding it's own for the moment. &lt;br /&gt;
 &lt;br /&gt;
Alexandria has issued a statement of support for Rune. High level negotiations are said to be occurring, though it seems unlikely that any other power will enter the war on Rune's behalf. It is widely supposed in some quarters that the wizards, being wizards, should be able to take care of this on their own with their fireballs and what have you. More quietly, there are few that want to risk drawing Dran's attention, and it's military juggernaut, to themselves. &lt;br /&gt;
 &lt;br /&gt;
Rumors also indicate that the airship that was sent to Dran in the early days before the war began has crashed inside Rune's border.&lt;br /&gt;
&lt;br /&gt;
====Vardamen Responses====&lt;br /&gt;
The agents of Vardama have been heavily involved in investigations into Dragonier so far. However, with Heth still unbreathing, the rumored ties between Vardama the Gray Lady and Serriel the Shining Dawn seem to have tightened. More Lancers may be seen among the crypt entrances, and it's suggested that Vanguards and laymen have been seen in increased comings and goings among the temples. &lt;br /&gt;
&lt;br /&gt;
A number of the additional guards and workmen are also arvek. This number is not exclusive, though it is biased. These are sturdy men and women pulled from the renmants and memory of recent wars. Ever since their freedom from the tyrrany of Thul (who even now ravages Dragonier), many arvek have borne the colors of the Gray Lady and the Shining Dawn proudly, and these temples have offered them homes. &lt;br /&gt;
&lt;br /&gt;
Heth's threat, though, have caused some to have taken to capping a single tusk in brilliant and shining gold.&lt;br /&gt;
&lt;br /&gt;
OOC: This is primarily a call-out to illustrate the growing ties between the two faiths and as opportunity for RP. Please make of it how you like, and according to your own tales and stories.&lt;br /&gt;
&lt;br /&gt;
===Eliday, Hattanan 4, 1016===&lt;br /&gt;
====No Surprise====&lt;br /&gt;
With war between Dran and Rune on the horizon, or so it would seem, it should be no surprise that Charn's military continues it's mobilization alongs its borders on the northern frontier of the empire. Reports from Veyshan and from airships that travel near that border say that the Stygian Empire is putting on quite the display. There can be little doubt that this is directed towards Myrrdion and Alexandria in a calculated move to encourage them to sit out the war to the north.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Eliday, Bernfleur 27, 1016===&lt;br /&gt;
====Not Secret Enough====&lt;br /&gt;
Despite the best efforts of the government in trying to keep it secret, rumors circulate that several Alexandrian airships were sighted heading in the direction of Dragonier recently. Most of them were filled, not with weapons and armor, but supplies for construction of some kind. It's hard to say what's going on, but it's clear that, even with Rune and Dran on the brink of war, that issue of Dragonier is one that is not to be ignored.&lt;br /&gt;
&lt;br /&gt;
: Posted by Whirlpool&lt;br /&gt;
&lt;br /&gt;
====Alexandrian Council Meets with Sith-Makar Empress====&lt;br /&gt;
It would appear that negotiations between the Sith-Maker Empress from beyond the portal to Am'shere and the ruling council of the city of ALexandria are continuing. Representatives from other local powers, such as the Mythwood and the gnomish town of Happy Valley, have been witnessed coming to the Castellum as well, no doubt to greet the apparent leader of the Sith-Makr tribal confederation. &lt;br /&gt;
 &lt;br /&gt;
It is said that the talks will soon be pasued for the Empress to make a trip to a site called 'Mictlan'. There's no clear indication /when/ that will happen, but the city guard does appear to be on high alert and with more boots on the ground than usual.&lt;br /&gt;
&lt;br /&gt;
: Posted by Whirlpool&lt;br /&gt;
&lt;br /&gt;
===Eliday, Bernfleur 20, 1016===&lt;br /&gt;
====Farmer, Dead====&lt;br /&gt;
&amp;quot;Y'hear about old man Woodridge?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;What, that skirt-chasing coot with the farm?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Yep. Hear tell he got th'crotch rot and it killed him.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Well, hell. Poor old bastard. Guess his son'll inherit th'land now, if he ever gets back.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: Posted by Fishbelly&lt;br /&gt;
&lt;br /&gt;
===Korday, Bernfleur 10, 1016===&lt;br /&gt;
====The Sewers, Glue, and Professor Fizzlefuse====&lt;br /&gt;
A party of adventurers from the Explorer's Guild emerged from the sewers late last night. They brought with them a human and what looked at first to be a battered door. The man was partially bound with glue and alternated ranting and mumbling something about 'Fizzlefuze's Doom'. The 'door' seemed to have tiny limbs and face and also talked. Many onlookers took one look before uttering 'mimic', often in weary tones. Both door and man are now thought to be residing in the city jails for 'interfering with vital city services'.&lt;br /&gt;
&lt;br /&gt;
The adventurers were covered in an assortment of acid burns, bruises and dried glue. The Khazad had no boots. And all were accompanied by the distinctive scent of Otyugh.&lt;br /&gt;
&lt;br /&gt;
OOC: see Bennett, Djelka, Brianna, Zoob or Duncan if you want to hear more. For some reason. :)&lt;br /&gt;
&lt;br /&gt;
: Posted by Duncan&lt;br /&gt;
&lt;br /&gt;
===Gilday, Bernfleur 9, 2016===&lt;br /&gt;
====The Sith-Makar Delegation====&lt;br /&gt;
Since her arrival last week, the so-called Empress of the Sith remains in the security of the Castellum for high level negotiations of some kind. Much of her retinue remains encamped beyond the city walls. Rumors emanating from the Castellum are indicating that, once the negotiations are concluded, she will be heading to a holy site called 'Mictlan', as well as paying a visit to the Dragon Knight.&lt;br /&gt;
&lt;br /&gt;
: Posted by Whirlpool&lt;br /&gt;
&lt;br /&gt;
===Eliday, Eatonis 30, 1016===&lt;br /&gt;
====Dranei &amp;quot;Diplomacy&amp;quot;====&lt;br /&gt;
It would appear Alexandria is not the only country using diplomacy to their advantage. &lt;br /&gt;
&lt;br /&gt;
Dran and the Oruch city-state of Adomar have a long history of conflict, but also a mutual warrior culture and belief in 'strength' and 'honor'. &lt;br /&gt;
&lt;br /&gt;
Rumor has it that several emissaries from the Dran warlords assembling along Rune's border were sighted in the city-state of Adomar, meeting with its leaders, no doubt trying to sway the Oruch to their side. If they are able to do so, the nation of Rune will be in great danger.&lt;br /&gt;
&lt;br /&gt;
: Posted by Whirlpool&lt;br /&gt;
&lt;br /&gt;
====Sith-Makar Empress====&lt;br /&gt;
It starts as a mere whisper. A dignary from the tribes of the Sith-Makar in Am'shere is on their way towards Alexandria from the deep jungle, across the portal that exists outside Alexandria. &lt;br /&gt;
&lt;br /&gt;
From there, the rumors escalates. Not a dignary. Not a mere ambassador. &lt;br /&gt;
 &lt;br /&gt;
No, it is now being said, across the city, that the so-called 'Empress' of the Sith-Makar of Am'shere is on her way to Alexandria for the first visit between the city's leadership and the tribes of the Sith-Makar that reside on the other side of the Am'shere portal in the Alexandrian countryside.&lt;br /&gt;
&lt;br /&gt;
: Posted by Whirlpool&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:more_rumors.png|350px|link=News_Archives|center]]&lt;/div&gt;</summary>
		<author><name>Typhoon</name></author>
	</entry>
	<entry>
		<id>http://www.tenebraemush.net/index.php?title=Main_Page&amp;diff=17132</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="http://www.tenebraemush.net/index.php?title=Main_Page&amp;diff=17132"/>
		<updated>2015-02-04T22:53:38Z</updated>

		<summary type="html">&lt;p&gt;Typhoon: /* Recent Website Updates */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__ &lt;br /&gt;
[[File:play_now.png|850px|link=Play_Now|center]]&lt;br /&gt;
&lt;br /&gt;
=Welcome to an Age of Heroes=&lt;br /&gt;
{{DivGray-Start}}&lt;br /&gt;
In Taara's wake the earth crumbled. [[Recent History|Gods fell]], others rose, and the race of mankind looked forward and saw the destruction of nations. For five years, [[Magitech and Magic|necrotech]] seared the world's landscape and forces unknown decimated the once-insurmountable Walls of Charn. [[Locations|Nations]] turned against one another with the vanishing of monarchs--brother to brother and kin to kin. During the struggles, the nation of Dragonier attempted to keep the peace before it, too, fell. Other nations threatened to follow. &lt;br /&gt;
&lt;br /&gt;
Now returned from the Mists, [[Alexandria]] finds itself thrown into a world in turmoil. In this world, the [[Gods of Good|Pantheon of Light]] stride forward in anger, the [[Gods of Neutrality|Twilight]] fall into debate, and the [[Gods of Evil|forces of Darkness]] are locked in a war between Maugrim and Taara. High arcana soars over the landscape with the renewed activity of the [[races|Old Races]], while guilds and organizations struggle to find their footing with the fall of Rune. The [[sildanyar]] and [[khazad]] have moved forward into the world once again, driven by the perceived neglect of the world by humankind.  &lt;br /&gt;
&lt;br /&gt;
The world had waited for the return of [[Alexandria]] and the return of the [[Myrddion|Myrrish]] and [[Bludgun]] kings for five years--only to find Alexandria suddenly returned unchanged, and unknowing, from the Land of Mists. To Alexandria, the [[Recent History|War of Sendor]] is just days past. To the world--&lt;br /&gt;
&lt;br /&gt;
It is the time for heroes.{{DivEnd}}&lt;br /&gt;
&lt;br /&gt;
=Current Meta-Arc=&lt;br /&gt;
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{{CurrentMetaArc}}&lt;br /&gt;
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&amp;lt;div style=&amp;quot;padding-top:5px;&amp;quot;&amp;gt;&lt;br /&gt;
[[file:Readmore.png|100px|link=Recent History|right|]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
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{{Clear}}&lt;br /&gt;
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&amp;lt;div style=&amp;quot;float: left; width: 50%;&amp;quot;&amp;gt;&lt;br /&gt;
==Recent Website Updates==&lt;br /&gt;
===Mon Feb 2, 2015===&lt;br /&gt;
====+SOTD====&lt;br /&gt;
&lt;br /&gt;
Curious for a place to RP? Want to try something new? Try our new and exciting Spot of the Day! Typing +sotd will send you to a random locale,possibly secretly set by gremlins! This location will update every 24 hours.&lt;br /&gt;
&lt;br /&gt;
A big thanks to Whiteout for this great new tool. :3&lt;br /&gt;
&lt;br /&gt;
:Your Tenebrae Staff&lt;br /&gt;
&lt;br /&gt;
==--Small Stories Rewards!====&lt;br /&gt;
&lt;br /&gt;
We have really been listening to your feedback on this one. Short story examples, such as Aspect stories, Mentoring stories, and so on are now included, and the breakdown is shorter and sweeter than before.&lt;br /&gt;
&lt;br /&gt;
We have also sorted out rewards: a level 10 PC for example, could earn 2400 xp and 3 RPP for completing one, once a month, in addition to the RPP they'd earned on the way. Oh, and treasure, too.&lt;br /&gt;
&lt;br /&gt;
Rewards are limited to once a month per player, not character.&lt;br /&gt;
&lt;br /&gt;
====Calendar Reminder====&lt;br /&gt;
&lt;br /&gt;
As you all know, we keep all our IC Holidays on the +events. Sometimes, people feel a little leery of tackling doing things with these themselves. Please don't hesitate. If you have a fun idea for Kegger Fest (come on, it's Kegger Fest), do it. Same for Deathwatch. If you have any concerns, approach a member of staff directly. We'll help you out!&lt;br /&gt;
&lt;br /&gt;
===Wed Jan 28, 2015===&lt;br /&gt;
====Backgrounds!===&lt;br /&gt;
&lt;br /&gt;
Batman began somewhere. Though that moment in the alleyway is not the sum of who he is, it is a part of it--a reason that he's who he is, today. Backgrounds in a sense, are like that--not the definition of a character, but a beginning.&lt;br /&gt;
&lt;br /&gt;
We're inviting you to share yours. Bring it up in discussion, share it at the Gaming Table, ask questions of others.&lt;br /&gt;
&lt;br /&gt;
As a MU, staff will be implementing a 10% bonus to PrPs which make use of another character's background tale. The goal behind this is to encourage sharing stories, and providing greater opportunities for your character's development. &lt;br /&gt;
&lt;br /&gt;
This is a new mechanic, so we'll be seeing how things go, of course.&lt;br /&gt;
&lt;br /&gt;
===Thu Jan 8, 2015===&lt;br /&gt;
====Legwork Scenes?====&lt;br /&gt;
&lt;br /&gt;
This is a heads-up that I'll be doing a more personal workshop on legwork-based scenes, also known as extended scenes, 'find your own party scenes,' and so on. I'm not certain of the date yet--this is more a declaration of intent.&lt;br /&gt;
&lt;br /&gt;
So, what are they? Legwork scenes tend to:&lt;br /&gt;
     * Involve judicious use of a single, very long +job queue&lt;br /&gt;
     * Involve mixed levels&lt;br /&gt;
     * Be more roleplay-dependant, though this does not exclude combat&lt;br /&gt;
     * Involve and encourage more planning, intrigue, problem-solving&lt;br /&gt;
     * Possess a looser schedule than traditional scenes&lt;br /&gt;
&lt;br /&gt;
Previous examples have been:&lt;br /&gt;
     * Getting together to sabotage some of Arendt's army&lt;br /&gt;
     * Getting together to do retcon on a political figure&lt;br /&gt;
     * Arranging a funeral for a dragon in Am'shere&lt;br /&gt;
     * ...etc.&lt;br /&gt;
&lt;br /&gt;
In the meantime, I'll be looking for specific questions or ideas you'd like see addressed or shared, as well as general interest: that is, is there any?&lt;br /&gt;
&lt;br /&gt;
===Wed Jan 7, 2015===&lt;br /&gt;
====Flaws!====&lt;br /&gt;
&lt;br /&gt;
Hi all! &lt;br /&gt;
 &lt;br /&gt;
Some of you were about when we announced the potential of Flaws for Tenebrae. Well, Flaws have now entered playtest to see how they'll hold up. We've added some guidelines to keep them friendly, and within what we feel is the Tenebrae spirit, as well as a few additional rewards for taking and developing them for a character. &lt;br /&gt;
 &lt;br /&gt;
If you're interested in the playtest, please contact Staff if you need help and peruse our wiki for additional info. These are merely in testing as an idea. :) &lt;br /&gt;
 &lt;br /&gt;
:Tenebrae Staff&lt;br /&gt;
&lt;br /&gt;
====New Monster Templates====&lt;br /&gt;
&lt;br /&gt;
Heth is power unseen upon Ea since its greatest age. The wights of Dragonier, it is said, are an extension of his will.&lt;br /&gt;
&lt;br /&gt;
So, undeath just got a little boost, and adventurers' paychecks just got a little bigger.&lt;br /&gt;
&lt;br /&gt;
We're pleased to announce new toys for our plot runners! From soul-eating undead to empowered ghasts, please feel free to use these to give your players a great big...hug.&lt;br /&gt;
&lt;br /&gt;
* Devourers and Dread Devourers&lt;br /&gt;
* Dread Ghost templates&lt;br /&gt;
* Dread Ghast Templates&lt;br /&gt;
&lt;br /&gt;
These may be found by visiting: World &amp;gt; World Bestiary.&lt;br /&gt;
&lt;br /&gt;
:Your Tenebrae Staff&lt;br /&gt;
&lt;br /&gt;
====Release Package 14====&lt;br /&gt;
&lt;br /&gt;
Hello all,&lt;br /&gt;
&lt;br /&gt;
I would like to announce the release of our latest information package of shiny and new things! While there are new things from the MI section of Ultimate Equipment, for sanity of staff we are releasing this information in chunks. Don't worry, more will come soon in time as we are able to. Please remember to keep to our Wiki for what is approved and coded into the game. The full list of this package is as follows.&lt;br /&gt;
&lt;br /&gt;
 * A number of new MIs from Ultimate Equipment in Belts, Body, Chest, Eyes, Feet and Hands&lt;br /&gt;
 * A fix for nobility domain!&lt;br /&gt;
 * An update to Unit Tactics&lt;br /&gt;
&lt;br /&gt;
As always with new content, expect there may be an update or two as things adjust. In the meantime, if you'd like to swap for any of these new items, please send a +request to staff.&lt;br /&gt;
&lt;br /&gt;
:Your Tenebrae Staff&lt;br /&gt;
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[[File:more_news.png|350px|link=Update_Archives|center]]&lt;br /&gt;
''&amp;quot;The roads shall be painted teal!&amp;quot; announced the maddened hobgoblin king. And lo, his subjects bowed before him, and all roads from Hither to Yon became teal with bright green roses.''&lt;br /&gt;
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&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: left; width: 50%;&amp;quot;&amp;gt;&amp;lt;div style=&amp;quot;padding-left: 20px;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Recent Rumors in Alexandria==&lt;br /&gt;
===Kesenday, Quintoos 5, 1016===&lt;br /&gt;
====Weather Incoming?====&lt;br /&gt;
It's a crystal clear, chill evening in the Temple of Eluna, and an elderly Seer sits before the crystal-clear pool that never fails to show the stars above, no matter the weather. Her iron-grey hair flutters around long, pointed ears as she sprinkles a powder around the edge of the pool, then chants several lines in the sibilant Sildanyari tongue, spreading a hand over the pool. After a moment, it begins to glow softly, the powder vanishing from around it; it appears to be ... waiting.&lt;br /&gt;
&lt;br /&gt;
Satisfied, the woman lowers her hand, tucking up her heels next to her, and asks the pool, &amp;quot;What will the weather for this coming sevenday bring?&amp;quot; &lt;br /&gt;
&lt;br /&gt;
In answer, the pool pauses, then flashes a bright, clear, pristine white, with nothing else visible. The image holds a moment, then fades away, leaving two or three others who had come to watch startled and the elderly Seer chuckling. &amp;quot;Well, then. I hope the acolytes know where the shovels are.&amp;quot; With an effort, she gets to her feet, dusts herself off, and takes herself off into the recesses of the temple, leaving chatter of younger Seers and acolytes behind her.&lt;br /&gt;
:Aldean&lt;br /&gt;
&lt;br /&gt;
===Gilday, Khael 3, 1016===&lt;br /&gt;
====Damage Assessment====&lt;br /&gt;
Concerns about the recent rumors on the deserters-turned-raiders at the war front have risen from the Temple of Althea. Sentinel Godwyn Sylvan has stated interest to find out if these rumors have any truth to them, and is thus looking to form a reconnaissance team to find answers. Make for the Temple District for more information.&lt;br /&gt;
:Godwyn&lt;br /&gt;
&lt;br /&gt;
===Tariday, Khael 2, 1016===&lt;br /&gt;
====Another Celestial Appearance====&lt;br /&gt;
Rumors about 'Paladin Training Sessions' apparently were not unfounded. A man was said to've created an obstacle course and claimed that he could help those present 'prove themselves' paladins. When actual paladins objected to this and began explaining the nature of the calling, he questioned them. Several people tried the obstacle course and failed, but the paladins, working together, were able to cross it succesfully. When they did, the host of the event revealed himself to be some kind of Celestial being of light and wings and soon vanished thereafter, according to rumor. Some speculate that this may have been the same Celestial being that was behind the Braggart's Tavern contest before it was taken over and renamed Steel Von Ironbrew's.&lt;br /&gt;
:Whirlpool&lt;br /&gt;
&lt;br /&gt;
===Eliday, Quintoos 30, 1016===&lt;br /&gt;
====Rumors from the War Front====&lt;br /&gt;
Word starts to spread about one of Arendt's generals, Grey Gore. It seems he's been spotting a lot of omens that promise his defeat to Rune. An owl with the corpse of a raven in its claws. Grey Gore's personal weapon, rusted found in a bloodied personal banner of Grey Gore's. There has also been mentioned a spectre of death that seems to be haunting the man, wherever he goes. More than a few of his troops are starting to lose heart, and it's said that some of his troops have begun to desert. Even more damning, he's been unable to stop raiding in the countryside, unable to protect the people, and it's even being said that his troops are the ones doing the raiding. Grey Gore is losing control of himself, of his troops and Arendt is beginning to lose confidence and quietly starting to look for a replacement.&lt;br /&gt;
:Tatyannah&lt;br /&gt;
&lt;br /&gt;
===Variday, Quintoos 17, 1016===&lt;br /&gt;
====Justice or Vengeance?====&lt;br /&gt;
Over the last week, several people - mostly those who are known for being minor magical shysters of the nastier sorts - have reported being stalked, attacked, and forcibly branded by a woman tattooed with the symbol of Eluna. Their brands are seared into their foreheads, and their wounds otherwise are just enough to subdue them for the branding. Complaints about subverting proper justice procedures have been made to the Temple of Eluna, which has promised to take the situation under contemplation.&lt;br /&gt;
&lt;br /&gt;
(OOC: Want to know more, get involved in the cleansing of the streets, or chastize someone for taking the law into their own hands? Contact Meihui!)&lt;br /&gt;
:Meihui&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Eliday, Quintoos 16, 1016===&lt;br /&gt;
====Caldor Methis Found Alive!====&lt;br /&gt;
Rumors of the Councilman's death have been greatly exagerated. &lt;br /&gt;
 &lt;br /&gt;
In a brief statement issued by the Council of Alexandria, Caldor Methis has been located alive and returned to the city o f Alexandria by brave heroes who faced the fearsome Obsidian Syndicate, that had attempted to kidnap the councilman while he was attending to diplomatic business within Bludgun. Swift conemnations of the criminal organization by both governments followed. Caldor has been seen about town, sporting a very bad limp, but moving under his own power. No doubt these public appearances are to put to ease any who might doubt the story. &lt;br /&gt;
 &lt;br /&gt;
Of course, that's just the official story. &lt;br /&gt;
 &lt;br /&gt;
&amp;lt;&amp;lt;Questions can be ICly directed to Solace, Verna, Corra, Moonshadow, Rhodes, Godwyn, Kiroth and Constantin, as they all mysteriously returned to town around the same time for the keen observer! &amp;gt;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:Whirlpool&lt;br /&gt;
&lt;br /&gt;
====Adamantine Found!====&lt;br /&gt;
The coffers of Rune have received a much needed inflation of gold, as well as their war supplies having been bolstered. Indeed, an unknown quantity of Adamantine has been located by the city-state and is alrady beeing forged into the instruments of war to use against the so-scalled Iron Tide. One Runish Blacksmith can be heard to say, &amp;quot;Iron beats copper, Steel beats iron, and Adamantine carves them all to pieces.&amp;quot; &lt;br /&gt;
 &lt;br /&gt;
He thinks he's clever. &lt;br /&gt;
 &lt;br /&gt;
At any rate, Rune has received a much needed boost from this. &lt;br /&gt;
 &lt;br /&gt;
&amp;lt;&amp;lt;For a look behind the official story, talk to Jareth, Kerbasy, Verna, Ssylrath, Benthus, Aurala and Azog. &amp;gt;&amp;gt;&lt;br /&gt;
:Whirlpool&lt;br /&gt;
&lt;br /&gt;
====The Secure Panacea Wants You!====&lt;br /&gt;
The Secure Panacea, Khazadi trading company, is looking for adventurers who might be interested in helping them delvier a caravan of much needed supplies onto the frontier! &lt;br /&gt;
 &lt;br /&gt;
They are looking for several, reputable individuals. If you're interested, please contact the Guild of Explorers with your qualifications. &lt;br /&gt;
 &lt;br /&gt;
&amp;lt;@Mail Whirlpool&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:Whirlpool&lt;br /&gt;
&lt;br /&gt;
===Variday, Quintoos 10, 1016===&lt;br /&gt;
====A Door in Rune====&lt;br /&gt;
Earlier today, a door opened in Rune. No one knew what it was for, or where it went, and that's why adventurers were sent through it. The door lead to some sort of extraplanar location, where an obelisk dedicated to a Kulthian stood. Being brave adnveturers, it was said that they toppled the obelisk. Worse still, apparently, the bones of those who built were immured within. The door is said to be destabilizing, much like the pocket plane it leads to, but not before the Vardamans were summoned and the bones of many ancient individuals were retrieved for proper burial. &lt;br /&gt;
 &lt;br /&gt;
&amp;lt;&amp;lt;For information, seek out Aevarr, Korrani, Belladona, Aldean, Fa'lere and Dragomir! &amp;gt;&amp;gt;&lt;br /&gt;
:Whirlpool&lt;br /&gt;
&lt;br /&gt;
===Korday, Quintoos 6, 1016===&lt;br /&gt;
====Harvest Festival Announcement====&lt;br /&gt;
Talk of this year's Harvest Festival is beginning to spread around the Lower Markets. A general invitation to the Temple of Althea for a grand feast, for example. Soon enough, word should begin to reach the rest of the city.&lt;br /&gt;
&lt;br /&gt;
(OOC: Visit the Temple of Althea and speak to Godwyn for more details.)&lt;br /&gt;
:Godwyn&lt;br /&gt;
&lt;br /&gt;
===Tariday, Quintoos 4, 1016===&lt;br /&gt;
====Volcano Calms in Dran====&lt;br /&gt;
The volcano that had erupted recently in Dran just as suddenly stops it's huffing and puffing. The rains of ash that plagued the land and more have ceased and things have calmed down. A little. The Dranei force are still busy, thankfully for Rune, and it seems to've bought the beleagured city state time that it has needed to bolster its defenses and resupply. &lt;br /&gt;
 &lt;br /&gt;
The Piarliament of Rune continues to deny any involvement in the eruption while the so-called 'Iron Tide' continues to point fingers in their direction, claiming the timing was the work of wizardry and a clear indication that the wizards of Rune must be brought to heel. &lt;br /&gt;
 &lt;br /&gt;
In other news, preparations for the summit between Khazadi and Stormgaard's leaders are proceeding apace, with the final details in the process of being worked out.&lt;br /&gt;
:Whirlpool&lt;br /&gt;
&lt;br /&gt;
===Variday, Rhaltaas 20, 1016===&lt;br /&gt;
====Hunter's Call====&lt;br /&gt;
The High Hunt honors [[Gilead]]...and its celebrations explode into a world of culture and variety. The [[Egalrin|egalrin]] in their elder days celebrated it under the auspices of [[Caracoroth]], as scourges of the skies. Today it may take the form of spiritual hunts and sky dances, guided by their eldest shamans. Or for the warhawks among them, a confrontation against old blood--old traditions versus new in the darkest hunt of blood and talon and kin against kin.&lt;br /&gt;
&lt;br /&gt;
The [[Sildanyar|sildanyari]] have always celebrated it; their rituals go back to their race's birth, to the time when Gods walked upon Ea and the sildanyari's fae blood ran strong. [[Cosmology|Quelynos]]' unending forests opened before them and their blades of light stood against the blood hordes. For a night, legend says, they touch upon this ancient power and honor their histories. (Though, for [[Mul'niessa|mul'niessa]], it may be a time of mourning or mockery...through Taara's curse, no such light comes to them). The [[Sith-makar|sith-makar]] celebrate it with tribe-wide hunts against [[Am'shere]]'s terrors, eradicating threats to their tribal lands, and the [[Oruch|oruch]] with the beat of hunting drums in the Hound's honor, the air filled with their full-throated hunter's cries.&lt;br /&gt;
&lt;br /&gt;
Among the druids, legend says that the Hunt lessens the barriers between the [[Faiths_and_Pantheons#The_Green_Word|Green]] and the every day. Tales circulate (how true they are, no one can swear to) of pathways glimpsed to wilderness unknown, where forests run forever and great beasts thunder beneath the skies...for some among them, a pale and ghostly stag leads the way, and the hunters may do naught but follow. &lt;br /&gt;
&lt;br /&gt;
Among the [[Myrddion|Myrrish]], the holiday is more well-organized, with honorable targets chosen for the greater good. Among the [[Stormgarde]], endurance and survival are achievements of the greatest hunters, in contests and hunt-gatherings that take place in the mountains' coldest depths.&lt;br /&gt;
&lt;br /&gt;
Though celebrated worldwide, there has never been one way to do so. The High Hunt honors Gilead, it honors the Wild...with traditions both new, and those which trace their lineage to beginning times.&lt;br /&gt;
  &lt;br /&gt;
Against them all stands is Caracoroth, a force who  would end with blooded claw everything the Hunt embodies. His forces stand ready to slake the divine fields with hunters' own blood, to turn the tide against Gilead and turn its power towards His own means.&lt;br /&gt;
&lt;br /&gt;
OOC: This month, we invite you to run your own High Hunt, as well to bring RP to the grid. Explore and invent traditions, tales, and stories, sing the Wild Song, and ready your bow. The High Hunt officially occurs on the 31st, but feel free to celebrate it any day this month, via the power of Dramatic Time.&lt;br /&gt;
&lt;br /&gt;
===Gilday, Rhaltaas 15, 1016===&lt;br /&gt;
====Spiders Found Outside Temples, Gnomes Charged with Reckless Artificing====&lt;br /&gt;
Brundle and Fythe company was pleased to announce their new shrinking ray! &lt;br /&gt;
 &lt;br /&gt;
And enlarging ray. &lt;br /&gt;
 &lt;br /&gt;
Naturally, the two gnomes invention was a complete disaster and enlarged a pair of spiders to gigantic proportions. While there were no casualties and the spiders were swiftly squashed, Brundle and Fythe were still taken into custody on charges of Reckless Artificing.&lt;br /&gt;
&lt;br /&gt;
:Whirlpool&lt;br /&gt;
&lt;br /&gt;
===Eliday, Rhaltaas 12, 1016===&lt;br /&gt;
====A Poster Appears!====&lt;br /&gt;
Just having recovered from the Sendor War and the Time of Troubles, Alexandria faces a new foe in the form of Heth, in the form of Arendt. Its economy struggles to react and its populace waits on a precipice.&lt;br /&gt;
&lt;br /&gt;
That is why the gnomes have decided to help out.&lt;br /&gt;
&lt;br /&gt;
Known for their cheerfulness (as well as unfor--*delete delete delete* fortunate fortunes in local silver mining), the community of Happy Valley has come together with the Alexandrian Council to sponsor an unofficial Week of Heroism! Celebrations are encouraged, tales will be old, and dancing and drinking will be had and done, all in celebration of Alexandria's accomplishments, the heroism of its denizens and their brave deeds!&lt;br /&gt;
&lt;br /&gt;
Posters have magically appeared--as though by gnomish famous illusionary magic! all over the City announcing this. Some of them are animated; all of them are colorful and festive.&lt;br /&gt;
&lt;br /&gt;
So celebrate with us this week, raise a mug to Angoron, and a toast to what makes Alexandria great and good! Or at least what makes it fun!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Eliday, Rhaltaas 05, 1016===&lt;br /&gt;
====Demon Loosed!====&lt;br /&gt;
It was a tpyical day at the Soldier's Defense, with people streaming in and out to conduct their business, when a group of adventurrs fresh from some sort of exploit lost control of a demonic creature they'd captured. Rumor states it was quickly recaptured by several more adventurers who hapepned to be on scene, resulting in a scene like out of a greased pig contest with people trying to dive and grab it. Magic was evnetually used to bring it under control. But what could people want with such a creature, and why keep such a monstrosity alive?&lt;br /&gt;
&lt;br /&gt;
:Whirlpool&lt;br /&gt;
&lt;br /&gt;
===Tariday, Daeshen 30, 1016===&lt;br /&gt;
====Adventure Scout Troop====&lt;br /&gt;
Overheard by the washwomen of the city gathered to do laundry:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Did you hear that Lady Sandy has agreed to be the Den Mother of the local troop of Adventure Scouts?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;No I didn't...who are the Adventure Scouts?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Well I heard that they are a newly formed children's group that teaches children how to become adventurers one day.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;And Lady Sandy is leading them?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Yes, she has agreed to be the Den Mother.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Did she start this group?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Oh no...supposedly the children themselves did it after finding a Handbook in the library by the Most Famous Adventurer in all the World, Baron Alfonso Escabardo Gallient, esquire.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I've heard of him; he's more famous than Steel Von Ironblood!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;When does this group meet?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Three times a week at Lady Sandy's store, Prestigious Moon, now called &amp;quot;The Den&amp;quot; by the Adventure Scouts.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
:Cesran&lt;br /&gt;
&lt;br /&gt;
===Eliday, Daeshen 28, 1016===&lt;br /&gt;
====Summit!====&lt;br /&gt;
As everyone knows, the Khazadi nations have become a seat of powerful, mercantile interests. It should be of no surprise to anyone that negotiations between nations continue, even in these dark times. Hailed as a break-through, Lord Ygfried Hamergostd, the high ruler of Stormgard itself, is said to be travelling to the Khazad capital of Khazad Duin itself to meet with the High King of the United Dawrven peoples. Stormgaard has a great bounty of goods to trade, they say, and the economic development that the Khazad could help bring to the frozen north with their caravans could benefit both realms extensively. Some whisper that the Jarl is facing restlessness amongst the councils that constitute Stormgard's lower bodies of government and that has helped to prompt this move. &lt;br /&gt;
 &lt;br /&gt;
No official date has been yet set for the summit, but it will be the first time in this generation that such a meeting has taken place.&lt;br /&gt;
&lt;br /&gt;
===Gilday, Daeshen 24, 1016 ===&lt;br /&gt;
====Disaster in Dran====&lt;br /&gt;
Dark smoke fills the Dranei horizon and whispers of newly erupted volcano and a river of magma bursting from the earth and tearing through the countryside are rampant. The destruction of a nearby Dranei foundry and the evacuation of surrounding villages are causing some to point and whisper that the mages of Rune were behind it. &lt;br /&gt;
 &lt;br /&gt;
Statements from Parliament deny such accusations and point out that Dran has always been a vocanicly unstable region, and offers of assistance to the civilians of Dran are open ended to those who wish the aid of the Parliament in easing the suffering caused by this eruption. &lt;br /&gt;
 &lt;br /&gt;
This has greatly eased, for a time, the pressure on Rune's front lines as large number of forces have pulled back in the wake of the disaster, but all indications are that this is only temporary.&lt;br /&gt;
&lt;br /&gt;
===Tariday, Daeshen 23, 1016===&lt;br /&gt;
====Touch of War====&lt;br /&gt;
Rumors come swirling from the port city of Tashraan, across the sea from Alexandrai in the deserts of Veyshan. An entire family of merchants and their household came under attack and many members murdered in a brutal attack. Such warfare is often common in Tashraan, but it's the rumors of why that draw Alexandrian ears. They say that the merchant house, the HighHold Trading Company, were in negotiations to deliver supplies to Rune with representatives from that beleagured city-state. It is thought likely that the attack o nthem was a deliberate effort by forces acting on the payroll of the Iron Tide to intimidate those who might deal with Rune as well as to remove a potential player from the board. &lt;br /&gt;
 &lt;br /&gt;
Bloody reprisals are now on-going and bodies are being left in the streets and alleys of Tashraan. Again, not an uncommon thing, as Tashraan is said to be a hive of scum and villainy of all manner on the same level as Vandalheim, but this time it seems to be all about the war in Rune.&lt;br /&gt;
&lt;br /&gt;
===Tariday, Daeshen 16, 1016===&lt;br /&gt;
====Minor Arrest====&lt;br /&gt;
Several lucht were seen this last eve involved in a theft from a costume shop. Though apprehended by the guards, the theft appeared to be mostly in drunken, though good, spirits and an attempt to, &amp;quot;Show old Garsten some!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
They were apprehended by a pair of guards, one of them a sith-makar who was, according to quotes taken at the time, &amp;quot;Sstudying the lawsss of Alessandria.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
The lucht are currently being held at local cells.&lt;br /&gt;
&lt;br /&gt;
:Lahar&lt;br /&gt;
&lt;br /&gt;
===Variday, Daeshen 15, 1016===&lt;br /&gt;
====Battle Indecisive====&lt;br /&gt;
In what some are calling a victory for Rune, a recent battle was fought to standstill against the Dran forces in the abandoned village of Ortha. Dran forces are said to've pursued the Parilamentary Guard into the abandoned village and attempted to smoke out the defending force before being engaged and driven to retreat. Several prisoners were taken, and many more Dran were killed in this defeat. The Runish Parliamentary Guard is often though to be little more than an untrained militia, and thus, this victory is thought to be signfiant, if small, in proving that they can be an effective fighting force. &lt;br /&gt;
 &lt;br /&gt;
Rune has recently asked for more of its mercenary forces to take an active role in training the milita. &lt;br /&gt;
 &lt;br /&gt;
That said, the battle itself did have high casualties for the Guard, and thus, some others are sauing it's simply a sign of a contiuing lack of a decisive victory for either side.&lt;br /&gt;
&lt;br /&gt;
:Whirlpool&lt;br /&gt;
&lt;br /&gt;
===Gilday, Daeshen 03, 1016===&lt;br /&gt;
====Rumors on the Streets====&lt;br /&gt;
Two interesting rumours today. Firstly there was something of an incident at the infamous Goblin house of ill-repute, Ma Rosey's. Apparently local Goblinoid Criminal Two Toes was confronted by several large and well armed people about some kind of debt. After some destruction of property they seemed to reach some kind of agreement without any further violence.&lt;br /&gt;
&lt;br /&gt;
Secondly the temple of Althea seems to have had a small influx of orphans, brought in by Sentinel Godwyn. Grubby and malnourished they are being looked after by the clergy there.&lt;br /&gt;
&lt;br /&gt;
:Yngvild&lt;br /&gt;
&lt;br /&gt;
====Call for Stories!====&lt;br /&gt;
Lelian continues her quest to document the War and the effect it has had on people. She is willing to pay a small amount to hear your stories and record them for the future.&lt;br /&gt;
 &lt;br /&gt;
OOC: I'm almost always available for RP M/W/F during the day, T/Th and weekends are kinda iffy. I may be on, but doing other things. So, if you want to do an interview, just ping me. Or send me a @mail with a story.&lt;br /&gt;
&lt;br /&gt;
:Lelian&lt;br /&gt;
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===Ceriday, Callem 30, 1016 ===&lt;br /&gt;
====They Call Him, &amp;quot;The Skipper&amp;quot;====&lt;br /&gt;
They call him 'The Skipper' now. A child, can't be any more than ten years of age, is now regularly skipping and prancing his way through the lower trade district. It seems he can't move in any way/ but/ a skip. One moment he was moving along nicely through the district and the next... he was skipping to and fro while screaming about how he couldn't stop. He's been spotted a few times since then, still skipping along with a not-so-merry look on his face. &lt;br /&gt;
 &lt;br /&gt;
It's the third such unusual malady to strike a child in recent days.&lt;br /&gt;
&lt;br /&gt;
:Whirlpool&lt;br /&gt;
&lt;br /&gt;
===Korday, Callem 28, 1016===&lt;br /&gt;
====Disaster Averted in Rune!====&lt;br /&gt;
It was towards the end of another long day in the bleagured City State of Rune when the top floor of the tower of the School of Enchanting was engulfed in what appeared to be green hellflame. While this event quickly ended, reports of some sort of demonic attack on the school went far and wide. &lt;br /&gt;
 &lt;br /&gt;
