Stagger Reduction:
Blow Deflection:
Strike Defense:
Fire Defense:
Lightning Defense:
Poison Defense:
Slash Defense:
Holy Defense:
Arcane Defense:
Strike Defense:
Fire Defense:
Lightning Defense:
Slash Defense:
Poison Defense:
Holy Defense:
Arcane Defense:
Balance:
Attack:
Strength Scaling:
Dexterity Scaling:
Magic Scaling:
Wisdom Scaling:
Fire:
Lightning:
Poison:
Slash:
Holy:
Arcane:
Weight:
Durability:
Required Strength:
Required Dexterity:
Required Magic:
Required Wisdom:
Required Strength:
Required Dexterity:
Required Magic:
Required Wisdom:
Spark:
Natural:
Magic:
Physical
Natural
Spark
Magic
Salt
Tendency:
None
Fire
Lightning
Slash
Poison
Holy
Arcane
Elemental:
Power:
Soul
Rain
Nova
Soul
Wave
Bolt
Soul
Heal
Pillar
Coil
Required Endurance:
No materials.
No keys.
Select
Unequip
Info
Close
Description
Equip
No weapons.
No shields.
No helms.
No armor.
No gloves.
No boots.
No arrows.
No rings.
No consumables.
No spells.
Buy
Focus Cost:
Nothing to Offer.
Confirm
Cancel
Transmute
Travel
Visits:
Nothing to transmute.
Upgrade
Dagger
Sword
Hammer
Axe
Spear
Reaper
Greatsword
Greathammer
Bow
Crossbow
Staff
Whip
Greataxe
Poleaxe
Flintlock
Torch
Wand
Greatscissor
Flintrazor
Sword Whip
Sword
Class
Magic
Prayer
Buckler
Shield
Kite Shield
Tower Shield
Heavy Armor
No charms.
No bolts.
No stock.
Turn In
No brands.
Display
Light Armor
Info
Stats
Delete
Sell
Inventory
Bestiary
Menu
No shot.
Toggle 1h/2h
Purchase Skill
Remove Skill
Delete Character?
Level:
Equip:
Vitality:
Strength:
Stamina:
Dexterity:
Magic:
Wisdom:
Equip (L):
Equip (M):
Equip (H):
Equip (O):
StrikeDef:
FireDef:
LitDef:
SlashDef:
PoisonDef:
HolyDef:
ArcaneDef:
Balance:
Attack:
Salt Cost:
Salt:
Health:
Energy:
Focus:
Spirit:
Endurance:
Willpower:
Level
Stats
Defense
Creed:
None
Mountainsmiths
Devara's Light
The Three
Stone Roots
Order of the Betrayer
House of Splendor
Fool and the Prophet
Fire and Sky
Coven of Dust
Drop Rate:
Devotion:
Empty Slot
Character Roster
Yes
No
Cancel Creation
Name:
Sex:
Hair:
Hair Color:
Whiskers:
Whiskers Color:
Eye Color:
Origin
Effects:
Venture Forth
What is your name?
Accept
Back
Accept Changes?
Audio
Sfx:
Bgm:
Notes
Options
Video
Video Settings
Fullscreen:
Off
On
What is lost can never be reclaimed.
Quit
Stats will be saved. You will be returned to your most recent Sanctuary.
New Game
Continue
Exit
Audio Settings
End Game
Game
Apply
Really Delete Character?
Forever vanquish the memory of the fallen?
Level
Write Message?
An improperly punctuated message may be forever lost in the vacant threads of time.
Edit
Purchase Skill
Accept Transmutation?
You have insufficient stats to properly wield. Transmute anyway?
Accept Upgrade?
Ring Bell?
You will be returned to your most recently visited shrine or Sanctuary.
You will be returned to your own world.
Purchase:
Purchase Item:
Sell Item:
Cancel Message?
Cleanse Corruption?
Desecrate Altar?
Forgive Sin?
Sellsword Player, Press [a] Now.
Awaiting your Sellsword.
Need more salt to ascend!
Level Up?
Ascend to level
With salt, even the vilest heart can be made clean again.
You are not corrupted.
Ok
Cost:
With salt, your record of sin can be seared away.
You have no sin.
Desecrate the altar of [c]?
The Sanctuary will summon powerful Guardians to protect itself.
Defeat the Guardians to Expunge the Sanctuary.
Succeed or fail, you will become an eternal enemy of [c].
Join Creed?
Take the oath of [c]?
Joining a creed brings many benefits, but leaving a creed may brand you an apostate.
You will denounce [c] and become an apostate.
You will abandon [c].