The Parliamnet quickly issued the following statement: &lt;br /&gt;
 &lt;br /&gt;
&amp;quot;Treachery most foul nearly befell Rune tonight when a traitor to our ranks, a minor wizard by the name of Arnus Shagan, unleashed demons in an effort to decapitate the school of enchanting through clever manipulations. Shagan is now to be formerly tried for his crimes punished appropriately as per the rules of Rune. He had hoped, as all traitors do, to gain some monetary reward for his actions from Arendt. It would appear that no base treachery, no vile plan, and no scheme is too low for the enemy confronting Rune. Where has the fabled honor of the Dran gone when they back those would ply the trade of demon-summoning?&amp;quot; &lt;br /&gt;
 &lt;br /&gt;
Shan is being held in an 'undisclosed location'... which probably means he's not even on this plane anymore. &lt;br /&gt;
 &lt;br /&gt;
&amp;lt;RP with Orion, Cressida, Alice, Zlegvog, Laefwyn and Alakton for more details!)&lt;br /&gt;
&lt;br /&gt;
: Whirlpool&lt;br /&gt;
===Tariday, Callem 26, 1016===&lt;br /&gt;
====Strange Malady====&lt;br /&gt;
A child has been taken to the temple of Althea for a strange malady that's afflicted him. His voice has gone from the normal voice of a child to a rather... high pitched squeaky voice. It's very unsuual and most everyone seems to find it amusing, but the clerics of ALthea seem rather stumped as to how to treat it.&lt;br /&gt;
&lt;br /&gt;
:Whirlpool&lt;br /&gt;
&lt;br /&gt;
====Unusual Smell====&lt;br /&gt;
Rumors emanate from the Orphanage that a particular child has developed a most unusual smell. None of the othr children can stand to be around him. Any number of baths appear to be doing nothing to wash the stink off. &amp;quot;It's almost as bad as that rodent vendor,&amp;quot; one is quoted as saying, &amp;quot;but not quite that bad.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
:Whirlpool&lt;br /&gt;
&lt;br /&gt;
===Kesenday, Callem 22, 1016===&lt;br /&gt;
====Evil Plot Broken in Goblintown====&lt;br /&gt;
Though the exact situation is unclear, apparent agents of the treacherous Hobgoblin clan known as 'The Garnaks' were located in Goblintown and their treacherous plan foiled! The Alexandrian Intelligence Operations are taking credit for the deed, declaring success in the effort against the minions odf Thul, and dismiss all reports to the contrary that a group of adventurers stumbled into them by sheer dumb luck investigating a phony kidnapping.&lt;br /&gt;
&lt;br /&gt;
:Whirlpool&lt;br /&gt;
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===Korday, Callem 21, 1016===&lt;br /&gt;
====A Call for Stories====&lt;br /&gt;
Fliers and a bit of news around Alexandria bring the following:&lt;br /&gt;
&lt;br /&gt;
''Lelian, librarian and scribe, wishes to record the stories of those affected by the Dran-Rune War. She would like to hear from soldiers, refugees, prisoners, diplomats, and even regular civilians. These stories will be collected and recorded as a reminder of what transpired in this time.''&lt;br /&gt;
&lt;br /&gt;
OOC: I am not sure how I will RP out any interview scenes, but I'll think of something. In addition, you can also @mail me your stories. I am planning on editting them and putting them on Lelian's wiki page.&lt;br /&gt;
&lt;br /&gt;
IC: (because I am lame and forgot this until after I had put a bunch of stuff in) Lelian is offering a small amount of compensation for peoples' time.&lt;br /&gt;
&lt;br /&gt;
:Lelian&lt;br /&gt;
&lt;br /&gt;
===Tariday, Callem 19, 1016===&lt;br /&gt;
====News from the Front====&lt;br /&gt;
Word of new magics comes down from the northern front. It seems that Rune's magi, armed with new and terrible incantations, have managed to hold firm against Dran's advances in the north. Even though the flow of casualties back to the capital seems unabated, they no longer talk about pulling back.&lt;br /&gt;
&lt;br /&gt;
In other unrelated news, an airship heading southeast from Volstengrad claims to have seen a great white winged shape venting it's anger against the upper slopes of the Sky Curtains. Naturally, it didn't approach closer.&lt;br /&gt;
&lt;br /&gt;
(If you're curious, Alice, Orion, Cressida, Duncan, Renfrey and Rhar may know more ICly -- go find them on the grid)&lt;br /&gt;
&lt;br /&gt;
:Hippieclasm&lt;br /&gt;
&lt;br /&gt;
===Variday, Callem 18, 1016===&lt;br /&gt;
====Vandals strike Tarien's temple!====&lt;br /&gt;
Vandals struck the Temple of Tarien, according to some reports. Well, reports might be giving the tales a little too much credit. More like tavern rumors and jokes told over campfires by followers of Coyote. Nothing was taken and no permanent damage was done, mostly just a mess and some graffiti. It seems rather than getting upset over the incident, Tarienites are split between taking it as a poorly thought prank - though still a prank and therefore something the Laughing One would approve of - and an excuse to spruce up the 'old and already stale' furnishings that haven't been replaced since the last celebration.&lt;br /&gt;
&lt;br /&gt;
An impromptu investigation by Rhar, Jibbom, Tatyannah, Aenyn and Nicolai soon discovered the culprits. A band of young orphans who are no doubt headed for lives of poverty or banditry. Their punishment is...to be taken in and taught how to pull pranks and to rob people more effectively.&lt;br /&gt;
&lt;br /&gt;
Tarienites.&lt;br /&gt;
&lt;br /&gt;
:Nicolai&lt;br /&gt;
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===Tariday, Callem 12, 1016===&lt;br /&gt;
====Plant Pirate Pizzaz====&lt;br /&gt;
A group of adventurer's were contracted by an../honest/ captain to seek out something that his former /honest/ captain had left behind. It seems the captain had hidden something on an isle and while it was discovered where, they were not having much luck getting onto the isle. THe adventurer's undertook the job and set to the isle. There they were beset upon by plant pygmies, but those were narrowly able to be defeated and from there they entered a deep dark dank cave. Well things did not go too well, as it was slippery. There was a fall, a fight, and a nasty belching plant monster. They made it out but there are plans to return eventually and try again.&lt;br /&gt;
&lt;br /&gt;
(For info seek, Lothos, Lyrana, Dur'ankar, Autumn, Grumpins, Selerik, and Smythly. Brought to you by Zlegvog plot)&lt;br /&gt;
&lt;br /&gt;
:Lyrana&lt;br /&gt;
&lt;br /&gt;
===Tariday, Callem 12, 1016===&lt;br /&gt;
====Goblin on a Bear====&lt;br /&gt;
Smyhtly, the so-called Goblin Paladin of Reos, was seen reutrning to town on a...bear. Those who spoke to him say he claimed to want to be like his hero, 'Lady Cinnamon', and that his new friend, 'Muddy', was quite the smart (and apparently harmless, or so the goblin'd have you believe), bear. They were soon seen at the fish market. Buying a lot of fish, of course.&lt;br /&gt;
&lt;br /&gt;
:Smythly&lt;br /&gt;
&lt;br /&gt;
===Kesenday, Callem 08, 1016===&lt;br /&gt;
====Infernal Fire?====&lt;br /&gt;
Last night, a fire broke out near the Lower Market. Details are unclear, but at least one local was seriously burned, and several members of the Guild of Explorers were burned in fighting the blaze. There are unconfirmed reports of a demon involved, and word has begun to circulate of another demon cult in the city. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;&amp;lt;Cesran, Jenner, Klythos, Mikilos, MoonMoonVuk, Svarshan, and Talazia may provide additional details.&amp;gt;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:Mikilos&lt;br /&gt;
&lt;br /&gt;
===Kesenday, Callem 08, 1016===&lt;br /&gt;
====Pet Engineer====&lt;br /&gt;
It seems that there was an emergency. An airship went down and its engineer hadn't been heard from. A group of adventurers were called upon to seek out what had happened and return the engineer if at all possible. The group gathered together, led by the tracking skills of Rhar, they eventually made it to where the ship went down and then tracked to the location of the engineer. Once there they discovered what no one expected. The engineer appeared to be the pet of a grey render. Through libral use of stew laced with prunes, the grey render was rendered out of the picture and the Engineer escorted home. He got lucky though cause for a moment it looked like the render might follow the poor engineer home.&lt;br /&gt;
&lt;br /&gt;
(OOC: this was from Totally Tuesday Spontanaity plot, any questions seekout Rhar, Benthus, Lyrana, Selerik, Grumpins, or Silverwing.)&lt;br /&gt;
&lt;br /&gt;
:Lyrana&lt;br /&gt;
&lt;br /&gt;
===Korday, Aestry 31, 1016===&lt;br /&gt;
====Murder in Rune!====&lt;br /&gt;
In the middle of the night, a large group of guards were summoned to a home near to the wall in the city of Rune. There, they quickly surrounded the small, unassuming looking cottage and far more of them, according to rumor, went inside than could possibly fit. This is not exactly out of the question in a city like Rune. &lt;br /&gt;
 &lt;br /&gt;
Immediately thereafter, the word spreads the Transmuter Korgan was found murdered in his home last night. As a member of the Parliament of Rune, he was apparently on the Subcomitte for Internal Security. His murder raises serious concerns, and has set the city to a restless edge. &lt;br /&gt;
 &lt;br /&gt;
...well... more of one, anyways.&lt;br /&gt;
&lt;br /&gt;
:Whirlpool&lt;br /&gt;
&lt;br /&gt;
===Gilday, Aestry 30, 1016===&lt;br /&gt;
====Refugees declare: Ogres, Worgs...====&lt;br /&gt;
It seems that a group of adventurers recently were contracted to help evacuate a village before Dran forces could get too close. The group arrived and the evacuation was started. Just before they got into the clear a group of bugbears and worgs attacked. They were led by an ogre. It was close, the worgs kept tripping folks but eventually they took them down. The Sling is truly a mighty weapon. Only a couple refugees were killed most made to safety.&lt;br /&gt;
&lt;br /&gt;
(For Information talk to Corra, Lothos, Alakton, Laefwyn, or Lelian)&lt;br /&gt;
&lt;br /&gt;
: Corra&lt;br /&gt;
&lt;br /&gt;
===Variday, Aestry 21, 1016===&lt;br /&gt;
====Renewed Trade with Veyshan====&lt;br /&gt;
With food prices spiking, trade with the Veyshanti has become more important, which is why it was a relief for many merchants to hear that the trade routes across the sea have resumed with no further loss of ships. Recently, a few had dissapeared along the usual route from Tashraan, but it would appear whatever was causing that has ended. &lt;br /&gt;
 &lt;br /&gt;
While Alexandria does not buy food from Veyshan, obviously, and is in fact considered the 'breadbasket' of much of it's immediate area with it's strength of agriculture, the resumption of obstructed trade should help offset the increase in price.&lt;br /&gt;
&lt;br /&gt;
: Whirlpool&lt;br /&gt;
&lt;br /&gt;
===Eliday, Aestry 20, 1016===&lt;br /&gt;
====Attempted Kidnapping in Rune!====&lt;br /&gt;
The famed(???) Professor Fizzulefuse was the victim of an attempted kidnapping by constructs. Some speculate that they were, of course, of his own devise and that the project went awry, but such things could never happen to the famed Professor Fizzlefuse, right? &lt;br /&gt;
 &lt;br /&gt;
Right. &lt;br /&gt;
 &lt;br /&gt;
At any rate, they were defeated, and the Professor moved to another inn. &lt;br /&gt;
 &lt;br /&gt;
No one is blaming Dran for the attack.&lt;br /&gt;
&lt;br /&gt;
: Posted by Whirlpool&lt;br /&gt;
&lt;br /&gt;
===Eliday, Aestry 20, 1016===&lt;br /&gt;
====Denouncement of Rune====&lt;br /&gt;
An angry letter from Arendt is making the rounds, loudly accusing Rune of murdering it's own civilians and trying to cast the blame on Dran's forces. He openly blames Rune for the event and swears that any and all civilians who wish to surrender to the Dran will be treated with mercy and honor, as well as given a chance to start a new under Dran's rule. &lt;br /&gt;
 &lt;br /&gt;
Naturally, this fine bit of propaganda is earning many scoffs within the walls of Rune, and raucous laughter in Alexandria, but for those caught between the warring powers, it might just make letting Dran roll over them seem a bit more tempting.&lt;br /&gt;
&lt;br /&gt;
: Posted by Whirlpool&lt;br /&gt;
&lt;br /&gt;
===Eliday, Firetide 1, 1016===&lt;br /&gt;
====A Successful Hunt====&lt;br /&gt;
The tracking party that set out after the disruption at Mictlan returns with a trussed up Lucht. Seems they caught whoever it is they were after. &lt;br /&gt;
 &lt;br /&gt;
OOC: Questions to Sslyrath, Solace, Azog, Lorien, and Radek.&lt;br /&gt;
&lt;br /&gt;
====Something's Brewing!====&lt;br /&gt;
&amp;quot;Mead? You call that a mead?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Better'n yours!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;MY MEAD IS MADE ONLY WITH THE FINEST HONEY. I feed me bees no less than 10 proof,&amp;quot; says the second brewer more modestly, as she pushes back a mane of khazad-true hair.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Oh! And I feed mine 15!&amp;quot; goes her opponent, obviously lying, but the debate is thick now, and the stories soon grander.&lt;br /&gt;
&lt;br /&gt;
Such are the debates on the streets... /something/ is (haha) brewing. With the coming of summer, the khazad are breaking out the summer ales and even whiskeys, topping the latter off with mixes flavored by bloodstone and deepcrystal and newfangled...they whisper...&lt;br /&gt;
&lt;br /&gt;
...ice. Soon more easily obtainable, for cold, chilled drinks under summer's heat. The rumors hint, in a few overly-vocal, khazad debates. &lt;br /&gt;
&lt;br /&gt;
It's a /rumor/. But the heat already over the Alexandrian metropolis has more than a few excited...and more than a few local merchants looking over their shoulders, at more evidence of the growing power of the khazad empire.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Kesenday, Hattanan 30, 1016===&lt;br /&gt;
====The Sith-makar Empress to Mictlan====&lt;br /&gt;
Today, the Sith-Makar Empress took a trip to the holy site, a land of Dragon Bones, known as Mictlan. It was there that she spoke to those present to learn the history of the place and to bless the union between Alexandria and the people of Am'shere. It is also said that the Dragon Knight, Anise, was in attendance and that a Dran spy may well have been captured in the vicinity. No one in authority has confirmed or denied this, but a group of riders set off on an effort to track additional friends that might've been with this rumored spy.&lt;br /&gt;
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===Korday, Hattanan 29, 1016===&lt;br /&gt;
====Sewer Work====&lt;br /&gt;
There seems to be an unusual amount of work going on in the swwers lately. A whole lot more people than usual dressed in sewer worker's suits going in and out of it. Someone in the government is clearly up to something.&lt;br /&gt;
&lt;br /&gt;
====Brain Drain====&lt;br /&gt;
While the Conclave has been broken for years now, there are a great many wizards who still feel some loyalty to the nation and city that birthed it. &lt;br /&gt;
 &lt;br /&gt;
A great many sorcerers, wizards, and other dabblers in the magical arts are flocking to volunteer their service in Rune's protection, much to the chagrin of their former patron states.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Variday, Hattanan 23, 1016===&lt;br /&gt;
====The Madness of Angorites and Dinosaurs====&lt;br /&gt;
Angorites are mad. &lt;br /&gt;
 &lt;br /&gt;
Hiring Wizards to summon giant lizards from Am'shere /just/ so they could practice wrestling on them? /Mad/. &lt;br /&gt;
 &lt;br /&gt;
Apparently, no one died. This is probably because there were clerics nearby.&lt;br /&gt;
&lt;br /&gt;
====Well, Sir...It had Wings. Sort of.====&lt;br /&gt;
Late--or rather, early this Variday saw a group of oruch were seen going from tavern to tavern. The oruch themselves were unremarkable...but the large, long-beaked bird-creature trailing along through the streets and behind them, well.&lt;br /&gt;
&lt;br /&gt;
THAT was a sight to see!&lt;br /&gt;
&lt;br /&gt;
The 'pterodactyl' was apparently (it turns out) a prank by some Tarienites, wanting to have some fun with the recent dinosaur wrestling event. &lt;br /&gt;
&lt;br /&gt;
In light of this, the drunken rampage that occured an hour later (apparently those same oruch, but reports also blame it on gnomes; everyone blames it on gnomes) was almost overlooked.&lt;br /&gt;
&lt;br /&gt;
Supposedly, though, it had something to do about baths.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Gilday, Hattanan 21, 1016===&lt;br /&gt;
====Merchant Ties Cross Cultures====&lt;br /&gt;
&amp;quot;'Ey. Yeah, business has been busy, praise Truehammer. What with the war...I mean, it's not a war. But you know how it goes.&amp;quot; The khazad-aul rubs at his beard. He watches one of the Am'sherians explore the shop. The sith-makar picks up an axe, then a blade.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;You like that one? Black ash-forged. Passed down son to son, to daughter. Hah! Then to me! Legend has it--we forged Caracoroth's chains, you know.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The sith looks up, eyes narrowing. &amp;quot;Sarasorothh?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
There's an awkward pause.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Think I heard one of you 'scales refer to him as the Hunger Dragon.&amp;quot; At that, the sith-makar's eyes widen, then narrow in speculation.&lt;br /&gt;
&lt;br /&gt;
He purchases the axe with a thanks to the 'ssoftskin', before making his way out again.&lt;br /&gt;
&lt;br /&gt;
Tales like this are becoming while not uncommon, at least less rare, with the visit of the Empress. The khazad, rightly famous for their goods and wares, have found business booming among local adventurers, and it's said the clans may be sending in another skilled craftsman or...three, to help spread the load.&lt;br /&gt;
&lt;br /&gt;
The khazad have never been shy about spotting a business opportunity.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Eliday, Hattanan 18, 1016===&lt;br /&gt;
====Reports from Rune====&lt;br /&gt;
No one ever said conquering Rune would be easy. &lt;br /&gt;
 &lt;br /&gt;
The so-called 'Iron Tide' of the warlord Arendt and the Adomari Oruch are engaged in a brutal slugfest with the defensive forces of Rune. Early reports are that the cost in blood is high on both sides, though Rune's magical prowess has so far limited its losses -- but those losses it does suffer are far more grievous. And as news of high toll spreads, pradoxically, more warriors of Dran rush to join the fighting to be part of it's 'glory'.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Ceriday, Hattanan 17, 1016===&lt;br /&gt;
====Wealthy Youth?====&lt;br /&gt;
Recently, several merchants involved in the trade of arms and armor report attemots to purchsae weaposn by a large number of children, perhaps a dozen of them, who seemed incredibly rich for their age and street-clothes. This has resulted in several arched eyebrows. The few merchants talking about it indicate that they did not sell to them, themselves, but that no doubt someone did.&lt;br /&gt;
&lt;br /&gt;
====Light Show====&lt;br /&gt;
Alexandrian military maneuvers and war drills, involving their airship fleet, were sighted around the Red Ridge Mountains rencently. Witnesses reports many strange lights and flashes coming from the mountains that night, but the government assures all citizens of Alexandria that this was nothing more than a routine military exercise.&lt;br /&gt;
&lt;br /&gt;
====Arendt Speaks====&lt;br /&gt;
The following missive is found nailed in several key points all over the city. It is apparently a missive from Warlord Arendt, commander of the forces that are marching on and are engaged in mighty battle with the nation of Rune. &lt;br /&gt;
&lt;br /&gt;
Citizens of Alexandria. &lt;br /&gt;
&lt;br /&gt;
Know first that I am Arendt. It is upon my shoulders that the Gods have, in their infinite wisdom and through the course of destiny, bestowed upon me the privledge and obligation to lead our mighty armies into battle with with Rune under the leadership of the so-called Parliament of the Magi. &lt;br /&gt;
&lt;br /&gt;
Due to a lack of faith in the leadership of Alexandria, who cowers behind the walls of their Castellum and meddles in the affairs of nations which have no recourse against them, I have directly reached out to the people of Alexandria in the hopes their wisdom will allow them to see the proper course.&lt;br /&gt;
&lt;br /&gt;
My grievances with the government of Alexandria are not grievances with it's people, for whom those of Dran and Alexandria have a great deal more in common with than they may realize. We have both persevered in the face of treachery, both stood against the darkness, and both sought freedom from those who would control us. Both have stood with honor and determinaion in the face of overwhelming odds and roared defiance against destiny itself when fate conspired to destroy it.&lt;br /&gt;
&lt;br /&gt;
There are, however, grievances against the government and ruling council of the Alexandros region. I shall list them and ask the people to consider them.&lt;br /&gt;
&lt;br /&gt;
1) The Ruling Council of Alexandria recently reactivated, during a period of great madness, the so-called 'Planar Disjunction Cannon'. Since it's reactivation, the Council has fired this destructive weapon not once, but twice.&lt;br /&gt;
&lt;br /&gt;
2) The so-called Azure Queen, a spirit of madness, was inhabiting the city at that time. Only the mad would think the reactivation of such a Kulthian weapon would be wise, let alone to use it. It is a sign of a lack of belief in the people of the city's strength to defend themselves from all comers that they would claim this is for defense. And we both know Alexandrians are stronger than that.&lt;br /&gt;
&lt;br /&gt;
3) We ask you, then, to question why Alexandria has the Planar Disjunction Cannon in action and to fear for what damage it might cause. I am told that elementals appear in its vicinity in alarming regularity. The Council's mad grab for power puts the innocent at risk, where as in Dran, one can walk from one of the Khanate to another with nary a danger. Our strength sees to it. Your's would as well, if you were to embrace it.&lt;br /&gt;
&lt;br /&gt;
4) Alexandria has taken a dragon knight onto it's lands, despite knowing that these so-called knights are honorless curs in the thrall of their dragon overlords. Man is not meant to be subject to monster or beast. Dragonier paid for this with the life of most of it's citizens. Do not allow the Council to fall under the sway of such a creature, nor to hide criminals from Dran's hand of justice. We ask you, civilians of Alexandria, to pressure your council. Turn over the Dragon Knight to us so that we may verify that she is the one we seek. If she is not, you have my word that no harm will come to her by my hand or order. We have reason to believe that the Dragon Knight, this /criminal/ has been allowed in with the full knowledge of the Alexandrian government. They hide a fugitive from justice, and why? What /reason/ could your Council have to do this thing? Ask them. See how they respond.&lt;br /&gt;
&lt;br /&gt;
5) The diplomatic mission of Alexandria to Dran was nothing more than a pretext. They sought us out in the name of Peace, and gracious and honored as we are, we allow them to parley, without fear of a repeat of history. They attempted to assassinate us and, when that failed on account of our wisdom and preperation, attempted to flee, as honorless dogs always shall, into the hands of those who might shelter them in Rune. We immediately launched our invasion and laid low your 'diplomatic mission' that was not. Such an affront can not be allowed to pass without punishment. Your government meddles and then hides behind others who will need to shed blood for their crimes, scuttling our ongoinbg negotations with Rune for recompense over the death done in their name and Dran does not forget. This war is on the hands of the government's of Rune and Alenxandria.&lt;br /&gt;
&lt;br /&gt;
6) We do not declare war on you, people of Alexandria, as we've no wish to shed the blood of a strong and honorable people for whom we have more in common than they may realize. The strength of Dran will stand with it's people should they wish to take action and replace their leadership. Should, however, the people of Alexandria choose hostility and belligerance in defense of Rune, we will act. All who oppose our justice shall drown in a tide of blood and iron. We will have justice.&lt;br /&gt;
&lt;br /&gt;
7) Heth. Know that we have another reason for striking Rune. In it's vaults, Rune has a great many magical artifacts and powers which it has witheld out of 'wisdom'. Cowardice, I say. The power of Rune could've been turned to save many Dragonieri lives, but they were deadlocked in pathetic debates over 'procedure'. How many /more/ Dragonieri lives could've been saved had the wizards of Rune been willing to risk their use? We will take this power of Rune, and it's might, and turn it towards Dragonier and do battle with Heth. This I promise. No more will the mighty hide in their towers and declare it wisdom when they do nothing. The elves would have you believe we have squandered an age of man. I say nay! The age of MIGHT will begin with our hands! I call on all who seek justice and to defeat the darkness of this world to stand with me.&lt;br /&gt;
&lt;br /&gt;
:ANGORON and KOR shall GUIDE OUR HANDS. &lt;br /&gt;
&lt;br /&gt;
: For victory and honor. &lt;br /&gt;
&lt;br /&gt;
:ARENDT&lt;br /&gt;
&lt;br /&gt;
=====Responses to Arendt=====&lt;br /&gt;
======Jeor======&lt;br /&gt;
Any who frequent the gambling dens, bars or training arena will have a hard time not overhearing a boisterous giantborn in finery named Jeor. Comments include the following: &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Ardent is a coward! He openly admits his fear of the spell cannon and the good peoples of the city. He would try and compliment us and insult us all in the same sentence. Hes a small dog with a very loud bark who simply wants to add more problems to the ones we have.&amp;quot;  r r Anyone who wishes to delve further into these opinions or wager some gold on cards can speak with Jeor.&lt;br /&gt;
&lt;br /&gt;
======Fa'lere======&lt;br /&gt;
You dare invoke the name of Angoron, when you restrict the freedom of another country? Invoke the name of the strongest of the gods, to strike down people clearly incapable of defending themselves, not once...but twice. You say we are a strong and honorable people when, before that, you accuse the ruling coucil, as well as the rest of Alexandria by proxy, of cowering behind it's walls!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Who are the real cowards here?&lt;br /&gt;
&lt;br /&gt;
It is clearly not Alexandria. They have clearly more strength that Arendt to even seek peaceful negotiations in the first place. Alexandria opened their hand to Dran, and Arendt for peace. Instead it was met with a closed fist. Only a TRUE coward attacks when someone offers peace.&lt;br /&gt;
&lt;br /&gt;
ARENDT SPITS IN THE FACE OF ANGORON WITH HIS LIES!&lt;br /&gt;
&lt;br /&gt;
======Azog======&lt;br /&gt;
A rebuttal to Arendt's posting is placed by several of them. The first is nailed deeply, a few of the rest are stuck with glue, possibly by hired poster hangars. The text is almost certainly that of a hired scribe. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;The words of Arendt of Dran have some lies to them, and that calls the truth of the other words into question. But some things may be true, and we of Alexandria are owed answers. &lt;br /&gt;
&lt;br /&gt;
It is said that the Dragon Knight slew the Warlord of Dran, Arendt's predecessor, under a flag of parley. This action is contrary to honor and has not been disavowed by the Dragon Knight. This story has been told by many sources, and none have denied it. The truth of this matter is of importance because many of Arendt's actions would be justified by revenge for that treachery, if it is true. &lt;br /&gt;
&lt;br /&gt;
I do know that the diplomatic mission to Dran was not pretext. It was foolish, shortsighted, ignorant of Dranei honor, and effectively meaningless even beyond the events that transpired, but it was not a pretext for treachery. And I know this because I was there. The Alexandrian diplomat was killed in lieu of the Dragon Knight, who would not allow justice to be done where all can see. However, the airship was taken by Arendt's order; his troops were not sent to stop it but were aboard as passengers, flying under an Alexandrian flag to catch Rune at unawares. Arendt's accusation that the government meddles in foreign affairs and hides behind adventurers who shed blood for them is true, though it is not relevant to the issue. &lt;br /&gt;
&lt;br /&gt;
The statement that the war is on the hands of Alexandria is of course propaganda as much as the peace attempt was, and just as meaningless. Dran's war is a war of conquest and honor, but Arendt does not believe Alexandria understand Dranei honor, and I think he is right in that. So these words may be his way of offering peace with the rest of the city once the Dragon Knight is brought to justice.&lt;br /&gt;
&lt;br /&gt;
So, if the Dragon Knight will stand up rather than hide behind Alexandria, who suffers for her alleged actions, then the truth of matters may be seen and judged by those of honor. Only when that is settled may Arent be dealt with justly.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
======Svarshan======&lt;br /&gt;
Underneath some of these fliers, a second one is posted. The writing is shaking but carefully done. The style looks slightly Myrrish though only nominally. It reads:&lt;br /&gt;
&lt;br /&gt;
The mouth of Arendt speaks, and says that Dran wishes to punish Dragonier. &lt;br /&gt;
&lt;br /&gt;
They say Dragonier dishonored them. &lt;br /&gt;
&lt;br /&gt;
Yet, Dragonier is dead. We see with our own eyes this truth. Its people starve. Its children cry out in blood and terror. They walk our streets as skeletons without names or homes.&lt;br /&gt;
&lt;br /&gt;
Dran has had its retribution. It has won utter destruction of its enemy, its enemies' children. It has won utter destruction now and for the future. The children of these children shall have no home and no people.&lt;br /&gt;
&lt;br /&gt;
Yet perversely, it still hungers. Arendt -craves-.&lt;br /&gt;
&lt;br /&gt;
Caracoroth must speak from the maw of Arendt. For when he speaks, Arendt's hunger knows no bounds and its truth lies before us in its baldfaced starkness. &lt;br /&gt;
&lt;br /&gt;
Arendt, we name you the Hungry Maw, who seeks the blood of children. You bear the fire of the Blood Wolf in your gaze and you seek to devour the world around you. You wear the lust of Kor and the guidance of Hunger.&lt;br /&gt;
&lt;br /&gt;
Beneath it is signed, in reddened ink: 'And all shall belong to the jaws of Caracoroth, the eternal hunger. His ache knows no bounds; may all the nations of man be crushed beneath his jaw and digested unto his stomach. Red oblivion awaits them.' - The Book of Hunger, year 014, writ during the Years of the Sword&lt;br /&gt;
&lt;br /&gt;
======Crow======&lt;br /&gt;
(Posted in a few public places, written on simple paper without decoration)&lt;br /&gt;
&lt;br /&gt;
Citizens of Alexandria,&lt;br /&gt;
&lt;br /&gt;
You probably don't know me. To some, I'm a familiar face. To most, I'm a stranger in your city who follows strange ways many consider outdated or mere superstition. That's fine. All I ask of you is your time, and simple consideration.&lt;br /&gt;
&lt;br /&gt;
Many words have been said by Arendt and others in regards to the actions taking place outside of Alexandria. I won't take the time to repeat them here. You already know what's said.&lt;br /&gt;
&lt;br /&gt;
What you might not have considered is this: War is ugly. This is a fact of life that many are familiar with. Some of you have probably even served in a conflict of some nature, and have a firsthand understanding of exactly what is meant. The fact that we are on the precipice of engaging a foe that is intelligent, determined, and powerful only adds to the potential for ruin, should we engage this hastily.&lt;br /&gt;
&lt;br /&gt;
Alexandria was not involved in this in the beginning, from what I've come to understand. It was brought into this by the actions of others. We were not given a choice in the matter then. But we have a choice to make now.&lt;br /&gt;
&lt;br /&gt;
Alexandria already suffers greatly. As a caretaker of the land, my first duty is to -the land-. Not to those of a political affiliation, or those of a particular religious ideology. And I ask you now to consider the consequences for -the land- should Alexandria engage this man.&lt;br /&gt;
&lt;br /&gt;
The Felwood is a growing threat, a place of chaos and disorder that seeks to spread and continue twisting the existence of the land around it. It's been kept in check by the diligent efforts of those like myself, those who take an interest in making sure that this affliction doesn't spread. The strength of the natural world around it seems to be one of the things that keep it from growing.&lt;br /&gt;
&lt;br /&gt;
But that world is now being threatened with war. With smoke and fire, sword and blood, chaos and madness. These are the things that feed the wounds created in nature. These are the things that could cause its growth to become unchecked. And that's only one of the many slings and arrows that could befall this land if we go to war.&lt;br /&gt;
&lt;br /&gt;
I'm not saying that those who believe we should go to war are wrong. I'm not saying that those who don't support war are right. What I'm asking of you is this: consider, for a moment, if the problems of strangers are worth the risk to your land. This land. Your -children's land-. The Warlord is described as a monster, but the man is clearly not mad. He's cunning, and ruthless, and determined. He's raised points that should be considered before a decision is made, answers that must be found before you can, in good concience, decide if the risk is worth the reward.&lt;br /&gt;
&lt;br /&gt;
I implore you not to act rashly in this. Weigh this decision carefully. The future of many generations could be at stake, and in the years to come, they will ask the most important question: Why is the world we've been given in the state that it's in?&lt;br /&gt;
&lt;br /&gt;
How do you want to be able to answer?&lt;br /&gt;
&lt;br /&gt;
With All Respect,&lt;br /&gt;
&lt;br /&gt;
:Druid Crow&lt;br /&gt;
&lt;br /&gt;
======Ssylrath======&lt;br /&gt;
Posted in response to one of the Warlord's messages:&lt;br /&gt;
&lt;br /&gt;
Which is it? Is Heth the prime threat that Rune should have been fighting to save Dragonier from, or is he a just punishment for Dragonier's sins? How is invading Rune, the prime target of Heth's depredations outside Dragonier, just retribution for an act taken by an agent of the former Dragonier government? &lt;br /&gt;
&lt;br /&gt;
If Heth is such a threat then ally with Rune against him. Bring your combined arms to bear and Heth will be defeated. No, instead you strengthen Heth by trying to destroy his enemy.&lt;br /&gt;
&lt;br /&gt;
Ssylrath of Am'shere&lt;br /&gt;
&lt;br /&gt;
======Stjepan======&lt;br /&gt;
It seems that someone has taken to scrawling graffiti on Arendt's posters, circling point five: ARENDT, YOU TRY TO USE BIG WORDS BUT FAIL. THE APOSTROPHE DOES NOT PLURALIZE. ANGORON DEMANDS RIGOUR AND PROPER PUNCTUATION.&lt;br /&gt;
&lt;br /&gt;
It's not hard to figure out who is doing this, really, since the artiste is a very large giant born who writes in big block letters.&lt;br /&gt;
&lt;br /&gt;
======Colrick======&lt;br /&gt;
Alexandrians, Arendt talks to us as if we were children who know nothing of what we face, but we know all too well.&lt;br /&gt;
&lt;br /&gt;
It was only decades ago that we lived under the tyranny of an invader, the hated Witch Queen Altima. She conquered our land and for years we suffered under her brutal rule. A generation of Alexandrians was born in servitude, forced to watch the public executions of their loved ones, until our struggle eventually regained our freedom at great cost.&lt;br /&gt;
&lt;br /&gt;
Not long after breaking free of our chains we witnessed Sendor fall prey to the desires of another conqueror. Having felt the lash of the whip on our backs, we stood up and marched to war so that our friends would never have to endure what we did. Our triumph ensured Sendor's peace and prosperity.&lt;br /&gt;
&lt;br /&gt;
Now Arendt sets his eyes upon Rune, claiming his war is just, but we know the truth. We have first-hand experience with conquerors. We know what he is, we know what he intends to do, and we will not stand idly by. We have already shouted out our denial twice and raised our weapons against his kind, it is time to do it again.&lt;br /&gt;
&lt;br /&gt;
======Tatyannah======&lt;br /&gt;
There's various graffiti from the same hand that says either 'Shut up, Arendt, you jackass. You know, if you'd stopped before the bit about the diplomatic mission, you'd have gained more support, but you're a moron who overreaches', 'Masterly, I'm going to find you and kill you' and there might be the occasional 'I am coming for your gold'.&lt;br /&gt;
&lt;br /&gt;
======Jareth======&lt;br /&gt;
Overheard at the Wayfarer's while dining and drinking with friends, someone asks Jareth for his opinion on the Dranei invasion of Rune and Arendt's claims.&lt;br /&gt;
&lt;br /&gt;
Downing his ale, Jareth wipes his mouth with the back of his hand and leans forward a little in his chair to say,&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I have an easy solution. One that can save a lot of bloodshed and lies. Arendt should come meet me on the battlefield. No Dragon Riders. No Spell Cannon. No shambling undead. No wizards of Rune. Just him, me and our steel. Save the war chests from being diminished in any way.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
This is followed by a call for another pitcher and more of whatever is being roasted over the fire.&lt;br /&gt;
&lt;br /&gt;
======Bor======&lt;br /&gt;
Overheard in conversation amongst the citizens that traverse the Temple District is talk a scene that happened earlier today. Bor, one of the rare Giantborn Chosen of Daeus, was seen reading one of the missives posted for Arendt. The few brave souls willing to speak to the Giantborn, a race known to have helped the Dran in the past, asked him what he thought of the War Lords proclamation.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The gods provide guidance to everyone. It's not often they speak with us directly. Angoron uses his Strength to protect the people. Not to make people do what he thinks is right. This isn't Angoron's way. The Iron Behemoth won't be pleased. Someone will need to speak to the followers of Angoron to remind them. Know that there are those that will stand to protect instead of make War. I will stand to protect those that can't protect themselves.&amp;quot;&lt;br /&gt;
 &lt;br /&gt;
In after thought, the folks that were actually nearby during the conversation will add that he said something like, &amp;quot;The Words of Man rarely are what the gods tell him, but what he wanted to hear for himself.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
======Ceres======&lt;br /&gt;
It takes a little time, and more than a little effort, but a new song starts to make the rounds, first in the taverns and inns where Alexandria's Adventurers spend much of their time. Then it spreads, often as not by a certain adventuring bard, then by others. Not her usual style, not up to her usual polish, but then - consider the subject matter. &lt;br /&gt;
&lt;br /&gt;
:'Now Smackwater Arendt, he had an dran army.... &lt;br /&gt;
:Cause he... was in the mood for little confrontation &lt;br /&gt;
:He just let it all hang loose &lt;br /&gt;
:He didn't care about the truth &lt;br /&gt;
:He wanted to give all the abuse &lt;br /&gt;
:So he started a war with the wizards' Rune. &lt;br /&gt;
&lt;br /&gt;
:You can't talk to a man &lt;br /&gt;
:With an army in his hand &lt;br /&gt;
:Army in his hand. &lt;br /&gt;
&lt;br /&gt;
:Now Big Jareth the hero stood for law and order &lt;br /&gt;
:He called for the blackguard to come and meet at the border &lt;br /&gt;
:Now from his bulldog mouth &lt;br /&gt;
:As he met the man up south &lt;br /&gt;
:Came the cry, we got to ride &lt;br /&gt;
:Clean up the 'side for our friends and neighbours &lt;br /&gt;
&lt;br /&gt;
:You can't talk to a man &lt;br /&gt;
:When he already understands &lt;br /&gt;
:No, no, no, no, no, no &lt;br /&gt;
&lt;br /&gt;
:The battle was in all the papers &lt;br /&gt;
:Cause you know, he beat ole Arendt right then instead of later &lt;br /&gt;
:You know the countries were quite pleased &lt;br /&gt;
:'Cause the tyrant had been seized &lt;br /&gt;
:And on a whole, it was a very good year &lt;br /&gt;
:For the Adventurers Guild &lt;br /&gt;
&lt;br /&gt;
:You know, you know, you can't talk to a man &lt;br /&gt;
:With an army in his hand &lt;br /&gt;
:Army in his hand. &lt;br /&gt;
&lt;br /&gt;
:Smackwater Arendt, yeah &lt;br /&gt;
:Smackwater Arendt bought an army &lt;br /&gt;
:Yeah, Smackwater Arendt bought an army &lt;br /&gt;
:Smackwater Arendt, yeah &lt;br /&gt;
:Smackwater Arendt, yeah &lt;br /&gt;
&lt;br /&gt;
:Talkin' about Smackwater Arendt, yeah &lt;br /&gt;
:Talkin' about Smackwater Arendt, oh &lt;br /&gt;
:Talkin' about Arendt and his army &lt;br /&gt;
:Talkin' about Smack, talkin' about Arendt &lt;br /&gt;
:Smackwater Arendt, yeah.' &lt;br /&gt;
&lt;br /&gt;
======Mikilos======&lt;br /&gt;
Posted next to several posts made by Arendt. Where room can be found amoung other replies.&lt;br /&gt;
&lt;br /&gt;
The previous message uses a great many words, many of them big words, in order to confuse the issue. Allow me, humble readers, to translate for you: &lt;br /&gt;
&lt;br /&gt;
'Me Arendt. Me Big Guy. You pay attention to me. Me not like Alexandria leaders. Alexandira people okay. Me prove: &lt;br /&gt;
&lt;br /&gt;
1) Spell Cannon bad. &lt;br /&gt;
&lt;br /&gt;
2) Blue Bitch bad. &lt;br /&gt;
&lt;br /&gt;
3) Spell cannon still bad. &lt;br /&gt;
&lt;br /&gt;
4) Dragon Knight bad. &lt;br /&gt;
&lt;br /&gt;
5) Talking bad, when not say what me want to hear. &lt;br /&gt;
&lt;br /&gt;
6) Me think you okay, but you not do what me want, me hit you. &lt;br /&gt;
&lt;br /&gt;
7) Wizards dumb. Me smart. Me take wizard power, use like smart. &lt;br /&gt;
&lt;br /&gt;
Blah blah, me big man. &lt;br /&gt;
&lt;br /&gt;
ARENDT'&lt;br /&gt;
&lt;br /&gt;
======Karelin======&lt;br /&gt;
Another response to Arendt's posters appears at the Arena, both in handbills and as an insert to program guides as well. Eventually, they're used to wrap finger foods, too.&lt;br /&gt;
&lt;br /&gt;
ARENDT: LIMP WARLORD OF DRAN&lt;br /&gt;
&lt;br /&gt;
Another lick-spittle all-conquering warlord is waving his three-inch quill all over Alexandria's wall. He's not the first and he's certainly not the most creative. The logic in his argument is weak and flaccid, puffed up by big words that have more place in an arena for entertainment's sake than out of the mouth of someone sending people off to fight and die.&lt;br /&gt;
&lt;br /&gt;
I should I know, I do it for real.&lt;br /&gt;
&lt;br /&gt;
He implied that we're crazy for using the weapons at our disposal to defend ourselves. It's not crazy; as any true worshipper of Kor would know -- it's only good sense. He claims to be saving us from Heth by striking down those who know how to use the tools at their disposal. This? This is crazy. Maybe the Azure Queen snuck into his tent when he was fantasizing about being a real warrior and planted this fantasy in his head. Leave the fighting to the soldiers and the wizarding to the wizards, especially against an enemy as strong as Heth. He conveniently ignores the threat of Skald to his left flank. He is going to need all of Angoron's protection, because Kor is going to toss him in the gutters for his abject ignorance of the arts of war.&lt;br /&gt;
&lt;br /&gt;
Arendt is an embarrassment to The Warlord and by Kor Makar's holy names, not deserving of the hand he used to blaspheme their names.&lt;br /&gt;
&lt;br /&gt;
Karelin Andarin, Warbringer of Solmnus, Hero of Blar and Arendt's Mother&lt;br /&gt;
&lt;br /&gt;
===Tariday, Hattanan 13, 1016===&lt;br /&gt;
====Treaty Signing====&lt;br /&gt;
It would appear that negotiations between the Council of Alexandria and the Empress of the Sith-Makar has gone well. There are rumors circulating that an official treaty of some kind will be signed any day now and it will no doubt be accompanied by spectacle and celebration. No doubt that Alexandria is in a unique position to gain access to such an alliance, given that the lone permanent gateway to the land of Am'shere lays within their territory. &lt;br /&gt;
&lt;br /&gt;
Still, one must wonder what the terms are, and what exactly the treaty will entail. No doubt a public announcement will be due soon, and one can not ignore the political signifance of such a treaty being concluded within days of Alexandria's announcement of support for Rune.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Eliday, Hattanan 11, 1016===&lt;br /&gt;
====Executed====&lt;br /&gt;
Rumors are coming down from those with an ear on the council, which has spent the better part of the last few days in meetings to discuss the situation between Dran and Rune, that the ambassador to Dran was /personally executed/ by the warlord, a fellow by the name of Arendt, in charge of the invasion of Rune. This shocking news is leaving many Alexadrians enraged, and anti-Dran sentiment is beginning to form. &lt;br /&gt;
 &lt;br /&gt;
A statement from the Council on the matter is due any day.&lt;br /&gt;
&lt;br /&gt;
====Shev: Wanted Dead or Alive====&lt;br /&gt;
The merchant known as 'Shev' has had a bounty issued for him. He is wanted dead or alive, and is responsible for the murder of several contractees to the Guild of Explorers and members of the City Watch. Formerly a merchant specializing in the acquisition of rare goods of a legitimate stripe in Alexandria, a reliable source indicated his involvement in at least one murder and possibly others, as well as tax evasion. An attempt to arrest him was made and several guardsmen and a few assisting contractors from the Guild of Explorers met their untimely end at the hands of his clockwork defenses in his manor home in upscale Upper Alexandria, as well as others wounded and killed by a bomb he left to destroy evidence in his study. It is believed he is at large within the city and security has been tightened at all enrances and exits in an effort to locate him, not that that wouldn't be happening any ways with talk of war. &lt;br /&gt;
 &lt;br /&gt;
A poster bearing his likeness has been posted in numerous public spaces. The City Watch reccomends all civilians avoid contact with, or offering any assistance to, this fugitive and that if sighted you are to contact the City Watch immediately.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====A Statement from the Council of Alexandria====&lt;br /&gt;
A Statement by the Council of Alexandria: &lt;br /&gt;
 &lt;br /&gt;
The news from Rune is grave and true: Our diplomatic envoy was mercilessly slain by the Warlord Arendt under flag of truce in a misguided effort at vengeance over the death of their own previous Emperor at the hands of a Dragon Knight some years prior. It is our belief that, due to the presence of Dragon Knight Anise and her Silver in Alexandria and the refuge we have offered her, that some memebrs of the Dran Khanate have taken to the mistaken belief we have share some culpability for what happened in our absence. Had Dran a legitimate grievance with us, rather than naked ploys to give it's actions a veil of legitimacy, it could have approached us to discuss the matter of the Dragon Knight and challenged her asylum or asked to have her face Dranei justice. Of course, to do that would require evidence and materials which Arendt does not possess, nor has a true interest in. &lt;br /&gt;
 &lt;br /&gt;
It has not does this and will not do this since these claims are nothing but an attempt to grant himself legitimacy in the eyes of his followers. It is the actions of a murderer, a thug, and a coward with no honor to speak of. We condemn his actions in the strongest possible words and hope to see this criminal brought to face the justice he so richly deserves. &lt;br /&gt;
 &lt;br /&gt;
Thusly, the ruling Council has offered to Rune our assistance. &lt;br /&gt;
 &lt;br /&gt;
Rune has said that they will not be invoking our treaty of mutual defense, a decision which we respectfully acknowledge even as we wish for justice, even in the face of relentlessly provocation from Dran in the murder of Ambassador Vril and the loss of his entire diplomatic mission. The Wisdom of Animus is still present in this time, as Parliament spoke eloquently of the need, even in the face of potential destruction, to continue the effort to contain Heth. &lt;br /&gt;
 &lt;br /&gt;
Even so, we will continue to offer and all material support which they request from us, even as Alexandros remains neutral in this conflict between the forces under the leadership of Arendt and the nation of Rune. &lt;br /&gt;
 &lt;br /&gt;
But the Wisdom of Animus spoke truly and now we must turn towards the other who are watching: Know that the Murderer of Dragonier waits for no one. As Dran weakens Rune and washes itself in an ocean of blood, it leaves a greater threat, and a greater honor, unchallenged. Dragonier must be contained and the threat which Heth poses to life must be checked. It has brought together those who were once enemies in a combined purpose. &lt;br /&gt;
 &lt;br /&gt;
Know now that Bludgun and Aleaxndria have signed a treaty of mutual support in the effort to contain the threat of Dragonier, a treaty which Rune has also joined in. We would extend an offer to all right-thinking Dranei who recognize what the true threat is, rather than chase the ghosts of years past, to join us in a quest that will surely be blessed by the Gods. &lt;br /&gt;
 &lt;br /&gt;
May the Hymn fill every heart with wisdom and courage.&lt;br /&gt;
 &lt;br /&gt;
CALDOR METHIS, COUNCILMAN. &lt;br /&gt;
 &lt;br /&gt;
(the rest of the council's names, including Rawyn Telenils, are signed beneath.)&lt;br /&gt;
&lt;br /&gt;
===Kesenday, Hattanan 9, 1016===&lt;br /&gt;
====Strange Rumors and Airships====&lt;br /&gt;
Strange rumors are filtering down to Alexandria that the Alexandrian diplomatic airship that crashed inside the borders of Rune was actually carrying a large number of soldiers from Dran Empire. Was Alexandira involved in some form of double dealing with Rune and the Dran Empire? What sort of game was the ruling council playing? Even more disturbing is the rumor that the Dran warriors aboard the airship were armed with blades of Alexandrian origin. &lt;br /&gt;
 &lt;br /&gt;
The ruling council has not yet issued a statement on the matter of Rune or Dran, but one is no doubt coming soon.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Gilday, Hattanan 7, 1016===&lt;br /&gt;
====Initial Reports====&lt;br /&gt;
Rumor is filtering down from Rune that fierce fighting has broken out along the northern and eastern borders of Rune. While badly outnumbered by the invading forces and weakened by Heth's minions, Rune is still a powerful center of magical learning and seems to be holding it's own for the moment. &lt;br /&gt;
 &lt;br /&gt;
Alexandria has issued a statement of support for Rune. High level negotiations are said to be occurring, though it seems unlikely that any other power will enter the war on Rune's behalf. It is widely supposed in some quarters that the wizards, being wizards, should be able to take care of this on their own with their fireballs and what have you. More quietly, there are few that want to risk drawing Dran's attention, and it's military juggernaut, to themselves. &lt;br /&gt;
 &lt;br /&gt;
Rumors also indicate that the airship that was sent to Dran in the early days before the war began has crashed inside Rune's border.&lt;br /&gt;
&lt;br /&gt;
====Vardamen Responses====&lt;br /&gt;
The agents of Vardama have been heavily involved in investigations into Dragonier so far. However, with Heth still unbreathing, the rumored ties between Vardama the Gray Lady and Serriel the Shining Dawn seem to have tightened. More Lancers may be seen among the crypt entrances, and it's suggested that Vanguards and laymen have been seen in increased comings and goings among the temples. &lt;br /&gt;
&lt;br /&gt;
A number of the additional guards and workmen are also arvek. This number is not exclusive, though it is biased. These are sturdy men and women pulled from the renmants and memory of recent wars. Ever since their freedom from the tyrrany of Thul (who even now ravages Dragonier), many arvek have borne the colors of the Gray Lady and the Shining Dawn proudly, and these temples have offered them homes. &lt;br /&gt;
&lt;br /&gt;
Heth's threat, though, have caused some to have taken to capping a single tusk in brilliant and shining gold.&lt;br /&gt;
&lt;br /&gt;
OOC: This is primarily a call-out to illustrate the growing ties between the two faiths and as opportunity for RP. Please make of it how you like, and according to your own tales and stories.&lt;br /&gt;
&lt;br /&gt;
===Eliday, Hattanan 4, 1016===&lt;br /&gt;
====No Surprise====&lt;br /&gt;
With war between Dran and Rune on the horizon, or so it would seem, it should be no surprise that Charn's military continues it's mobilization alongs its borders on the northern frontier of the empire. Reports from Veyshan and from airships that travel near that border say that the Stygian Empire is putting on quite the display. There can be little doubt that this is directed towards Myrrdion and Alexandria in a calculated move to encourage them to sit out the war to the north.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Eliday, Bernfleur 27, 1016===&lt;br /&gt;
====Not Secret Enough====&lt;br /&gt;
Despite the best efforts of the government in trying to keep it secret, rumors circulate that several Alexandrian airships were sighted heading in the direction of Dragonier recently. Most of them were filled, not with weapons and armor, but supplies for construction of some kind. It's hard to say what's going on, but it's clear that, even with Rune and Dran on the brink of war, that issue of Dragonier is one that is not to be ignored.&lt;br /&gt;
&lt;br /&gt;
: Posted by Whirlpool&lt;br /&gt;
&lt;br /&gt;
====Alexandrian Council Meets with Sith-Makar Empress====&lt;br /&gt;
It would appear that negotiations between the Sith-Maker Empress from beyond the portal to Am'shere and the ruling council of the city of ALexandria are continuing. Representatives from other local powers, such as the Mythwood and the gnomish town of Happy Valley, have been witnessed coming to the Castellum as well, no doubt to greet the apparent leader of the Sith-Makr tribal confederation. &lt;br /&gt;
 &lt;br /&gt;
It is said that the talks will soon be pasued for the Empress to make a trip to a site called 'Mictlan'. There's no clear indication /when/ that will happen, but the city guard does appear to be on high alert and with more boots on the ground than usual.&lt;br /&gt;
&lt;br /&gt;
: Posted by Whirlpool&lt;br /&gt;
&lt;br /&gt;
===Eliday, Bernfleur 20, 1016===&lt;br /&gt;
====Farmer, Dead====&lt;br /&gt;
&amp;quot;Y'hear about old man Woodridge?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;What, that skirt-chasing coot with the farm?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Yep. Hear tell he got th'crotch rot and it killed him.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Well, hell. Poor old bastard. Guess his son'll inherit th'land now, if he ever gets back.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: Posted by Fishbelly&lt;br /&gt;
&lt;br /&gt;
===Korday, Bernfleur 10, 1016===&lt;br /&gt;
====The Sewers, Glue, and Professor Fizzlefuse====&lt;br /&gt;
A party of adventurers from the Explorer's Guild emerged from the sewers late last night. They brought with them a human and what looked at first to be a battered door. The man was partially bound with glue and alternated ranting and mumbling something about 'Fizzlefuze's Doom'. The 'door' seemed to have tiny limbs and face and also talked. Many onlookers took one look before uttering 'mimic', often in weary tones. Both door and man are now thought to be residing in the city jails for 'interfering with vital city services'.&lt;br /&gt;
&lt;br /&gt;
The adventurers were covered in an assortment of acid burns, bruises and dried glue. The Khazad had no boots. And all were accompanied by the distinctive scent of Otyugh.&lt;br /&gt;
&lt;br /&gt;
OOC: see Bennett, Djelka, Brianna, Zoob or Duncan if you want to hear more. For some reason. :)&lt;br /&gt;
&lt;br /&gt;
: Posted by Duncan&lt;br /&gt;
&lt;br /&gt;
===Gilday, Bernfleur 9, 2016===&lt;br /&gt;
====The Sith-Makar Delegation====&lt;br /&gt;
Since her arrival last week, the so-called Empress of the Sith remains in the security of the Castellum for high level negotiations of some kind. Much of her retinue remains encamped beyond the city walls. Rumors emanating from the Castellum are indicating that, once the negotiations are concluded, she will be heading to a holy site called 'Mictlan', as well as paying a visit to the Dragon Knight.&lt;br /&gt;
&lt;br /&gt;
: Posted by Whirlpool&lt;br /&gt;
&lt;br /&gt;
===Eliday, Eatonis 30, 1016===&lt;br /&gt;
====Dranei &amp;quot;Diplomacy&amp;quot;====&lt;br /&gt;
It would appear Alexandria is not the only country using diplomacy to their advantage. &lt;br /&gt;
&lt;br /&gt;
Dran and the Oruch city-state of Adomar have a long history of conflict, but also a mutual warrior culture and belief in 'strength' and 'honor'. &lt;br /&gt;
&lt;br /&gt;
Rumor has it that several emissaries from the Dran warlords assembling along Rune's border were sighted in the city-state of Adomar, meeting with its leaders, no doubt trying to sway the Oruch to their side. If they are able to do so, the nation of Rune will be in great danger.&lt;br /&gt;
&lt;br /&gt;
: Posted by Whirlpool&lt;br /&gt;
&lt;br /&gt;
====Sith-Makar Empress====&lt;br /&gt;
It starts as a mere whisper. A dignary from the tribes of the Sith-Makar in Am'shere is on their way towards Alexandria from the deep jungle, across the portal that exists outside Alexandria. &lt;br /&gt;
&lt;br /&gt;
From there, the rumors escalates. Not a dignary. Not a mere ambassador. &lt;br /&gt;
 &lt;br /&gt;
No, it is now being said, across the city, that the so-called 'Empress' of the Sith-Makar of Am'shere is on her way to Alexandria for the first visit between the city's leadership and the tribes of the Sith-Makar that reside on the other side of the Am'shere portal in the Alexandrian countryside.&lt;br /&gt;
&lt;br /&gt;
: Posted by Whirlpool&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:more_rumors.png|350px|link=News_Archives|center]]&lt;/div&gt;</summary>
		<author><name>Typhoon</name></author>
	</entry>
	<entry>
		<id>http://www.tenebraemush.net/index.php?title=Update_Archives&amp;diff=17131</id>
		<title>Update Archives</title>
		<link rel="alternate" type="text/html" href="http://www.tenebraemush.net/index.php?title=Update_Archives&amp;diff=17131"/>
		<updated>2015-02-04T22:37:44Z</updated>

		<summary type="html">&lt;p&gt;Typhoon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Fri Dec 5, 2014===&lt;br /&gt;
====PrP Workshop Log====&lt;br /&gt;
For folks curious or who missed, the log can be found here: [[PrP Workshop 4]] ...or linked to from our PrP page. :3 A big thank you to everyone who participated!&lt;br /&gt;
&lt;br /&gt;
===Thu Dec 2, 2014===&lt;br /&gt;
====New Commands Summary====&lt;br /&gt;
Howdy. This is just a quick reminder of a few command updates we've made over time. While all of these are announced, they can still sneak by. There's usually a lot going on, and so on, both here and in other places. So, a recap...!&lt;br /&gt;
&lt;br /&gt;
:+meet &lt;br /&gt;
:Replacing +meetme, +meet comes with a delay, and a few more options, besides.&lt;br /&gt;
 &lt;br /&gt;
:+rpwho &amp;amp; +rpwho/where &lt;br /&gt;
:Shares RP interests, as well as basic deity and class info! See the associated help file to see full options, including how to hide certain information.&lt;br /&gt;
 &lt;br /&gt;
:+alts&lt;br /&gt;
:List all of your alts with a quick, simple-to-use command.&lt;br /&gt;
 &lt;br /&gt;
:+request/leg&lt;br /&gt;
:An upcoming announcement; we'll be talking about ideas and uses for collaborative legwork in the upcoming Workshop! We've made this much easier to do. &lt;br /&gt;
 &lt;br /&gt;
:- Your Tenebrae Staff&lt;br /&gt;
&lt;br /&gt;
===Sat Nov 29, 2014===&lt;br /&gt;
====PrP Update====&lt;br /&gt;
Howdy! After examing our PrP policy, we've made a minor change: for levels 2-10, anything over APL+3 requires an approval from staff, and for levels 11+, anything over APL+4 requires an approval from staff. As always, remember, your plots should be scaled to the group you've got. Not all groups are made equal. Throwing the same encounter at two people that was designed for four is not an acceptable encounter.&lt;br /&gt;
&lt;br /&gt;
:- Your Tenebrae Staff&lt;br /&gt;
&lt;br /&gt;
====TPK!====&lt;br /&gt;
Remember, folks, the TPK channel is there for your benefit and assistance. If you need help with encounter design, please hop right on there and ask for it. :) &lt;br /&gt;
 &lt;br /&gt;
More over, if you can't get a hold of us, it is always better to err on the side of fun and activity than to hold off and not do anything. :) &lt;br /&gt;
 &lt;br /&gt;
Happy gaming!&lt;br /&gt;
&lt;br /&gt;
===Fri Nov 21, 2014===&lt;br /&gt;
====Otyughs Under the Tree!====&lt;br /&gt;
&lt;br /&gt;
Howdy!&lt;br /&gt;
&lt;br /&gt;
As y'all know, staff tends to do a Holiday celebration, a kind of gift for the season and a thank-you for being part of our community. This year, we'll be starting a little earlier...but continuing well on into the season!&lt;br /&gt;
&lt;br /&gt;
This year, we'll be offering a single, full level to any one character 10 and under! To claim yours:&lt;br /&gt;
* Spend 5 RPPs, or&lt;br /&gt;
* Run 1 PrP &lt;br /&gt;
&lt;br /&gt;
This is per player, not character. &lt;br /&gt;
&lt;br /&gt;
In addition, from here until December 25th, we'll be awarding any arc-related PrPs at 100% instead of 75%. The level bonus must be claimed by December 25th, as well.&lt;br /&gt;
&lt;br /&gt;
:- Your Tenebrae Staff&lt;br /&gt;
:(And otyughs)&lt;br /&gt;
&lt;br /&gt;
====New +Event Commands!====&lt;br /&gt;
A big thank you to Whiteout! He's been busy crafting some new +event commands! These are:&lt;br /&gt;
&lt;br /&gt;
:SYNTAX: +event/mail #=&lt;br /&gt;
:@mails all confirmed players for an event, plus the organizer.&lt;br /&gt;
&lt;br /&gt;
:SYNTAX: +event/mailall #=&lt;br /&gt;
:@mails all signed up players for an event, plus the organizer. (Organizer only)&lt;br /&gt;
&lt;br /&gt;
:SYNTAX: +event/page #=&lt;br /&gt;
:Pages all confirmed players for an event, plus the organizer.&lt;br /&gt;
&lt;br /&gt;
:SYNTAX: +event/pageall #=&lt;br /&gt;
:Pages all signed up players for an event, plus the organizer. (Organizer only)&lt;br /&gt;
&lt;br /&gt;
The basic commands are available under +help events. The organizer commands are under +help events3, along with all other organizer-only commands.&lt;br /&gt;
&lt;br /&gt;
Thank you, Whiteout!&lt;br /&gt;
&lt;br /&gt;
:- Your Tenebrae Staff&lt;br /&gt;
&lt;br /&gt;
===Thu Nov 20, 2014===&lt;br /&gt;
====Character Arcs Update!====&lt;br /&gt;
&lt;br /&gt;
After some feedback, we've adjusted the rewards for character arcs. We've also streamlined the process towards claiming them, though will always be looking for new ideas.&lt;br /&gt;
&lt;br /&gt;
If you'd like, feel free to communicate with DMs about your ideas, too. It gives them things to include in storylines, after all.&lt;br /&gt;
&lt;br /&gt;
:- Lah&lt;br /&gt;
&lt;br /&gt;
===Tue Nov 18, 2014===&lt;br /&gt;
====Cuddles' Closet Unearthed!====&lt;br /&gt;
Recently, Cuddles reported an odd smell pertaining to her apartment. &lt;br /&gt;
&lt;br /&gt;
It turns out that some gnomes had taken up residence.&lt;br /&gt;
&lt;br /&gt;
While the gnomes are being rehomed, staff has begun an investigation as to what drew them there in the first place.&lt;br /&gt;
&lt;br /&gt;
It turns out, some old artifacts!&lt;br /&gt;
&lt;br /&gt;
You can visit these artifacts (Cuddles has thoughtfully stashed them aside for us), by visiting the Apartment, and venturing through (yet) Another Door.&lt;br /&gt;
&lt;br /&gt;
This door also worth one million XP.&lt;br /&gt;
&lt;br /&gt;
===Sat Nov 16, 2014===&lt;br /&gt;
====Character-based Arcs!====&lt;br /&gt;
Based on your feedback, we're pleased to announced character mini-arcs! &lt;br /&gt;
&lt;br /&gt;
You can read about them here: http://tenebraemush.net/index.php/Character_Mini-Arcs , or by visiting our streamlined PrP page (Roleplay &amp;gt; Player Run Plots). Mini-arcs are more informal than a PrP, but I'm not really sure where to put them yet, so that seemed like a good a place as any. :3&lt;br /&gt;
&lt;br /&gt;
Please check them out, and let staff know what you think. They are still experimental at this point, so expect some changes based on play.&lt;br /&gt;
&lt;br /&gt;
===Tue Nov 4, 2014===&lt;br /&gt;
====Plots Update====&lt;br /&gt;
I have updated all the times for my plots to reflect the DST switch. Please make sure you adjust your offset to account for it. :)&lt;br /&gt;
&lt;br /&gt;
: - Whirlpool&lt;br /&gt;
&lt;br /&gt;
===Sat Nov 1, 2014===&lt;br /&gt;
====Meetme Update!====&lt;br /&gt;
Howdy! We've added some handy new upgrades to +meetme. +Meetme is now +meet. Upgrades include:&lt;br /&gt;
&lt;br /&gt;
* Shorter name, easier entry!&lt;br /&gt;
* Notification of the room before you depart.&lt;br /&gt;
* Ability to receive multiple +meets! &lt;br /&gt;
&lt;br /&gt;
We hope you enjoy the updates.&lt;br /&gt;
&lt;br /&gt;
: - Your Tenebrae Staff.&lt;br /&gt;
&lt;br /&gt;
===Thu Oct 30 2014===&lt;br /&gt;
====PrP Bonus Reminder!====&lt;br /&gt;
Hey there. This is just a reminder to folks that runners receive a 10 pct bonus to awards for running twice within a week. This gets overlooked from time to time, so if this is something you'd like to do, please note it in the +req. This ensures we give you the additional shiny!&lt;br /&gt;
===Sat Oct 26 2014===&lt;br /&gt;
====Low Level Scenes!====&lt;br /&gt;
I intend to do one or two low level scenes this week. &lt;br /&gt;
 &lt;br /&gt;
I am going to ask, specifically, for people toss ideas to me. I have my own, of course, but I thought I'd outright ask 'what's something you low level players want to see happen in a scene?' instead for a change. &lt;br /&gt;
 &lt;br /&gt;
Shoot me @mails!&lt;br /&gt;
&lt;br /&gt;
: Whirlpool&lt;br /&gt;
&lt;br /&gt;
====DST and +time====&lt;br /&gt;
With the onset of autumn, DST is upcoming. If you live in an area that uses it, please prepare to set your +time/offset (see +help time), just as you roll your clocks back.&lt;br /&gt;
&lt;br /&gt;
===Tue Oct 21, 2014===&lt;br /&gt;
====Release Package 13!====&lt;br /&gt;
That's right, guys. Through the tireless efforts of your staff, especially Ty, Lahar, and Whiteout, we are finally at our next release of content! &lt;br /&gt;
 &lt;br /&gt;
This includes: &lt;br /&gt;
 &lt;br /&gt;
: A metric ton of feats &lt;br /&gt;
 &lt;br /&gt;
: The staff of minor arcana &lt;br /&gt;
 &lt;br /&gt;
: Vermin Animal Companions &lt;br /&gt;
 &lt;br /&gt;
: An updated version of War Golems &lt;br /&gt;
 &lt;br /&gt;
Because of the number added, please expect some weirdness with feats. If you see something available to you that shouldn't be, or something not available to you that should be, please contact us and let us know! Same for typos. Lots of data was added and the wiki has been appropriately updated to reflect it. &lt;br /&gt;
 &lt;br /&gt;
As always, if you want to do a feat swaps and what have you from the introduction of new content, please contact us. :)&lt;br /&gt;
&lt;br /&gt;
===Sun Oct 12, 2014===&lt;br /&gt;
====Quick Streamlining Reminder====&lt;br /&gt;
Hey there! This is just a quick reminder of a few streamlines and updates we've made over time. While all of these are announced, they can still sneak by. There's usually a lot going on, and so on, both here and in other places. So, a recap...!&lt;br /&gt;
&lt;br /&gt;
:- Streamlined stealth rules: Developed by Paizo, these are the rules Paizo said they'd implement if they could. We just went ahead and adopted them. Check out Characters &amp;gt; Skills &amp;gt; Stealth.&lt;br /&gt;
     &lt;br /&gt;
:- Streamlined mounted combat: Published by a 3PP with real life experience in the sport, we nabbed this as well and used it to sweep clear some cobwebs and confusion. Check out Characters &amp;gt; Skills &amp;gt; Ride.&lt;br /&gt;
     &lt;br /&gt;
:- Anyone can firearm repair: We do not allow gunslinger, so developed a workaround. Check out our Craft/Gunsmithing skill.&lt;br /&gt;
     &lt;br /&gt;
:- Anything else? If something's missing from this list, please let us know. We'll be putting together a workshop on these and a few frequently-asked questions about Pathfinder in the near future!&lt;br /&gt;
     &lt;br /&gt;
&lt;br /&gt;
:- Your Tenebrae Staff&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Fri Oct 3, 2014===&lt;br /&gt;
====Weekend Scenes!====&lt;br /&gt;
This weekend, I will be focusing on grid RP and surprising folks on the grid with various things! &lt;br /&gt;
 &lt;br /&gt;
See you all there!&lt;br /&gt;
&lt;br /&gt;
: - Whirl&lt;br /&gt;
&lt;br /&gt;
===Tue Sept 30, 2014===&lt;br /&gt;
====Just for Fun...====&lt;br /&gt;
Howdy. XD For fun, and because it is awesome, I thought we could set some &amp;quot;RP Goals&amp;quot; this week. The way this works is, if these items are incorporated into RP or a PrP, I bribe you copiously for them. You can earn up to two. To claim them, just submit the RPP/PrP as normal, AND send me an @mail. This way I can add the bonus. :D&lt;br /&gt;
&lt;br /&gt;
:RP Goals!&lt;br /&gt;
::#1: Sign Sandy up for a charity.&lt;br /&gt;
::#2: Stage a protest of some sort outside Jibbom's new bar.&lt;br /&gt;
::#3: A gobber dance party.&lt;br /&gt;
&lt;br /&gt;
: PRP Goals!&lt;br /&gt;
::#1: Roles in reverse! Rescue a manly barbarian from certain doom! Or just Jareth. &lt;br /&gt;
::#2: Gnomes&lt;br /&gt;
::#3: Rehabilition for murderous monsters!&lt;br /&gt;
&lt;br /&gt;
...if you would like these to be a semi-regular thing, please let me know.&lt;br /&gt;
&lt;br /&gt;
: - Lah&lt;br /&gt;
&lt;br /&gt;
===Sun Sept 28, 2014===&lt;br /&gt;
====WBL Census====&lt;br /&gt;
So we're gonna conduct a little, informal census to get a snapshot of where you and your characters are in your wealth by level. On a game this size, with this many characters, it can be hard to keep track of where everyone is,though we do try. &lt;br /&gt;
 &lt;br /&gt;
So what we'd like you to do is calculate the total value of your equipment plus your cash on hand for each of tyour characters, and then @mail that data to Hurricane and Pyroclasm. We'll use it to tabulate where everyone is at. &lt;br /&gt;
 &lt;br /&gt;
This is purely a voluntary effort to give us some data to work with. &lt;br /&gt;
 &lt;br /&gt;
Thanks!&lt;br /&gt;
&lt;br /&gt;
- Whirl&lt;br /&gt;
&lt;br /&gt;
===Thurs Sept 25, 2014===&lt;br /&gt;
====Equipment Page Brush-Up====&lt;br /&gt;
The Equipment page received a brush-up: Characters &amp;gt; Equipment.&lt;br /&gt;
&lt;br /&gt;
===Mon Sept 15, 2014===&lt;br /&gt;
====Concluding Plots!====&lt;br /&gt;
I have set up all my concluding plots for this week! &lt;br /&gt;
 &lt;br /&gt;
Hopefully, they will all go off without a hitch. If you're a player on one of these, please check the listings and make sure you weren't left off the confirmed list.&lt;br /&gt;
&lt;br /&gt;
- Whirl&lt;br /&gt;
&lt;br /&gt;
===Fri Sept 12, 2014===&lt;br /&gt;
====Wiki Update====&lt;br /&gt;
'''Shiny, Shiny Layouts, Without Wiki Code'''&lt;br /&gt;
&lt;br /&gt;
We've updated the default template to be easy to use. Plus, it includes a beautiful header, footer, and a place for images, too! It's easily applicable to your current setup--all you need to do is fill in the blanks. Or, just ask staff to convert it for you.&lt;br /&gt;
     &lt;br /&gt;
&lt;br /&gt;
'''Even More Shiny Layouts, With Minimal Wiki Code'''&lt;br /&gt;
&lt;br /&gt;
Would you like a dragon for your header? What about a gobber pirate? All of these are available, with unique color schemes. You can either fill it in, or if you're comfortable, everything's there to add a tweak or two to your own preferences.&lt;br /&gt;
     &lt;br /&gt;
:Examples:&lt;br /&gt;
::http://bit.ly/1AEWvhO, http://bit.ly/1AEWB9b&lt;br /&gt;
::http://bit.ly/1oAedgX, http://bit.ly/1BwZCL2&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Find PCs by Interest'''&lt;br /&gt;
&lt;br /&gt;
Looking for other oruch? Now, link your pages together! On the Character Pages er, page, click Find PCs by Interest. It's the giant button at the top. This will grow to include groups, organizations, and other interests. &lt;br /&gt;
&lt;br /&gt;
If your PC isn't there yet, it's because I just finished the D's. I could use some help, here. :3 &lt;br /&gt;
&lt;br /&gt;
:Find by Interest: http://www.tenebraemush.net/index.php/Find_PCs_by_Interest&lt;br /&gt;
&lt;br /&gt;
===Fri Sept 5, 2014===&lt;br /&gt;
====Artists!====&lt;br /&gt;
Just a reminder that we've re-added the local artists part of the website. If you're a part of the community and offer commissions, please let me know and I'll add your name to the site.&lt;br /&gt;
&lt;br /&gt;
: - Lah&lt;br /&gt;
&lt;br /&gt;
===Sat Aug 30, 2014===&lt;br /&gt;
====Things Your Staff can do for You====&lt;br /&gt;
RP is a thing. We're happy to help with it. Here are a few ways you might not've considered, or known about:&lt;br /&gt;
&lt;br /&gt;
:1. I'd like to organize people for a RP/plot/story I'd like to do, but we're having a hard time doing it. &lt;br /&gt;
     &lt;br /&gt;
:How staff can help: Page one of us, and we can create a shared +job for you to use as you like. These can simplify planning, help roleplayers get together, and aid in a PrP investigation (if players want to follow up).&lt;br /&gt;
        &lt;br /&gt;
:2. I'd like some NPCs to drop by the grid for roleplay!&lt;br /&gt;
     &lt;br /&gt;
:How staff can help: If you'd like a specific NPC, just ask. Higher level NPCs might require some preplanning, however. As a heads-up, anyone may create and run general NPCs. This doesn't mean we aren't happy to help; only that we want you to know all your options.&lt;br /&gt;
        &lt;br /&gt;
:3. I'd like to meet other ___ for RP. How can I find them?&lt;br /&gt;
     &lt;br /&gt;
:How staff can help: Staff can pull the names of all PCs who are interested in ____ or are a member of ____. We can also share how active they've been (if they haven't connected within 3 months, for example), and if anyone's asked about similar topics. Hey, we'll even help you brainstorm, and can help with announcements.&lt;br /&gt;
        &lt;br /&gt;
:4. I'd like to put together some roleplay tied to setting elements, and it would be great to have a staffer there informally to answer questions, and maybe provide a few NPCS! For example, exploring a Vardamen Crypt in detail, or taking friends to visit the Grove. While these are often things you can do on your own, sometimes, some help is nice.&lt;br /&gt;
     &lt;br /&gt;
:How staff can help: We love assisting with flavor. :D If the roleplay will be more involved, a heads-up would be nice, though! Longer events or more complex ones may require pre-arranging, ofc. If you're looking to find some players on short notice as well, we can send out a MU-wide note. &lt;br /&gt;
&lt;br /&gt;
These are a few ways we're available to you, to help promote roleplay, and support the stories you'd like to develop and share. As always, be awesome with one another. &lt;br /&gt;
&lt;br /&gt;
===Sat Aug 23, 2014===&lt;br /&gt;
====Me!====&lt;br /&gt;
So, after running scenes at nearly one a day for like the last two weeks, I am going to take this weekend off. :) I will probaby be around, but not in any official capacity until Monday. xD&lt;br /&gt;
&lt;br /&gt;
: - Whirl&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Thu Aug 7, 2014===&lt;br /&gt;
====New Command!====&lt;br /&gt;
Have you ever looked around and wanted to find other oruch? What about other gobbers, so you could plot and build special explosive candles for Arendt's birthday cake?&lt;br /&gt;
&lt;br /&gt;
Well, as part of our neverending goal to support mayhe--*delete delete*--community, we've developed a new command! +rpwho and +rpwho/where! &lt;br /&gt;
&lt;br /&gt;
You can find the help files, as well as a few additional options, at: +help who, though they are also referenced in +help where. There are still a few tweaks to be made, but otherwise, it is there for joy and mayhem.&lt;br /&gt;
&lt;br /&gt;
:- Tenebrae Staff&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Fri Aug 1, 2014===&lt;br /&gt;
====Meetups!====&lt;br /&gt;
Howdy. Due to the interest in Meetups, we're looking to make them a permanent part of the game! This means more opportunities to meet others who share IC interests, and best of all, we'll keep rewarding you RPPs for it, too.&lt;br /&gt;
&lt;br /&gt;
You can read what's currently what on the Roleplay &amp;gt; Player Run Plots section. Let us know what you think.&lt;br /&gt;
&lt;br /&gt;
In addition, Influence has been expanded so that characters may gain additional benefits from both PrPs and Meetups as part of their Tier2 ability.&lt;br /&gt;
&lt;br /&gt;
:- Lah&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Tue July 22, 2014===&lt;br /&gt;
====Small Egalrin Update====&lt;br /&gt;
Howdy. We've made a slight adjustment to the egalrin's Keen Senses bonus. It is now +4 instead of +2. In addition, their flight is much improved! So they got their feathers fluffed a bit!&lt;br /&gt;
&lt;br /&gt;
====How This Works====&lt;br /&gt;
'''How will this Work?'''&lt;br /&gt;
&lt;br /&gt;
# Post the meetup to events. You might add MEETUP: to the name, so people know what it is.&lt;br /&gt;
# Use +req to send me a log.&lt;br /&gt;
# Everyone gets RPPs!&lt;br /&gt;
&lt;br /&gt;
Please don't request RPPs during the roleplay! This is different than normal. Given that more than one is being awarded per person, I'll be handling this separately. You might expect a generous number of IC DMnoms during the meetup, though. Just you know, sayin'. (These are the kind that award both XP and GP). Every person may organize one, but may attend as many as makes sense for their PCs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Can You Give Me Examples?'''&lt;br /&gt;
&lt;br /&gt;
Here are a few we've had in the past:&lt;br /&gt;
&lt;br /&gt;
: http://tenebraemush.net/index.php/Gobber_Clankfest&lt;br /&gt;
: http://tenebraemush.net/index.php/Treehuggers_and_Hippies&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''How is a Meetup Different from a Scene?'''&lt;br /&gt;
A meetup is not a formal scene. Think of it as more of a pre-arranged group roleplay. As an organizer, you'll probably set the tone and a few opening poses...but that's it. &lt;br /&gt;
&lt;br /&gt;
The other way it differs is that you'll probably want to do a little asking around first. Say: Hey, if I ran a ___ meetup, would there be interest? If you're shy, talk with staff. Or, just ask staff anyway. We can more easily pull up the data, and talk with DMs about current interests, or areas which could use some &amp;lt;3.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''What are Good Topics for Meetups?'''&lt;br /&gt;
Generally, meetup groups should be somewhere comfortably between &amp;quot;broad&amp;quot; and &amp;quot;narrow&amp;quot;. For example, a Vardamen meetup should probably be open to Serrielites. A Druid Grove meetup would benefit from including druids as well as rangers and sith-makar.&lt;br /&gt;
&lt;br /&gt;
Possible meetups could be:&lt;br /&gt;
:- Angorites and Korites! &lt;br /&gt;
: - Herbalists and Potionmakers (a gathering of druids, wizards, and those interested in exchanging information on and studying...etc.)&lt;br /&gt;
:- ARTIFICE!!!&lt;br /&gt;
:- All goblinoids!&lt;br /&gt;