Compose Message
Open Chest
Pull Lever
Read Message
Touch Obelisk
Open Door
Kick Ladder
Secret Door
Secret Slash
Area
Light Candle
Pick Up
Claim Sanctuary
Equip Icon
Select Icon
Select Consumables
Desecrate Sanctuary
Talk to Priest
Talk to Merchant
Talk to Blacksmith
Talk to Mage
Pray at Altar
Talk
Level Up
Done
Tree of Skill
Take Oath
Make Offering
Equip
Use
Drop
Owned
Press [a]
This world has known war for centuries.
But peace is finally, preciously near.
We'd deliver the princess to the kingdom across the sea, where a marriage alliance would save us all.
Failing this mission would surely plunge us into darker days.
Failing this mission would surely plunge us into darker days.
I awoke to the sounds of waves washing on rock, and I knew I was alive.
I must find the princess.
Language
English
No incantations.
Finish
This game saves data automatically.
Clean
Beard
Van Dijk
Moustache
Mountainsmith
Pan's Beard
Full
Mouche
Shag Chops
Nobletrim
Sage
Paladin
Cleric
Thief
Mage
Knight
Pauper
Chef
Hunter
Bald
Oiled
Unkempt
Salt-Knotted
Straight
Noble's Bob
Proper
Topknot
Braided Updo
Shaven
Bandit's Shave
Buns
Fernwreath
Shag
Wavy
Sagecap
Bella
Pyro
Cropped
Curlicrop
Royal
Dambaub
Antimian
Raven
Brunette
Hazelnut
Blonde
Bronze
Dark Steel
Silver
Cloud
Blueberry
Magenta
Charlie Green
Cherry
Auburn
Strawberry Blonde
Orchid
Aqua
Liinx
Stardust
Brown
Gray
Blue
Green
Silver
Black
Red
Clear
Sky
Yellow
Male
Female
Kadania
Markdor
Tristin
Kar'hi
Taenibir
Askaria
Liven
Kulka'as
Coastrock
Dor Isle
Citadel
Jonas' Landing
Changes will be applied the next time you start the game.
None
Challenge:
Naked
Hardcore Mode
No Healing
Magic Only
Iron Pot Only
Oar Only
No Blocking
This world has known war for centuries.
But peace is finally, preciously near.
We'd deliver the princess to the kingdom across the sea, where a marriage alliance would save us all.
Failing this mission would surely plunge us into darker days.
Failing this mission would surely plunge us into darker days.
I awoke to the sounds of waves washing on rock, and I knew I was alive.
I must find the princess.
Red Shards
Stone Sellsword
Amber Idol
Grasping Ring
Crystal Sphere
None
Roster Full
Your character roster is full. To create a new character, first select Continue, then delete a character.
Can't level!
You've attained the highest possible level. Congratulations.
[x] while blocking : parry.
[rt] : roll.
[lb] : switch loadouts.
[rb] : use equipped item.
[dl] : switch items.
[s] : view inventory.
Need
Give
[lt] : shield / offhand.
[ld] + [a] : drop down.
Controls
Ironmane
Can't Offer
A villager of the same type already exists here.
This sanctuary has reached its maximum amount of villagers.
Class [v] Swordfighter
Wield Class [v] Swords.
Two-hand Class [v] Greatswords.
One-hand Class [v] Greatswords.
Class [v] Berzerker
Wield Class [v] Hammers and Axes.
Class [v] Assassin
Wield Class [v] Daggers.
Class [v] Defender
Wield Class [v] Shields.
Class [v] Heavy Macefighter
Wield Class [v] Greathammers and Greataxes.
Two-hand Class [v] Greathammers and Greataxes.
One-hand Class [v] Greathammers and Greataxes.
Class [v] Hunter
Wield Class [v] Whips.
Class [v] Channeler
Wield Class [v] Staves.
Class [v] Magus
Wield Class [v] Wands.
Class [v] Archer
Wield Class [v] Bows.
Class [v] Marksman
Wield Class [v] Crossbows and Pistols.
Class [v] Halberdier
Wield Class [v] Poleaxes, Reapers and Spears.
Two-hand Class [v] Poleaxes, Reapers and Spears.
One-hand Class [v] Poleaxes, Reapers and Spears.
Class [v] Heavy Armor
Wear Class [v] Heavy Armor.
Class [v] Light Armor
Wear Class [v] Light Armor.
Poultice Pouch
Gain an additional healing potion.
Phial Sleeve
Gain an additional energy potion.
Class [v] Cleric
Cast Class [v] prayers.
Class [v] Magic User
Cast Class [v] spells and incantations.
Fortified Strength
Gain [v] point of Strength.
Gain [v] points of Strength.
Strength improves attack of strength-scaled weapons.
Augmented Endurance
Gain [v] point of Endurance.
Gain [v] points of Endurance.
Endurance determines your maximum equipment load.