:- Calling all morning crew!&lt;br /&gt;
: - Daeusites and Altheans!&lt;br /&gt;
&lt;br /&gt;
...and so on. My door's open. :)&lt;br /&gt;
&lt;br /&gt;
:- Lah&lt;br /&gt;
&lt;br /&gt;
====Earn 10 Bonus RPPs!====&lt;br /&gt;
One of the more common comments I run into at the Gaming Table is: I'd like to meet other ____! This is awesome, and what I'd like to do just now is create an opportunity for just that.&lt;br /&gt;
&lt;br /&gt;
Recently, we saw the Gobber Clankfest. Before that, a FUNeral. Both of these meetups brought people together, served as icebreakers, and importantly, created a chance to talk shop with like-minded PCs. The problem is that it can be intimidating to organize things like these. What if no one shows up, for example? Or, just worrying about, can I use events for that?&lt;br /&gt;
&lt;br /&gt;
For the first one: I understand and I've been there. :) My room is open, and pages, too. Come by and have a chat, sit down for some tea and we'll share ideas. If it is something you'd like to try...then let me know how I, personally, can support you. For the second, when we named Events, we chose +events instead of +scenes deliberately. That is, we wanted Events to be open to a broad number of uses outside of scenes and PrPs. &lt;br /&gt;
&lt;br /&gt;
I believe, fully, that one of events' most awesome uses is when it's being used to bring folks together. It's even better when they enhance roleplay. So this is what I'm going to do:&lt;br /&gt;
&lt;br /&gt;
If you'd like to host meetup, a gathering of the like-minded PCs, I'll be rewarding you 10 RPP for just putting it together. Then, 2 RPP to every active participant.&lt;br /&gt;
&lt;br /&gt;
You can earn the organizer's bonus once, and the participant's an unlimited number of times. However, I'm asking you to be reasonable. An artificer signing up for a druidic grove gathering is going to raise some brows, after all. ^^;&lt;br /&gt;
&lt;br /&gt;
I'll provide details in the next post,&lt;br /&gt;
&lt;br /&gt;
:  - Lah&lt;br /&gt;
&lt;br /&gt;
: Note: This is currently closed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===June===&lt;br /&gt;
[[image:pride.png|center]]&lt;br /&gt;
&lt;br /&gt;
===Friday, May 30, 2014===&lt;br /&gt;
====Rune Grid Started!====&lt;br /&gt;
I've started work on the Rune grid! You can see what's there (not much, yet) in the Roleplay Nexus. Once it's finished, there will be an announcement, here!&lt;br /&gt;
         &lt;br /&gt;
Please send in your descs and ideas! Also, please remember the super-secret bonuses in +event GHOSTBUSTERS! These are secret.&lt;br /&gt;
&lt;br /&gt;
Kind of like ghosts.         &lt;br /&gt;
         &lt;br /&gt;
: - Lahar&lt;br /&gt;
&lt;br /&gt;
===Saturday, May 24, 2014===&lt;br /&gt;
====Volunteers Sought====&lt;br /&gt;
Due to being a bit overworked, I haven't had the opportunity to get the Rune grid ready as quickly as I like. The storyline hasn't quite reached hte point where PCs will be going there (though that is coming, as I've announced), but I'm going to ask for volunteers to help @desc the Rune grid rooms. If you're interested, @mail me or page me this evening when I'm about. &lt;br /&gt;
 &lt;br /&gt;
THanks!&lt;br /&gt;
&lt;br /&gt;
:Whirl&lt;br /&gt;
&lt;br /&gt;
====The End of Spring====&lt;br /&gt;
Whew! We're about to wrap our spring celebration! I wanted to thank each of you for your help and the enthusiasm you've all shown both in sharing your stories and inviting others to share with them.&lt;br /&gt;
&lt;br /&gt;
I've had a few (a lot of) questions about running PrPs, and for those new to them and to old hands with questions alike, I wanted to share: &lt;br /&gt;
&lt;br /&gt;
:[[Player_Run_Plots#I_Just_Want_to_Run_a_Plot.21|I Just Want to Run a Plot! ]]&lt;br /&gt;
:[[Player_Run_Plots#What_do_I_do_When_I.27m_Done.3F|What do I do When I'm Done?]]&lt;br /&gt;
:[[Player_Run_Plots#Things_Not_to_Do|What Shouldn't I do?]]&lt;br /&gt;
&lt;br /&gt;
All of these may be found under Roleplay &amp;gt; Player Run Plots, on the same page (I just linked to bookmarks). There, you can also find logs of our PrP Workshops to peruse...where we put our DMs on the spot!&lt;br /&gt;
&lt;br /&gt;
If you or someone you know has a questions about encounters, or perhaps you prefer a one-on-one...please come talk with our DMs. They're always happy to sit down and have a chat. &lt;br /&gt;
&lt;br /&gt;
PrPs are a welcome addition to this MUSH. Thank you for taking part of them, and celebrating spring with us.&lt;br /&gt;
&lt;br /&gt;
:- Lah&lt;br /&gt;
&lt;br /&gt;
===Monday, May 19, 2014===&lt;br /&gt;
====Potential Ancestral Update====&lt;br /&gt;
Hey, there. This is just a heads-up that we will be looking into a (possible) minor adjustment for the ancestral weapon spend. This would be more of a tweak than anything else. As with all updates, if this does happen, we will let you adjust accordingly.&lt;br /&gt;
&lt;br /&gt;
:- Tenebrae Staff&lt;br /&gt;
&lt;br /&gt;
===Sunday, May 18, 2014===&lt;br /&gt;
====Welcome, New Folks!====&lt;br /&gt;
We are, as of late, seeing a large number of new faces around. Let's make them welcome. Hooray for new people! Get out there and get to know them and RP with them!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Monday, May 12, 2014===&lt;br /&gt;
====Getting Involved with the Arc====&lt;br /&gt;
The below are some rough sketches of what's going on in the world based on various groups, interests, and foci. Feel free to look around though, too, and draw your own conclusions and storylines to bear. The following are just that, summaries, suggestions, and a way to paint a larger picture or ideas for getting involved. The details of course, are up to you.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Vardamen/Serrielites:''' A unique mention is made here because the Vardamen have been largely concerned with Heth and have served as advisors and warriors on that front. Serrielites have brought their shining blades to bear with the brilliance of the Dawn, and laid vanquish to undead. However, the unrest the Dranei bring is enough to threaten Chaos in multiple regions, which Heth (and Thul) would take advantage of. It's unlikely that Serriel would see the loss of Rune's knowledge and civilization a great thing, either...which would be a significant setback for the world at large.&lt;br /&gt;
&lt;br /&gt;
'''The Forces of Light:''' After the Rise of Shadows, the deities of Light took on a more war-like visage. Though many seek peace, even Althea stands with bill in hand, a recognition of the gravity of the times. Dran's war threatens not just Rune but the lives of towns and villagers, as well as the risk of Heth's (and Thul's) expansion. It is unlikely those of the Light will stand idly by.&lt;br /&gt;
&lt;br /&gt;
'''Warriors, Mercenary Forces:''' Meeting Dran will be largely a meeting of blade to blade. Where arvek inspire by their discipline and military strategy, the Dran inspire by their courage and raw brawn. This does not imply Arendt is an idiot: he's a forceful personality willing to do almost anything, with cunning, besides. PCs will be facing legends. This also means there's some money to be made and legends to be formed. &lt;br /&gt;
&lt;br /&gt;
'''Arcanists, Elunites:''' Arcanists and Eluna's followers are in a unique position; the loss of Rune would represent a tremendous loss for the advancement of magic, which could not be recouped for generations. Their abilities both in crowd control (massive Dranei armies) and recon (detect thoughts, etc.) are needed to stop this force. On the opposite side of the die, the fall of Rune could leave a controlling chunk of arcane knowledge in Taara's hands...&lt;br /&gt;
&lt;br /&gt;
'''The Green:''' The green of late have been involved in the negotiations between the sith Empress and Alexandria; acting as diplomats between the savage world and the civilised. They may be well suited to understanding and leading recon against Dranei forces as well, which this group is particularly suited for. The expansion of Heth also, would lead to the rending of the wild. No one should underestimate the rage or strength of the Green on this matter.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
...and more! Please don't take the above as the only groups. The intent here is to paint with broad strokes and offer suggestions, with details and interpretation left up to individuals, or even an invitation to go in a different direction, entirely.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Sunday, May 11, 2014===&lt;br /&gt;
====Sneaking with a Tower Shield====&lt;br /&gt;
With the wide variety of missions that can come up, don't think you need to be excluded from sneaky mission X because you're not a specific class, or because you play a good or honorable PC. In fact, honorable PCs are more likely be trusted with critical details...this is just a fact of human nature, meaning they may have more reason to 'dip in' from time to time. &lt;br /&gt;
&lt;br /&gt;
So, without too much more typing: (The start of) a guide to Sneaking With Tower Shields: http://forum.tenebraemush.net/index.php/topic,1741.msg8291.html&lt;br /&gt;
&lt;br /&gt;
Feel free to add your own ideas. I'm sure I left out quite a few, and more are always welcome!&lt;br /&gt;
&lt;br /&gt;
===Friday, May 9, 2014===&lt;br /&gt;
====Off-Hours Activity====&lt;br /&gt;
As a general reminder, we've had a substantial upswing in off-hours activity. This probably means you'll be seeing more +events, in the long run, at different hours. Please remember to check the time and not just assume it's at a time you're used to. &lt;br /&gt;
 &lt;br /&gt;
Also remember to set your offset by looking at +help time.&lt;br /&gt;
&lt;br /&gt;
===Wednesday, May 7, 2014===&lt;br /&gt;
====Mictlan and Temp Rooms Update====&lt;br /&gt;
Hey, there! One of the things we've been trying recently are temporary Plot Rooms. These are rooms tied to a particular plot or storyline which is ongoing in the game. The goal of these rooms is to provide a place to roleplay and an opportunity to explore current storylines outside of DM scenes. Once the storyline draws to a close, the room is usually removed. The aim here is to strike a careful balance between both story and maintaining a clean grid.&lt;br /&gt;
&lt;br /&gt;
Two of these rooms have been set up off of the RP Nexus, the Crumbling Fort and Mictlan. &lt;br /&gt;
&lt;br /&gt;
What we haven't said is that if an area is used extensively and has the potential to add to future storylines, it may be added to the main grid. Because Mictlan has been and you have made it a regular part of your roleplay, we've added it to the Light Woods. In the future, we hope to have some sort of voting process in place.&lt;br /&gt;
&lt;br /&gt;
:- Tenebrae Staff&lt;br /&gt;
&lt;br /&gt;
===Monday, May 5, 2014===&lt;br /&gt;
====More Roleplay Awesome!====&lt;br /&gt;
It's a little easier for staff to give out (yet) more awesome rewards for your roleplay, so expect us to take full advantage of this. :)&lt;br /&gt;
&lt;br /&gt;
In the meantime, please send cookies to Whiteout!&lt;br /&gt;
&lt;br /&gt;
:- Your Tenebrae Staff&lt;br /&gt;
&lt;br /&gt;
====Springtime for Tenebrae, pt 2====&lt;br /&gt;
We've had a few questions about our Spring celebration, and hope the following helps. As always, please ping us with any questions.&lt;br /&gt;
&lt;br /&gt;
:- Your Tenebrae Staff&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Spring Celebration Summary&lt;br /&gt;
&lt;br /&gt;
Run a PrP tied to a holiday or the meta-arc once and get:&lt;br /&gt;
&lt;br /&gt;
:... +1 level for any alt L9 or below!&lt;br /&gt;
&lt;br /&gt;
Run a PrP a second time and get:&lt;br /&gt;
&lt;br /&gt;
:... 75% of two encounters' worth of XP and treasure + 5 bonus RPPs!&lt;br /&gt;
:... or 75% of two encounters' worth of XP and treasure + 10% + 5 bonus RPPs if you run two within a week! (the 10% bonus is available throughout the year)&lt;br /&gt;
&lt;br /&gt;
You are ineligable if:&lt;br /&gt;
&lt;br /&gt;
:... You ran a PrP for and received a free level within the last 30 days. HOWEVER, you may still take advantage of this and run, and apply this May's bonus to an ALT! OR, you may choose to earn the RPP bonus, twice!&lt;br /&gt;
:... The PrP is run after May 31st!&lt;br /&gt;
:... You have already received your May bonus! (awards are per player, not per character)&lt;br /&gt;
&lt;br /&gt;
===Saturday, May 3, 2014===&lt;br /&gt;
====The Tournament Approaches!===&lt;br /&gt;
Now is the time for all your ridiculous over the top Angorite challenges! With the approach of the Torunament Paramont and the tensions between Rune and Dran, the Tournament may take political overtones this year. It is typically regional affair for each nation of the world, where contests of strength and prowess occur every year. &lt;br /&gt;
 &lt;br /&gt;
Plots regarding the Tournament (and there's more info on the wiki) are eligible for the bonuses described for the Spring Incentive. :D&lt;br /&gt;
&lt;br /&gt;
:Whirlpool&lt;br /&gt;
&lt;br /&gt;
===Thursday, May 1, 2014===&lt;br /&gt;
====Springtime for Tenebrae!====&lt;br /&gt;
We're celebrating spring in a big way. &lt;br /&gt;
 &lt;br /&gt;
Throughout this month, we'll be offering a substantial reward for being a part of our community. That is, staff will award 1 full level to any alt at 9th or below for the first PrP you run this month tied to the meta-arc OR any upcoming holiday! Then, we'll award 5 bonus RPPs for your second. These rewards are per player, NOT per character. Moreover, you can not have previously benefitted from a free level in the last month from the time of this post. Clerics are the exception to that rule for their starting bonus level &lt;br /&gt;
 &lt;br /&gt;
These rewards will be running for the full month of May, so you've plenty of time to plan your tale and claim your bonus. Afterwards, PrPs will still award 75 pct of gold and xp value to everyone, including the runner. In fact, two a week nets you a 10 pct bonus (though not to the free level...a free level is quite a bit!). &lt;br /&gt;
 &lt;br /&gt;
So, dip your fingers in and share a story. Get to know your virtual gaming table a little better. Or, continue to enjoy running if you already have, and plan some mischief. In addition, we'll be hosting a workshop next week to cover the basics for those with questions, and as a general round-table with our DMs. &lt;br /&gt;
 &lt;br /&gt;
If you'd like to jump in, we have a large group of players in 2-5, and especially 6-10. Undead hunting ties in well to the current arc...and there are a number of PCs involved in or interested in the arcane, in magitech, in the wilderness or in general heroism to provide a bevy of interests and who could use some love. &lt;br /&gt;
 &lt;br /&gt;
A number of PCs have selected the Green Word, Eluna, Reos, Angoron (and his Order Paramount) as deities or associations, and Vardama/Serriel is always a good direction for the current arc. And let's not forget how all of this dovetails nicely into the escalating conflict between Rune and Dran. And there's always goblin princes that require saving. &lt;br /&gt;
 &lt;br /&gt;
Don't feel constrainted by these, though. Dip your fingers in and crack open the storybook. We know how good all of you are. &lt;br /&gt;
 &lt;br /&gt;
Get to know your gaming table, your community, and help us celebrate the start of spring. &lt;br /&gt;
 &lt;br /&gt;
:- Your Tenebrae Staff&lt;br /&gt;
&lt;br /&gt;
===Friday, Apr 25, 2014===&lt;br /&gt;
====PrP Log URLs====&lt;br /&gt;
When submitting a PRP in the job system, remember that the percentage marks in the link will be eaten by the MU* code. :)&lt;br /&gt;
: Whirlpool&lt;br /&gt;
&lt;br /&gt;
===Saturday, April 19, 2014===&lt;br /&gt;
====Welcome, New Faces!====&lt;br /&gt;
We've had quite the influx of new faces recently. A big welcome to all of you!&lt;br /&gt;
&lt;br /&gt;
: Whirlpool&lt;br /&gt;
&lt;br /&gt;
===Friday, April 19, 2014===&lt;br /&gt;
====Fighter Mastery Over Armor====&lt;br /&gt;
Calling all fighters!&lt;br /&gt;
&lt;br /&gt;
Armor Mastery should now properly apply to ACP and Max Dex bonus. The catch? You must unequip and re-equip your armor before the changes will take effect.&lt;br /&gt;
&lt;br /&gt;
:Whiteout&lt;br /&gt;
&lt;br /&gt;
===Sunday, April 13, 2014===&lt;br /&gt;
====Potential Lag====&lt;br /&gt;
Lolth notes that, today (as in Sunday), the game may be a bit laggy due to some server work. :)&lt;br /&gt;
&lt;br /&gt;
: Whirlpool&lt;br /&gt;
===Sunday, March 30, 2014===&lt;br /&gt;
====Release Package 11 Live====&lt;br /&gt;
We're pleased to announce the release our latest, Release Package 11! In this RP, you'll find: &lt;br /&gt;
&lt;br /&gt;
:- New race feats &lt;br /&gt;
:- 2 new classes, Inquisitor and Witch &lt;br /&gt;
:- ALl related &amp;quot;Extra&amp;quot; feats, as well as Practiced Tactician for Cavalier (available normally or as an Org bonus!)&lt;br /&gt;
:- New racial weapons for gnomes and lucht&lt;br /&gt;
:- Plant animal companions &lt;br /&gt;
&lt;br /&gt;
As with all release packages, you'll be able to adjust your PCs to the new content. If you'd like to echange for one of the new racial feats for example, please send us a +request. For regenning into one of our new classes, the same. &lt;br /&gt;
&lt;br /&gt;
Note that if you helped us previously in testing these classes, you will need to regen, as we've refined options. &lt;br /&gt;
&lt;br /&gt;
This is a long time coming! We thank all of you for being so patient. We should start seeing more regular content additions going forward, of a smaller size. &lt;br /&gt;
 &lt;br /&gt;
: Tenebrae Staff&lt;br /&gt;
&lt;br /&gt;
====PrP Reminders====&lt;br /&gt;
Hey, there. This is just a friendly reminder that PrP runners receive gold as well as XP these days. This has been in place for a bit, just hard to get the message out, so I'd appreciate if y'all could help spread the message. ^^; &lt;br /&gt;
&lt;br /&gt;
:- Lah&lt;br /&gt;
&lt;br /&gt;
PPS As an addendum, there's only 2 types of PrPs these days: Death Consent, and non-Death Consent. They both award gold and XP to everyone involved, including the runner. &lt;br /&gt;
&lt;br /&gt;
There's no dramatic or anything else, though if your PrP is noncombat, we award the runner 2 RPP in addition to everything else.&lt;br /&gt;
&lt;br /&gt;
In the end, we just thought having two main types and everyone getting the same rewards was simpler. &lt;br /&gt;
 &lt;br /&gt;
:- Lah&lt;br /&gt;
===Sunday, March 23, 1014===&lt;br /&gt;
====Prosthetics Price Update====&lt;br /&gt;
Prosthetics (artifice arms, legs, and limbs) are now priced at 75%. See RPP page for details.&lt;br /&gt;
&lt;br /&gt;
:- Lah&lt;br /&gt;
&lt;br /&gt;
====New +roll Command====&lt;br /&gt;
Ever wondered what you'd look like in shades? What if you were Batman? What you were Batman AND Superman? Impossible, you say? Type +roll/sunglasses, and find out!&lt;br /&gt;
&lt;br /&gt;
PS ...this command is just for fun, if that was not obvious. &lt;br /&gt;
&lt;br /&gt;
===Saturday, March 15, 2014===&lt;br /&gt;
====+Events Update====&lt;br /&gt;
Events is now fully upgraded to use +time/offset. Please see +help events files for updates. Thosewith exisiting events as of this post should check their start times. It's possible that some were skewed during the update process.&lt;br /&gt;
&lt;br /&gt;
: Whiteout&lt;br /&gt;
&lt;br /&gt;
===Friday, March 14, 2014===&lt;br /&gt;
====New Code: +show====&lt;br /&gt;
Do you like PRPs but dislike the player-DM's need to ask you for everything in combat? Twice? Do others doubt claims as to the girth of your spellbook? Length of your sword? Your stupendous feat?&lt;br /&gt;
&lt;br /&gt;
Worry not, as you can now flash your shiny sheet at others with +show! See +help show for details!&lt;br /&gt;
&lt;br /&gt;
: Whiteout&lt;br /&gt;
&lt;br /&gt;
===Monday, March 10, 2014===&lt;br /&gt;
====A Big Thank You!====&lt;br /&gt;
I'd forgotten to look at it the other day, but it looks as though we're well over 60+ scenes since the end of December, with over 400+ characters. We're also at nearly 200 RPPs since the start of Feb. That is pretty damn awesome. A big thank-you to everyone who's helped us get there!&lt;br /&gt;
&lt;br /&gt;
: Lahar&lt;br /&gt;
&lt;br /&gt;
===Friday, February 28, 2014===&lt;br /&gt;
====Alexandria Sea Port Opened====&lt;br /&gt;
If you look at the map, Alexandria's great Sea Port is now open. To make this fit well geographically, I did a little reshuffling. Specifically, the Warehouse District is now at A05, and Gardens is now at A06. They were always this way. Always.&lt;br /&gt;
&lt;br /&gt;
Mountains, river, and sea areas have also been better illustrated.&lt;br /&gt;
&lt;br /&gt;
There may be a few bugs still. If so, let me know.&lt;br /&gt;
&lt;br /&gt;
: Lahar&lt;br /&gt;
&lt;br /&gt;
===Saturday, February 22, 2014===&lt;br /&gt;
====A Companionable and Familiar Update====&lt;br /&gt;
Hello! As you doubtless know, d20 has a lot of documentation. A LOT. XD To help out on our, and our Plot Runners', end of things, we're going to ask folks to use +cnotes to document their animal companions and familiars. &lt;br /&gt;
&lt;br /&gt;
For companions, there are templates available here: http://www.tenebraemush.net/index.php/World_Bestiary#Companions&lt;br /&gt;
&lt;br /&gt;
The aim of this is to keep things a little cleaner and more easily accessible.&lt;br /&gt;
&lt;br /&gt;
: Lahar&lt;br /&gt;
&lt;br /&gt;
===Friday, February 21, 2014===&lt;br /&gt;
====Magical Items Update====&lt;br /&gt;
The magical items section of the website has been completely rehauled, and now contains every item in the the Core Rulebook and a few homebrew items that we allow on the game. It lists prices and links to the description of the item. It is primarily done though a few nudges here and there might happen to get it looking like the way we want it. If you notice any bugs or links, please post on the forum and we'll go smash them appropriately. Thank you, and enjoy :)&lt;br /&gt;
&lt;br /&gt;
:Typhoon&lt;br /&gt;
&lt;br /&gt;
===Saturday, February 8, 2014===&lt;br /&gt;
====New Jobs Bucket====&lt;br /&gt;
As there was some confusion, and to help organize jobs, a PURCH bucket was added (I.E. +request/purch &amp;lt;title&amp;gt;=&amp;lt;text&amp;gt;). This is for IC purchase requests that cannot otherwise be made through a vendor and are not PC crafted. &lt;br /&gt;
&lt;br /&gt;
:Whiteout&lt;br /&gt;
&lt;br /&gt;
===Thursday, January 30, 2014===&lt;br /&gt;
====Code Update: Timestop====&lt;br /&gt;
Have you ever been lost during a combat scene? Do you ever wonder why the giant can AoO everyone in the party? Does anyone know where in the Void the rogue went? Again?&lt;br /&gt;
&lt;br /&gt;
Now, these great mysteries might be less mysterious, thanks to shiny, yellow +tmap!&lt;br /&gt;
&lt;br /&gt;
This 100' x100' map allows DM's to show players exactly where they are in relation to all the things trying to kill, maim, and/or eat them. See +tmhelp while in a timestop for more information!&lt;br /&gt;
&lt;br /&gt;
NOTE: This aid is entirely voluntary, and its use is entirely up to the scene DM. If they wish to decapitate, eviscerate, or decaffeinate everyone cinematically, they are allowed to do so.&lt;br /&gt;
&lt;br /&gt;
: Whiteout&lt;br /&gt;
&lt;br /&gt;
====Updates to EVERYTHING!====&lt;br /&gt;
As a heads-up, we're currently working to update our old systems into something more streamlined and unified. This new system will be uniting not only +request, but also +legwork, +rpps, and scene treasure! You will be able to +roll, share comments, and invite that lonely otyugh to dinner that you'd always wanted to. Please see +help requests and +help rpp for the fine details.&lt;br /&gt;
&lt;br /&gt;
The old commands will be around for a short while as we adjust to the new system.&lt;br /&gt;
&lt;br /&gt;
As with all new things, please expect growing pains. This will be true especially over the next few days as we apply the wrench and judicious kicking. We will just be applying some minor tweaks and being sure that things work as intended.&lt;br /&gt;
&lt;br /&gt;
Please report all bugs to Whiteout, with cookies.&lt;br /&gt;
          &lt;br /&gt;
:Lah&lt;br /&gt;
&lt;br /&gt;
===Saturday, January 25, 2014===&lt;br /&gt;
====Mictlan Open!====&lt;br /&gt;
On Ceriday, Vhast 25 of the year 1016, a group of heroes strode forth and vanquished the spirits of the morageg. The demonic undead had risen to harass a sacred site of the sith-makar, Mictlan. This site is available for a short time off of the RP Nexus for roleplay. It's the sort of thing you will see from time to time in DM Plots as a way to open up roleplay and roleplay options.&lt;br /&gt;
&lt;br /&gt;
Also bacon.&lt;br /&gt;
&lt;br /&gt;
: Lah&lt;br /&gt;
&lt;br /&gt;
===Friday, January 24, 2014===&lt;br /&gt;
====Which Stories are You a Part of?====&lt;br /&gt;
Hey, there. I'm trying to build a DB of who's active within which organizations, groups, and so on. :3&lt;br /&gt;
&lt;br /&gt;
Please respond to this thread: http://forum.tenebraemush.net/index.php/topic,1676.0.html&lt;br /&gt;
&lt;br /&gt;
: Lah&lt;br /&gt;
&lt;br /&gt;
===Monday, January 20, 2014===&lt;br /&gt;
====And We're Back!====&lt;br /&gt;
And here's to Lolth for being awesome. &amp;lt;3&lt;br /&gt;
&lt;br /&gt;
====Tenebrae FB====&lt;br /&gt;
Just letting folks know that when the game goes down for whichever reason, we've put together a FB account (https://www.facebook.com/tenebrae.mux). The FB account is set private, so whether you watch/friend/etc. us is entirely up to you. &lt;br /&gt;
&lt;br /&gt;
You're also welcome to watch my G+ page, which is less official, but there for folks who dislike FB.&lt;br /&gt;
&lt;br /&gt;
: Lah&lt;br /&gt;
&lt;br /&gt;
===Monday, January 13, 2014===&lt;br /&gt;
====Channel Name Contest====&lt;br /&gt;
So. &lt;br /&gt;
 &lt;br /&gt;
We're setting up a new channel on the game. This channel will be to help people running scenes with any questions they might have. Anyone interested in scene *running* can join it. It will be about how to untangle story knots you might've gotten into, how to handle encounters getting stomped, or what to do when a player does something unexpected. In short, a general advice channel for people running scenes to use the greater experience of the players around them. DM staff will also of course be on the channel. &lt;br /&gt;
 &lt;br /&gt;
However, we do not have a /name/ for this channel yet, so I am holding a tiny contest. Submit a catchy name for the channel and it'll be used. The first one that really clicks for us will be the one that gets set up. &lt;br /&gt;
 &lt;br /&gt;
Suggest away in page or @mail!&lt;br /&gt;
&lt;br /&gt;
: Whirlpool&lt;br /&gt;
&lt;br /&gt;
====Contest Closed====&lt;br /&gt;
That was fast! TPK is now a channel. :) Anyone who wants to contribute to it may hop  on. :) &lt;br /&gt;
 &lt;br /&gt;
Instructions to join are: addcom tpk=TPK&lt;br /&gt;
&lt;br /&gt;
:Whirlpool&lt;br /&gt;
&lt;br /&gt;
===Saturday, January 11===&lt;br /&gt;
====Calling Adventurers!====&lt;br /&gt;
I am contemplating running a good old fashion dungeon crawl for a group of characters. I am saying a group because this will most likely take several sessions in which to complete. I am merely seeking those who might be interested in such a thing. We will be running on weeknights because my weekends TT games going on already. We would also be using the free webprogram roll20.net just for the map. All RP and rolls will be done on game as usual. For those interested, please @mail me directly. I do not have a level range at this point, but I will try to make it a standard 4-5 (maybe 6) party of comparable levels, so not everyone who shows interest may get in.... this time. &lt;br /&gt;
&lt;br /&gt;
Reminder, this is for feelers, scheduling will come later.&lt;br /&gt;
&lt;br /&gt;
:Typhoon&lt;br /&gt;
&lt;br /&gt;
====Legworks and Such====&lt;br /&gt;
A number of you have submitted questions about the most recent plots. I'll be trying to contact those that have this weekend.&lt;br /&gt;
&lt;br /&gt;
:Whirlpool&lt;br /&gt;
&lt;br /&gt;
====Server Talk====&lt;br /&gt;
An upgrade looms ahead! I have allocated resources to get two new HDs next week, and very soon I will have a window of opportunity to install as well (most likely Sunday 19th), and I am going to do a fresh install instead of upgrading the existing one.&lt;br /&gt;
&lt;br /&gt;
However, this has also made me wonder if I should swap from Fedora to some other RedHat-based distro.&lt;br /&gt;
&lt;br /&gt;
If you have any experience at all regarding the following ones, please get in touch with me via @mail.&lt;br /&gt;
&lt;br /&gt;
* Red Hat Enterprise Linux&lt;br /&gt;
* Scientific Linux&lt;br /&gt;
* CentOS&lt;br /&gt;
&lt;br /&gt;
Otherwise we'll plod on with Fedora...&lt;br /&gt;
&lt;br /&gt;
:Lolth&lt;br /&gt;
&lt;br /&gt;
===Monday, January 6, 2014===&lt;br /&gt;
====Prosthetics====&lt;br /&gt;
From Barret to the iconic crossbow-armed hunter, artifice-powered prosthetics have long been a part of modern fantasy. Today, we're opening the door, all thanks to the creative team over at 4 Winds Fantasy Gaming. We're including a limited number of their prosthetics, and more may be added over time. &lt;br /&gt;
 &lt;br /&gt;
As of right now, these are a limited RPP spend. &lt;br /&gt;
 &lt;br /&gt;
Please see [[RPPs]] &amp;gt; [[Character Spends]] for details!&lt;br /&gt;
&lt;br /&gt;
===Thursday, January 2, 2014===&lt;br /&gt;
====Typhoon Incoming!====&lt;br /&gt;
Greetings all,&lt;br /&gt;
&lt;br /&gt;
My name is Typhoon and I'm a new DM to torment you all! No, I really won't. But running plots and challenging you all is definitely something I will be doing. You may know me as Elessa, which is one of my PCs on the game. For RL I have been playing Pathfinder for two years now, while doing table top overall since 2005, with text based games on and off since the '90s. I cannot wait to play with all of you as a DM and unleash all my wonderful plot ideas upon you. Good luck ;)&lt;br /&gt;
&lt;br /&gt;
Typhoon, DM&lt;br /&gt;
&lt;br /&gt;
===Tuesday, December 31, 2013===&lt;br /&gt;
====Events Weirdness====&lt;br /&gt;
So, a while back I said we were going to be inviting some players to help us review content for inclusion to the game. We have done so. With some minor hiccups from over the holidays, this is working swimmingly. &lt;br /&gt;
 &lt;br /&gt;
You guys, on game, will soon start to see the results of this. Going into the new year, we will also begin kicking new storylines into place and some of you have already seen the foreshadowing of that for some time now. &lt;br /&gt;
 &lt;br /&gt;
Looking forward to 2014!&lt;br /&gt;
&lt;br /&gt;
===Wednesday, December 25 2013===&lt;br /&gt;
====Those Shifty PrPs====&lt;br /&gt;
Hey there! Remember! If you have your RPPs on different characters, you can shift them to a single one with the +rpp/move comand like so!&lt;br /&gt;
&lt;br /&gt;
Logged in from Bob, typing +rpp/move 5 from Steve transfers 5 points from your alt, Steve to your alt, Bob.&lt;br /&gt;
&lt;br /&gt;
Or, while logged in from Bob, typing +rpp/move 5 to Steve would move 5 points from Bob to Steve.&lt;br /&gt;
&lt;br /&gt;
If you forget, the file can be found over here: +help rpp.&lt;br /&gt;
&lt;br /&gt;
Transferring them before you send in a req helps us out quite a bit, and helps us turn things around faster, too.&lt;br /&gt;
&lt;br /&gt;
:- Your Tenebrae Staff&lt;br /&gt;
&lt;br /&gt;
===Saturday, December 21, 2013===&lt;br /&gt;
====Holiday Bonus!====&lt;br /&gt;
Remember, folks! You have to be proactive in claiming your holiday bonus! If you haven't yet, let us know!&lt;br /&gt;
&lt;br /&gt;
====The Story Behind Ancestral Staves====&lt;br /&gt;
Most ancestral staves are, at least initially, crafted by one of the many mage guilds from around the world. So, how do you think they're crafted? What's the story? &lt;br /&gt;
&lt;br /&gt;
We're taking story ideas for these staves, so please send them in! This does not mean yours cannot be different, of course, just that we'd like to explore some ideas for a 'baseline' to begin from.&lt;br /&gt;
&lt;br /&gt;
Note: Because it's been mentioned, the Ygdrassil Tree somewhat belongs to the druids, and would be a little out of range for mages. You're welcome to address other ideas, though. Rare trees among Llyranost? Planar saplings...? Let us know what you think would be fun. 'Cool' should definitely be a part of it. :3&lt;br /&gt;
&lt;br /&gt;
===Tuesday, December 17, 2013===&lt;br /&gt;
====Content Review====&lt;br /&gt;
Hi everyone! &lt;br /&gt;
&lt;br /&gt;
For a while now, staff has been interested in speeding up the implementation of content from the variety of Pathfinder books that have been released. This is easier said than done when you're also maintaining and running the game! That's why we've decided to tap our best resource: the players. &lt;br /&gt;
 &lt;br /&gt;
We'll be selecting a handful of players to serve as a sort of 'content review' board. These players will be providing their own, independent feedback on particular bodies of content slated for inclusion, be they feats, spells, classes and more, with the goal being to help us sort through what is balanced, what is thematically appropriate, what needs changing or does not, faster than we would be otherwise able to do. &lt;br /&gt;
 &lt;br /&gt;
These players will be anonymous to each other as we want independent feedback with a good cross-section of opinion. &lt;br /&gt;
&lt;br /&gt;
This will be starting shortly and we will begin implementing the results as quickly as possible.&lt;br /&gt;
&lt;br /&gt;
===Saturday, December 14, 2013===&lt;br /&gt;
====The Most Wonderful Time of the Year====&lt;br /&gt;
Hi everyone! &lt;br /&gt;
&lt;br /&gt;
So, you know. It is that time of year again! It's time for horribly ugly sweaters and wonderful gift-giving. And decorating Cuddles, of course. &lt;br /&gt;
&lt;br /&gt;
To celebrate another successful year, we'll be doing a number of things. &lt;br /&gt;
 &lt;br /&gt;
First, we'll be awarding 1 free level, with stipend, to any single one of your alts in the 2-5 bracket. Every player will also receive 5 RPPs, to spend as they like. &lt;br /&gt;
&lt;br /&gt;
If you have no alt in the 2-5 range, you have until the end of the month to wade in. Otherwise, just come talk with us and we will work something out, but consider this encouragement to make a low level character if you don't already have one. :)&lt;br /&gt;
&lt;br /&gt;
====How to Get====&lt;br /&gt;
As a note, you will need to simply either page a staffer or submit a request. We'll take care of it. :)&lt;br /&gt;
&lt;br /&gt;
Stipends are handled similarly. Please say 'I need a stipend for going from level 3 to 4' or something akin to that. It makes it easier for us. Remember, stipends only let you buy things at ''market value'' and can not be used to purchase crafted goods.&lt;br /&gt;
&lt;br /&gt;
===Tuesday, December 10, 2013===&lt;br /&gt;
====PrP Reminders====&lt;br /&gt;
Just a gentle reminder. We offer a lot of bonuses (Roleplay &amp;gt; [[Bonuses]] on the site), so if you are claiming one for a PrP, please note this in the +request. Otherwise, we might overlook it. This is not intentional; it's just there's always a lot of things going on. This is only a reminder as we do from time to time; it's important no one get left out. &lt;br /&gt;
&lt;br /&gt;
Also, we've had some confusion about the 3rd level boost. The 3rd level boost for a new character on a first-time PrP is for new players (not characters). Existing players can still spend 10 RPP, or get the cleric boost. We've reiterated this in a few areas and hope it will be less confusing in the future. The boost is intended to help new players get their feet wet and meet the community. &lt;br /&gt;
&lt;br /&gt;
:- Tenebrae Staff&lt;br /&gt;
&lt;br /&gt;
===Monday, December 9, 2013===&lt;br /&gt;
====A Game of Darts====&lt;br /&gt;
A grumpy fellow stumps into the Ox. He eyes the shabby-looking dart board on one of the walls. &amp;quot;So ya got a dart board? Bout time, huh!&amp;quot; he says. Then, he stumps over to grab a drink and eye the drunken gobber spinning in circles.&lt;br /&gt;
&lt;br /&gt;
'''OOC:''' We've spiced up the grid a bit. There are now a small number of games to be found, such as chess board in the Arcane Society's halls and a dart board at the Ox. You're welcome to pose playing these as your PC, or just use them as vehicles for furthering RP. They emit as GAME:, just as dice rolls do.&lt;br /&gt;
&lt;br /&gt;
: Lahar&lt;br /&gt;
&lt;br /&gt;
===Friday, December 6, 2013===&lt;br /&gt;
====Help for the Holidays====&lt;br /&gt;
Hey, there! This year, we wanted to try something special. And, we need your help to pull it off. We really do.&lt;br /&gt;
&lt;br /&gt;
Please @mail Radioactive and myself the names of up to three other people. These should be folks who you may or may not necessiarily be friends with (and now is a perfect time to branch out!), but who you think over the past year or so have gotten left in the dust a bit due to one reason or the other. &lt;br /&gt;
&lt;br /&gt;
If you can, include a bit of why. For example, folks who haven't been able to make scenes due to say, being in the military or just their time zone.&lt;br /&gt;
&lt;br /&gt;
Anyhow, please step forward this holiday season! &lt;br /&gt;
&lt;br /&gt;
: Lahar&lt;br /&gt;
===Monday, December 2, 2013===&lt;br /&gt;
====Wanted Concepts====&lt;br /&gt;
This question crops up from time to time. Our first and constant answer is: play what you like. That said, it DOES come up and if you're of a mind to 'fill the gap,' here's a few ideas. Again, this is all up to you. We play our characters sometimes for years, so be sure and make someone you're happy with.&lt;br /&gt;
&lt;br /&gt;
:'''Arcanists: '''Believe it or not, we're short on these! This is especially true for utility casters, but it's true for arcanists in general. When Rune fractured, so did their worldwide organization...but it became more local, more flavorful. What's your story? &lt;br /&gt;
&lt;br /&gt;
:'''Polearm Warriors:''' From barbarians to fighters, polearm warriors are currently rare. Aside from the maneuverability polearms offer, we allow the 3.5 feat, Short Haft, which gives you a wide range of options in any situation. That is, you can 'choke up' on your weapon, and will never be without it.&lt;br /&gt;
 &lt;br /&gt;
:'''Maneuverists:''' Maneuver or crowd-control specialists of any stripe, from combat maneuver fighters, to polearm fighters, to creative artificers. Many of the maneuvers offer AoOs to allies, for example, and artificers' death rays can entangle enemies as well as burninating. This is a creative category, guaranteed to offer more options than: Spell: Hit really hard.&lt;br /&gt;
&lt;br /&gt;
:'''Clerics:''' Clerics are a staple, and a good way to become known in the community. They're always appreciated within any party, and if you make one, you start at level 3*! Our clerics are also one of the few classes to receive automatic, ingame titles.&lt;br /&gt;
&lt;br /&gt;
:'''Bards:''' The humble bard fills many roles, and never lacks in any situation. Not all bards are singers--some are chanters, others, inspiring speakers. The Theatre District in the city is an active place, and our Festival Grounds and Area offer opportunities for performance combat and festivals galore. This is especially true of non-Ceinaran bards.&lt;br /&gt;
 &lt;br /&gt;
:'''Druids:''' These defenders of the wild are a versatile bunch, and though there is a lot of RP which takes place within a city, there's also an ongrid Grove, forest, and wilderness areas, so dig in! Organizations such as the Pastoral Shapers provide solid IC reasons for working with those strange wall-dwellers. Or, take a walk on the wilder side...&lt;br /&gt;
  &lt;br /&gt;
:'''Khazad, Gobbers, Arvek:''' In any game, there's always going to be a number of humans, elves (sildanyar) and half-elves (especially half-muls). Consequently, we're usually low on other races...if you feel like picking one up. If you do want a sildanyari, you could consider their wild cousins. The sylvanori are usually in need of a little &amp;lt;3.&lt;br /&gt;
&lt;br /&gt;
Is there a concept that strikes you? Never feel constrained or as though we're saying 'you MUST play this!' This post (and we make them rarely) is just here to answer questions and offer possibilities. If one of these ideas DOES strike you, then all the better!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; New players can get this same bonus for any class by running a PrP, and existing players can spend 10 RPP.&lt;br /&gt;
&lt;br /&gt;
====Minor Updates====&lt;br /&gt;
We have updated our list of available animal companions. &lt;br /&gt;
 &lt;br /&gt;
You may find the adjusted list here along with information on them: World &amp;gt; [[World Bestiary]].&lt;br /&gt;
 &lt;br /&gt;
The updated list includes griffon, hippogriff, and giant toad companions.&lt;br /&gt;
&lt;br /&gt;
===Sat, Nov 30, 2013===&lt;br /&gt;
====Code Update: +cast====&lt;br /&gt;
After realizing that DMs were required to ask for save DCs, I updated +cast. Caster level and save DC will be displayed in addition to the spell name when it is +cast. Obviously, this information is not applicable tp those spells that do not allow or generally require saves. The displayed DC follows PRD calculations and includes bonuses for Spell Focus/Greater Spell Focus and Gnomes casting Illusions. If anyone notices discrepancies or issues, please let me know.&lt;br /&gt;
&lt;br /&gt;
:Whiteout&lt;br /&gt;
&lt;br /&gt;
===Wed, Nov 27, 2013===&lt;br /&gt;
====Witch and Inquisitor====&lt;br /&gt;
So, we have a progress update on these two. We have decided to add them to the live game as well. &lt;br /&gt;
&lt;br /&gt;
Whiteout has been coding them in for a while now. We still have theme to work on, feats to review, and bugs to fix so they probably won't be functional until after the New Year's, but they're 'on the horizon' now. Expect more details soon.&lt;br /&gt;
&lt;br /&gt;
===Tue Nov 26, 2013===&lt;br /&gt;
Just a quick note to let you know that the Open Space and Vehicle spends have been updated so they more resemble other spends. This is for streamlining and to make a things a little easier on everyone.&lt;br /&gt;
&lt;br /&gt;
In addition, we've modified the PrP Rewards slightly: you now receive a 10% bonus for running more than 1 PrP a week. This applies retroactively to any PrP you'd run that week. &lt;br /&gt;
&lt;br /&gt;
This is something new we are trying out, and we're not sure if we'll stick with it yet. Feedback is appreciated.&lt;br /&gt;
&lt;br /&gt;
Happy Holidays, &lt;br /&gt;
&lt;br /&gt;
:Your Tenebrae Staff&lt;br /&gt;
&lt;br /&gt;
===Mon, Nov 25, 2013===&lt;br /&gt;
====Queen's Fall Awards====&lt;br /&gt;
I have rewarded XP and gold to everyone who participated. There were a lot of people so I might've missed a person or two. If I did, let me know!&lt;br /&gt;
&lt;br /&gt;
PS The finale is now posted on our logs page at: [[End of the Queen]]! I hope you all enjoyed this long running arc as we move full speed ahead to the next one!&lt;br /&gt;
&lt;br /&gt;
:Whirlpool&lt;br /&gt;
===Fri Nov 22, 2013===&lt;br /&gt;
====Tenebrae Christmas Party====&lt;br /&gt;
December 13th, we'll be holding the Tenebrae Christmas Party! What cheesy movie should we watch?&lt;br /&gt;
&lt;br /&gt;
Please send in votes to Lahar.&lt;br /&gt;
&lt;br /&gt;
Bonuses if they make Whirl or Inferno cry.&lt;br /&gt;
&lt;br /&gt;
PS Movie should be available on Netflix.&lt;br /&gt;
&lt;br /&gt;
====RPP Bonuses for Rumors====&lt;br /&gt;
Did you know that.. &lt;br /&gt;
 &lt;br /&gt;
When you, as a player, are in either a PRP or a DM'd scene, you may volunteer to write up a rumor post with the consent of the person running the scene. Doing so and posting the rumor will net you one RPP as a thank you. Please submit that you have done so to the RPP queue. &lt;br /&gt;
 &lt;br /&gt;
There are these and other ways you can earn bonus RPPs. They are all listed here: [[Bonuses]]. &lt;br /&gt;
&lt;br /&gt;
===Thu Nov 21, 2013===&lt;br /&gt;
====Conclusion====&lt;br /&gt;
The Azure Queen arc will be ending this weekend on either Saturday or Sunday or perhaps both. Depends on a few factors this is just an initial heads up to everyone. :)&lt;br /&gt;
&lt;br /&gt;
:Whirlpool&lt;br /&gt;
&lt;br /&gt;
====The Story Behind Ancestral Staves====&lt;br /&gt;
Most ancestral staves are, at least initially, crafted by one of the many mage guilds from around the world. So, how do you think they're crafted? What's the story? &lt;br /&gt;
&lt;br /&gt;
We're taking story ideas for these staves, so please send them in! This does not mean yours cannot be different, of course, just that we'd like to explore some ideas for a 'baseline' to begin from.&lt;br /&gt;
&lt;br /&gt;
Note: Because it's been mentioned, the Ygdrassil Tree somewhat belongs to the druids, and would be a little out of range for mages. You're welcome to address other ideas, though. Rare trees among Llyranost? Planar saplings...? Let us know what you think would be fun. 'Cool' should definitely be a part of it. :3&lt;br /&gt;
&lt;br /&gt;
:Lahar&lt;br /&gt;
===Wed Nov 20, 2013===&lt;br /&gt;
====New RPP Options====&lt;br /&gt;
For a while, we've been saying we would be expanding the RPP options. Well, we just did! We've added a slew of new options and a number of new, exclusive spends. Influence and Organizations in particular have received upgrades. Among them are:&lt;br /&gt;
&lt;br /&gt;
:* Ancestral Weapons: An intelligent weapon summonable to you at-will and who develops over time and with your PC. For mages, Ancestral Staves are an option. &lt;br /&gt;
 &lt;br /&gt;
:* Organizations: Become known among your peers and a mentor for other characters. Gain access to exclusive training and benefits, including up to two-thirds of your raise dead costs or additional spells for your spellbook!&lt;br /&gt;
 &lt;br /&gt;
:* Influence: Become influencial in your selected domains, increasing your ability for social mischief, and gaining rogue-like talents!&lt;br /&gt;
 &lt;br /&gt;
:* Open Spaces: Create a small, open and public space ongrid for others to share!&lt;br /&gt;
 &lt;br /&gt;
:* Merchant Carts: Hook up a few griffons and trundle into town with your beerwagon!&lt;br /&gt;
&lt;br /&gt;
...and many other surprises!&lt;br /&gt;
&lt;br /&gt;
Many of these spends are meant to be developed over time with your character, and reflect how you tell your story. That is, they're not something to perfect immediately, but something to roleplay their development over time with your friends.&lt;br /&gt;
&lt;br /&gt;
To celebrate the launch, each player (not character) will receive 10 RPPs to spend as they like, on any of their characters they like. Just contact us via +req with what you'd like to purchase.&lt;br /&gt;
&lt;br /&gt;
As with all new content, expect updates and adjustments. If you had an Active Org or Influence spend(s) previously, please contact staff with how to convert it. You have some new options!&lt;br /&gt;
&lt;br /&gt;
A big thanks to all our reviewers and staff who've had a hand in helping us put this together!&lt;br /&gt;
&lt;br /&gt;
:Tenebrae Staff&lt;br /&gt;
&lt;br /&gt;
===Sat Nov 11, 2013===&lt;br /&gt;
====Exorcism====&lt;br /&gt;
We'll be wrapping up the Exorcism this week with conclusions for the various threads we've started over it. There'll be another summary post at the end of the week and then everything shall be unfzozen. WE'll be kicking off the next arc officially soon. :D&lt;br /&gt;
&lt;br /&gt;
:Whirlpool&lt;br /&gt;
&lt;br /&gt;
===Mon Nov 11===&lt;br /&gt;
====Summary of Day One's Plots====&lt;br /&gt;
I have just posted a summary of my plots on Day One of the Exorcism. Day two begins now and will be the climax. &lt;br /&gt;
 &lt;br /&gt;
Thank you all for your patience in dealing with the time-dilated nature of all of this.&lt;br /&gt;
&lt;br /&gt;
PS If your PC spends time at the Tarienite Temple, or is a Tarienite themself, give me a shout. :)&lt;br /&gt;
&lt;br /&gt;
:Whirlpool&lt;br /&gt;
&lt;br /&gt;
====Website Update: Organizations====&lt;br /&gt;
The organizations pages have gotten an overhaul. Thanks to everyone who's lent a hand. :3&lt;br /&gt;
&lt;br /&gt;
On the website, see: &lt;br /&gt;
:Core Setting &amp;gt; [[Local Organizations]]&lt;br /&gt;
:World &amp;gt; [[World Organizations]]&lt;br /&gt;
&lt;br /&gt;
The World Organizations page is larger; more in the sense that many groups have offices here and there. This also makes them of greater use to DMs and plot runners if say, you're running a scene in the frigid mountains of Dran...&lt;br /&gt;
&lt;br /&gt;
:Lahar&lt;br /&gt;
&lt;br /&gt;
===Wed Nov 06===&lt;br /&gt;
====At the End of the Week====&lt;br /&gt;
I shall be posting a summary of all plots and events relating to the exorcism of the Blue Lady by the end of this week. That should get everyone on the same page of where the storyline is going forward into the end of...the end. &amp;lt;.&amp;lt;&lt;br /&gt;
&lt;br /&gt;
: Whirlpool&lt;br /&gt;
&lt;br /&gt;
===Fri Nov 01===&lt;br /&gt;
====Exorcism Updates====&lt;br /&gt;
As plots complete, I will be posting updates to the rumor boards about the progress of the exorcism and the events of the day. Keep your eyes peeled, but understand that none of this stuff will all 'happen' until all plots are resolved, as it all happens over the course of 24-48 hours. A simple reminder. :)&lt;br /&gt;
&lt;br /&gt;
====+events====&lt;br /&gt;
+event times should now be correct. There will be continuing improvements and additions. +time was also updated. Please see +help time for more information.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Thu Oct 31===&lt;br /&gt;
====+events====&lt;br /&gt;
So our +events times are a bit off. We'll be fixing that. :)&lt;br /&gt;
&lt;br /&gt;
===Mon Oct 28===&lt;br /&gt;
====Connection Burps====&lt;br /&gt;
&lt;br /&gt;
It looks as though our ISP is having a few burps as it runs some updates. We'll let you know how it goes. In the meantime, there may be a few bumps here and there.&lt;br /&gt;
&lt;br /&gt;
I'd like to take this time to remind folks (and myself) that we do have a Facebook: https://www.facebook.com/tenebrae.mux ...it's never something required, and whether you friend us or not is up to you. Mostly, it's just there to share a blurb in case of times like these: a way for us to get the word out.&lt;br /&gt;
&lt;br /&gt;
:- Lah&lt;br /&gt;
&lt;br /&gt;
===Fri Oct 25===&lt;br /&gt;
====Mocking the Queen====&lt;br /&gt;
Remember, our Saturday social is your chance ot hurl insults at the Azure Queen, boo her, and otherwise be obnoxious toward her. There'll also be some acts (and if you have an idea for one, we'll work it out on Saturday, and so on) and, here's hoping, it will be both informative and fun! See you all there!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Fri Oct 25 ===&lt;br /&gt;
====Aspect Update and RPP Update, pt 1====&lt;br /&gt;
We're pleased to announce the launch of our new Aspects. If you possess a current Aspect, please contact staff so that we may update you.&lt;br /&gt;
&lt;br /&gt;
Most of the Aspects have been kept, though all have received a little beefing up. If you'd like to make some changes or have comments, please contact us and we'll work it out.&lt;br /&gt;
&lt;br /&gt;
You'll notice that the cost has increased somewhat to reflect Aspects' new, added utility. However, if you had level 2 in your aspect, you still have level 2.&lt;br /&gt;
&lt;br /&gt;
We are introducing tiers into numerous RPP spends. As a pilot program, Aspects are the first spends we'll be introducing these to. If you are buying into a tiered spend, it means that it will have more interesting abilities which you may expand into over time. As an example, the Ancestor-Touched aspect has three tiers you may purchase.  All charcters may purchase up to their level/2 in tiers in any single ability. That is, a L2 character may earn Tier 1 abilities, and a L4 character may earn Tier 2 abilities and so on.&lt;br /&gt;
&lt;br /&gt;
As always, with any new content, we will be watching carefully. Expect changes, tweaks, nerfs, and buffs, and so on. We hope that you will all make use of this new content to help us test it thoroughly!&lt;br /&gt;
&lt;br /&gt;
:- Your Tenebrae Staff&lt;br /&gt;
&lt;br /&gt;
===Thu Oct 24===&lt;br /&gt;
====Idea Submission: Rituals====&lt;br /&gt;
Hey there. I'm looking for a few good ideas. I can't promise it will turn out, but I'd like to give it a try.&lt;br /&gt;
&lt;br /&gt;
If you were to write a ritual for a race or a culture of Tenebrae, what would it include? For example, the sith-makar might have a ritual that let them find a suitable prey, or would guard their homes against invaders. The giantborn might build a ritual which honored their giant heritage. The Veyshanti, one that aided them in traveling over sands, or the Lucht that safeguards a traveler's home or allows easy recitation of their ancestry.&lt;br /&gt;
&lt;br /&gt;
I'm interested in primarily, the flavor. What do you see as important to these races, these cultures? These rituals may end up conferring limited, if temporary benefits. For example: a +2 skill bonus for up to 24 hours, or a single use of a 2nd level spell. In general though, I'm asking for flavor.&lt;br /&gt;
&lt;br /&gt;
Put your hats on, see what you think, and @mail me. If your idea gets used and this goes forward, you'll be sure and get credit.&lt;br /&gt;
&lt;br /&gt;
:- Lah&lt;br /&gt;
&lt;br /&gt;
===Tue Oct 22===&lt;br /&gt;
====Tenebrae Halloween Party!====&lt;br /&gt;
Our (first) annual Halloween Party is tomorrow! Re-desc your characters as something gruesome, play a prank on Whirlpool, and Trick-or-Treat for candied corn.&lt;br /&gt;
&lt;br /&gt;
Tomorrow night we'll be headed to the Haunted Mansion to talk, chat, and watch The Addam's Family. Bring your DVDs!&lt;br /&gt;
&lt;br /&gt;
Cuddles the Otyugh will be hosting.&lt;br /&gt;
&lt;br /&gt;
===Tue Oct 22===&lt;br /&gt;
====The Exorcism====&lt;br /&gt;
So, this Saturday we'll be doing the 'Mocking the Queen' scene. This marks the beginning of the end for the Azure Queen scenes, as the Exorcism plotlines start thereafter. ICly, the exorcism will be taking place over a 24-72 hour period in which efforts are being made to drive the Queen out of Alexandria. There will be a number of scenes in the following week that detail the efforts of the adventurers to thwart those who'd seek to cause chaos or otherwise stop the Queen from being driven from the land. All of these scenes will take place during that gap of time ICly, and once we're all done, we'll unfreeze everything and they'll have 'happened', unfreezing everything as we did with the Teakettle plotline.&lt;br /&gt;
&lt;br /&gt;
OOCly, the time for plots tied to this will run between October 7th and November 4th. If you want to run a PRP during this time involved in this plotline, you are more than welcome to. Contact me, or any other staff member, and the details can be worked out. :)&lt;br /&gt;
&lt;br /&gt;
We hope you'll all enjoy the closing of this plotline we know you're all curious about the next one. You've already seen hints to it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Fri Oct 18===&lt;br /&gt;
====Virtual Skills====&lt;br /&gt;
Greetings.&lt;br /&gt;
&lt;br /&gt;
Do you:&lt;br /&gt;
&lt;br /&gt;
1) Have a Headband of Vast Intellect&lt;br /&gt;
&lt;br /&gt;
-or-&lt;br /&gt;
&lt;br /&gt;
2) Any other piece of equipment that grants skill ranks when equipped.&lt;br /&gt;
&lt;br /&gt;
If so Whiteout has standardized how these work but we have to update your equipment by hand.&lt;br /&gt;
&lt;br /&gt;
So if you have one of these pieces of equipment submit a request noting what equipment you have and what skill (along with how many ranks) it should grant.&lt;br /&gt;
&lt;br /&gt;
We will update these accordingly.&lt;br /&gt;
&lt;br /&gt;
:-Ice Age&lt;br /&gt;
&lt;br /&gt;
===Fri Oct 18===&lt;br /&gt;
====Local Directory====&lt;br /&gt;
To keep things a little cleaner, I've moved some of the crafting offers and shops to Core Setting &amp;gt; [[Local Directory]]. Please feel free to post businesses and offers other than crafting, and you're always welcome to contact me should you need some help. ':)&lt;br /&gt;
&lt;br /&gt;
All entries should be within the spirit of the game, abide by the AUP, etc. etc. etc. blah blah blah.&lt;br /&gt;
&lt;br /&gt;
:- Lah-rhar&lt;br /&gt;
&lt;br /&gt;
===Tue Oct 15===&lt;br /&gt;
====Great New Things====&lt;br /&gt;
&lt;br /&gt;
Do you wish rampaging fire elementals would show up to reheat your stew at the tavern? Or immolate that annoying Lucht?&lt;br /&gt;
&lt;br /&gt;
Do you always get lost on the way to the plot rooms?&lt;br /&gt;
&lt;br /&gt;
Would you love to have Whirlpool somewhere else when you have to make all those Fort saves?&lt;br /&gt;
&lt;br /&gt;
If you answered yes to any of these questions, and enjoy DMing, then the shiny new +timestop may be right for you! No longer must you pester staff or cram all those giantborn into a claustrophobic plot room decorated by Arvek Nar! +timestop allows anyone to summon a timestop to their location anywhere, at any time. The power of the DM can now be yours to command!&lt;br /&gt;
&lt;br /&gt;
See +help timestop for more details and contact me if something breaks.&lt;br /&gt;
&lt;br /&gt;
:-Whiteout&lt;br /&gt;
&lt;br /&gt;
===Tue Oct 15===&lt;br /&gt;
====Intelligence Headbands====&lt;br /&gt;
&lt;br /&gt;
Hi, everyone!&lt;br /&gt;
&lt;br /&gt;
If you possess a headband of intelligence, please do the following:&lt;br /&gt;
&lt;br /&gt;
1) Remove your headband&lt;br /&gt;
&lt;br /&gt;
2) Please go to http://paizo.com/pathfinderRPG/prd/usingSkills.html and add up how many skill points you should have. Compared this to what's on your sheet. Make sure that you're not forgetting any favored class bonuses if you took a skill bonus.&lt;br /&gt;
&lt;br /&gt;
3) Check your headband. Make sure it has a skill listed in its notes in your inventory. Be sure those skills are at max rank for your HD.&lt;br /&gt;
&lt;br /&gt;
If you encounter any discrepancies here, please send in a request to staff and we will help you out.&lt;br /&gt;
&lt;br /&gt;
=== Mon Oct 14===&lt;br /&gt;
====New Things!====&lt;br /&gt;
Hey there. :3&lt;br /&gt;
&lt;br /&gt;
Whiteout has been working on a great new addition to some of our plot code. There'll be an announcement on this soon!&lt;br /&gt;
&lt;br /&gt;
- Lah&lt;br /&gt;
&lt;br /&gt;
===Sat Oct 12===&lt;br /&gt;
====New Race Added!====&lt;br /&gt;
At Tenebrae, we are always looking for new options. Recently, we ran across a gem that we think will not only be a much needed addition to our theme, but will, we think, showcase what Tenebrae is truly about.&lt;br /&gt;
&lt;br /&gt;
Existing characters will, of course, receive the option to adjust or adapt to this new race pending conversations with staff. We do this for all new content, and this is no different.&lt;br /&gt;
&lt;br /&gt;
In the meantime, please send Whiteout and Entropy your sympathies, and Whirl your congratulations as he begins the process of converting all his characters.&lt;br /&gt;
&lt;br /&gt;
We will be getting it on the website shortly, as well as its related theme information. In the meantime, please see: http://bit.ly/1ahQTg9 for an advanced preview.&lt;br /&gt;
&lt;br /&gt;
:- Your Tenebrae Staff&lt;br /&gt;
&lt;br /&gt;
===Tue Oct 08===&lt;br /&gt;
====Azure Queen postings====&lt;br /&gt;
I have posted a couple events that represent the beginnings of the ending of the Azure Queen plots. You do not need sign up for these. They are not actual plots, but more, 'this is when things wil begin'. They'll take as long as they take. :)&lt;br /&gt;
&lt;br /&gt;
===Tue Oct 08===&lt;br /&gt;
====An End To The Queen====&lt;br /&gt;
All plots relating to the build up to the exorcism have now been completed.&lt;br /&gt;
&lt;br /&gt;
We'll be discussing, and scheduling, events relating to the final exorcism efforts. Grats to all who participated in the various plotlines to gather them! Hooray for fantasy adventures!&lt;br /&gt;
&lt;br /&gt;
Details will soon be posted. :)&lt;br /&gt;
&lt;br /&gt;
===Sat Oct 05===&lt;br /&gt;
====Egalrin Theme Featherdusted====&lt;br /&gt;
Egalrin have been in need for a bit of a brush-up for some time. We're pleased to announce that we've updated egalrin theme: http://www.tenebraemush.net/index.php/Egalrin&lt;br /&gt;
&lt;br /&gt;
While the core is much the same, we feel we've added additional depth. We hope you'll enjoy.&lt;br /&gt;
&lt;br /&gt;
:- Tenebrae Staff&lt;br /&gt;
&lt;br /&gt;
===Fri Oct 04===&lt;br /&gt;
====Tenebrae Halloween Party!====&lt;br /&gt;
We're planning a Tenebrae Halloween Party! While putting together the details, I went up to each of staff, and got their opinions on what we should do. This is what they said:&lt;br /&gt;
&lt;br /&gt;
Whirlpool started cackling and mumbling about sewer monsters.&lt;br /&gt;
&lt;br /&gt;
Inferno got out his briefcase and asked if the otyughs had been read their Miranda rights.&lt;br /&gt;
&lt;br /&gt;
Whiteout yelled, &amp;quot;I fixed it!&amp;quot; and then the MUX shut down.&lt;br /&gt;
&lt;br /&gt;
Lolth rebooted us all and then turned everyone into delicious spider cupcakes.&lt;br /&gt;
&lt;br /&gt;
Pyroclasm couldn't talk because he was ordering chainmail armor for his daughter. Then he exploded into glitter.&lt;br /&gt;
&lt;br /&gt;
Hurricane was quoted as saying, &amp;quot;Hello ladies. How are you. Fantastic. Does your man look like me? No. Can he smell like me? Yes. Should he use Old Dragon body wash? I don't know. Do you like the smell of a man who can bake you a cake he built for you in the dream kitchen with his own two hands? Of course you do! Swan dive!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Ice Age was too sane to say anything.&lt;br /&gt;
&lt;br /&gt;
Enytopy had on a set of earphones and was boogying to electronica.&lt;br /&gt;
&lt;br /&gt;
So!&lt;br /&gt;
&lt;br /&gt;
I HAVE GOTTEN NO GOOD RESPONSES.&lt;br /&gt;
&lt;br /&gt;
So we're watching a movie and hosting an all-out geekfest, details to be announced soon.&lt;br /&gt;
&lt;br /&gt;
Hurricane's offered to cater.&lt;br /&gt;
&lt;br /&gt;
He just doesn't know this yet.&lt;br /&gt;
&lt;br /&gt;
Don't tell him.&lt;br /&gt;
&lt;br /&gt;
And bring your dice, along with the outfit of Chewbacca you made that one time.&lt;br /&gt;
&lt;br /&gt;
===Thu Oct 03===&lt;br /&gt;
====Welcome Whiteout====&lt;br /&gt;
We have a new staff member! Everyone give Whiteout a welcome aboard. He's going to serve as a code admin for the live server who will be resolving various quality of life bugs for us, updating prestige classes, and fixing the issues that crop up while Entropy is moving and working on the recode. We appreciate his volunteering. (The sucker.)&lt;br /&gt;
&lt;br /&gt;
===Sat Sep 28===&lt;br /&gt;
====TeaKettle Arc Done====&lt;br /&gt;
All RP related the Teakettle Arc is now completed and unfrozen. I hope everyone involved had a good time and you may now carry forward with your scheduled RP. We turn our attention next to finishing the Azure Queen plots and preparing for the exorcism RP, as well as the build up toward our next arc, which as you might've guessed, is about Dragonier.&lt;br /&gt;
&lt;br /&gt;
===Thu Sep 26===&lt;br /&gt;
====Mobile-Friendly Wiki Skin====&lt;br /&gt;
Hey there, folks. One of the things I've been looking for is a mobile-friendly MediaWiki skin that would let us keep our menus. This hasn't been an easy search, so I'd appreciate any help you could give. ':)&lt;br /&gt;
&lt;br /&gt;
:- Lah&lt;br /&gt;
&lt;br /&gt;
===Sat Sep 14===&lt;br /&gt;
====Eidolon Court Trip====&lt;br /&gt;
The Eidolon Court trip will begin as soon as I get in and settled and last about three hours, or at least it should. See you all there!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Fri Sep 13===&lt;br /&gt;
====Volunteers! ====&lt;br /&gt;
I require a couple people who want to run a PRP to contact me by @mail. Let me know if you feel like contributing to a storyline!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Fri Sep 13===&lt;br /&gt;
====RPP Level Spend Example====&lt;br /&gt;
To help with the sense-making, I've gone ahead and added an example of how the new RPP Level Purchases work. Head on over to Characters &amp;gt; RPP on the website, or click here: http://www.tenebraemush.net/index.php/RPPs#Things_to_Buy&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Wed Sep 11===&lt;br /&gt;
====RPP Adjustments====&lt;br /&gt;
RPP Levels: By spending RPPs, you may gain a level, with associated wealth. At least 85 percent of wealth must be spent, and items must be purchased at market price. The RPP cost depends on the tier your PC is in. With the exception of the first tier, you may purchase a level any time within the first 2 levels of a tier. So, 2, 6-7, 11-12, and 16-17, respectively. This means that you may earn this purchase up to four times per PC&lt;br /&gt;
&lt;br /&gt;
:First Level Group: 10 RPP&lt;br /&gt;
&lt;br /&gt;
: Second Level Group: 20 RPP&lt;br /&gt;
&lt;br /&gt;
: Third Level Group: 20 RPP&lt;br /&gt;
&lt;br /&gt;
: Fourth Level Group: 30 RPP&lt;br /&gt;
&lt;br /&gt;
: Special: Cleric PCs may receive their first, tier one RPP Level, for free.&lt;br /&gt;
&lt;br /&gt;
On the website: Characters &amp;gt; [[RPPs]]&lt;br /&gt;
&lt;br /&gt;
:- Tenebrae Staff&lt;br /&gt;
&lt;br /&gt;
===Sep 8===&lt;br /&gt;
====Teakettle Plots====&lt;br /&gt;
Hi, everyone! &lt;br /&gt;
 &lt;br /&gt;
It's been a while since I've done a multi-threaded plot like this, so I figure it's time I post a primer on this sort of thing. &lt;br /&gt;
 &lt;br /&gt;
All Teakettle plots are considered 'frozen' until the last one is complete. Once that happens, I will give the all clear that everything related to it is done and all may be considered to have 'happened'. At that point, I will be posting a summary of the events and who did what to the bboards, so everyone can see how things fit together. &lt;br /&gt;
 &lt;br /&gt;
After this plot is over and a few others, we will begin segueing to the end of the Blue Lady storyline and the beginning of our next arc which some of you may have seen nod towards already.&lt;br /&gt;
&lt;br /&gt;
- Whirlpool&lt;br /&gt;
&lt;br /&gt;
===Sept 7===&lt;br /&gt;
====Ice Age (Cometh?)====&lt;br /&gt;
Greetings.&lt;br /&gt;
&lt;br /&gt;
I have recently been hired as a DM Staffer and it is my intention to regularly run plots for folks. As well as help keep the queues tidy.&lt;br /&gt;
&lt;br /&gt;
Feel free to page/mail/request me about things. Just note it may take a few days for me to get my footing.&lt;br /&gt;
&lt;br /&gt;
All in all I'm just here to burn off some of the excess freetime I have with some adventuring fun. In the interest of disclosure a lot of you may have been in plots I've run before as Rogun. So whether you love those events or hate them that's about what you can expect - especially &amp;quot;at first&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Feel free to approach me about DM/RP related things. My approach to all this is that we're all logging in to have a good time so if you think I made a mistake somewhere or you don't like how I did something feel free to contact me about it. A little extra reflection can clear up a lot. &lt;br /&gt;
&lt;br /&gt;
This concludes my introduction post.&lt;br /&gt;
&lt;br /&gt;
- Ice Age&lt;br /&gt;
&lt;br /&gt;
===Aug 15===&lt;br /&gt;
====Code Update====&lt;br /&gt;
Here is a brief overview of completed code, just to give you an idea of what's done: &lt;br /&gt;
 &lt;br /&gt;
:Scene System is done (new timestop type code) &lt;br /&gt;
: Bboards &lt;br /&gt;
: IC and OOC commands &lt;br /&gt;
: +Glance &lt;br /&gt;
: Travel commands (+meetme, etc) &lt;br /&gt;
: Spellbook code and inventory interaction &lt;br /&gt;
: Inventory &lt;br /&gt;
: Sheet System &lt;br /&gt;
 &lt;br /&gt;
Still being worked on are: &lt;br /&gt;
: Chargen &lt;br /&gt;
: Spellcode &lt;br /&gt;
: +Events &lt;br /&gt;
: Combat Scenesys &lt;br /&gt;
: +Requests &lt;br /&gt;
: +RPP code &lt;br /&gt;
: Roll Code &lt;br /&gt;
&lt;br /&gt;
We are also importing the MUX @mail system to PENN. &lt;br /&gt;
 &lt;br /&gt;
Thanks to hard work, all feats and feat prerequisites are now coded as well.&lt;br /&gt;
&lt;br /&gt;
===Aug 6===&lt;br /&gt;
====State of Alexandria Update====&lt;br /&gt;
There will be an update about the state of affairs in ALexandria after this weekend. :D&lt;br /&gt;
&lt;br /&gt;
====Small Policy Announcement====&lt;br /&gt;
From now on, we will be offering one RPP to people who sum up events in both PRPs and plots to be posted on the bboards. :) &lt;br /&gt;
 &lt;br /&gt;
There will be a larger revamp of the RPP system coming in the future. It has been largely successful, but there are definitely lessons learned to be adapted.&lt;br /&gt;
&lt;br /&gt;
====Sorc Multiclass====&lt;br /&gt;
Right now, multiclassing into a sorcerer is a little borked. The advance room is not recognizing the new APG bloodlines we put in. Entropy will fix this, but until she does, if you're planning on MCing into sorcerer, we'll need to manually set up your bloodline. Just let us know and we'll get you taken care of.&lt;br /&gt;
&lt;br /&gt;
===Jul 31===&lt;br /&gt;
====PRD Downtime====&lt;br /&gt;
http://paizo.com/threads/rzs2q03v?Scheduled-Downtime-Wednesday-July-31st&lt;br /&gt;
&lt;br /&gt;
===Jul 30===&lt;br /&gt;
====Magic Arrows and Ammo====&lt;br /&gt;
After some discussion, I've updated one of our docs to include information about bows, arrows (and likewise, dragonspitters, too!) in Pathfinder:&lt;br /&gt;
&lt;br /&gt;
http://www.tenebraemush.net/index.php/How_Magic_Armor_and_Weapons_Work_in_PF&lt;br /&gt;
&lt;br /&gt;
- Lah&lt;br /&gt;
&lt;br /&gt;
===Jul 29===&lt;br /&gt;
====Request Catch Up====&lt;br /&gt;
&lt;br /&gt;
I am running a bit behind on requests. I will be dedicating a day this week to get caught up.&lt;br /&gt;
&lt;br /&gt;
- Whirlpool&lt;br /&gt;
&lt;br /&gt;
===Jul 19===&lt;br /&gt;
====CHALLENGE!====&lt;br /&gt;
&lt;br /&gt;
This last Community Challenge has been amazing! We'll be distributing the rewards for those shortly. :)&lt;br /&gt;
&lt;br /&gt;
In the meantime, we will be taking a break--and taking the time to give our DMs, our Runners, and everyone else a brief rest, to sit down and host Tenebrae's first ever Movie Night.&lt;br /&gt;
&lt;br /&gt;
So! We hope you will join us then, and the next time Whirl drops death upon you, say:&lt;br /&gt;
&lt;br /&gt;
:&amp;quot;There is but one working castle gate, and... and it is guarded by 60 men!&amp;quot;&lt;br /&gt;
: &amp;quot;...And our assets?&amp;quot;&lt;br /&gt;
:&amp;quot;Your brains, Fezzik's strength, my steel.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
See you on the 26th! :) Staff will bring the popcorn.&lt;br /&gt;
&lt;br /&gt;
===Jul 15===&lt;br /&gt;
====FAQ: Earning RPPs====&lt;br /&gt;
From time to time this question comes up. Roleplay Points and Perks (RPPs) are earned via ongrid roleplay. That is, DM'd scenes aren't eligible (these have their own rewards, after all). But, what happens when a DM 'drops a scene'?&lt;br /&gt;
&lt;br /&gt;
This depends. That is, if there was a significant amount of roleplay before the scene AND you were part of it (let's call this more than three poses), then yes. If not, or you'd just joined, then no, it is not eligible. &lt;br /&gt;
&lt;br /&gt;
BeagleFarts&lt;br /&gt;
&lt;br /&gt;
===Jul 11===&lt;br /&gt;
====MI Crafting Chart====&lt;br /&gt;
Now includes cost formulas, FAQ, and pretty graphics!&lt;br /&gt;
&lt;br /&gt;
Visit: Start Here &amp;gt; [[Pathfinder Resources|What is Pathfinder]] on the website.&lt;br /&gt;
&lt;br /&gt;
Lahar (BeagleFarts)&lt;br /&gt;
&lt;br /&gt;
===Jul 09===&lt;br /&gt;
====Welcome New Players!====&lt;br /&gt;
We've had an influx of new players lately! Welcome aboard, everyone!&lt;br /&gt;
&lt;br /&gt;
===Jun 30===&lt;br /&gt;
====Minor XP Bonus====&lt;br /&gt;
I am looking for someone willing to sum up last night's events in a rumor post and pass it to me to post. :) &lt;br /&gt;
 &lt;br /&gt;
There's a minor XP incentive for the firt person to get this to me. :D&lt;br /&gt;
&lt;br /&gt;
===Jun 20===&lt;br /&gt;
====Summons and Etiquette====&lt;br /&gt;
Recently, James Jacobs of Paizo was asked about summons, and a theoretical cap on their usage. &lt;br /&gt;
 &lt;br /&gt;
His response was: 'There's no limit to the number of summoned monsters a character can control, but the GM is free to impose a limit on the number of summoned monsters a PLAYER can have in play at any one time, since that monopolizes the game and makes things less fun for the other players—each time you summon a monster, remember that you're essentially stealing &amp;quot;game time&amp;quot; from your fellow players, since the length of your session isn't expanding to make up for the fact that your turns in the combat are taking longer and longer to resolve.' &lt;br /&gt;
 &lt;br /&gt;
This is an important tidbit, and I think, speaks to other things as well. Be fair to each other out there. :)&lt;br /&gt;
&lt;br /&gt;
===Jun 29===&lt;br /&gt;
====Updates!====&lt;br /&gt;
Hi everyone! It's that time again. &lt;br /&gt;
 &lt;br /&gt;
The recode is going well. Thanks to Sonja, Narah, and Oates, work on the feats database has been made a lot easier. Everyone give them lots of 'thank yous' for their assistance. There is more to do, of couse, and people will be tapped to test and work on things when needed. &lt;br /&gt;
 &lt;br /&gt;
The 2) Storyline wise, the Azure Queen plot is gearing up for its final section. We've got a lot of things going on and we're working on bringing it all home. You should all notice a shift in your activities very soon. Thanks to everyone who has helped and run PRP during this time. A lot of you have really stepped up lately. &lt;br /&gt;
&lt;br /&gt;
3) As the Azure Queen arc draws to a close, you'll see the threads of the next major events beginning to become relevant. Keep your eyes peeled!&lt;br /&gt;
&lt;br /&gt;
Whirlpool&lt;br /&gt;
&lt;br /&gt;
===Jun 10===&lt;br /&gt;
====Artificer Adjustments====&lt;br /&gt;
&lt;br /&gt;
Hi, everyone! We've been taking feedback on the artificor for a while and we're implementing some changes live here. You'll also be pleased to know that we're making excellent progress on the new codebase with the indefatigable Entropy leading th echarge. Today, she added -all the spells- we've approved to the codebase. ALl of them. In one go. Crazy woman! Anyways, while we've been working on that, we don't want you guys to think we've been neglcting changes for here! &lt;br /&gt;
 &lt;br /&gt;
Here's a basic overview of the artificer changes: &lt;br /&gt;
 &lt;br /&gt;
: - More death ray uses. Artificers now receive more uses of their Death Rays. These additional charges may then be used to... &lt;br /&gt;
: - Create two additional types of beams &lt;br /&gt;
: - Power their Titan Fists &lt;br /&gt;
 &lt;br /&gt;
We've added some additional Titan Fist options, as well as including the basic Cure spells in their repertoire. This ability is tied to their lingering ties with Reos. &lt;br /&gt;
 &lt;br /&gt;
We hope you enjoy the updates. If any of you would like to take advantage of these new options, please send in a +req and we'll handle it through those channels.&lt;br /&gt;
&lt;br /&gt;
Whirlpool&lt;br /&gt;
&lt;br /&gt;
===Jun 05===&lt;br /&gt;
====Grammar Policy====&lt;br /&gt;
This is just a reminder. &lt;br /&gt;
 &lt;br /&gt;
Tenebrae -does- have a 'basic grammar policy'. We believe that keep everyone on the same, basic standard makes things easier for everyone and leads to less people being driven nuts in the long term. We don't think asking everyone to use periods and capitals is a particularly harsh thing to do. Let's remember this is a text medium and remember that presentation does matter. We just ask that people make a consistant effort. &lt;br /&gt;
 &lt;br /&gt;
Have fun, everyone, and remember to be courteous and respectful to your fellow players. :)&lt;br /&gt;
&lt;br /&gt;
Whirlpool&lt;br /&gt;
&lt;br /&gt;
===Jun 09===&lt;br /&gt;
====Community Challenge: CLOSED!====&lt;br /&gt;
&lt;br /&gt;
And...done! A big thanks to everyone who participated in this round! We'll be getting the prizes out this week...&lt;br /&gt;
&lt;br /&gt;
Next challenge will be posted in the coming days. Keep your eyes open!&lt;br /&gt;
&lt;br /&gt;
Lahar (BeagleFarts)&lt;br /&gt;
&lt;br /&gt;
===Jun 05===&lt;br /&gt;
====Small Artificer Update====&lt;br /&gt;
Hey, there folks. As part of adding a little more 'oomph' to the artificer, we've added in the Cure spells. Theme-wise, this fits in with their ancient ties to Reos.&lt;br /&gt;
&lt;br /&gt;
Current artificers who wish to learn these schematics may via normal means. We hope to get a few additional bonuses in here and there (including some new discoveries), but it'll depend on how things work out.&lt;br /&gt;
&lt;br /&gt;
Tene Staff&lt;br /&gt;
&lt;br /&gt;
===Jun 03===&lt;br /&gt;
====World Go Boom...but Will Reboot!====&lt;br /&gt;
In about five hours from this post, Lolth will be cracking the server open for basic maintenance, sticking in some spider-legs and having a poke. We may experience some downtime at this point, but should be back up shortly.&lt;br /&gt;
&lt;br /&gt;
Again, we aren't expecting any issues. If there are, as always, we'll be posting updates to our FB page and my Google+ one. They're pretty much there for that purpose, after all.&lt;br /&gt;
&lt;br /&gt;
Lahar&lt;br /&gt;
&lt;br /&gt;
===Jun 04===&lt;br /&gt;
====Up to Date!====&lt;br /&gt;
&lt;br /&gt;
And we are up to date! The maintenance took a little longer than expected, but Lolth tells us that everything is checking out.&lt;br /&gt;
&lt;br /&gt;
Thanks for bearing with us. :3 &lt;br /&gt;
&lt;br /&gt;
Don't forget that we have a Facebook, and a G+ (kind of). They're there mostly for these sorts of things: ways for us to get the word out if something comes up.&lt;br /&gt;
&lt;br /&gt;
In the meantime, please let Lolth know how heroic she is. She did some amazing things last night, and puts a lot of effort into keeping us all running. In fact, she'd have made this post herself, but is kind of curled up in her web and sleeping. &lt;br /&gt;
&lt;br /&gt;
We're all sort of afraid to interrupt that.&lt;br /&gt;
&lt;br /&gt;
Tenebrae Staff&lt;br /&gt;
&lt;br /&gt;
===Jun 02===&lt;br /&gt;
====Community Challenge Reminder!====&lt;br /&gt;
AHEM!&lt;br /&gt;
&lt;br /&gt;
For folks who've included otyughs in their plots, please be sure to shoot me a +req or an email (lahar.tenebraemush.net). I'll be doing tallies in the next few days, and after that will be prizes! So, if you haven't, or have, please do so I have the reminder. :3&lt;br /&gt;
&lt;br /&gt;
:- Lah&lt;br /&gt;
&lt;br /&gt;
===May 28===&lt;br /&gt;
====Trouble Spots====&lt;br /&gt;
Here's an update on the various problems facing the city right now: &lt;br /&gt;
 &lt;br /&gt;
Vardan Village: Efforts have been paying off here. Monsters have been cleared out of the surrounding area, and members of the ADventuring Community have been making efforts towards reinforcing the village's defenses. More work is needed, but the tension here has been decreased. &lt;br /&gt;
 &lt;br /&gt;
The Arena: Rumors of merchant interests being behind the increased violence in the arena continue. The merciful weapons provided have reduced the violence considerably, however, even if their wielders claim they are 'creepy'. Still, there remains more to be investigated here. &lt;br /&gt;
 &lt;br /&gt;
The Theatre: While the cause of the original fires have not been discovered, it would appear that members of both houses are now hard at work at creating some kind of new play. Apparently, it's not going to use many theatre-house actors, either. Rumor has it that a Muse is putting the talents of the Adventurers in Alexandria to work. &lt;br /&gt;
 &lt;br /&gt;
The Felwood: The dangers in the Felwood continue, but the beginnings of efforts towards thinning the monster population have begun. The Mythwood Wardens have been weakened by numerous poisoning and wounded soldiers and could also use additional help from their allies in Alexandria. &lt;br /&gt;
 &lt;br /&gt;
Watch the boards for additional rumors relating to these areas to come up soon. Moreover, each of these trouble spots can be a source of mundane RP and plots. Remember, defenses need built, artists and actors need throttled (or maybe that's just me &amp;lt;.&amp;lt;) antitoxins need delivered to the Wardens of the Mythwood and the Arena is full of fighters who still want to clobber each other in the name of Angoron, Kor, and their own gory glory. (And money. Let's not forget money.) &lt;br /&gt;
 &lt;br /&gt;