Bolstered Dexterity
Gain [v] point of Dexterity.
Gain [v] points of Dexterity.
Dexterity improves attack of dexterity-scaled weapons.
Renewed Will
Gain [v] point of Willpower.
Gain [v] points of Willpower.
Willpower determines your maximum stamina.
Enhanced Magic
Gain [v] point of Magic.
Gain [v] points of Magic.
Magic improves effectiveness of magical spells and incantations, as well as magic-scaled weapons.
Aged Wisdom
Gain [v] point of Wisdom.
Gain [v] points of Wisdom.
Wisdom improves effectiveness of prayers, as well as wisdom-scaled weapons.
Abandon
Across
Advance
Afraid
Ahead
Ally
Also
Am
Amazing
All
Alone
Ambush
And
Approach
Arcane
Archer
Archery
Are
Armor
Arrows
Art
Attack
Attacks
Awaits
Away
Back
Bag
Be
Beach
Below
Beware
Birds
Blacksmith
Bleed
Bleeding
Blessings
Blood
Body
Boots
Bother
Bow
Bound
Brand
Bring
Buckler
Bundle
Can
Careless
Carelessness
Castle
Caution
Celestial
Check
Chest
Cleric
Crazy
Creature
Crushing
Damage
Dark
Darkness
Dead
Deadly
Death
Despair
Desire
Devara
Do
Dodge
Dodging
Don't
Door
Doom
Doubt
Down
Dread
Drop
Drowned
Egg
Element
Elemental
Epic
End
Equip
Equipment
Everything
Evade
Evading
Everybody
Examine
Exit
Expect
Fall
Family
Far
Fear
Find
Flame
Flying
Fool
For
Forest
Four
Friend
Friendly
Fun
Gauntlets
Get
Giant
Gloves
Go
God
Goddess
Gods
Godspeed
Good
Gore
Great
Greataxe
Greathammer
Greatsword
Greaves
Guardian
Halberd
Hammer
Haunt
Haunted
Haunting
Have
Head
Heart
Heater
Helm
Help
Here
Hole
Holy
Honor
Hook
Hope
Hoped
Hopeful
Hoping
How
Horde
Huge
Humility
Hunt
Hunted
Hunter
Hurt
Hurting
I
Icon
Idol
If
Ignore
Impossible
In
Inside
Into
Incantation
Insane
Insanity
Is
It
Item
It's
Jester
Jump
Just
Keep
Key
Kill
Killing
Knight
Know
Kraekan
Ladder
Left
Let
Light
Lightning
Like
Listen
Look
Looks
Loot
Lost
Love
Luck
Mace
Mage
Magic
Magical
Maim
Main
Man
Many
Materials
Me
Meet
Melee
Merchant
Message
Mire
Monster
Moon
Must
My
Natural
Near
Need
Never
Nigh
Night
No
Not
Now
Of
Off
Oh
Old
One
Onward
Or
Orb
Order
Other
Our
Out
Outside
Over
Pain
Paladin
Physical
Pit
Place
Poison
Potion
Praise
Praised
Pray
Prayer
Pride
Priest
Proceed
Protect
Quest
Quit
Quitting
Ranged
Rare
Remember
Required
Retreat
Right
Ring
Roll
Rolling
Run
Rune
Running
Sacrifice
Sad
Sadness
Safe
Salt
Sanctuary
Scars
Scared
Scary
Search
Secret
Serious
Shield
Ship
Shortcut
Shrine
Sin
Sky
Slash
Sneak
Soldier
Soul
Spark
Speak
Spell
Spirit
Staff
Stairs
Star
Stone
Surprise
Surroundings
Sword
Tendency
Terrain
Terrifying
That
Than
The
Then
There
These
They
Thief
Thing
This
Three
Through
Thy
To
Too
Toxic
Torture
Tower
Trap
Trapped
Treasure
Troll
Trust
Try
Trying
Tunnel
Two
Undead
Under
Undersight
Up
Us
Use
Using
Very
Village
Villain
Void
Warning
Way
We
Weak
Welcome
Were
When
Where
Whip
Will
Willing
Wish
Wishing
Wistful
With
Woman
Wonder
Wonderful
Worthless
Wound
Wounding
Wraith
Wrecked
Yearn
Yes
Yield
You
Your
Zoo
Zen
Ziggurat
Move
Select Item
(Hold) Use torch
Attack
Strong
Use
Jump
Look
Block/Offhand
Switch Loadout
Roll
Use Item
Inventory
Gamepad Icons
Saltborn
The Banquet
The Village
The Keep
The Forest
The Imposter
The Castle
The Red Hall
The Cave
The Mire
The Dome
The Sacrifice
The Ziggurat
The Construct
The Ruins
The Pitchwoods
The Lake
The Alkymancery
The Crypt
The Palace
Find Sanctuary
Find Salvation
The Unspeakable Deep
Coastrock
Wise Words
Fading Fast
Branded
Storied
The Three
Devara's Light
The Iron Ones
The Stone Roots
Keepers of Fire and Sky
The House of Splendor
Order of the Betrayer
Devoted
Honed
Achieve all possible trophies.
Defeat the Sodden Knight.
Defeat the Queen of Smiles.
Defeat the Kraekan Cyclops.
Defeat the Mad Alchemist.
Defeat the False Jester.
Defeat the Kraekan Wyrm.
Defeat the Tree of Men.
Defeat the Disemboweled Husk.
Defeat that Stench Most Foul.
Defeat the Untouched Inquisitor.
Defeat the Third Lamb.
Defeat the Dried King.
Defeat the Bloodless Prince.
Defeat the Coveted.
Defeat Carsejaw the Cruel.
Defeat the Witch of the Lake.
Defeat the Unskinned and the Architect.
Defeat Kraekan Dragon Skourzh.
Defeat the Nameless God.
Claim your first sanctuary.
Escape the island.
Defeat the Unspeakable Deep.
Aid a despondent thief.
Aid a questing knight.
Aid an unraveling sorceror.
Discover your first brand.
Bear all possible brands.
Take an oath to The Three.
Take an oath to Devara's Light.
Take an oath to The Iron Ones.
Take an oath to The Stone Roots.
Take an oath to the gods of Fire and Sky.
Take an oath to The House of Splendor.
Take an oath to the Order of the Betrayer.
Achieve the maximum devotion level in your creed.
Achieve the maximum upgrade level of a weapon.
Couldn't access storage: the data may be corrupted.
Couldn't access storage: save data directory is not mounted for writing.
Couldn't access storage: the data is corrupted. New save data will be created.
Couldn't access storage: no available space.
Couldn't access storage: out of memory.
Couldn't access storage: user service not initialized.
Storage Error
Gulchmire
Jinderen
Illegal Name
Your name contains illegal characters.
Your name contains illegal characters:
Your name is too short.
Shivering Shore
Village of Smiles
Bandits' Pass
Castle of Storms
Sunken Keep
Red Hall of Cages
The Watching Woods
Hager's Cavern
Mire of Stench
Dome of the Forgotten
Mal's Floating Castle
Cran's Pass
The Far Beach
Fort-Beyond-The-Mire
Siam Lake
Pitchwoods
Ziggurat of Dust
The Festering Banquet
The Ruined Temple
Salt Alkymancery
Crypt of Dead Gods
The Still Palace
The Blackest Vault
No available characters in this profile.
Can't Hire!
Cooperative play is disabled for players with active challenge modes.
Selected profile is in use!
A sellsword cannot alter sanctuaries.
The party has fallen.
Rise again and reclaim your lost salt.
Your journey ends here.
Alas, you shall lose [n] salt forever.
[m] has stolen [n] salt.
Return to this location and slay your killer to regain your lost salt.
You have lost [n] salt. It materializes as an otherworldy creature.
A mysterious cleric revives you for [n] gold.
Viceroy
Do not turn off your whole entire computer while this icon is visible.
You will be returned to your own world. The next chamber may only be entered alone.
Born of Salt/Devour'd by sea/From icy crypt/Deliver me
Burning cities/Bruis'd by war/Praise not the Three/I am the fourth
Ageless solace/Clasp'd by death/Curs'd no longer/Gasping breath
This pantheon/Of timeless gods/Shall tremble at/The spreading dark
Will of Man/Steel and stone/Wrest from sea/For iron home
Superstitions/Fleeting gods/Crush'd and hewn/On bloodied rocks
Strangl'd roots/In blackest sea/Shed chains of steel/'Til vines grow free
Ocean black/Invaders' blood/Icy sea/To wrathful mud
Stifled flame/In sea of ice/Looking tow'rds/Eternal sky
Pow'r immense/Searing cold/Sky above/And dark below
Viceroy of/Our god of blood/Spreading strife/In lands above
Heart of malice/Sewn in steel/Mete the master's/Wicked will
Bearing gold/On failing flesh/Freed from gaol/To splendid rest
Love of gold/Bitter heart/Plunge this splendor/Into dark
Vibration: On
Vibration: Off
Update Required
You must update this title to use network features.
Network Error
A network error has occurred. Your musings may be forever lost in the vacant threads of time.
Dominion
Become the new lord of the island.
Locked.
Used [key]
Couldn't access storage: the data is corrupted.