You're all making progress to dealing with these troubles, but there's still work to be done before work can really begin on expelling the Azure Queen!&lt;br /&gt;
&lt;br /&gt;
: Whirlpool&lt;br /&gt;
&lt;br /&gt;
===May 20===&lt;br /&gt;
====Wow!====&lt;br /&gt;
Well! We've sure had a lot of new players lately! &lt;br /&gt;
 &lt;br /&gt;
There's been some growing pains with that, but that always happens. I just want to extend a warm welcome to all of you to our community! &lt;br /&gt;
 &lt;br /&gt;
Also, make sure you eye your inboxes. We're doing some different things, and some of you are getting @mails about things your characters may've heard or seen. Get out there and RP, folks!&lt;br /&gt;
&lt;br /&gt;
===May 16===&lt;br /&gt;
====Community Challenge: Oty...Ugh?====&lt;br /&gt;
&lt;br /&gt;
Before kicking off, staff would like to say thank you! to everyone who participated in our first Community Challenge! We hope you enjoy these as much as we do. &lt;br /&gt;
&lt;br /&gt;
While the previous one honored one of Paizo's new flagship products, today, we'll be honoring something of our own, the infamous Tenebrae mascot: Cuddles the otyugh. &lt;br /&gt;
&lt;br /&gt;
To honor Cuddles and her humble sewer home, the challenge this month is as open as it is multi-faceted. That is, we're not just accepting designs, but would like to see anything that tickles your creative fancy. And we mean anything at all...so long as it ties into the topic, of course! That is:&lt;br /&gt;
&lt;br /&gt;
:- A sketch! Like to sketch? Want to try your hand at it? Send it in!&lt;br /&gt;
:- A story! Cuddles deserves fanfic, don't you think?&lt;br /&gt;
:- A bit of design work, such as...how about an otyugh animal companion? ...an otyugh wizard's familiar?&lt;br /&gt;
:- An otyugh 'transformer' button in MUXcode!&lt;br /&gt;
:- Sandy's hidden diary entries devoted to otyughs and her starcrossed-and-tragic relationship with Cuddles, and their forlorn letters to one another...in the style of VSD...&lt;br /&gt;
:- An adventure! Run an adventure featuring otyughs! &lt;br /&gt;
&lt;br /&gt;
: :D &lt;br /&gt;
&lt;br /&gt;
As of now, the floor is open. The topic is: Cuddles! How you meet this challenge is up to you and your own creative preferences. :3&lt;br /&gt;
&lt;br /&gt;
This Challenge will run until Jun 8th! You may submit ideas to our webforum (forum.tenebraemush.net), or email them to Lahar (lahar.tenebrae@yahoo.com)!&lt;br /&gt;
&lt;br /&gt;
- Tenebrae Staff&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===May 11===&lt;br /&gt;
====Bestiary 3====&lt;br /&gt;
&lt;br /&gt;
Hey there. :3&lt;br /&gt;
&lt;br /&gt;
The Bestiary 3 is open now for PrPs. Before, we were feeling things out and it was &amp;quot;just ask us ahead of time.&amp;quot; Well, now it is all in your hands. The only creature we've reserved are the demilich, as they've a unique place in theme. Also, catfolk do not exist.&lt;br /&gt;
&lt;br /&gt;
- Your Tenebrae Staff&lt;br /&gt;
&lt;br /&gt;
====Community Challenge Wrap-Up!====&lt;br /&gt;
Wow! You have all wow'd us with your entries. :3 Looking through them has been a pleasure, so I wanted to thank everyone for sending them in!&lt;br /&gt;
&lt;br /&gt;
Some of the ideas included ideas for an 'earth' domain for Inquisitors, potentially for heroes who guarded the mountains and caverns therein... An ability we'll just call the 'Jessa-tossing power,' for barbarians, and even an item that allowed you even greater wisdom through beer-gazing. For khazad! &lt;br /&gt;
&lt;br /&gt;
These are far from all of the entries, but I wanted to mention some general hilights to show the diversity of the ideas, and creativity, that we have here at Tenebrae. If you'd like and you'd submitted an entry, you are as always, welcome to share it on our forums or ingame +bboard. I am not here to make this choice for you. :3&lt;br /&gt;
&lt;br /&gt;
Participants will be receiving an award shortly. It will probably be...HEROIC. :D&lt;br /&gt;
&lt;br /&gt;
- Lah&lt;br /&gt;
&lt;br /&gt;
===May 4===&lt;br /&gt;
====The Cannibal Queen and PrPs====&lt;br /&gt;
Some of you have no doubt been noticing that things have been 'heating up!' That is, different parts of Alexandria, the Heartlands, are under greater pressure as the effect of...whatever's going on...becomes an even more widespread problem. &lt;br /&gt;
 &lt;br /&gt;
A lot of things are happening, and we need all of you to step up and participate to help make this activity stretch to the next level! &lt;br /&gt;
 &lt;br /&gt;
A lot of you are looking into things and have no doubt had ideas about things you can do! Great! A lot of these things *can* be handled as PRPs. What's more, PRPs can be run that will have a direct impact on the evolution of this storyline, and how bad or good things wind up at the end of it. &lt;br /&gt;
 &lt;br /&gt;
We'd like anyone with an interest in this plot to see about slipping themselves behind the DM screen and giving their fellow players a chance to influence the plot. Know a guy who has an issue with the troubles in the Felwood? Great. Offer to run a PRP for him and few other brave souls that'll give them the chance to put down some of the monsters that regularly emerge from it. Other examples are: &lt;br /&gt;
* Put down sources of trouble in hotspots. Fights in areas will break out over nothing and quickly escalate, and the Theatre and Arena districts are especially volatile right now. &lt;br /&gt;
* Eliminate sources of trouble. There are still pirate and bandit issues, and rounding these up would ease tensions. &lt;br /&gt;
* The sewers of Alexandria is home to many a beast. Extra patrols down there would help keep things calmer. &lt;br /&gt;
* Protect travelers and Heartlanders. Kultari Road and any major and minor highway into Alexandria is in trouble. &lt;br /&gt;
* Fortify villages. &lt;br /&gt;
* Negotiate between the theatrical houses. &lt;br /&gt;
 &lt;br /&gt;
We are, in fact, quite dependent on all of you to help us make this plot sing. We need your help, everyone, so don't hesitate to grab one of these ideas and run with it. We want all of you to consider taking a turn behind the DM screen. All of your efforts, ICly, will help put an end to the scourge bedeviling Alexandria. This list is not in any way complete. A lot of you have some idea of where the trouble spots are, so draw on that and run PRPs! &lt;br /&gt;
 &lt;br /&gt;
What is going on is too big to be solved by one person alone. GEt out there and talk to each other and be ready to help each other meet your goals, as player and DM. We'll be overseeing this an tracking everything,as well as running our own scenes. :) &lt;br /&gt;
 &lt;br /&gt;
: Whirl&lt;br /&gt;
&lt;br /&gt;
====Lions, Tigers, and Rumors...Oh My!====&lt;br /&gt;
When RPing, when running a PrP, remember! You are impacting the story. :3&lt;br /&gt;
&lt;br /&gt;
So when you send in a PrP, please include a brief rumor you'd like posted. I've adapted this into the PrP guidelines. You don't need to, but it does help and helps us get word out more quickly about what you've achieved.&lt;br /&gt;
&lt;br /&gt;
- Lah&lt;br /&gt;
&lt;br /&gt;
===May 2===&lt;br /&gt;
====Legworks====&lt;br /&gt;
A lot of you have legworks in about various things that have happened. I have one thing to say about it. &lt;br /&gt;
 &lt;br /&gt;
THIS IS GREAT. &lt;br /&gt;
 &lt;br /&gt;
That said, there' sa chunk of them and we want those of you interested in things ranging from the events in the Heartland to the Azure Queen to the theatre fires and more to put a little legwork in even now. &lt;br /&gt;
 &lt;br /&gt;
The staffers in charge of this plot are, and will, be having a little powwow before we can answer some of them to make sure there's no confusion.&lt;br /&gt;
&lt;br /&gt;
- Whirlpool&lt;br /&gt;
&lt;br /&gt;
===Apr 29===&lt;br /&gt;
====Maelstrom Monster Contest!====&lt;br /&gt;
Here at Tenebrae, we take everything very seriously.&lt;br /&gt;
&lt;br /&gt;
So, this week, we are having a contest involving a local artist!&lt;br /&gt;
&lt;br /&gt;
What deadly predator should Maelstrom draw more of?!??&lt;br /&gt;
&lt;br /&gt;
* Pirates&lt;br /&gt;
* Sharks&lt;br /&gt;
* Pirate-sharks&lt;br /&gt;
* Sandy&lt;br /&gt;
* Gorillas&lt;br /&gt;
* Other? (write-in)&lt;br /&gt;
 &lt;br /&gt;
You can see Mael's art over on: http://armsmastersproject.tumblr.com/. Please let him know what he should draw more of!&lt;br /&gt;
&lt;br /&gt;
I have written in &amp;quot;ponies.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
- Lah&lt;br /&gt;
&lt;br /&gt;
PS While there is no actual prize involved, those of us who participate shall experience Maelstrom's delicious, delicious tears as he contemplates the horrible anatomical challenge of a shark-pirate-ninja-squid-Sandy-gorilla. :D Please help out a worthy cause! Charity! Orphans! ...Things!&lt;br /&gt;
&lt;br /&gt;
===Apr 26===&lt;br /&gt;
====State of the MUX====&lt;br /&gt;
Hi, everyone! &lt;br /&gt;
 &lt;br /&gt;
It's about that time! &lt;br /&gt;
 &lt;br /&gt;
First, I want to thank all of you for your continued patronage of our game. All of you who've continued or started playing here are what makes all the stress of running a game like this, of this size, worth it. We're glad you're all having fun, and we hope you continue to have fun going forward as staff continues to work on things. We feel, as staff, our state is both stable and strong and that we can continue to build on it going forward. &lt;br /&gt;
 &lt;br /&gt;
I suspect most of you are curious about the recode. As things stand now, this is what we know: We will be shifting codebases to PennMUSH with an SQL backbone. This will make future implementations of content, as well as finding code help, more easily accomplished. This is proceeding at a good clip and Entropy is making amazing progress, especially with the help from all of you who've volunteered their time to assist with the data-base work that we've needed. I assure you, there is going to be plenty more where that came from. We're sorry for the inconvenience and we'll endeavor to get all of you reapproved quickly. This should be a smoother process than the initial Pathfinder switch was and we'll be able to hit the ground running again. There are going to be a -lot- of improvements, but the exact process of all of this will be outlined further as it becomes closer to the switch over. Please pay attention to this space! &lt;br /&gt;
 &lt;br /&gt;
I must also here note that we've decided to add both the Witch and the Inquisitor to our list of classes. There have been no objections to them and we'll be developing their thematic place in the world and adding them in as well. Witches are going to be a bit more problematic, thematically, than the Inquisitor, but we should be able to come up with something cool. &lt;br /&gt;
 &lt;br /&gt;
One things we're still concerned about is encouraging more grid RP and seeing to more many PRPs. We're looking into both things and doing our best to encourage both more. Grid RP has been seeing improvements lately and we'd like to see that continue. We're also looking at expanding more into 'off hours' things as well as encouraging more PRPs to be run! &lt;br /&gt;
 &lt;br /&gt;
Our storylines, with the pirates and the Azure/Cannibal Queen and more, are kicking into their next notch as you all might've noticed. A lot of you have been running with this stuff and we hope you continue to do so. :D &lt;br /&gt;
 &lt;br /&gt;
:Tenebrae's Staff&lt;br /&gt;
&lt;br /&gt;
===Apr 22===&lt;br /&gt;
====Community Challenge!====&lt;br /&gt;
So I have been thinking of a thing and I'd like to see where it goes. :3&lt;br /&gt;
&lt;br /&gt;
Each month, I'll be posting a Community Challenge! This challenge may be along the lines of a Sparklepire Template, or it might even be a new sort if magic item, or potential ideas for a DM-run plot arc. &lt;br /&gt;
&lt;br /&gt;
The challenge will run for around 3 weeks, give or take, and 'winning' entries shared at the end (if folks give their permission...I do not want to step on toes, here ^^;). &lt;br /&gt;
&lt;br /&gt;
Sometimes, there will be prizes (I'm sure you've seen a few folks running around with their new hats!) and sometimes, the prize may be well, seeing your idea put into play. It all depends on the topic and the situation of the time: regardless, you would get something. :3&lt;br /&gt;
&lt;br /&gt;
In a few hours, I'll be posting our !!FIRST!! official Community Challenge, so please keep your eyes, and ears, open!&lt;br /&gt;
&lt;br /&gt;
: - Lah&lt;br /&gt;
&lt;br /&gt;
====Challenge! So You Work at Paizo and...====&lt;br /&gt;
...in a few days, Paizo will be releasing their long-awaited Champions of Purity! But wait! Something's wrong and you have one final submission--and need to get it in, post-haste!&lt;br /&gt;
&lt;br /&gt;
Stop the presses!!!!&lt;br /&gt;
&lt;br /&gt;
So this month's Challenge:&lt;br /&gt;
&lt;br /&gt;
YOU are one of the content creators of Champions at Paizo! Craft something, anything that you feel fits the ideal of a CHAMPION! This challenge is not limited to 'paladins' and should encompass a broader range of characters, though they can certainly include them!&lt;br /&gt;
&lt;br /&gt;
The Champions of Purity encompasses a wide range of ideas: '...new subdomains, feats, inquisitions, rage powers, alchemical discoveries, rogue talents, summoner evolutions, hexes, and arcane discoveries...' ...so consider this Challenge to be wide open!&lt;br /&gt;
&lt;br /&gt;
Please give your item, rage power, or so on, a brief story. How did it come about, or why? If it's for a champion of Angoron, for example, perhaps it was first uncovered in Dran when a chieftain smote with one hand a primodeal dragon that flew in from the sky and threatened their tribe...!&lt;br /&gt;
&lt;br /&gt;
You have until May 10th. &lt;br /&gt;
&lt;br /&gt;
@mail or email submissions to: lahar.tenebrae@yahoo.com. If you like, you may share yours over here: http://forum.tenebraemush.net/index.php/topic,1536.0.html . If you do not have a wiki/forum account, please +request one ingame and I will get it taken care of as soon as possible.&lt;br /&gt;
&lt;br /&gt;
:- Lah&lt;br /&gt;
&lt;br /&gt;
===Apr 21===&lt;br /&gt;
====State of the Game Update Incoming====&lt;br /&gt;
Just as a note, we'll have a state of the game update forthcoming to update all of you on where we are and what's coming up. Keep your eyes peeled.&lt;br /&gt;
&lt;br /&gt;
- Whirlpool&lt;br /&gt;
&lt;br /&gt;
===April 18===&lt;br /&gt;
==== Bonuses List (RP 11)====&lt;br /&gt;
As you've seen, due to the recode, RP11 is being released in stages! The Egalrin received their mechanics update (please check the wiki) as well as some of their feat updates. More race feats, for them and many others, are also in the pipes.&lt;br /&gt;
&lt;br /&gt;
One of the updates we'd wanted to include are Roleplay Bonuses. Some of these you're familiar with--but we thought it'd be good to list them all on a page...as well as offering new ones. Basically, bonuses for things y'all do already: getting to know new players, for example. That is a big one!&lt;br /&gt;
&lt;br /&gt;
So, without further ado, head on down to Roleplay &amp;gt; [[Bonuses]], or... just click on this link: http://www.tenebraemush.net/index.php/Bonuses !&lt;br /&gt;
&lt;br /&gt;
In the meantime, please keep your eyes open. We'll be rolling out the rest of RP11 as we can...&lt;br /&gt;
&lt;br /&gt;
:- Your Tenebrae Staff&lt;br /&gt;
&lt;br /&gt;
====Flora and Fauna Update====&lt;br /&gt;
The page for our Companions, Familiars, and Bestiaries has received a facelift! Go and poke at World &amp;gt; [[Flora and Fauna]]!&lt;br /&gt;
&lt;br /&gt;
- Lah&lt;br /&gt;
===April 14===&lt;br /&gt;
====Egalrin Update (RP 11)====&lt;br /&gt;
We have updated the egalrin wiki with a number of changes to the race.&lt;br /&gt;
&lt;br /&gt;
These changes will likely not be reflected on your +sheets until we're converted to the new codebase. Familiarize yourself with the changes, however, and enjoy!&lt;br /&gt;
&lt;br /&gt;
Thank you to all who participated in developing the changes. theme reboot for the race is still oncoming.&lt;br /&gt;
&lt;br /&gt;
: -- Your Tenebrae Staff&lt;br /&gt;
&lt;br /&gt;
====Addendum====&lt;br /&gt;
As a heads-up, the feats Strengthened Wings and Improved Strengthened Wings were also updated, while Greater was removed. I think you will like the changes! There are more options down the line, including aerial acrobatic maneuvering, flaming fists, and so on...&lt;br /&gt;
&lt;br /&gt;
: - Lah&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===April 13===&lt;br /&gt;
====The Big News====&lt;br /&gt;
Hi everyone!&lt;br /&gt;
&lt;br /&gt;
As you might have noticed, we have from time to time indicated we've been hard at work preparing new projects for you and that big things are on the horizon. This is true.&lt;br /&gt;
&lt;br /&gt;
We am pleased to announce that Tenebrae will be receiving a very large code update in the near future thanks to Entropy. She will be extensively remodeling our code for us in a single, very large update that will see us converting to PENNMUSH.&lt;br /&gt;
&lt;br /&gt;
Some of you might ask why such a large conversion. The truth is, as we've tried to update our code, we've found it increasingly hard to find knowledgeable parties who have the time to help untangle the dense code MUX code we presently operate on. No doubt some of you have begun to notice the increasing numbers of cracks in the seams of our codebase becoming visible or longer delays in necessary improvements to the game infrastructure. Staff recognizes that these things are not okay and our decision to move to another codebase was motivated by our desire to be able to do things more easily for you. What this means is that, when this project is completed (and it is not as far away as you might think), we will be able to provide better, coded support for all of you and make use of nifty new functions to enhance our abilities to deliver content, like SQL. Things that are presently uncoded or just assumed will actually be in in the game to make your playing easier.&lt;br /&gt;
&lt;br /&gt;
There are some downsides, however.&lt;br /&gt;
&lt;br /&gt;
Chances are, we will all need to remake our characters in the new codebase like we did with the initial Pathfiinder conversion. If this is so, we will make an effort to make this as painless as possible for all of you so we can get back to the more important business of roleplaying and having a grand old time.&lt;br /&gt;
&lt;br /&gt;
We hope you all will enjoy to continue playing here on Tenebrae and that if you have any concerns about any of this (or want to volunteer to help for database entry, as we do need monkeys) you'll let us know.&lt;br /&gt;
&lt;br /&gt;
: -- Your Tenebrae Staff&lt;br /&gt;
&lt;br /&gt;
====Entropy's Addendum====&lt;br /&gt;
Hi, guys! So yes, as indicated by our dearest Whirlpool: I am spearheading the latest improvement to the codebase. I'd like to personally note that it's my primary objective to make this conversion as seamless as possible for every individual player, and I believe all your items, experience, and money will be transferred over. There's no need to stop roleplaying or running plots, and I more than welcome you to invite your friends to create a player and begin playing before the conversion, as we're only going up from here.&lt;br /&gt;
&lt;br /&gt;
I'd also really like to take this opportunity to note that if there are any features that you'd /like/ to see, that you address them to me in a mail or using the request system. I'd also like to thank Oates and Sonja for their contributions thus far, in addition to the other staff. Thank you, everyone, for your continued patience and being players. I love you all.&lt;br /&gt;
&lt;br /&gt;
: - Entropy&lt;br /&gt;
&lt;br /&gt;
====Status of Release Package 11====&lt;br /&gt;
With the upcoming database switch ahead of us, I wanted to take the time and address some of the contents of the next Release Package, particularly the racials. The content of this package has not changed, just the timing.&lt;br /&gt;
&lt;br /&gt;
In RP 11, we promised we would be adding to the egalrin, and that has not changed. The new database will launch with the new mechanics in place. Egalrin will be receiving some strengthening, and some bonus abilities. Nothing will be taken away, and we think you will like what's ahead. At least, we hope so. X)&lt;br /&gt;
&lt;br /&gt;
Depending on snafus, I may or may not make a point of releasing this portion ahead of time, though the way we are chugging along (with lots of help!) means that it will most likely run fairly smoothly.&lt;br /&gt;
&lt;br /&gt;
Second, racial feats. We have been working to flesh these options out since our feature launch. The new RP contains several options for the lucht, gnomes, mul'niessa, giantborn, egalrin, and war golems! These options are all approved, and given that we are adding in something like the 500+ core feats we already have (by hand), these will likely become our first &amp;quot;test&amp;quot; for content additions once we re-launch.&lt;br /&gt;
&lt;br /&gt;
We are all anxious to see these, and the other parts of the Release Package (and there are more), launched! The process should go fairly smoothly, and we'll be releasing updates on that as we move forward.&lt;br /&gt;
&lt;br /&gt;
In the meantime, please keep Lolth and Inferno in your thoughts. For NO REASON WHATSOEVER, they could use some images of monkey butts, amorous spiders, and very manly quarry nymphs sent their way. I suspect the more hirsute, the better!&lt;br /&gt;
&lt;br /&gt;
: - Lah&lt;br /&gt;
&lt;br /&gt;
===April 1===&lt;br /&gt;
====Contest Results!====&lt;br /&gt;
Oh, wow... XD&lt;br /&gt;
&lt;br /&gt;
You guys never cease to amaze me with your creativity! These templates are AMAZING. I've passed them on to Poops, who after much giggling said he'd &amp;quot;get back to me&amp;quot; and ran off, notebook in hand.&lt;br /&gt;
&lt;br /&gt;
...I dunno what's up with that. &amp;gt;.&amp;gt; &amp;lt;.&amp;lt;&lt;br /&gt;
&lt;br /&gt;
SO! Awards. :D I PROMISED THERE WOULD BE SOME!&lt;br /&gt;
&lt;br /&gt;
So, if you submitted an entry, check your +inventory! Then, check your @mail to find out what it does. :3&lt;br /&gt;
&lt;br /&gt;
Thank you for being part of our community.&lt;br /&gt;
&lt;br /&gt;
:- Lahar&lt;br /&gt;
&lt;br /&gt;
===March 28===&lt;br /&gt;
====New Magic Item!====&lt;br /&gt;
Just because. Check out the [[Equipment]] page!&lt;br /&gt;
&lt;br /&gt;
===Hopiday Challenge!===&lt;br /&gt;
In anticipation of International Chocolate Goes On Sale Day, we are hosting a challenge! &lt;br /&gt;
&lt;br /&gt;
THIS IS THE CHALLENGE!&lt;br /&gt;
&lt;br /&gt;
@mail me your design for a Sparklepire Template. For gnomes. :D No, this is a joke and Whirlpool will most definitely not use it in his upcoming plots.&lt;br /&gt;
&lt;br /&gt;
That's because Pyroclasm might.&lt;br /&gt;
&lt;br /&gt;
Winnage will be determined by humor and possibly a random die roll. Awards will be something nice, so be sure and @mail!&lt;br /&gt;
&lt;br /&gt;
Happy Chocolate Goes on Sale Day!!!&lt;br /&gt;
&lt;br /&gt;
:- Lahar&lt;br /&gt;
&lt;br /&gt;
===March 17===&lt;br /&gt;
====Updated PrP Rules====&lt;br /&gt;
We have updated our PRP rules. Please take some time to visit Roleplay &amp;gt; [[Player Run Plots]] and refamiliarize yourself with them. &lt;br /&gt;
 &lt;br /&gt;
We have streamlined the PRP rules considerably, combining our dramatic PRPs and other types of PRPs into a single system. &lt;br /&gt;
 &lt;br /&gt;
Let us know if you have any concerns or comments.&lt;br /&gt;
&lt;br /&gt;
====Skills Page====&lt;br /&gt;
The skills page has been completely revamped: Characters &amp;gt; [[Skills]].&lt;br /&gt;
&lt;br /&gt;
- Lah&lt;br /&gt;
&lt;br /&gt;
====Knowledge/Artifice====&lt;br /&gt;
Knowledge/artifice has been rolled into Craft/artifice. That said, please check your ranks and let us know if things don't add up. If they don't, we'll get it fixed. :3&lt;br /&gt;
&lt;br /&gt;
For a description of what Craft/artifice can do, please visit Characters &amp;gt; [[Skills]] on the website.&lt;br /&gt;
&lt;br /&gt;
- Lah&lt;br /&gt;
&lt;br /&gt;
===March 15===&lt;br /&gt;
====Events Fixed!====&lt;br /&gt;
Events are now fixed!&lt;br /&gt;
&lt;br /&gt;
===March 14===&lt;br /&gt;
====Entropy====&lt;br /&gt;
We've recently acquired another full time coder. This will speed many of our code projects up enormously. Stay tuned, everyone. We have big plans for all of you. :) &lt;br /&gt;
 &lt;br /&gt;
Everyone give Entropy a big welcome aboard.&lt;br /&gt;
&lt;br /&gt;
===March 11===&lt;br /&gt;
====Draconic Bloodlines====&lt;br /&gt;
As a heads-up, if you are of a DRACONIC bloodline, please send in a +req to the type of dragon your bloodline came from. Thank you.&lt;br /&gt;
&lt;br /&gt;
- Lah&lt;br /&gt;
===March 10===&lt;br /&gt;
====Release Package 10====&lt;br /&gt;
Thanks to some generous volunteer coding from Shrike's player, our sorcerers have been generously recoded. From this point on, bloodline spells are appropriately added, bloodline abilities will be listed on your sheets, subtypes have been added to chargen, and... what's this? &lt;br /&gt;
 &lt;br /&gt;
'''All Advanced Player's Guide bloodlines have been added.''' &lt;br /&gt;
 &lt;br /&gt;
But wait! That's not all. In addition, due to some generous effort by Lahar, '''Barbarians have also receied a significant upgrade with the an addition of *many* new rage powers that were previously unavailable.''' The complete list is available here: http://www.tenebraemush.net/index.php/Barbarian &lt;br /&gt;
 &lt;br /&gt;
Now, as usual, we will allow those who want to make retroactive changes to their characters to do so as we've made new content available. If you want to adopt a new bloodline and its feasible to do so, we'll make it happen. For already approved sorcerers who should have a subtype, please submit a request telling us what that subtype should be and we'll fix you up. For those of you missing spells from your +sheet/spells, we'll get you squared away after you submit a request. &lt;br /&gt;
 &lt;br /&gt;
Big thanks to Lahar and especially Shrike for her volunteer efforts, as well as to those who helped test the code: Colrick, Oates, and Gwendolyn. Thanks, everyone!&lt;br /&gt;
&lt;br /&gt;
===Feb 25===&lt;br /&gt;
====Navos Bless My OCD====&lt;br /&gt;
The [[Equipment]] page received a face-lift!&lt;br /&gt;
&lt;br /&gt;
- Lah&lt;br /&gt;
&lt;br /&gt;
===Feb 19===&lt;br /&gt;
====Magically Clean!====&lt;br /&gt;
The [[Magic]] page received a face-lift recently.&lt;br /&gt;
&lt;br /&gt;
- Lah&lt;br /&gt;
&lt;br /&gt;
===Feb 10===&lt;br /&gt;
====Release Package 9====&lt;br /&gt;
Hi, everyone! It's your friendly game director who is not at all a giant floofy talking toilet once again telling you that staff has completed another release of content for your enjoyment and benefit. &lt;br /&gt;
 &lt;br /&gt;
The release package, number nine, consists of the following things: &lt;br /&gt;
 &lt;br /&gt;
o The long-awaited +rpp/submit! &lt;br /&gt;
 &lt;br /&gt;
: - Help available on +help rpp &lt;br /&gt;
: - Submit a summary or a log &lt;br /&gt;
: - Examples available on +help rpp and Characters &amp;gt; RPPs &lt;br /&gt;
 &lt;br /&gt;
o 3 new human feats &lt;br /&gt;
 &lt;br /&gt;
o For new players: The first PrP you run will bump you to level 3, one time only! &lt;br /&gt;
 &lt;br /&gt;
o For existing players: Alt Advantage updated! For 10 RPP, start out at level 3 on your next alt, not 2. Special note: for the next month, we'll let you apply this to an alt who is still L2. Thereafter, it must be used before approvals. &lt;br /&gt;
 &lt;br /&gt;
Coming up, we'll be taking a close look at the Pirate Islands and Xian theme as well and delivering some revisions to both of these areas. Also in the pipe is a rebuilding of theme for the Eaglerin. &lt;br /&gt;
 &lt;br /&gt;
Big thanks to Mudslide and Lahar for the primary work on this package.&lt;br /&gt;
&lt;br /&gt;
- Whirlpool&lt;br /&gt;
&lt;br /&gt;
===Feb 1===&lt;br /&gt;
===Release Package 8===&lt;br /&gt;
Hi, everyone! &lt;br /&gt;
 &lt;br /&gt;
It has been a while since our last package release and now we've got anothe one for you! &lt;br /&gt;
 &lt;br /&gt;
For this package, we've...&lt;br /&gt;
: - Removed the 9th level powers we assigned to each race. We felt these weren't doing what we wanted them to do for giving our races flavor. &lt;br /&gt;
: - We have replaced the racial ninths with a series of racial feats for each race. These can be taken at any time when you meet the appropriate requirements (Lahar's note: check each of the racial pages--they now list their feats!), but... &lt;br /&gt;
: - We are also giving each of you a free racial feat at sixth. Sixth is a dead level in Pathfinder and this seemed an appropriate place to do so. The feats are based off existing Pathfinder and 3.5 feats and are now listed on our website's feats page. We will probably be including more of these down the line, as not all races have all the feats and options we'd like them to have. &lt;br /&gt;
: - There are probably still some minor typos in the mix. Please let us know if you find any. &lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
PRCs are nearing completion. We apologize for the lengthy delay some of you have faced in getting them in. Let us know when you're ready to level and we'll make sure you get set up, even if we have to chain Outbreak to a chair and bring out the rack. &lt;br /&gt;
 &lt;br /&gt;
Some other minor tidbits are as follows; &lt;br /&gt;
 &lt;br /&gt;
:- Firearms mastery for rangers has been adjusted. &lt;br /&gt;
 &lt;br /&gt;
: - Several aspects have been tweaked upwards in power, and some RPP prices dropped. &lt;br /&gt;
 &lt;br /&gt;
: - Humanoid shapechangers is once again an option for favored enemies in the codebase. &lt;br /&gt;
 &lt;br /&gt;
: - Race languages in chargen now match the wiki. &lt;br /&gt;
 &lt;br /&gt;
Poro and Lahar got the racial feats in, as well as most of the other features. Big thank to you to them, and a big thank you to everyone else who's been working at making this a great game, including all our recent player runners. It really makes us happy to see so many of you dipping your toes into the DM water and we hope you continue to do so.&lt;br /&gt;
&lt;br /&gt;
- Whirlpool&lt;br /&gt;
&lt;br /&gt;
====FEET...er, FEAT?====&lt;br /&gt;
The [[Feats]] page has been consolidated. This has nothing to do with upcoming announcements, absolutely nothingk. :D&lt;br /&gt;
&lt;br /&gt;
: - Lah&lt;br /&gt;
&lt;br /&gt;
===Jan 28===&lt;br /&gt;
====9th Level Powers====&lt;br /&gt;
As most of you know, all our races at this time have ninth level powers.&lt;br /&gt;
&lt;br /&gt;
This is going to be changed. We will be removing these powers and replacing them with a new system entirely. This system will likely, barring unforseen issues at this time, be a free racial feat at level 6, along with a few feat chains for those interested in pursuing them tied to the themes of each race.&lt;br /&gt;
&lt;br /&gt;
- Whirl&lt;br /&gt;
===Jan 10===&lt;br /&gt;
More streamlining by Azog. :3 Also, there's now some information on what to do if your country uses a different DST than the server. &lt;br /&gt;
&lt;br /&gt;
To install your +cal, go here: [[Personal Calendar]]!&lt;br /&gt;
&lt;br /&gt;
- Lahar&lt;br /&gt;
&lt;br /&gt;
===Jan 06===&lt;br /&gt;
====New Special Material====&lt;br /&gt;
Well...kind of. X) Say it is a new way to USE your special materials...&lt;br /&gt;
&lt;br /&gt;
Tenebrae is pleased to announce Essence Bonding! It is an ancient technique crafted by Green Word spiritualists of old, that permits the bonding of certain unique materials to the claws and teeth of their war beasts. During the ancient wars, it was used by these groups to great, and devestating effect...&lt;br /&gt;
&lt;br /&gt;
To read more about it, navigate to [[Characters]] &amp;gt; [[Equipment]] on the website. It's listed as a Special Material. &lt;br /&gt;
&lt;br /&gt;
With the introduction of Essence Bonding, we're also adding a new perk for becoming involved in the various, open orgs on Tenebrae. That is, when it is thematic for them, some open orgs may gain, over time, a slightly cheaper access to certain technologies or techniques. This does not equal exclusive--it just means a little cheaper, mainly as a reward for becoming involved in Tenebrae and in the world of Ea itself, and continuing to tell your story.&lt;br /&gt;
&lt;br /&gt;
- Lahar&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===January 1===&lt;br /&gt;
====+Events====&lt;br /&gt;
Now that we've ticked over the new year, +Events scheduled for this year will function properly again. &lt;br /&gt;
&lt;br /&gt;
====Holidays, pt 3 Reminder====&lt;br /&gt;
Hey, there. This is just a reminder to folks old and new about our last, final celebration of the holidays. I've posted on this before, but a reminder never hurts. :3&lt;br /&gt;
&lt;br /&gt;
For Holidays Part 3, I'll be awarding one of your PCs, from level 2-8, a free level...with treasure.&lt;br /&gt;
&lt;br /&gt;
All you need to do to earn it is, sometime between now and the end of January, email me (lahar.tenebrae at yahoo.com) 4 RPP logs OR 1 PrP log. Remember, Whirl will be hosting a PrP Workshop this Sunday (tomorrow), so please consider giving PrPs a go...&lt;br /&gt;
&lt;br /&gt;
Once you email me, I'll contact you and we'll take it from there, figure out what shinies you want, and so forth... :D&lt;br /&gt;
&lt;br /&gt;
- Lahar &lt;br /&gt;
&lt;br /&gt;
PS Because folks have asked, yes, the logs do need to be from January. All the best, - Lah&lt;br /&gt;
&lt;br /&gt;
===December 26===&lt;br /&gt;
====The Cinnamon Challenge====&lt;br /&gt;
This is an OFFICIAL NOTICE! ...we are offering a hefty, ONE-TIME bounty of ONE-HUUUUUNDRED XP!!! ...to anyone and everyone who can take up the 'Cinnamon Challenge.' ... :D&lt;br /&gt;
&lt;br /&gt;
This means.&lt;br /&gt;
&lt;br /&gt;
Picking up Cinnamon and tossing her at monsters. ICly.&lt;br /&gt;
&lt;br /&gt;
Bonus if you include a war cry.&lt;br /&gt;
&lt;br /&gt;
Have fun, guys. :3&lt;br /&gt;
&lt;br /&gt;
===December 25===&lt;br /&gt;
====Happy Holidays, pt 3!!!!!====&lt;br /&gt;
Damn. When I woke up this morning, I couldn't help but think how wonderful this season is. It's a time for family, for friends...for community.&lt;br /&gt;
&lt;br /&gt;
That is what we would like to do. Show our appreciation to you. Yes, YOU. :D&lt;br /&gt;
&lt;br /&gt;
So for this season, for the entire month of January (which is coming up in just a week!) we'll be offering a little something. &lt;br /&gt;
&lt;br /&gt;
What we'd like to do is kickstart the new year. Start it off right. And, we hope, give our DMs a little break--a way of thanking THEM for running nearly 3+ scenes a week for an entire YEAR.&lt;br /&gt;
&lt;br /&gt;
So!&lt;br /&gt;
&lt;br /&gt;
For the ENTIRE MONTH OF JANUARY, if you:&lt;br /&gt;
&lt;br /&gt;
Send in 4 RPP Logs - OR -  Run 1 PrP&lt;br /&gt;
&lt;br /&gt;
...we'll bump any alt, from levels 2-8, UP ONE FULL LEVEL, with some treasure to go with it. :3 &lt;br /&gt;
&lt;br /&gt;
Just email me the logs (lahar.tenebrae@yahoo.com), then let me know you did via +request, and include which alt your bonus goes to. That's all you have to do. I'll contact you and we'll take it from there.&lt;br /&gt;
&lt;br /&gt;
The PrP doesn't have to be top-notch, either. This is more about getting our feet wet, collectively. Pester Whirlpool for ideas. Pounce Inferno. Poke Pyro. He's a hippie. Just like Sandy.&lt;br /&gt;
&lt;br /&gt;
And Happy Holidays, from everyone here on Tenebrae. :D&lt;br /&gt;
&lt;br /&gt;
- Lahar&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
PS Some folks have asked, &amp;quot;What do I send in with a PrP?&amp;quot; You basically send the log, with rolls and ooc-foo. Check out Roleplay &amp;gt; Player Run Plots. I made a cheat sheet at the bottom.&lt;br /&gt;
&lt;br /&gt;
PPS Please give the PrPs a try. I want to give this award out. Yet, part of me also wants our DMs to have a special treat, too. So harass'em, invite'em along. Say thank you. :D And get your feet wet. XD &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===December 19===&lt;br /&gt;
====Actions and Maneuvers in PF!====&lt;br /&gt;
We've a new page up! It is in the Pathfinder section of our site and tries to clarify &amp;quot;Just What Can I do in a Round?&amp;quot; It also addresses combat maneuvers a bit, too. &lt;br /&gt;
&lt;br /&gt;
I don't claim everything is correct yet. If you see an error, don't hesitate to send a polite @mail. &lt;br /&gt;
&lt;br /&gt;
To see the charts, head on over to Start Here &amp;gt; [[Pathfinder Resources|What is Pathfinder]], and look under the Resources section. Or, [[Actions_in_Pathfinder|click here]].&lt;br /&gt;
&lt;br /&gt;
:- Lahar&lt;br /&gt;
&lt;br /&gt;
===December 10===&lt;br /&gt;
====Celebrating the Holidays, pt 2.5!====&lt;br /&gt;
&lt;br /&gt;
Happy Holidays! As we prepare for the final stretch of Tenebrae's holiday preparation, staff wanted to take time out to say hi to our new folks...and to give a firm hand-shake to the old. With this in mind, we wanted to ask: who are you? And, what stories do you want to tell?&lt;br /&gt;
&lt;br /&gt;
So just for the fun of it, staff is tossing out some Character Questionairres. You don't need to fill these out. X) But if you do, staff will award you 3 RPPs if you're new. If you're old, fill one out for your oldest, and youngest, PC. We'll give you 3 RPP for that, too. Just share what answers you can and share them on the forum. :3&lt;br /&gt;
&lt;br /&gt;
We may do PrP bounties with these, depending on the response and your own interests.&lt;br /&gt;
&lt;br /&gt;
[http://forum.tenebraemush.net/index.php/topic,1471.0.html Happy holidays, everyone!]&lt;br /&gt;
   &lt;br /&gt;
- Lahar&lt;br /&gt;
&lt;br /&gt;
PS No one HAS to do this. It's just something fun to help us learn about eachother. :D And that is why we are offering RPPs if you do. X)&lt;br /&gt;
&lt;br /&gt;
===December 8===&lt;br /&gt;
Paizo just released their [http://paizo.com/paizo/blog/v5748dyo5le61?Monkeying-Around official monk update]. We'll be incorporating it.&lt;br /&gt;
&lt;br /&gt;
: - Lahar&lt;br /&gt;
===November 26===&lt;br /&gt;
====About the Caravan...====&lt;br /&gt;
'''Note: '''Anyone who can email me a log showing their RP with any of these themes, the gobbers will give an extra-super-discounted price to (via magic; it just happens).&lt;br /&gt;
&lt;br /&gt;
Plugging RP Shamelessly Since 1997,&lt;br /&gt;
&lt;br /&gt;
:- Lahar&lt;br /&gt;
:lahar.tenebrae ... yahoo.com !&lt;br /&gt;
&lt;br /&gt;
===November 13===&lt;br /&gt;
====Search Paizo PRD from Google!====&lt;br /&gt;
We've made a plugin. Directions for installing it are in [[Start Here]] &amp;gt; [[Pathfinder_Resources|What is Pathfinder?]] and then scrolling down to the tutorials and resources section. Or, click [[Search_the_Paizo_PRD_Using_Google_from_Your_Browser|here]]!&lt;br /&gt;
&lt;br /&gt;
Works with Firefox, Chrome, and IE.&lt;br /&gt;
&lt;br /&gt;
:- Lahar&lt;br /&gt;
&lt;br /&gt;
===October 23===&lt;br /&gt;
====Ghosts, Gobbers, and Ghouls, Oh My!====&lt;br /&gt;
In just a few days, we enter into the land of spooks, ghosts, and goblins. And the High Hunt, one of Tenebrae's greatest festivities in honor of Gilead! To celebrate these two events, staff will be dropping the occasional, unique horror-themed Magic Item into plots and PrPs. That is, items that have never been seen before, and will not be seen again (probably).&lt;br /&gt;
&lt;br /&gt;
In addition, we'll be awarding all PrPs as Death Consent for the next two weeks! That is, treasure and XP will be given at the same level as they would a DM'd plot. In addition, well. There is the risk of DEATH.&lt;br /&gt;
&lt;br /&gt;
But it is Halloween.&lt;br /&gt;
&lt;br /&gt;
- Tenebrae Staff&lt;br /&gt;
&lt;br /&gt;
===October 13===&lt;br /&gt;
Not so long ago, we updated the grid. X) This was a project that ran the span of two years, and for which we're grateful to a number of folks for leading to its completion. &lt;br /&gt;
&lt;br /&gt;
Soon, we'll be working towards Release Package 8! RP8 will contain mostly PrCs and Feats, things that Outbreak, Thunder, and I will be digging into soon. &lt;br /&gt;
&lt;br /&gt;
In the meantime, I'd like to announce two more animal companions, ones we've had some demand for: the rhinoceros and the elephant! These two have been added to the wiki under World &amp;gt; [[Flora and Fauna]].&lt;br /&gt;