HUD Size:
HUD Vis:
Full
No Trim
Minimal
Off
Drop Item:
Borderless
Sanctuaries of [x] will add to their stock:
Varangian Spatha
Woodsman's Axe
Arming Sword
Infantry Pollaxe
Self Bow
Haymaker
Soldier's Spear
Midshipman's Dirk
Cutpurse Shiv
Morning Star
Flanged Mace
Scrimshaw Cane
Bullwhip
Martial Flail
Kureimoa
Battle Axe
Warhammer
Outlaw Greataxe
Shrouded Bulwark
Kraekan Longsword
Raider Axe
Wraithclaw
Trident
Branding Iron
Pessklaw
Stardust Spire
Red Guillotine
Vilehawk Bow
Tachi
Corsair's Backsword
Monstrous Mace
Barbarian's Cudgel
Virulent Scimitar
Seawolf Cutlass
Chitin Obelisk
Breach Pike
Razorback
Batsuichi Tsuka
Rowan Crosier
Channeler's Rod
Aster Monolith
Obsidian Pillar
Venom Arbelos
Eviscerator
Pitchfork
War Scythe
Bloodwood Bow
Black Widow
Headtaker
Kaltic Razor
Harmen Mace
Platoon Crossbow
Guardsman's Halberd
Bloodwood Crossbow
Kraekan Axe
Torch
Saltwood Branch
Antler Baton
Necromancer's Virge
Opal Tusk
Shikeimaru
Flintlock Pistol
Searing Manacle
Scorpion Tail
Dragoon Espingole
Naginata
Purifier
Purgatory Scepter
Sacrificial Garrote
Jaws of Death
Flint & Steel
Tainted Ranseur
Mountain Breaker
Cephalopounder
The Coveted
Iron Butterfly
Aegis Greatbow
Red Eclipse
Rusted Greatladle
Tetruncheon
Scharfrichter
Saltreaver
Axe of Splendor
Stone Cleaver
Leviathan
Overlord's Bident
Adder Fang
Headsman's Voulge
Umbral Partisan
Gravedigger
Kumo Sasumata
Bonecrusher
Lowlander's Greatknife
Steel Centipede
Northern Cross
Predator Lockbow
Adrasteia
Hellfire Arbalest
Castaway's Greatadze
Trinity Greatsword
Trinity Scepter
Saira's Staff
Iron Pot
Earthsplitter
Blade of Envy
Oar
Lucent Musketoon
Mephitic Arquebus
Mosaic Culverin
Rostrum Scepter
Cocoon Battledore
Recurve Bow
Gravewalker Greatbow
Trinity Bardiche
Construct Coil
Lump Hammer
Phoenix Tail
Teuthis Shield
Wooden Targe
Oppressor's Greatshield
Type 46 Tower Shield
Ashen Effigy
Buckler
Heater Shield
Escutcheon
Palatine Kite Shield
Cleric's Kite Shield
Kraekan Greatshield
Iron Rampart
Gangplank Mantlet
Askarian Scutum
Sunset Kite Shield
Raider's Targe
Phoenix Rondache
Pendragon Targe
Pruina Scutum
Boeotian Greatshield
Vinemesh Peltarion
Silver Shield
Tainted Greatshield
Carapace Pavise
Bloodbrow Scutum
Flayer's Rack
1h Hack
Mirror Shield
Umbral Aegis
Beggar's Hood
Beggar's Rags
Beggar's Gloves
Beggar's Breeches
Onyx Burgeonet
Onyx Cuirass
Onyx Sabatons
Onyx Manifers
Crimson Hood
Crimson Tabard
Crimson Gloves
Crimson Culottes
Cavalier's Armet
Cavalier's Cuirass
Cavalier's Manifers
Cavalier's Sabatons
Merchant's Dolman
Merchant's Gloves
Merchant's Fistan
Merchant's Fez
Steel Armet
Steel Cuirass
Steel Greaves
Steel Manifers
Doppelsöldner Barbut
Doppelsöldner Cuirass
Doppelsöldner Cuisses
Doppelsöldner Gauntlets
Priest's Zucchetto
Priest's Dalmatic
Priest's Sabots
Blacksmith's Apron
Blacksmith's Gloves
Blacksmith's Boots
Rogue's Mask
Rogue's Jacket
Rogue's Highboots
Rogue's Gloves
Leather Sallet
Leather Cuirass
Leather Cuisses
Leather Gauntlets
Royalist's Armet
White Plate Armor
White Greaves
White Gauntlets
Hunter's Cloak
Hunter's Boots
Hunter's Gloves
Hunter's Tricorne
Palatine Chainmail
Palatine Chausses
Palatine Coif
Palatine Gauntlets
Ragged Hanten
Ragged Hakama
Frayed Sugegasa
Silver Udewa
Kraekan Helm
Kraekan Armor
Kraekan Greaves
Kraekan Gloves
Cotton Tunic
Cotton Trousers
Acolyte's Kontusz
Acolyte's Boots
Acolyte's Gloves
Chain Hauberk
Chain Chausses
Chain Coif
Chain Gauntlets
Raider's Harness
Raider's Portyanki
Raider's Ushanka
Raptor Brigandine
Raptor Visor
Raptor Sabatons
Clay Mask
Officer's Frock Coat
Officer's Jackboots
Lamprey Cuirass
Lamprey Barbut
Lamprey Greaves
Lamprey Gauntlets
Aristocrat's Corset
Aristocrat's Crinolette
Sorcerer's Kurta