&lt;br /&gt;
There's a new [[RPPs|RPP spend]], as well: Gladiators! These [[RPPs]] provide bonuses to gladiatorial combat. &lt;br /&gt;
 &lt;br /&gt;
As PrCs take a bit of time to code, Ob and I will be dropping some items here and there, just so it doesn't hit at once. X) We're also working on some rules for artificer constructs, but this will need a little playtesting before it's released.&lt;br /&gt;
 &lt;br /&gt;
:- Lahar&lt;br /&gt;
&lt;br /&gt;
===October 10===&lt;br /&gt;
====Maps Added!====&lt;br /&gt;
We've added maps to the website! You may [[Alexandria|view them here]], or in the game by &amp;lt;font color=&amp;quot;gray&amp;quot;&amp;gt;+map/view &amp;lt;nowiki&amp;gt;&amp;lt;name of map&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/font&amp;gt;. Or, just type &amp;lt;font color=&amp;quot;gray&amp;quot;&amp;gt;+map&amp;lt;/font&amp;gt; while you're in that area.&lt;br /&gt;
&lt;br /&gt;
- Lahar&lt;br /&gt;
&lt;br /&gt;
====Release Package 8!====&lt;br /&gt;
We've begun to &amp;quot;gear up&amp;quot; for Release Package 8! While still in the works, it's known that RP8 will contain our Prestige Classes...as well as one or two other surprises.&lt;br /&gt;
&lt;br /&gt;
- Lahar&lt;br /&gt;
&lt;br /&gt;
====Do You Facebook?====&lt;br /&gt;
We're now on Facebook! Check us out at [https://www.facebook.com/tenebrae.mux Tenebrae.MUX]!&lt;br /&gt;
&lt;br /&gt;
Many of our community members use Facebook, so this is just another way to chat. We're not intending FB to be a major outlet, though we may share updates about Release Packages and the like. More, it's an opportunity for those who are interested to meet other members of the community...or for us to answer questions such as, &amp;quot;What's a MUX?&amp;quot; and &amp;quot;They're still alive, really?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Also, being who we are, '''we respect your choice of privacy: we're not going to friend you unless you friend us.''' How you make use of this resource is all up to you, though we're pleased to provide you updates and goings-on about the world we all share (this will be mostly in the form of Release Packages, or &amp;quot;hey, our server's down for a few hours&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
- Lahar&lt;br /&gt;
===September 13===&lt;br /&gt;
====Your Rumors, Your Stories!====&lt;br /&gt;
As part of celebrations, many of your stories and rumors have been placed on the grid! You can see them just by visiting...&lt;br /&gt;
&lt;br /&gt;
Among them:&lt;br /&gt;
&lt;br /&gt;
:Arena (Jibbom)&lt;br /&gt;
:Southern Bridge Over Tornmawr River (Colrick)&lt;br /&gt;
: Festival Grounds (Colrick)&lt;br /&gt;
: Catacombs (Cesran)&lt;br /&gt;
&lt;br /&gt;
...to name a few! Drop by, poke about, or contribute: http://forum.tenebraemush.net/index.php/topic,1426.0.html &lt;br /&gt;
&lt;br /&gt;
: Lahar&lt;br /&gt;
&lt;br /&gt;
====Orgs and You====&lt;br /&gt;
This is a bit lengthy, so I apologize ahead of time. On the other, I hope it answers some questions! &lt;br /&gt;
:- Lahar&lt;br /&gt;
     &lt;br /&gt;
''Where can I find lists of existing orgs?''&lt;br /&gt;
&lt;br /&gt;
There are several places to find lists of existing orgs: &lt;br /&gt;
&lt;br /&gt;
:Alexandria: Core Setting &amp;gt; [[Local Organizations]]&lt;br /&gt;
:Worldwide: World &amp;gt; [[Organizations]]&lt;br /&gt;
:Temple: World &amp;gt; Organizations &amp;gt; [[Religious Organizations|Temple Affiliations]]&lt;br /&gt;
:Monastic: World &amp;gt; Organizations &amp;gt; [[Organizations|Monastic]] OR Characters &amp;gt; Classes &amp;gt; [[Monk]]&lt;br /&gt;
:Cavalier: Characters &amp;gt; Classes &amp;gt; [[Cavalier]]&lt;br /&gt;
     &lt;br /&gt;
     &lt;br /&gt;
''What are some examples?''&lt;br /&gt;
&lt;br /&gt;
Many of the deities have their own groups, while others work together over a common cause. For instance, the Silver Crescent is composed of a number of different faiths, and Tarien and Angorite groups may often be found side by side, while other groups blend Korites and Angorites quite well.&lt;br /&gt;
     &lt;br /&gt;
Here's one of Eluna's:&lt;br /&gt;
&lt;br /&gt;
:Vision Keepers: This order is arguably a military armed faction of clergymen who follow Eluna. Composed mostly of non-elves, the followers of this order consist of paladins, rangers, and other warriors who often accompany other members of the clergy on quests to recover magical artifacts, locate ancient hoards as well as defend Eluna’s shrines and temples. The head of this order is known as The Wielder of the Star of Tears and represents the sickle phase of the moon. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Are orgs limited to the ones listed? Can I make my own?''&lt;br /&gt;
&lt;br /&gt;
Not at all, and yes, absolutely. In fact, if you've something specific that suits you, let us know. For player-created groups, the guidelines are pretty much the same as everything else: make sure you leave room for other people and that it is headed by NPCs. A chivalric group of knights is fine; the same chivalric group who is the star of everything and in secret rules the entire country is not... and, well, everyone should feel free to participate.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''How do I join an existing org?''&lt;br /&gt;
&lt;br /&gt;
For most orgs (save the underworld ones and the Crimson Hand), becoming a member just means declaring your intent and RPing towards it. You might even include it as part of your background. On Tenebrae, orgs are considered storytelling devices, not clubs, and we treat them as such. In fact, if an org lists &amp;quot;by invite only,&amp;quot; that is likely old text and should probably be deleted. Check with staff.&lt;br /&gt;
    &lt;br /&gt;
    &lt;br /&gt;
''Will there be more org-based RPP spends? RPP spends in general?''&lt;br /&gt;
&lt;br /&gt;
Yes.&lt;br /&gt;
     &lt;br /&gt;
 &lt;br /&gt;
''How can I get others involved?''&lt;br /&gt;
&lt;br /&gt;
Some of the ways include roleplay, and use of the Roleplay Requests +bboard. If you'd like some other ideas, speak with staff; we're always happy to help!&lt;br /&gt;
&lt;br /&gt;
===September 11===&lt;br /&gt;
====Events Code Updates====&lt;br /&gt;
&lt;br /&gt;
The +events code has another addition: +event/notifyalts&lt;br /&gt;
&lt;br /&gt;
If you've already set up your alts for the RPP tracker, then you just need to type +event/notifyalts. You and all your alts will then be set so that any time any one of your alts receives an alert for an +event they're scheduled for, the system will notify all of them. This goes for @mails and @pemits.&lt;br /&gt;
&lt;br /&gt;
Some notes: To set up your alts, send in a +request if you haven't already.&lt;br /&gt;
: Outbreak&lt;br /&gt;
&lt;br /&gt;
====Events +help Updates====&lt;br /&gt;
Updates:&lt;br /&gt;
* &amp;lt;del&amp;gt;+event/notifyalts is now listed under +help rpp.&amp;lt;/del&amp;gt; It'll be added soon to +help events. &lt;br /&gt;
* Information about the notifications, what type and when they occur, may now be found under +help events.&lt;br /&gt;
&lt;br /&gt;
: Lahar&lt;br /&gt;
&lt;br /&gt;
===September 10===&lt;br /&gt;
====Events Code Updates====&lt;br /&gt;
The +events code has an addition: alerts! 24-hours before an event is scheduled to start, the +events docket will send an @mail to the Poster of the +event as well as any confirmed players reminding them about it. 10 minutes and 0 minutes before an event is scheduled to start, the same players will receive a @pemit from the +events docket reminding them.&lt;br /&gt;
&lt;br /&gt;
These alerts will only occur on any events created AFTER this bbpost. Contact Outbreak with any questions you may have, or if you'd like your existing +event to start sending alerts.&lt;br /&gt;
: Outbreak&lt;br /&gt;
&lt;br /&gt;
===August 30===&lt;br /&gt;
====Aaaaand...Launched!====&lt;br /&gt;
Welcome to the new grid, y'all!&lt;br /&gt;
&lt;br /&gt;
As of now, the BRAND! NEW! GRID! is open to you guys! Feel free to explore it! Just remember to use the RP Nexus 'ic' exit the first time ''with each alt''. That way, the standard ooc and ic commands will work correctly for you from here on out.&lt;br /&gt;
&lt;br /&gt;
Along with the grid comes a new +map! It'll tell you where you are wherever you be. We have a couple different maps that you can view with +map/view all. Hooray!&lt;br /&gt;
&lt;br /&gt;
Finally, be sure to check out opportunities to earn additional RPPs, XP, and gold as a way to celebrate the end of two years' hard work: http://forum.tenebraemush.net/index.php?topic=1426&lt;br /&gt;
&lt;br /&gt;
Happy gridding, you guys! :D Be sure to thank all the staff for their hard work! ESPECIALLY ME. (Just kidding, I just threw the map code together. They did all the heavy lifting!)&lt;br /&gt;
&lt;br /&gt;
- Mudslide&lt;br /&gt;
&lt;br /&gt;
===August 29===&lt;br /&gt;
====Grid Launch, Tomorrow!====&lt;br /&gt;
Tomorrow evening, we'll be launching the new grid! As we do, we'll be closing off the old one. As of this time, please migrate your PCs off the old grid and towards the Gaming Table. If you forget, you will not be &amp;quot;trapped,&amp;quot; this will just make the transition easier for everyone.&lt;br /&gt;
&lt;br /&gt;
The new grid will be enterable via the RP Nexus. You'll enter it using the 'ic' exit, just as though you were a new player. From there on, you'll be able to use +ooc and +ic as normal.&lt;br /&gt;
&lt;br /&gt;
When hitting the new grid for the first time, you will find that it is a little different than the old one. For instance, everyone begins in part of the [[Alexandros|Heartlands]], the area around Alexandria. From here, it is sort of like Zelda--there are enterable towns and places, accessible from the greater &amp;quot;world map.&amp;quot; When you enter these places, the map will change to show the local townscape. On the new grid, there are two such places: [[Wilderness Pointe]], and [[Alexandria]].&lt;br /&gt;
&lt;br /&gt;
We condensed the grid as we could, while retaining important features and landmarks, and smoothing out some of the geography.  The role of the river, for instance, is more apparent and mountains may be traversed and visited. That said, it's condensed when compared to the older version. What this means is, the new grid will have that familiar feel to it, though it will be different.&lt;br /&gt;
&lt;br /&gt;
Also...as part of the opening celebrations, and the closing of RP7, we will be having some contests and events, and the chance to earn additional XP, RPPs, and more! +bbread on for details. :D&lt;br /&gt;
&lt;br /&gt;
- Tenebrae Staff&lt;br /&gt;
&lt;br /&gt;
====And to Celebrate...====&lt;br /&gt;
A game's grid is central to its community, and it is important to us that everyone get a chance to be a part of it. What we'd like to ask for your help in--is developing the rumors, legends, and history around these new areas in Alexandria and the Heartlands.&lt;br /&gt;
&lt;br /&gt;
See, while many areas of the grid are old, some are new, untried, and untested! How did these areas come about? What legends have been told about them?&lt;br /&gt;
&lt;br /&gt;
So! For every legend you craft and share on the forums, staff will award 1 RPP (up to 3). These legends should be a story in and of themselves--a legend locals tell about the Fate Spire, deep within the mountain range, for example. Local gossip throughout the shipyards about the dockworker who never came home. The tale you tell is up to you.&lt;br /&gt;
&lt;br /&gt;
Some new areas in need of local gossip include, but are not limited to:&lt;br /&gt;
&lt;br /&gt;
* The Monestary at Fate's Spire&lt;br /&gt;
* The Soldier's Defense&lt;br /&gt;
* Vadran Village&lt;br /&gt;
* The Arena&lt;br /&gt;
* The khazads' mining village, hidden in the midst of the Redridge Mountains...&lt;br /&gt;
&lt;br /&gt;
...and many more, waiting for your discovery, your exploration, your input.&lt;br /&gt;
&lt;br /&gt;
To share your legend, go here: http://forum.tenebraemush.net/index.php/topic,1426.0.html&lt;br /&gt;
&lt;br /&gt;
As an added bonus and to celebrate our new grid's opening, for the next three weeks we'll award a bonus RPP, as well as additional XP, to anyone who runs a PrP (Player Run Plot) featuring one of the new &amp;quot;legends&amp;quot; that someone's posted. Participants will receive a bonus, too!&lt;br /&gt;
&lt;br /&gt;
Thank you for being part of our community!&lt;br /&gt;
&lt;br /&gt;
- Tenebrae Staff&lt;br /&gt;
&lt;br /&gt;
===August 28===&lt;br /&gt;
====Hooray, Mudslide!====&lt;br /&gt;
Mudslide's chugging away at grid code!!!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===August 25===&lt;br /&gt;
====RP 7 Rollout, Part 1!====&lt;br /&gt;
Welcome to the first part of Release Package 7! RP7 is one of our larger packages, and so will be rolled out in parts. The first part involves a significant expansion of our Roleplay Points system, or RPPs. We've added a variety of new options, which can be seen under Characters &amp;gt; [[RPPs]] on the website!&lt;br /&gt;
&lt;br /&gt;
Note that some items have been adjusted due to feedback. If there was an increase, it's on us! If the cost was reduced, please let us know and we'll refund you.&lt;br /&gt;
&lt;br /&gt;
We've also included a new command, +roll/ten which can be used to 'take ten' on appropriate skills.&lt;br /&gt;
&lt;br /&gt;
Finally, we have two bug fixes! First, Wizard 0-Level Spells are now onboard and running, so please see 1/38 on getting those fixed if it is something you need to do. In addition, Fighter Training has received some tweaks and upgrades! If you're a fighter, please unequip and requip your armor and equipment to see the changes.&lt;br /&gt;
&lt;br /&gt;
As with all new additions, expect there to be a few bumps as things settle in. &lt;br /&gt;
&lt;br /&gt;
Thank you for being part of our community! Too, a special thanks goes out to everyone who's pitched in, particularly our coders, reviewers, to make this package a reality. Some of this has been over two years in the making, and we hope the wait has been, will be, worth it.&lt;br /&gt;
 &lt;br /&gt;
- Your Tenebrae Staff&lt;br /&gt;
&lt;br /&gt;
NOTE: The special materials policy has been rolled into RPPs.&lt;br /&gt;
&lt;br /&gt;
===August 22===&lt;br /&gt;
====Preview: New Grid!====&lt;br /&gt;
The new grid is a little different than the old one. For instance, you begin in part of the Heartlands, the area around Alexandria. From here, it is sort of like Zelda--there are enterable towns and places, accessible from the greater &amp;quot;world map.&amp;quot; When you enter these places, the map will change to show the local townscape. On the new grid, there are two such places: [[Wilderness Pointe]], and [[Alexandria]].&lt;br /&gt;
&lt;br /&gt;
Here's a sample of the new, traversable [[Alexandros|Heartlands]]:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
              ~~~  @@@@@@&lt;br /&gt;
               ~~~ @@@@@@@@&lt;br /&gt;
         ~~      ~~@[W]@@@@@&lt;br /&gt;
           ~~      @@@@@@@@&lt;br /&gt;
           ~~        |   ~~  ^&lt;br /&gt;
      -----------\   |  ~~   ^&lt;br /&gt;
     /      ~~    --[3]-[4]--[5]&lt;br /&gt;
     |       ~~     ~|    ^   |&lt;br /&gt;
    [7]       ~~~ ~~~|   ^    |&lt;br /&gt;
     |         ~~ ~~ |  ^     |&lt;br /&gt;
     |          ~~~~ | ^     [6]&lt;br /&gt;
     |             ~~| ^     /&lt;br /&gt;
    [1]-------------[A]^----/&lt;br /&gt;
    @@@             ~~ ^&lt;br /&gt;
  @@[2]@            ~~ ^&lt;br /&gt;
  @@@@@             ~~ ^&lt;br /&gt;
   @@@              ~~  ^&lt;br /&gt;
                     ~~ ^&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I've taken the legend off to save space...but, note the areas with letters instead of numbers. Those? Those are enterable &amp;quot;towns.&amp;quot; The biggest one is, of course, Alexandria...&lt;br /&gt;
&lt;br /&gt;
When the new grid launches, we'll be launching a MU-wide celebration, with chances to earn RPPs, XP, and additional treasures, so stay tuned!&lt;br /&gt;
&lt;br /&gt;
- Lahar&lt;br /&gt;
&lt;br /&gt;
'''UPDATE:''' The Core Setting menu is being updated in preparation for the launch. This is posted to help avoid any confusion in the meantime... *shuffleshuffle*&lt;br /&gt;
&lt;br /&gt;
===August 20===&lt;br /&gt;
====Happy Birthday, Lolth!====&lt;br /&gt;
[[file:mlpbd.png|link=http://forum.tenebraemush.net/index.php/topic,1407.msg7482.html]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
- Signed, Tenebrae (PS Couldn't find any dragons)&lt;br /&gt;
&lt;br /&gt;
===August 20===&lt;br /&gt;
====Preview: New RPP Spends!====&lt;br /&gt;
Whew! It has been a great season this year, and we've such a great community to thank for it. RP7 is around the corner, and as part of it, we've a number of things in store. The biggest of these, of course, is the new grid. The new grid is a project that's been 2+ years in the making, and has involved a near-MU-wide effort.&lt;br /&gt;
&lt;br /&gt;
In addition to the grid, we'll also have some new RPP spends. While this is all still in the reviews phase, I wanted to share some samples of what's up and coming...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''New Aspects...'''&lt;br /&gt;
&lt;br /&gt;
''Trickster's Affinity I''&lt;br /&gt;
&lt;br /&gt;
You've developed a talent for mischief and trickery. Whether through practice as an avid prankster or through some connection to one of the more mischievous Gods or spirits, your ability to trick others for a laugh gives you an aura of mirth and high spirits. You may well receive the notice of the temples of Tarien. Dancing Lights 3/day.&lt;br /&gt;
&lt;br /&gt;
''Trickster's Affinity II''&lt;br /&gt;
&lt;br /&gt;
Your affinity for trickery grows stronger, as does your fascination with pranks and mischief. At any time and whenever it would aid in your mischief, you may produce any mundane item valued at 5 GP or less from your person, as you just happen to have a variety of funny items on hand. The item must be something you could easily carry. Too, Coyote senses intent, so the item must be produced with the intent of a joke, prank, to illustrate a boasting tale, or similar effect. The item will fade out of existence after its use is complete, though will not last longer than an hour.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''New Spends...'''&lt;br /&gt;
&lt;br /&gt;
''Trained Blade (15 RPP, Active Organization Membership)''&lt;br /&gt;
&lt;br /&gt;
You've been honed, trained as a member of your organization. If you are an Elunite, for example, you've trained with the Hunters to find and bring back the misshapen of Garm. This purchase is only available to organizations with a more clearly defined opposition, so be sure to speak with staff before selecting it.&lt;br /&gt;
&lt;br /&gt;
Because of your training, you receive a +1 bonus to damage rolls made with a melee weapon against enemies of this type.&lt;br /&gt;
&lt;br /&gt;
For mechanical purposes, this should be selected after speaking with staff, and selected from the ranger's Favored Enemy list. Choices must be considered thematically appropriate. This may be taken more than once, but applies to a different type of creature each time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Organizational Knowledge (15 RPP, Active Organization Membership)''&lt;br /&gt;
&lt;br /&gt;
You've studied extensively within your organization. As a bonus, you receive a +2 to any specific skill check related to their area of study. This may include any knowledge, craft, or profession skill. This may be taken multiple times, but applies to a different skill each time. The choice of skill should be thematic to the group. For example, knowledge/dungeoneering would likely not fit the Hearthguards, but knowledge/nature for the understanding of herbs might. In contrast, knowledge/nature might not fit the Progressive Arcanists, but profession/scribe might.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I'm excited! I hope you, are, too! In the meantime, be sure to thank our code folk and our director, Whirlpoops the Fluffy Toilet. None of this would be possible without their efforts.&lt;br /&gt;
&lt;br /&gt;
See you ongrid!&lt;br /&gt;
&lt;br /&gt;
- Lahar&lt;br /&gt;
&lt;br /&gt;
===August 12===&lt;br /&gt;
Release Package 7 is on the wings. It is still a little ways away, but is entering the final stages of wrap-up. Included in RP7 will be the new grid.&lt;br /&gt;
&lt;br /&gt;
- Lahar&lt;br /&gt;
&lt;br /&gt;
===August 7===&lt;br /&gt;
====Roleplay Menu Updated====&lt;br /&gt;
A few more clarifications to the Roleplay menu to make it easier to navigate. &amp;quot;Roleplay Archives&amp;quot; is now &amp;quot;Game History&amp;quot;, and &amp;quot;Recent Logs&amp;quot; has been moved to just &amp;quot;Logs.&amp;quot; From there, you can pick Recent Logs or Archived Logs.&lt;br /&gt;
&lt;br /&gt;
We're also trying something a little different with our logs page! What do you think?&lt;br /&gt;
&lt;br /&gt;
: - Lahar&lt;br /&gt;
===July 30===&lt;br /&gt;
====RPPs: Clarifications and Updates!====&lt;br /&gt;
Hey there, folks. :3 After getting some feedback, I've clarified the [[RPPs|RPP page. How does it look]]?&lt;br /&gt;
&lt;br /&gt;
This is new for all of us, so we'll be keeping our ears to the ground in the coming months to hear what you have to say. RPPs, over time, will become a greater part of the game, and a way to award things we haven't had a method for, previously. Ancestral Weapon is one of these &amp;quot;types of things,&amp;quot; so expect to see options grow, not shrink. ... &lt;br /&gt;
&lt;br /&gt;
: - Lahar&lt;br /&gt;
&lt;br /&gt;
===July 21===&lt;br /&gt;
====RPPs: Multiple People in a Scene!====&lt;br /&gt;
How do you handle it when multiple people are in a scene, and want to send in a log? The best answer: use common sense and &amp;quot;whatever reasonably works.&amp;quot; Here's an example showing, and explaining, one way to do so: &lt;br /&gt;
 &lt;br /&gt;
:Roleplay &amp;gt; Roleplay Logs &amp;gt; [[A Cart of Rainbows]]&lt;br /&gt;
  &lt;br /&gt;
As always, please don't hesitate to speak up if you've a question. This is something new, and so we are all adjusting a little bit. ^^;&lt;br /&gt;
&lt;br /&gt;
===July 20===&lt;br /&gt;
====Roleplay Menu Updated====&lt;br /&gt;
The Roleplay menu has been updated! It's a little more organized, now. And look! Pathfinder!&lt;br /&gt;
&lt;br /&gt;
- Lahar&lt;br /&gt;
&lt;br /&gt;
===July 19===&lt;br /&gt;
====Grappling!====&lt;br /&gt;
We've updated the grappling charts to include a few more offerings from the greater Pathfinder community. Visit Start Here &amp;gt; [[Pathfinder Resources|What is Pathfinder?]] and check under &amp;quot;Pathfinder Resources.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===Wed Jun 20===&lt;br /&gt;
====Release Package 6!====&lt;br /&gt;
Hello, everyone!&lt;br /&gt;
&lt;br /&gt;
Our sixth release package is now in the process of rolling out!&lt;br /&gt;
&lt;br /&gt;
The largest of the changes will be the introduction of RPPs. The code is now live, as you can see from your +sheets, and we'll be publishing some more information on this soon. We'll also be awarding everyone some starting points as well as bonuses from Aspects that were earned up until this time.&lt;br /&gt;
&lt;br /&gt;
We're also pleaed to announce some other tools that are going live. The Magic Item generator is the chief of these adn thse will be available during DM'd scenes to assist in the purchase of scrolls and potions. Expect some kinks and bugs to need to be worked out with these.&lt;br /&gt;
&lt;br /&gt;
Also included in RP6 are a number of fixes. Among them:&lt;br /&gt;
&lt;br /&gt;
* Attribute Damage is now calculated correctly.&lt;br /&gt;
* Chargen weighted attributes now let you know how much is left to spend!&lt;br /&gt;
* Numerous pre-req updates and fixes.&lt;br /&gt;
* A code tweak or two.&lt;br /&gt;
* Removed the old 3.5 feats of: Danger Sense, Dive for Cover, Double Wand Wielder, Wandstrike&lt;br /&gt;
* Knowledge/Artifice now merged with Craft/Artifice. If this means you have additional skill points leftover, please +request.&lt;br /&gt;
&lt;br /&gt;
A big thanks to the hard work of the entire staff corp and those players who've been assisting us with these matters. A special shout out goes to Azog, whose help has been instrumental.&lt;br /&gt;
&lt;br /&gt;
'''UPDATE:''' RP6 is now fully operational. Be sure to follow the [[Getting Started with RPPs]] and send staff your feedback.&lt;br /&gt;
&lt;br /&gt;
===May 29===&lt;br /&gt;
====Release Package 5====&lt;br /&gt;
Hi everyone. Whirlpool here!&lt;br /&gt;
&lt;br /&gt;
We're pleased to announce Release Package 5 is rolling out like Optimus Prime. This mostly consists of a few small things and a couple big things that have finally been made possible. Everyone's been burnin' the midnight oil as much as possible to make it all happen.&lt;br /&gt;
&lt;br /&gt;
So, without further ado, Release Package 5 is here for your consideration and praise of our benevolent awesomeness. &amp;lt;.&amp;lt;&lt;br /&gt;
&lt;br /&gt;
Okay, in all seriousness, here it goes:&lt;br /&gt;
&lt;br /&gt;
* '''Artificer Spells''': The artificer's received a few new spells! A few of these are carried over into the Wizard/Sorc and Bard lists, though the focus has been on our new class and developing appropriate content for it. You can find these new spells by visiting the [[Artificer|Artificer's class page]]!&lt;br /&gt;
&lt;br /&gt;
* '''+hp''': Need to know your party's current hit points during battle? Type +hp when in a DM scene or a Plot Room. +hp is crafted primarily to help out our healers. Thank you, Outbreak!&lt;br /&gt;
&lt;br /&gt;
* '''Multiple Noms''': Type +help xp to see our new +nom command, +nom/multi! Also note that +nomcheck is now +nom/check. This is part of a slow, careful move towards a more uniform command structure. +nomcheck will work for a while, and will eventually be phased out in favor of the new form.&lt;br /&gt;
&lt;br /&gt;
* '''Events''': The biggest part of RP5 is our new events code! Events will help you schedule any sort of event related to Tenebrae: plots, gatherings, socials, and even gathering online to watch a movie at the Gaming Table. Given the size and complexity of this program, please consider it to be in beta, and forward any bugs through our +request system. Type +help events to get started!&lt;br /&gt;
&lt;br /&gt;
As with any new content, there may be a tweak or two as we move forward. Thank you for playing with us, for for being a part of this community.&lt;br /&gt;
&lt;br /&gt;
Our next RP will focus on the RPPs you've seen about the site (Characters &amp;gt; [[RPPs]]), and bringing them live. We're continuing work on the grid as well, and hope to have it in play soon.&lt;br /&gt;
&lt;br /&gt;
===May 24===&lt;br /&gt;
====New Website Section====&lt;br /&gt;
Opened up our [[Play Now]]! section!&lt;br /&gt;
&lt;br /&gt;
===May 23===&lt;br /&gt;
====Release Package Upcoming====&lt;br /&gt;
Hi, everyone! &lt;br /&gt;
 &lt;br /&gt;
It has been some time since our last release package. We have been hard at work on a new one and it will soon be going live. Big thanks to everyone who has so far worked on it. EQ and Outbreak especially, along with Lahar, of course. &lt;br /&gt;
 &lt;br /&gt;
Keep your eyes peeled!&lt;br /&gt;
&lt;br /&gt;
: - Whirlpool&lt;br /&gt;
&lt;br /&gt;
===May 5===&lt;br /&gt;
====What's Needed?====&lt;br /&gt;
One of the most frequent questions we get asked is: what's needed? Well, the best response is to play what you like. This is a game about having fun within a community. In that spirit, too...we thought we'd offer up a few ideas. These are not required, they're not even us or anyone else asking you to play them.&lt;br /&gt;
&lt;br /&gt;
However, the question DOES come up. So, IF one of these strikes your fancy, and IF you'd enjoy playing it...why, dive right in!! Always, always, however: play what you love.&lt;br /&gt;
&lt;br /&gt;
''Oruch Bards''&lt;br /&gt;
&lt;br /&gt;
The 'goblinoid' races in general could use some love, yet here is a concept that is rarely played out. With their ties to their ancestors and great voices, [[oruch]] make strong war [[bard|bards]], as versed in blood as they are song and history.&lt;br /&gt;
&lt;br /&gt;
''Arvek Nar Cavaliers, Fighters, Druids''&lt;br /&gt;
&lt;br /&gt;
The [[Arvek Nar|arvek nar]] are an emergent race with ties unknown to the goddess [[Serriel]]. They are masters of war and combat. [[cavalier|Cavaliers]], [[fighter|fighters]], are all needed and well-within their grasp. They feature [[druid|druids]] as well--secret trainers of their famed war mounts.&lt;br /&gt;
&lt;br /&gt;
''Gobber Artificers''&lt;br /&gt;
&lt;br /&gt;
These gun-toting stinkers could use some love and flavor. Known artificers, inventors, and thieves, the [[artificer]] class lends itself to gun use with its Titan Armor, and [[gobbers]]...well. Gobbers love things that go boom. Firearms are iconic for them.&lt;br /&gt;
&lt;br /&gt;
''Khazad-Aul, Khazad-Mornir Warriors''&lt;br /&gt;
&lt;br /&gt;
The iconic [[fighter|warrior]], the [[khazad]] are sorely unrepresented in this area. So too, are their wise priests and [[cleric|clerics]], who tend to hold a respected, and treasured, place within khazad society. A number of them are also famed beard-readers and diviners, a respected form of divination among the race.&lt;br /&gt;
&lt;br /&gt;
''Clerics''&lt;br /&gt;
&lt;br /&gt;
[[cleric|Clerics]] in general are always a welcome addition. They're one of the ones we suggest 'in general,' because not only are they always needed, they're a great way to get to know others, and make friends.&lt;br /&gt;
&lt;br /&gt;
''Wizards''&lt;br /&gt;
&lt;br /&gt;
[[wizard|Wizards]]! While the knowledge skill heavy or linguistically talented wizard is iconic, there are other avenues to explore with wizards. We'd like to see them.&lt;br /&gt;
&lt;br /&gt;
===April 29===&lt;br /&gt;
====Update to Rangers====&lt;br /&gt;
Rangers (mounted combat) and cavaliers now have the abilitiy to summon their mounts to their side, a limited number of times per day. Each class flavors the ability differently, and according to theme. This is to help even out the playing field somewhat, and relieve some anxiety about such concepts.&lt;br /&gt;
&lt;br /&gt;
:- Lahar&lt;br /&gt;
&lt;br /&gt;
===April 25===&lt;br /&gt;
====Ten Years of Tenebrae====&lt;br /&gt;
That's right, folks. &lt;br /&gt;
 &lt;br /&gt;
This May, Tenebrae turns ten years old. It's hard for me personally to believe that we've been going this long and we're stronger than ever. Hopefully, this is a trend that continues. This is not something we could have done without a lot of blood, sweat and tears from everyone who has ever staffed here and the combined efforts of all of you. &lt;br /&gt;
 &lt;br /&gt;
There will be more forthcoming on this front. Few MUSHes reach this kind of milestone and we'll definitely be celebrating it and talking more about our future plans. &lt;br /&gt;
 &lt;br /&gt;
:- Whirl&lt;br /&gt;
&lt;br /&gt;
====Profession Skills Now on Website====&lt;br /&gt;
The [[Skills|skills page]] now contains a list of professions. Before, this list was only available in chargen and during advancement. &lt;br /&gt;
&lt;br /&gt;
:- Lahar&lt;br /&gt;
&lt;br /&gt;
===April 16===&lt;br /&gt;
====The Official Jinks' Sheet Contest====&lt;br /&gt;
It is our firm belief that Jinks' +sheet is not yet long enough. &lt;br /&gt;
 &lt;br /&gt;
We are offering a 10 XP bonus for hilarious submissions of things that should be added to his +sheet under miscellaneous abilities. There is a maximum of 100 XP earned this way. &lt;br /&gt;
 &lt;br /&gt;
Please @mail Lahar and I with your submissions.&lt;br /&gt;
&lt;br /&gt;
:- Whirlpool&lt;br /&gt;
&lt;br /&gt;
====Already on Jinks' Sheet====&lt;br /&gt;
Already on Jinks' Sheet:&lt;br /&gt;
&lt;br /&gt;
     * Deadbeat Dad&lt;br /&gt;
     * Chopped Liver&lt;br /&gt;
     * Landscape Gnome&lt;br /&gt;
     * Lengthy Rap Sheet&lt;br /&gt;
     * Levels Inconveniently&lt;br /&gt;
     * Owes Child Support&lt;br /&gt;
     * Smartypants McGnomerson&lt;br /&gt;
     * Springheel'd Jinks&lt;br /&gt;
     * Typhoid Gnomery&lt;br /&gt;
&lt;br /&gt;
Looking forward to your ideas. XD&lt;br /&gt;
&lt;br /&gt;
:- Lahar&lt;br /&gt;
&lt;br /&gt;
===April 12===&lt;br /&gt;
====Gentle Reminder!====&lt;br /&gt;
This is just a gentle reminder to folks: If you think a time is going to bad for you for a scene you've been scheduled for, please remember to let the DMs know as quickly as possible. We put a lot of work into our scenes and having people no show or show late or tell us at the last minute they can't make can be frustrating. Keep in mind we have a lot of players in a lot of timezones, some of whom have to rearrange their sleeping schedules just to make their scenes. &lt;br /&gt;
 &lt;br /&gt;
No one is being pointed a finger at here -- this is just a general reminder from which we can all benefit. It is important to stay in communication and sometimes those things can slip.&lt;br /&gt;
&lt;br /&gt;
:- Whirl&lt;br /&gt;
&lt;br /&gt;
===April 05===&lt;br /&gt;
====Introducing... ME!====&lt;br /&gt;
New staffette here, Pororoca, the destructive wave! In very short order, I hope to be crushing your hopes and dreams in the manner you are accustomed to from my mentor, Whirlpool. Thank you. You may get back to quivering in fear.&lt;br /&gt;
&lt;br /&gt;
:- Pororoca&lt;br /&gt;
===April 02===&lt;br /&gt;
====CLOSED: Friendship Reports====&lt;br /&gt;
That's it, it was fun while it lasted. No more Friendship Reports -- we shall sleep, and then see what everypony has written to us about magic of friendship.&lt;br /&gt;
&lt;br /&gt;
:- Cobweb Tangle&lt;br /&gt;
&lt;br /&gt;
===April 02===&lt;br /&gt;
====Thank you, everyone!====&lt;br /&gt;
Hi, everyone! We want to thank all of you for getting into the spirit of our April Fool's Day Joke. Rest assured, all of you are a big part of what makes this game successful and awesome. We'd also like to offer a special thank you to those who helped us make it work: Eleria, Melon, and Azog. &lt;br /&gt;
 &lt;br /&gt;
We could not have done this without them. &lt;br /&gt;
 &lt;br /&gt;
We'll begin the process of unponifyng everyone tonight. :)&lt;br /&gt;
&lt;br /&gt;
:- Rainbow Swirl&lt;br /&gt;
&lt;br /&gt;
===April 01===&lt;br /&gt;
====Welcome to Ponyfinder!====&lt;br /&gt;
Welcome to Ponyfinder!&lt;br /&gt;
&lt;br /&gt;
Er...welcome, everypony! We're proud to announce that after a year and a half of work, we're ready to launch Ponyfinder here on Tenebrae! You'll see more and more of the Ponytheme appearing over the next week, so we ask you to be patient with us until that time.&lt;br /&gt;
&lt;br /&gt;
In the meantime, you can catch a sneak peek at our new races by visiting People &amp;gt; [[Races]]. You will want to think of ponynames for your existing PCs, also (and we will be providing a tool to help do so, shortly).&lt;br /&gt;
&lt;br /&gt;
Be sure to check out our new login, and website, too, for hints of things to come!&lt;br /&gt;
&lt;br /&gt;
Your new staff are:&lt;br /&gt;
&lt;br /&gt;
:Whirlpool -&amp;gt; Rainbow Swirl&lt;br /&gt;
:Lahar -&amp;gt; Chocolate Lava Cake&lt;br /&gt;
:Lolth -&amp;gt; Aunty Cobweb Tangle&lt;br /&gt;
:Pyroclasm -&amp;gt; Hippieclasm&lt;br /&gt;
:Earthquake -&amp;gt; Cranky Doodle Donkey&lt;br /&gt;
:Thunder -&amp;gt; Thunder Hooves&lt;br /&gt;
&lt;br /&gt;
Welcome to Ponyfinder! Friendship truly IS Magic...&lt;br /&gt;
&lt;br /&gt;
====Pony resources====&lt;br /&gt;
If you have trouble visualizing your ponyself, we recommend to use this handy tool for creating your ponysona:&lt;br /&gt;
&lt;br /&gt;
http://generalzoi.deviantart.com/art/Pony-Creator-Full-Version-254295904&lt;br /&gt;
&lt;br /&gt;
:- Cobweb Tangle&lt;br /&gt;
&lt;br /&gt;
====Friendship Reports====&lt;br /&gt;
Since our beloved cousin Celestia is not around, we accept friendship reports in her stead.&lt;br /&gt;
&lt;br /&gt;
Everypony who sends a friendship report via @mail to us, Cobweb Tangle, today, will be rewarded for their effort.&lt;br /&gt;
&lt;br /&gt;
Instructions:&lt;br /&gt;
1) Send @mail to Cobweb Tangle, titled &amp;quot;Friendship Report&amp;quot;.&lt;br /&gt;
2) Write what you have learned about magic of friendship today. (Note that the best ones shall be shared with public, because everypony should learn.)&lt;br /&gt;
3) Only one friendship report per character. If you have used Pony Creator (see the link in a previous post) to create a ponysona, share the link for extra rewards.&lt;br /&gt;
&lt;br /&gt;
:- Cobweb Tangle&lt;br /&gt;
&lt;br /&gt;
====Ponyfinder RP====&lt;br /&gt;
Today, a colorful mist surrounds Alexandria. For the next 24 hours, you may take your ponyfinder pony ongrid as the land of Friendship and Dreams briefly visits. RP for this day will be considered to happen in a 'pony sandbox,' so please have fun, everypony!&lt;br /&gt;
&lt;br /&gt;
P.S. You can, of course, have normal RP. It just cannot involve ponies.&lt;br /&gt;
&lt;br /&gt;
:-Chocolate Lava Cake&lt;br /&gt;
&lt;br /&gt;
===March 24===&lt;br /&gt;
====RPPs!====&lt;br /&gt;
''The oruch stood his ground as the army marched away. He could not go with them--his destiny, as much as he cursed it, lay at the small bundle at his feet. An arm shot up, its skin oddly translucent, its interior filled with smoke. The djinn. Wanted their child back.''&lt;br /&gt;
&lt;br /&gt;
Stories. Roleplay. Adventure. These three are at the heart of Tenebrae. Though, we've always struggled with how to reward stories. When monsters aren't involved, DnD turns shy. &lt;br /&gt;
&lt;br /&gt;
We'd begun this journey with Dramatic PrPs, and Aspects, and with their success, are looking to expand into a new, more flexible realm. We're pleased to announce RPPs, or Role Play Points.&lt;br /&gt;
&lt;br /&gt;
RPPs are tied to you, the player. You earn them by doing awesome things, and logging it. Get ongrid, tell a story, and let us know about it. Once you accumulate these points, you can spend them however you wish, on any alt you like.&lt;br /&gt;
&lt;br /&gt;
Aspects are being rolled into this system which is, we hope, an overall and smoother approach to them. As we prepare to launch, we welcome your questions, and while we may not always have answers, we will try our best. Bear with us, though, and keep in mind, as with any new thing there may need to be adjustments along the way, based on feedback.&lt;br /&gt;
&lt;br /&gt;
To see what's down the line, visit Characters &amp;gt; [[RPPs]].&lt;br /&gt;
&lt;br /&gt;
:- The Tenebrae Staff and Community&lt;br /&gt;
&lt;br /&gt;
===March 19===&lt;br /&gt;
====Time Is Out of Kilter (not)====&lt;br /&gt;
Hello, peeps. As a reminder, Finland (where the server lies), does not warp into future 'till 25th of March. There's nothing wrong with the reality you observe.&lt;br /&gt;
&lt;br /&gt;
:- Lolth&lt;br /&gt;
&lt;br /&gt;
===March 19===&lt;br /&gt;
====Automagic Log Cleaner====&lt;br /&gt;
Our automagic log cleaner is now available in two places on the website:&lt;br /&gt;
&lt;br /&gt;
: Roleplay &amp;gt; Logs &amp;gt; [[How to Format a Log Quickly|Automagic Log Cleaning]], OR&lt;br /&gt;
: Start Here &amp;gt; Wiki Help &amp;gt; [[How to Format a Log Quickly|Automagic Log Cleaning]]&lt;br /&gt;
&lt;br /&gt;
Let me know if you run into any issues.&lt;br /&gt;
&lt;br /&gt;
:- Lahar&lt;br /&gt;
&lt;br /&gt;
===March 19===&lt;br /&gt;
====Reminder II====&lt;br /&gt;
This is a second reminder to Whirl's first reminder!&lt;br /&gt;
&lt;br /&gt;
Death in DnD isn't that big of a deal, OOCly. ICly, it's part of the profession you're in. People with Destinies (adventurers) have a chance to come back, and it's part of life (ha ha). &lt;br /&gt;
&lt;br /&gt;
Althea even sponsors raises.&lt;br /&gt;
&lt;br /&gt;
So sit back and enjoy the game. Stories are what you make of them.&lt;br /&gt;
&lt;br /&gt;
:- Lahar&lt;br /&gt;
&lt;br /&gt;
===March 19===&lt;br /&gt;
====Reminder====&lt;br /&gt;
All DM plots and Plotmaster plots are ones in which you automatically consent to the risk of death. &lt;br /&gt;
 &lt;br /&gt;
That said, this is D&amp;amp;D. Death is not exactly the end of the game. &lt;br /&gt;
 &lt;br /&gt;
:- Whirl&lt;br /&gt;
&lt;br /&gt;
(p.s. Current DMs are: Whirl, Thunder, Pyro. Current Plotmasters are: Jinks, Spike, Eva. &amp;lt;3 Tsu)&lt;br /&gt;