Sorcerer's Lungi
Scorpion Krug
Scorpion Dizcek
Scorpion Migfer
Scorpion Kolluk
Jester's Motley
Jester's Slippers
Jester's Crown
Plate Mail
Plate Greaves
Plate Gauntlets
Titan Cuirass
Titan Armet
Titan Greaves
Titan Gauntlets
Patched Hood
Patched Rags
Patched Gloves
Patched Skirt
Corsair's Vest
Corsair's Bandana
Corsair's Boots
Guide's Tunic
Guide's Cap
Guide's Trousers
Guide's Gloves
Alchemist's Mask
Alchemist's Coverall
Alchemist's Apron
Malva Tabard
Stella Soprana
Stella Cincture
Malva Pigaciae
Malva Koukoulion
Stella Triregno
Stella Guanti
Grim Headdress
Grim Justacorps
Grim Bracelets
Grim Tassets
Boatman's Sugegasa
Boatman's Mino
Boatman's Waraji
Assassin's Cowl
Assassin's Tunic
Assassin's Leggings
Assassin's Gauntlets
Evanescent Cassock
Evanescent Cowl
Evanescent Cincture
Tainted Cuirass
Tainted Armet
Tainted Greaves
Tainted Gauntlets
Malva Cuffs
Russet Mask
Top Hat
Black Tailcoat
Black Slacks
Black Silk Gloves
Sohei Kesa
Sohei Tabi
Juzu-udewa
Russet Doublet
Russet Leggings
Russet Sleeves
Jute Tunic
Jute Breeches
Mask of Splendor
Amethyst Bodice
Amethyst Skirt
Bloodbrow Cuirass
Bloodbrow Barbute
Bloodbrow Greaves
Aristocrat's Veil
Amethyst Hood
Yokai Mask
Pigeon Mask
Breastplate of the Wolf
Boots of the Wolf
Predator Bascinet
Chef's Apron
Chef's Toque
Chef's Trousers
Torturer's Veil
Sadist's Veil
Warden's Branks
Warden's Smock
Warden's Chaps
Warden's Gloves
Predator Cuirass
Predator Sabatons
Predator Gauntlets
Split Cuirass
Split Mask
Split Sabatons
Split Manifers
Golem's Torso
Golem's Legs
Golem's Arms
Golem's Head
Mildewed Chemise
Mildewed Caraco
Mildewed Polonaise
Tarnished Coronet
Ghastly Gourd
Umbral Visor
Umbral Shroud
Umbral Rhinegraves
Umbral Gauntlets
Demon Kabuto
Demon Domaru
Demon Haidate
Overlord's Turban
Overlord's Candelabra
Overlord's Greaves
Overlord's Gauntlets
Demon Kote
Resplendent Cuirass
Resplendent Armet
Resplendent Cuisses
Resplendent Gauntlets
Smallclothes
Fleshbound Basque
Fleshbound Frock
Steepled Hat
Alkymancer's Veil
Alkymancer's Simar
Alkymancer's Gown
Defender's Ring
Goldenstone Ring
Impen Crest Ring
Vile Vines Ring
Gurrrrrd Ring
Shroud Ring
Faithful Ring
Kismet Stone
Grasping Ring
Symbol of Affluence
Mending Band
Conduit of Mind
Mossy Ring
Stone Ring
Plated Band
Trickster's Band
Brightcoral Ring
Fused Metal Ring
Wrapped Link
Bloodflower Ring
Bandaged Ring
Charged Ring
Band of the Humble
Relentless Ring
Ring of Brilliance
Hurrrrd Ring
Bloodflower Charm
Stone Charm
Mossy Charm
Pale Charm
Impen's Charm
Frozen Charm
Vile Charm
Goldenstone Charm
Templar's Charm
Shroud Charm
Black Charm
Voracious Charm
Saper Charm
Burning Sky Ring
Ring of Meditation
Vertigo Brand
Dart Brand
Shadowflip Brand
Lift Rune
Heartspent Ring
Fluke's Ward
Sparkling Ring
Redshift Brand
Hardlight Brand
Dancing Ring
Salt Seeker's Ring
Twinmetal Ring
Bloodluster's Ring
Storm Ring
Link of Fire and Sky
Crystalmoat Ring
Redhair Charm
Mireheart Charm
Silversalt Charm
Lantern Charm
Whistlebone Charm
Red Flask
Metal Icon
Earthen Vessel
Candelabra of the Three
Stone Acorn
Skull Trophy
Golden Face
Wooden Bottle
Living Tome
Tree of Bones
Arrow
Steel Arrow
Hearty Roll
Water of Blessing
Pouch of Salt
Bundle of Salt
Bag of Salt
Sack of Salt
Satchel of Salt
Pack of Salt
Case of Salt
Box of Salt
Crate of Salt
Chest of Salt
Flame Arrow
Blue Crystal
Flask of Fire
Cloth of Blessing
Spiced Mead
Jurney Bottle
Green Jurney Bottle
Pitchfire
Shockstone
Pessmud
Frostgel
Blessed Page
Stained Page
Imperial Pitchfire
Metal Shockstone
Mossy Pessmud
Sky Frostgel
Page of Light
Page of Suffering
Repair Kit
Birian Firepot
Grenado
Throwing Dagger
Forestfang
Dragon's Tooth
Lightvessel
Red Shard
Red Grass
Blue Grass