&lt;br /&gt;
===March 12===&lt;br /&gt;
====Eva!====&lt;br /&gt;
Eva has officially decided to join our Plotmaster squad. :) &lt;br /&gt;
 &lt;br /&gt;
Everyone give her a big welcome!&lt;br /&gt;
&lt;br /&gt;
:- Whirl&lt;br /&gt;
===March 11===&lt;br /&gt;
====ASCII Art====&lt;br /&gt;
Ported over from...way, way back in 2009, on crafting ASCII art, using it within a MU, and how to do so responsibly (and for effect). If you've any questions, please ping.&lt;br /&gt;
&lt;br /&gt;
:http://www.tenebraemush.net/index.php/ASCII_Tutorial&lt;br /&gt;
&lt;br /&gt;
:- Lahar&lt;br /&gt;
&lt;br /&gt;
===March 11===&lt;br /&gt;
====Automagic Log Cleaning!====&lt;br /&gt;
With a click or two and a little help from Notepad++, you can now automagically clean your logs! A big thanks to Eleria for helping out with this project! Without his assistance with the RegEx, none of this would be possible.&lt;br /&gt;
&lt;br /&gt;
You can find the instructions here: &lt;br /&gt;
: Roleplay &amp;gt; Logs &amp;gt; [[How to Format a Log Quickly|Automagic Log Cleaning]], OR&lt;br /&gt;
: Start Here &amp;gt; Wiki Help &amp;gt; [[How to Format a Log Quickly|Automagic Log Cleaning]]&lt;br /&gt;
&lt;br /&gt;
The tutorial gives you two options: manual, and macros. Manual is useful if you'd just like to clean out specific sections. Macro are useful if you want to clean everything at once (though I've included a macro for &amp;quot;everything except OOC,&amp;quot; too).&lt;br /&gt;
&lt;br /&gt;
You can also find the tutorial by navigating to Roleplay &amp;gt; Logs, and looking at the top help section.&lt;br /&gt;
&lt;br /&gt;
Please @mail me with your feedback, and make sure to thank Eleria next time you see him.&lt;br /&gt;
&lt;br /&gt;
:- Lahar&lt;br /&gt;
&lt;br /&gt;
===March 09===&lt;br /&gt;
I am running a little behind on requests. I will get to them this weekend. :)&lt;br /&gt;
&lt;br /&gt;
:- Whirl&lt;br /&gt;
&lt;br /&gt;
===February 29===&lt;br /&gt;
====Artifice Armor Clarification====&lt;br /&gt;
Artificer's Titan Armor clarified a bit. We hope this helps. :3&lt;br /&gt;
&lt;br /&gt;
http://www.tenebraemush.net/index.php/Artificer&lt;br /&gt;
&lt;br /&gt;
:- Lahar&lt;br /&gt;
&lt;br /&gt;
===February 29===&lt;br /&gt;
====Languages====&lt;br /&gt;
Just a heads-up that the languages in CG aren't accurate. We'll be rectifying this as soon as possible.&lt;br /&gt;
&lt;br /&gt;
:- Lahar&lt;br /&gt;
&lt;br /&gt;
===February 26===&lt;br /&gt;
====Wow!====&lt;br /&gt;
We broke our all time connections record. Yes, a chunk of that was connected alts, but holy hell. We broke the record. 70 connections. That's a lot of players no matter how you look at it. &lt;br /&gt;
 &lt;br /&gt;
Thank you, again, to everyone for making Tenebrae a continued success.&lt;br /&gt;
&lt;br /&gt;
:- Whirl&lt;br /&gt;
&lt;br /&gt;
===February 25===&lt;br /&gt;
[[Behaviour#What_About_Alts.3F_And_Alt_Secrecy.3F|Alt policy clarified a bit]]. This is a direction we've been in for some time--it's about time to write it down. So we did! None of it should be a surprise, and is more a continuation with what we'd begun with forum logins.&lt;br /&gt;
&lt;br /&gt;
===February 24===&lt;br /&gt;
====Request Backlog====&lt;br /&gt;
We have a backlog of requests. I will be trying to work through them and approvals this weekend. :)&lt;br /&gt;
&lt;br /&gt;
:- Whirl&lt;br /&gt;
&lt;br /&gt;
===February 22===&lt;br /&gt;
====They Said I had OCD...====&lt;br /&gt;
...I believed them: http://www.tenebraemush.net/index.php/Feats&lt;br /&gt;
&lt;br /&gt;
:- Lahar&lt;br /&gt;
&lt;br /&gt;
===February 19===&lt;br /&gt;
I'll be out of town on business this coming Tuesday, February 21st, through Friday, the 24th.&lt;br /&gt;
&lt;br /&gt;
:- Thunder&lt;br /&gt;
&lt;br /&gt;
===February 16===&lt;br /&gt;
====Recent History Updated====&lt;br /&gt;
We've updated the recent history on the wiki at Roleplay &amp;gt; [[Recent_History#The_Fake_Mists|Recent History]] to reflect the 'Fake Mists' plot that ended recently. &lt;br /&gt;
 &lt;br /&gt;
This should bring several of our newer players up to date on what has gone on with that. :) &lt;br /&gt;
 &lt;br /&gt;
:- Whirl&lt;br /&gt;
&lt;br /&gt;
===February 15===&lt;br /&gt;
====...I hate you, wizard schools!====&lt;br /&gt;
This is why: Characters &amp;gt; [[Magic]] (updated)&lt;br /&gt;
&lt;br /&gt;
:- Lahar &amp;lt;333foreversquee!&lt;br /&gt;
&lt;br /&gt;
===February 06===&lt;br /&gt;
====New BBoard!====&lt;br /&gt;
We're pleased to announce a new +bboard group: IC: RP Requests. RP Requests is a place to request a more specific type of RP. For example, you might advertise wanting to get together with other druids on a specific date. Or, you might also post a request for someone to play an NPC for you. &lt;br /&gt;
&lt;br /&gt;
Remember, specific requests are better than general ones when it comes to getting responses.&lt;br /&gt;
&lt;br /&gt;
We hope you'll enjoy the new board. As with any new feature, we'll be looking to make adjustments depending on how things go.&lt;br /&gt;
&lt;br /&gt;
:- Lahar&lt;br /&gt;
&lt;br /&gt;
===February 06===&lt;br /&gt;
[[image:AngryEgalrin.jpg|150px|center]] &lt;br /&gt;
&lt;br /&gt;
Egalrin page cleaned up.&lt;br /&gt;
&lt;br /&gt;
:- Lahar&lt;br /&gt;
&lt;br /&gt;
===February 05===&lt;br /&gt;
Just a heads-up for anyone who wasn't sure how website logins worked, or who hadn't requested one yet. &lt;br /&gt;
&lt;br /&gt;
:&amp;lt;nowiki&amp;gt;* Your forum ID and password are also your wiki login. However, make sure to login to the forum first, or the wiki might not 'pick up' that you're there.&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;nowiki&amp;gt;* Once logged into the website, you can edit or make a character page, post logs, or share your NPCs. We've a template for character pages, if you're not too familiar with wikis, and Tsu and I are here to help!&amp;lt;/nowiki&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
If you haven't requested a login, and are approved, please @mail me with an email and a desired password. We'll get you up. :)&lt;br /&gt;
&lt;br /&gt;
:- Lahar&lt;br /&gt;
&lt;br /&gt;
===February 04===&lt;br /&gt;
====Diceless PrPs!====&lt;br /&gt;
Did you know we have diceless PrPs? Dramatic PrPs are aimed at telling a story that's a little out of the way of the standard adventure. That is, they're great for festivals, for a dramatic chase of a thief across town, the exploration of foreign cultures and places. &lt;br /&gt;
&lt;br /&gt;
They also involve as many, or as few (though at least 2) players as you wish, and any mixture of levels, to boot.&lt;br /&gt;
&lt;br /&gt;
You can find a few more details [http://www.tenebraemush.net/index.php/Plotrunner%27s_Guide#Dramatic_Player_Run_Plots_.28DPrPs.29 here].&lt;br /&gt;
&lt;br /&gt;
===February 02===&lt;br /&gt;
====Upcoming Holidays====&lt;br /&gt;
We've THREE upcoming holidays this month on Alexandria's [[calendar]]! These are:&lt;br /&gt;
&lt;br /&gt;
2/12-2/17 &lt;br /&gt;
[[Calendar|Kegger Fest]]: A [[Khazad|dwarven]] festival in honor of getting smashed. New beer is often introduced!&lt;br /&gt;
&lt;br /&gt;
2/20 &lt;br /&gt;
[[Calendar|Deathwatch]]: A day celebrated by the followers of the undead god, [[Thul]]. This holiday is outlawed in many lands, and dangerous to boot!&lt;br /&gt;
&lt;br /&gt;
2/21 &lt;br /&gt;
[[Calendar|Balefire]]: A ritual day of spring summoning usually held after Deathwatch; a [[Druid|Druidic]] festival. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
We don't have anything planned for these, specifically, though welcome anyone who would like to step forward. All forms of [[Running_PrPs|PrPs]] are open as well--please check with staff if you've any questions, and we and your community are always around to offer ideas and support. &lt;br /&gt;
&lt;br /&gt;
:- Your Tenebrae Staff&lt;br /&gt;
&lt;br /&gt;
===February 02===&lt;br /&gt;
For my latest scene, I've had a grand total of 14 applicants. Let's keep this activity going, folks! RP! Get on the grid! Support your fellow players! &lt;br /&gt;
 &lt;br /&gt;
:- Whirl&lt;br /&gt;
&lt;br /&gt;
===January 29===&lt;br /&gt;
====Mists of Malik Update====&lt;br /&gt;
The plot is over! &lt;br /&gt;
 &lt;br /&gt;
All RP will be unfrozen as soon as I can get a post up Sunday evening. :d&lt;br /&gt;
&lt;br /&gt;
:- Whirl&lt;br /&gt;
&lt;br /&gt;
===January 27===&lt;br /&gt;
To those of you cgenning wizards right now: &lt;br /&gt;
 &lt;br /&gt;
There appears to be a bug where your 0th level spells are not being appropriately added to your sheets. We are aware of the bug and it will be fixed as soon as EQ has a chance. :)&lt;br /&gt;
&lt;br /&gt;
:- Whirl&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Janurary 26===&lt;br /&gt;
It has been pointed out several times that halflings are the only race that don't have a unique racial name for themselves. After some discussion and ideas being bounced around, we've settled on [[An_Lucht_Siuil|An Lucht Siuil]], which translates into 'The Travelling Folk' in tradespeak, for the halflings as their proper name. Check out the wiki page for more details and we'll be doing some more cleaning over the next several days. &lt;br /&gt;
 &lt;br /&gt;
Thanks to Laoise for her suggestions and to our players for bringing this to our attention.&lt;br /&gt;
&lt;br /&gt;
:- Whirl&lt;br /&gt;
&lt;br /&gt;
===January 23===&lt;br /&gt;
Special Materials policy updated! Basically, we've just made it a little clearer, friendlier, and worth a bit more. :)&lt;br /&gt;
&lt;br /&gt;
:Start Here &amp;gt; Game Policies &amp;gt; [[Special Materials]]&lt;br /&gt;
&lt;br /&gt;
:- Lahar&lt;br /&gt;
&lt;br /&gt;
===January 22===&lt;br /&gt;
hi i kno ur busybut canyo u ...&lt;br /&gt;
&lt;br /&gt;
Hard to understand that, eh? One of the things we're doing on Tenebrae is to encourage clearer communication. We're a text-based medium. Everything we do is based around how someone on the other end of the screen perceives what you've typed.&lt;br /&gt;
&lt;br /&gt;
Since we see, and hear, one another by words across the screen, those same words are how we perceive others. If someone types and spells in a sloppy manner, without taking a moment to look over their spelling and use basic punctuation, then they appear lazy or worse, as though they don't respect or care enough about those they are communicating with. &lt;br /&gt;
&lt;br /&gt;
So put a period or proper punctuation at the end of sentences. Capitalise the first word in a sentence and other words that require it. Take the time to spell out abbreviations, and watch your spelling. This isn't to say perfection is expected, everyone makes typos and mistakes. Just make an honest attempt to communicate clearly. &lt;br /&gt;
&lt;br /&gt;
:- Your Tenebrae Staff&lt;br /&gt;
&lt;br /&gt;
===January 20===&lt;br /&gt;
Well, that wasn't MY fault this time.&lt;br /&gt;
&lt;br /&gt;
I'll tell you a joke:&lt;br /&gt;
&lt;br /&gt;
Q: How a lost network engineer will find his or her way back to civilization from wilderness?&lt;br /&gt;
&lt;br /&gt;
A: S/he takes that six feet cable s/he was carrying, buries it to the ground, and thirty minutes later when the backhoe shows up, hitches a ride back to town.&lt;br /&gt;
&lt;br /&gt;
In other words, the expected happened in a nearby excavation site, and some stupid ass dug through the main electricity cable to my neighborhood.&lt;br /&gt;
&lt;br /&gt;
:- Lolth&lt;br /&gt;
&lt;br /&gt;
===January 20===&lt;br /&gt;
Hi everyone! &lt;br /&gt;
 &lt;br /&gt;
As you know, we've been looking into rebuilding the grid. The old one has been in service for a long time -- close to ten years now -- and it is time to take what we've learned in that time and make something better, stronger, (Tsu ed: faster!) and more useful to you players. Something easier to navigate. &lt;br /&gt;
 &lt;br /&gt;
While we're not quite ready to do a building push, we *are* getting ready to do so. This is where you, our players, come in. We're going to start pulling people aside for their thoughts on the grid and what's important and what isn't. You're going to be seeing more in this space going forward. We feel this is important and we hope you'll help us in this project.&lt;br /&gt;
&lt;br /&gt;
:- Whirl&lt;br /&gt;
&lt;br /&gt;
===January 17===&lt;br /&gt;
Sit down and pass the nachos. Tenebrae's Geek Corner is now open! Share your thoughts, your favorites, your hate on recent video games, authors, RPGs, webcomics, music, and artists. Other community members are welcome to share and comment on your posts, too... just keep it civil. &lt;br /&gt;
&lt;br /&gt;
:Visit: Community &amp;gt; [[Tenebrae_Geek_Corner|Our Geek Corner]]&lt;br /&gt;
&lt;br /&gt;
:- Lahar&lt;br /&gt;
&lt;br /&gt;
===January 16===&lt;br /&gt;
This is just a friendly reminder to be respectful to your fellow players, give them a fair shake, and to remember to be respectful of the time that people invest in getting things done here. This goes doubly for the OOC room, guys. We're a community sitting around our shared gaming table. Make sure you're not That Guy. &lt;br /&gt;
 &lt;br /&gt;
I would ask that everyone take a moment and review our behavior policies at http://www.tenebraemush.net/index.php/Behaviour and remember that a friendly and safe community for people to play in is one of our goals here.&lt;br /&gt;
&lt;br /&gt;
:- Whirl&lt;br /&gt;
&lt;br /&gt;
===January 16===&lt;br /&gt;
I will be away on a business trip as of this coming Wednesday, January 18th, through Sunday evening, January 22nd.&lt;br /&gt;
&lt;br /&gt;
I may log in briefly in the evenings thanks to the free wifi at the hotel, but I won't be really be free to run scenes and so on.&lt;br /&gt;
&lt;br /&gt;
:- Thunder&lt;br /&gt;
&lt;br /&gt;
===January 16===&lt;br /&gt;
The fancy skin works again, more or less so, and I'll puzzle the mystery of the drop-down menu later. -- Lolth&lt;br /&gt;
&lt;br /&gt;
===January 15===&lt;br /&gt;
Updates done, but the fancy skin for the wiki is TEH BORKEN. Will continue figuring out what's going on with it.&lt;br /&gt;
&lt;br /&gt;
===January 13===&lt;br /&gt;
When we launched [[Cavalier]], one of our goals was to add more Teamwork feats...and I'm proud to announce that we just did. Proud, because we've a hard-working team who's been willing to dig in and make things happen for the Tenebrae community for over a year now. I am blessed to be able to work with each and every one of them. :)&lt;br /&gt;
&lt;br /&gt;
So, hop on over to Characters &amp;gt; [[Feats]], and you'll see a list of the new ones. If you'd like to trade out or exchange, just let us know via +request. A full list of additional Cavalier options (including some rules updates to make traveling with your mount easier) may be seen by visiting their class page.&lt;br /&gt;
&lt;br /&gt;
This finishes Release Package Four, and we'll be gearing up to focus on Five, which focuses on our [http://www.tenebraemush.net/index.php/File:Grid_alexandria_big.jpg grid]. Note, there may be a few bug fixes here or there, as per usual, and if so, please be patient, we're there with you.&lt;br /&gt;
&lt;br /&gt;
:- Lahar&lt;br /&gt;
&lt;br /&gt;
===January 11===&lt;br /&gt;
&amp;lt;nowiki&amp;gt;&amp;quot;By fire and earth! By the divine and sacred blood of Bruce Campbell!&amp;quot; the oruch exclaimed as he raised shaking, scarred hands to the unforgiving darkness, &amp;quot;ARTIFICERS. ARE. DONE!!!&amp;quot;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Many thanks to Earthquake and our hard-working staffers! It has taken us a while to get here, though I think we are better for it.&lt;br /&gt;
&lt;br /&gt;
When Pathfinder first released, most of us knew &amp;quot;3.5 compatible,&amp;quot; though not the extent of it, or the changes and change of outlook that Paizo had introduced. It's taken a while to understand these changes. And we're better for it, overall. &lt;br /&gt;
&lt;br /&gt;
We will be taking +requests for conversions to [[Artificer]] beginning this evening. Conversions will be handled normally, and report any bugs to Eq via +request.&lt;br /&gt;
&lt;br /&gt;
Please be aware that things may be tweaked as play progresses--this is just normal for new material.&lt;br /&gt;
&lt;br /&gt;
:- Lahar&lt;br /&gt;
&lt;br /&gt;
===January 7===&lt;br /&gt;
[[Classes]] and [[Races]] pages updated. Pretty! And, check out our [[Introduction to Tenebrae]] and new [[Player Run Plots|PrP Policies]] if you haven't already!&lt;br /&gt;
&lt;br /&gt;
:- Lahar&lt;br /&gt;
&lt;br /&gt;
===January 4===&lt;br /&gt;
Firearms are a go! We've adopted the Inner Sea Guide rules for firearms, with a few minor adaptations. &lt;br /&gt;
&lt;br /&gt;
:&amp;lt;nowiki&amp;gt;* Firearms are artifice creations, crafted by gobbers&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
:&amp;lt;nowiki&amp;gt;* We've updated Craft/Gunsmithing to allow for in-combat repairs&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
:&amp;lt;nowiki&amp;gt;* We've added and tweaked a few feats to make them more awesome&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
:&amp;lt;nowiki&amp;gt;* Ranger gunnery style has been updated&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You will find the Skills and Feats on the Skills and Feats pages, respectively. Firearms and their new theme and base mechanics are availible under Equipment.&lt;br /&gt;
&lt;br /&gt;
Note, we've removed bayonets until we can get a good look at how the new rules will test. &lt;br /&gt;
&lt;br /&gt;
Respecs are availible via +request.&lt;br /&gt;
&lt;br /&gt;
:- Lahar&lt;br /&gt;
&lt;br /&gt;
===January 4===&lt;br /&gt;
The updated artificer is not yet in code. &lt;br /&gt;
 &lt;br /&gt;
However, the version we will be using is now available on our wiki. &lt;br /&gt;
 &lt;br /&gt;
:- Whirl&lt;br /&gt;
&lt;br /&gt;
===January 4===&lt;br /&gt;
The [[Arvek_Nar|Arvek Nar]] have a few new [[feats]], and Unit Tactics has been updated to make it easier to track for our DMs. [[Mul'niessa]] also received a minor tweak. We're almost through...please send Eq a thank-you the next time he pops online!&lt;br /&gt;
&lt;br /&gt;
:- Lahar&lt;br /&gt;
&lt;br /&gt;
===January 4===&lt;br /&gt;
If you possess a rifle, pistol, or other firearm, you will need to contact staff for a trade. This will just be an even trade-in for the new set at no charge. :3&lt;br /&gt;
&lt;br /&gt;
:- Lahar&lt;br /&gt;
&lt;br /&gt;
===January 3===&lt;br /&gt;
As the new year is here, it is time we let you know what it is we're working on next. &lt;br /&gt;
 &lt;br /&gt;
Some of you have heard us talk about our dissatisfaction with the current grid. As such, our next major project after finishing the release of Package 4 is to do a complete rebuild of the grid for package 5. The grid is old and we've all learned a lot since then and it is something that's long been needed. Our goals are to highlight [[Alexandria|Alexandria's]] landmarks better, compress it and make it less difficult to navigate and add more colorful and useful locations *outside* of Alexandria for you to make use of. &lt;br /&gt;
 &lt;br /&gt;
We want to better incentivize the use of the grid and RPing at a variety of new locations. &lt;br /&gt;
 &lt;br /&gt;
As we move forward on this project, we will be enlisting the help of you, our players, in making this project doable, and opening a dialogue with you to find out what sort of things you want out of the new grid. More information will be coming soon. :)&lt;br /&gt;
&lt;br /&gt;
:- Whirlpool&lt;br /&gt;
&lt;br /&gt;
===January 2===&lt;br /&gt;
You may now use content from Beastiary 3 in PRPs as long as you ask us first. :)&lt;br /&gt;
&lt;br /&gt;
:- Whirlpool&lt;br /&gt;
&lt;br /&gt;
===January 1===&lt;br /&gt;
As most of you know, we've experimented with death consent PRPs. We are now reopening these once more. Players can ask for and receive permission to run death consent PRPs. This means full XP and treasure, as per a standard DM'd plot, but with the risk of death being higher. We ask that players communicate with us on these to maintain a standard of challenge to help players do so as well. &lt;br /&gt;
 &lt;br /&gt;
In addition to this, players are now free to use any and all Beastiary 2 content in their PRPs. That said, if a monster is a 'world spanning, soul devoring creature', we do ask that they come to us and ask us if it is okay to use. Moreover, if you're uncertain something fits into theme, or how it might fit into theme, don't hesitate to ask us as well. We'll work something out with you if we can. :) &lt;br /&gt;
 &lt;br /&gt;
Please peruse hte updated plotrunning guide and rules at Roleplay &amp;gt; Running PrPs &amp;gt; [[Introduction to Plotrunning]].&lt;br /&gt;
 &lt;br /&gt;
Bestiary 3 is also now open on a case-by-case basis. Basically, ask us first--the tome is still new, and we're looking to avoid any unexpected surprises as things shake out within the greater Pathfinder community.&lt;br /&gt;
&lt;br /&gt;
===December 26===&lt;br /&gt;
FYI, Finland is currently being ravaged by excessively strong winds (300K people are currently without electricity). Thankfully, central areas have been holding on in that respect, but one can never tell for sure, as the storms continue. Fingers crossed, folks.&lt;br /&gt;
&lt;br /&gt;
:- Lolth&lt;br /&gt;
&lt;br /&gt;
===December 25===&lt;br /&gt;
''The arvek stands over the ruins of the Thulite spires, his eyes filled with the Blaze of Dawn. He raises his spear, giving out a war cry--and finds the wind, the storm responding. Wind roars from the West and the East, tearing at his clothing, and bringing with it the scent of blood...''&lt;br /&gt;
&lt;br /&gt;
The world of Ea is saturated with magic, and we have struggled for years with ways to reflect this. Today, we've launched what we hope is the opening of a new chapter for characters within the world of Ea: the launch of Aspects.&lt;br /&gt;
&lt;br /&gt;
Aspects are benefits, some supernatural in nature, some not, that reflect the effort, experience, and time you have spent on your character and their story. You may read more about them through our website, by visiting Characters &amp;gt; [[Aspects]]. &lt;br /&gt;
&lt;br /&gt;
As this is the first time Aspects are available, we'll be working with you to offer them to PCs who have part of their stories told already. That is, characters 6+ may apply for Level I of an Aspect as normal, and then consider it 'earned' after 1 month's worth of RP. Level IIs must be applied for as normal. Characters of levels 11+ may do the same for both Levels I and II of an Aspect (that is, one month each). &lt;br /&gt;
&lt;br /&gt;
As we move forward, we will also be looking at the response to Aspects and how they work ingame. That is, you might expect a tweak or two, just as with anything new added to the game.&lt;br /&gt;
&lt;br /&gt;
Happy Holidays, and happy gaming, everyone. :) &lt;br /&gt;
&lt;br /&gt;
:- Your Tenebrae Staff (But mostly Lahar because she did the work on it.)&lt;br /&gt;
&lt;br /&gt;
===December 15===&lt;br /&gt;
A big thanks to everyone who participated Make-a-Wish this holiday season! We've one or two more that've been scheduled, and those will be awarded as promised. Scheduling issues are scheduling issues.&lt;br /&gt;
&lt;br /&gt;
Thanks again to everyone, and well, we'd love to do this again next year. Happy Holidays, and make a point of checking out +today. It's been snowing lately...&lt;br /&gt;
&lt;br /&gt;
:- Your Tenebrae Staffers&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Admin]]&lt;/div&gt;</summary>
		<author><name>Typhoon</name></author>
	</entry>
	<entry>
		<id>http://www.tenebraemush.net/index.php?title=Rhodes&amp;diff=17108</id>
		<title>Rhodes</title>
		<link rel="alternate" type="text/html" href="http://www.tenebraemush.net/index.php?title=Rhodes&amp;diff=17108"/>
		<updated>2015-02-03T06:34:37Z</updated>

		<summary type="html">&lt;p&gt;Typhoon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;padding-bottom: 30px;&amp;quot;&amp;gt;[[image:Ghoulish_cp_header.png|center]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;border-bottom: 10px solid #333355; min-height: 60px; color: #333355; font-weight: bold; width: 775px; margin-left: auto; margin-right: auto; text-align: center; font-size: 300%;&amp;quot;&amp;gt;Rhodes&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;width: 775px; margin-left: auto; margin-right: auto; padding-top: 20px;&amp;quot;&amp;gt;&lt;br /&gt;
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&lt;br /&gt;
&amp;lt;p style=&amp;quot;color:#333355; font-weight: bold; font-size: 150%;&amp;quot;&amp;gt;About My Character&amp;lt;/p&amp;gt;&lt;br /&gt;
Rhodes grew up in Alexandria, going through much of the drama of the city since his birth. It wasn't until he was saved by a priest of Vardama, he decided to join the Temple. Becoming one of his priests, he was slightly pressured into also joining the Guild of Explorers, which he has done rather successful at.&lt;br /&gt;
&lt;br /&gt;
Recently, Rhodes has taken more responsibility at the Temple, studying more on the Undead, but also improving his knowledge of healing. Between his battlefield experience and the temple training, he has proven to be an exceptional healer, but also rather in tune with death around him, perhaps more so than most Vardamans.&lt;br /&gt;
&lt;br /&gt;
Despite worshiping the goddess of death and seeking to bring comfort to those dealing with a recent loss, he seems to rather enjoy various aspects of life itself. He'll go out and enjoy a night out, or a festival. Death is pointless if one does not live their life.&lt;br /&gt;
&lt;br /&gt;
[[image:Rhodes.jpg|thumb|right]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p style=&amp;quot;color:#333355; font-weight: bold; font-size: 150%;&amp;quot;&amp;gt;Roleplay Hooks&amp;lt;/p&amp;gt;&lt;br /&gt;
* Anything healing or death related&lt;br /&gt;
* Up for a good party&lt;br /&gt;
* Able to provide advice on most forms of Undead&lt;br /&gt;
* For poking fun at [[Kerbasi]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p style=&amp;quot;color:#333355; font-weight: bold; font-size: 150%;&amp;quot;&amp;gt;About My Character&amp;lt;/p&amp;gt;&lt;br /&gt;
Born in the year 982 AD, at the end of the Crown Wars and in the midst of Altima's rule of Alexandros, Rhodes was born to his half-elf parents. While they owned a small shop, the pair had done their best to stay out of the troubles of the fighting and the General-Queen's way, ending up starting their own family in the midst of it all. By the time Altima was removed from her 'throne', Rhodes was six years old, and manages to remember the chaos and insanity that engulfed the city as she was destroyed and troubles afterward as Charn continued to be thwarted by Alexandria and Myrddion.&lt;br /&gt;
&lt;br /&gt;
In the years that followed of peace, Rhodes grew up as a happy child. His family came through unscathed, and he had a younger sister to play with, Illonova. They both played in their father's shop, their laughter echoing around. As Rhodes got older, he started to learn the trade, intending to follow in his father's footsteps, inheriting the shop when his father wished to retire.&lt;br /&gt;
&lt;br /&gt;
Then drama and tragedy struck the city once more when he was twenty-one. In the grip of the Merkabah Siege, Illonova. Ignoring the potential dangers of fighting on the streets, Rhodes went out to one of the local apothecaries to try and find a cure which could save her life. Having convinced the apothecary to sell him the herbs, he started back as the fighting began. Attempting to stay away from using the back alleys of the city, it became increasingly difficult. Constructs, undead, guards, mercenaries, they were everywhere. At one point, thinking his path across a large street was clear, he was shot in the side with an arrow. Which side did it, he never found out. He stumbled into the next alleyway, cursing himself, unable to move and fearing his life.&lt;br /&gt;
&lt;br /&gt;
Among the noise of fighting, he heard a soft voice come to him. At first he thought it was one of the gods coming to take him away, but he discovered it was actually a Priest of Vardama that had found him and giving him some comforting words. The arrow removed and the wounds healed by the priest, the older man took young Rhodes and hid him away into a nearby cellar. Rhodes was giving strict orders to stay there until he heard things quiet down, and to get home as quickly as possible once the way was clear. The priest went off, back into the fray of the fighting.&lt;br /&gt;
&lt;br /&gt;
Rhodes made it home safely after that, a scar in his side to remind him of his encounter. The cure still with him, Illonova made it through and the family survived the ordeal of the siege together. Once the fighting was done and all had quieted down in the city, Rhodes ventured out to the temple of Vardama, to inquire about the priest that had save him, to give proper thanks, to him and to the goddess. However, he was informed the priest had died during the siege, tending to the wounded. When asked how he should give proper thanks, Rhodes was told that he should find a way to do as the priest did for him, save others.&lt;br /&gt;
&lt;br /&gt;
The young man walked away from this advice, and contemplated it for several days, attempting to discern how he should do just that. His father's shop was not the answer then. One morning, he went to his father and the spoke privately for a long time. When emerged, his father declared that Illonova was to help in the shop, as she would now inherit it, as Rhodes was going to the Temple of Vardama to dedicate his life to the goddess of death.&lt;br /&gt;
&lt;br /&gt;
And so, at twenty-one years of age, he entered the temple to learn their ways. It took nearly five more years for Rhodes to become a Cleric, though for all those outside the city, it was ten. He became a full Cleric right after Alexandria returned to the world, and out of the mists, having gone through all the rights to become a Mourner of Vardama. After two more years of service focused in the temple, healing the ill, preparing the rights for the dead and comforting the mourning, Rhodes was given a new direction by his mentor. He was to go and offer his services to the Guild of Explorers. Seemed those adventurers had a knack for getting themselves hurt or killed and a new cleric would perhaps help ease those pains.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[image:Ghoulish cp line.png|center]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p style=&amp;quot;color:#333355; font-weight: bold; font-size: 150%;&amp;quot;&amp;gt;More About My Character&amp;lt;/p&amp;gt;&lt;br /&gt;
Rhodes as a Tier 2 in the Active Organization with the Temple of Vardama.&lt;br /&gt;
&lt;br /&gt;
Rhodes has the aspect of Grave-Touch, at Tier 1&lt;br /&gt;
&lt;br /&gt;
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&amp;lt;/div&amp;gt;&lt;br /&gt;
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[[image:Ghoulish_cp_footer.png|center]]&lt;br /&gt;
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[[Category:Player]][[Category:Alexandran]][[Category:Cleric]][[Category:Vardaman]]&lt;/div&gt;</summary>
		<author><name>Typhoon</name></author>
	</entry>
	<entry>
		<id>http://www.tenebraemush.net/index.php?title=Lilyth&amp;diff=17107</id>
		<title>Lilyth</title>
		<link rel="alternate" type="text/html" href="http://www.tenebraemush.net/index.php?title=Lilyth&amp;diff=17107"/>
		<updated>2015-02-03T06:32:44Z</updated>

		<summary type="html">&lt;p&gt;Typhoon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;padding-bottom: 20px;&amp;quot;&amp;gt;[[image:dragon_border.jpg|center]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;border-bottom: 10px solid #11827a; min-height: 60px; color: #8e0007; font-weight: bold; width: 775px; margin-left: auto; margin-right: auto; text-align: center; font-size: 300%;&amp;quot;&amp;gt;Lilyth&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;width: 775px; margin-left: auto; margin-right: auto; padding-top: 20px;&amp;quot;&amp;gt;&lt;br /&gt;
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&amp;lt;p style=&amp;quot;color:#8e0007; font-weight: bold; font-size: 150%;&amp;quot;&amp;gt;About My Character&amp;lt;/p&amp;gt;&lt;br /&gt;
Born in Sendor, Lilyth was among the very few survivors of her village when the Sendor War hit. Losing her parents, she ended up being raised in refugee camps in Myrridon. She learned of her magical powers, and being touched in some way by golden dragons, giving her strength and magic.&lt;br /&gt;
&lt;br /&gt;
After some wandering, she made her way to Alexandria and to the Guild of Explorers, where she helps out, learns more of her powers, but also seeks to find a way to undo the damage wars have done, more specifically Heth and Dragonier.&lt;br /&gt;
&lt;br /&gt;
[[image:Lilyth.jpg|thumb|right]]&lt;br /&gt;
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&amp;lt;p style=&amp;quot;color:#8e0007; font-weight: bold; font-size: 150%;&amp;quot;&amp;gt;Roleplay Hooks&amp;lt;/p&amp;gt;&lt;br /&gt;
* Magic&lt;br /&gt;
* Seeking legends of Dragons&lt;br /&gt;
* Dragonier&lt;br /&gt;
&lt;br /&gt;
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&amp;lt;p style=&amp;quot;color:#8e0007; font-weight: bold; font-size: 150%;&amp;quot;&amp;gt;Background&amp;lt;/p&amp;gt;&lt;br /&gt;
Lilyth remember a tumultuous childhood. There are snippets of a village life, her parents, who she knew were kind and loving to her. But there was fighting, war, screaming and death. Lilyth was born in a village in Sendor, lived there for a few years before war came in the form of the ogress came to conquer her home. Lilyth was among the refugees that managed to flee, but in the fighting, she lost her parents. One of the other matrons from the village took the little girl under her wing as they all fled to Rosalia to stay in the camps there until free to leave.&lt;br /&gt;
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While there, growing up, she learned that she had powers. Magic flowed through her veins, but she kept quiet about it since they seemed to make loud sounds and do more harm than good, in her opinion. But she kept practice, until she met an old wizard that was in the camp as well. While the two styles of magic were rather different, the old man taught her how to use magic and the different schools, giving her the basic training any apprentice would get. From him, she learned the language of the dragons and also of the air, as she seemed to have an affinity for it. She also learned about Eluna and her rule over magic and dreams. Lilyth loved her dreams as they seemed rather vivid to her, and thus was introduced to a goddess dear to her. Unfortunately, six weeks before her camp was to be dismantled, he passed.&lt;br /&gt;
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When the camp was disbanded, she decided, now at fifteen years old, to return to Sendor, to see what she could find of her home. When she arrived, there was nothing left. Over a decade and it had completely been destroyed. Not even a foundation left after the warriors were done with it. Her home was just a hill.&lt;br /&gt;
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Saddened by this, she went off to go see if she could do some good somewhere else, especially with her magic. She settled into a small village for about a year or so before word of Heth arrived. Dragonier was gone, falling to the undead terror and the wights. People fled once more before their homes could be overrun by the invading, undead army. More people died at this, and Lilyth managed to flee with many refuges. This time, instead of a camp, she headed south, along with many Dragonier refugees as well, to Alexandria.&lt;br /&gt;
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She has been in Alexandria for a while now, and is seeing the rising problems of the various people from Dragonier. She hasn't been able to associate much with them, but seeing their suffering and the loss of their homeland has made her connect on a sympathetic level. She decided that it was time to do something and thus, has gone to the Guild of Explorers since they seem to be helping with the problem of Heth and his undead horde.&lt;br /&gt;
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[[Category:Player]][[Category:Sorcerer]][[Category:Elunite]][[Category:Myrrish]][[Category:Society of Progressive Arcanists]]&lt;/div&gt;</summary>
		<author><name>Typhoon</name></author>
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	<entry>
		<id>http://www.tenebraemush.net/index.php?title=Kirran&amp;diff=17106</id>
		<title>Kirran</title>
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		<updated>2015-02-03T06:30:57Z</updated>

		<summary type="html">&lt;p&gt;Typhoon: &lt;/p&gt;
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&amp;lt;p style=&amp;quot;color: #664444; font-weight: bold; text-align: center; font-size: 300%;&amp;quot;&amp;gt;Kirranelion&lt;br /&gt;
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&amp;lt;p style=&amp;quot;color:#664444; font-weight: bold; font-size: 150%;&amp;quot;&amp;gt;About My Character&amp;lt;/p&amp;gt;&lt;br /&gt;
Kirranelion, Kirran for short, came from a small village of Wild Elves in Llyranost on the hope of finding some sort of answer for some of the hardships his people suffer. He has been in Alexandria for about a year, having arrived since the blizzard that nearly froze the city to death.&lt;br /&gt;
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He helps patrol the Druid's Grove outside of the city, usually staying there when he is in the area. As of late he has been doing scouting missions for Rune in their efforts to drive Dran away from it's borders.&lt;br /&gt;
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Recently, when visiting the Ydgrassil tree, a small hawk joined him in his endeavor, naming her Tuilin, she is a Harris's Hawk and is his companion in his efforts to spread Gilead's care over the world, and stopping unnecessary destruction.&lt;br /&gt;
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* Anything nature related&lt;br /&gt;
* Anything archery related&lt;br /&gt;
* Rune/Dran war&lt;br /&gt;
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&amp;lt;p style=&amp;quot;color:#664444; font-weight: bold; font-size: 150%;&amp;quot;&amp;gt;Background&amp;lt;/p&amp;gt;&lt;br /&gt;
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Kirranelion grew up deep within the woods of Llyranost, in a small enclave of Sylvanori, the Wild Elves, near the Deeper Forest. There he saw the troubled times in his homeland even among the Wild Elves. His father was a Green Warden of Gilead, while his mother was actually a Seer of Eluna. They met when his father got hurt during an orc raid, and she healed him. The two never left Llyranost, having grown up there in their enclave, fallen in love, and had Kirran several years later.&lt;br /&gt;
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Kirran grew up following under the guidance of his mother, and thus the local church of Eluna. He showed great promise for the faith, and it was expected he would join the faith when he entered into maturity. However, all of that changed when his father decided to teach him how to be a ranger. It was nothing against the church of Eluna, but just a chance to teach his son a strong elven tradition. Kirran was a natural at it, and instead of looking over toward Eluna, he made a drastic change and sought to become a Green Warden like his father.&lt;br /&gt;
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When he finally became of age, Kirran became a ranger to protect his home like his father did, and initially started the process of becoming a Green Warden of Gilead. When word reached all the way into Llyranost about the Azure Queen falling in Alexandria, among many other things that Kirran heard over the past one hundred years, he decided it was time to go to the city. Something was happening there, and maybe something that would help him and his people. The falling of the Veil had helped so far, but the Sylvanori may need more help to protect them in the future.&lt;br /&gt;
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[[Category:Player]][[Category:Gilean]][[Category:Ranger]][[Category:Sildanyari]][[Category:Llyranost]]&lt;/div&gt;</summary>
		<author><name>Typhoon</name></author>
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