Bell of Return
Bolt
Flame Bolt
Poison Arrow
Poison Bolt
Phial of Undersight
Flintlock Shot
Tainted Shot
Glowing Shot
Wraithfang
Imperial Shockstone
Orange Phial
Sky Shard
Bottled Sky
Lilyred Wine
Iris Wine
Calling Horn
Warhorn
Expunged Heart
Sky Crystal
Goldenwine
Black Salt
Blood Vial
Mountain Warhorn
Egg of Wrath
Clarity
Flask of Defilement
Cleansing Cloth
Sellsword's Bell
Antidote
Crystal Sphere
Potato
Lightning Bolt
Lightning Arc
Flashfire
Fireball
Lightning Ball
Wildfire
Lightning Storm
Rock Shield
Mend
Spirited Mend
Rejuvenate
Dark Coil
Dark Reach
Blessed Weapon
Divine Blessed Weapon
Light
Ray of Searing
Flame Orbiters
Lightning Pod
Static Geist
Flame Guardian
Venomous Blade
Arcane Weapon
Undersight
Lightning Barrage
Flame Barrage
Dragonfire
Sprites
Sacred Linens
Divine Will
Divine Armor
Ethereal Intervention
Cleanse
Flamestar
Poison Gas
Dark Swarm
Dark Arrows
Revive
Guardian Blade
Fortress Key
Bronze Key
Sanctuary Key
Mossy Key
Jagged Key
Spiked Key
Cellar Key
Bag of Earth
Bloody Writ
Bone Key
Green Key
Frozen Doll
Frozen Locket
Frozen Reliquary
Frozen Tome
Charred Doll
Charred Locket
Charred Reliquary
Charred Tome
A Soldier's Poem
A Lord's Orders
A King's Orders
Black Flame
Drowned Locket
Lock of Hair
Silver Leaf
Amber Idol
Diamond Cluster
Shimmering Pearl
Black Blaze
Black Spark
Black Nova
Drowned Idol
Drowned Censer
Drowned Tome
Molten Smithset
Thunder Smithset
Vile Smithset
Frozen Smithset
Divine Smithset
Tainted Smithset
Stone Merchant
Stone Cleric
Stone Mage
Stone Blacksmith
Endless Fang
Hateful Jawbone
Enduring Skull
Twisted Heart
Black Pearl
Drowned Soldier's Ear
Drowned Berzerker's Ear
Kraekan Cyclops' Horn
Drowned Archer's Ear
The Sodden Knight's Ashes
Feral Beast Tooth
Bronze Knight Ashes
Blade Wraith Rib
Skullbat Wing
The Queen Of Smiles' Ear
The Mad Alchemist's Ear
Kraekan Wyrm's Horn
The Tree of Men's Ashes
Disemboweled Husk's Doll
That Stench Most Foul's Tooth
Ronin Cran's Ashes
The Witch of the Lake's Ear
Drowned Raider's Ear
Pale Witch's Ear
Bloated Monstrosity's Ear
Vilehawk's Ear
Angsty Bones' Rib
Armor Guardian's Ashes
Poison Cytoplasm Gel
Armor Mite Chitin
Court Sorceror's Ear
Clay Phantom's Ashes
Torturer's Ear
Emberskull's Ashes
Dropspider's Tusk
Drowned Peasant's Ear
Bedspider's Tusk
Gaoler's Ear
Caged Man's Ear
Retchfeeder Maw
Lepris' Ear
Hunting Bones' Rib
Rotten Walker's Ear
Drowned Bandit's Ear
Primitive Bones' Rib
Vile Guard's Ear
Whisperman's Ashes
The Third Lamb's Beak
Bronze Axe Knight's Ashes
Stone Alchemist
Stone Guide
Stone Leader
The Dried King's Ashes
The False Jester's Ear
The Bloodless Prince's Ashes
Lietch Rib
Arrox's Ear
Vacant Blades' Ashes
Vexing Brat's Ear
Stone Sellsword
Spear Imp's Horn
Split Swordsman's Ear
Sanctuary Guard's Ear
The Untouched Inquisitor's Ashes
The Architect's Ear
The Unskinned's Liver
Dread Horseman's Ashes
Hornet Steel's Ashes
Cave Keeper's Ear
Hanged Man's Rope
Bola Eye Nerves
Heartseeker Nerves
Thing of Arms' Ear
The Coveted's Ashes
Red Lord's Ear
Alkymancery Knight's Ashes
Horsehead's Ear
Drowned Porcelain's Ashes
Flying Spider's Tusk
Wrathful Dead's Bindings
Whisperlady's Ashes
Skourzh's Horn
The Nameless God's Ashes
Carsejaw the Cruel's Ashes
Gravewalker's Ashes
Crypt Keeper's Ashes
The Forgotten King's Ear
The Forgotten Judge's Ear
The Forgotten Knight's Ear
Rotten Raider's Ear
Saltless' Ashes
Gray Pearl
Murdiella Mal's Ashes
Mother Merle's Beak
An unembellished longsword of highly-refined crucible steel. The crucible method results in blades of exceptional quality which have long been popular among seafaring warriors for their reliability, and production has expanded in recent years to accommodate the increasingly widespread use of these weapons among heavy infantry and cavalry units in many continental armies.
A simple woodsman's tool crafted by affixing a sharpened iron wedge to the end of a hardwood shaft. Normally used for felling trees, but commonly repurposed in times of strife by peasants and revolutionaries for felling their oppressors.
A well-balanced sword of tempered steel. Designed for slashing and thrusting attacks both while mounted and on foot, blades of this type are usually issued to knights and officers upon commission by their ruling authorities.
This variation of the standard halberd sports a crescent blade rather than a traditional convex axehead. Slightly more ornate than its utilitarian counterparts but considerably less practical as a result, this design is typically limited to ceremonial use and is most commonly carried by guardsmen on formal occasions.
A simple bow cut from a single curved hardwood branch and strung with sinew. Used mainly for hunting small game, bows of this type require only a few basic materials and are relatively easy to construct. For children in many of the Western continent's forest-dwelling tribes, crafting one and mastering its use are not only integral elements of their communities' coming-of-age ceremonies, but practical skills of everyday life as well.
A tool intended for mowing grass and harvesting crops, but often modified for fighting by the destitute and the wicked alike. Distinct among agricultural devices as a universally-recognized symbol of death, and indeed a capable makeshift weapon with its razor edge and unmistakably fearsome silhouette.
A common polearm in widespread use throughout the continents, typically as a complement to shorter weapons such as maces and swords. Crafted in various styles for purposes both practical and ceremonial, spears are a ubiquitous sight in the hands of gate guards and infantrymen.
A fighting dagger worn by sailors serving aboard naval vessels. While its slash attacks are relatively weak, it is designed primarily for thrusting and can inflict mortal wounds after a successful parry.
A curved single-edged dagger favored by thieves for its intimidating appearance and ease of use. Better suited to slashing than stabbing, its design allows for smoother cuts than a straight blade.
A simple weapon consisting of a wooden shaft crowned with a spiked iron head, commonly wielded by peasants and soldiers alike. Its primitive nature and gruesome effects are a far cry from the celestial beauty its name implies.
A sturdy iron mace with an elegantly flanged head designed to concentrate the force of its impact. Lethal and easily handled in spite of (or perhaps thanks to) its simplicity, it is particularly effective against armored or otherwise brittle opponents.
An ivory staff carved from the bone of some enormous oceangoing beast. The runes engraved upon its surface act as elemental focal points, allowing its user to channel the ambient energies of Fire and Sky into physical manifestations known as magic."\n\nLikely the work of a traveling wizard, many of whom make a living peddling these unique and attractive handicrafts as both souvenirs and practical tools of their trade."
A single-tailed whip of braided leather used on ranches and in stockyards for driving cattle. Although these humble pastoral tools are much more closely associated with idyllic country landscapes than blood-soaked battlefields, they are serviceable as weapons in a pinch and require considerably less strength than conventional arms such as axes and swords.
A makeshift flail improvised from a heavy iron chain. While arguably better-suited for battle than their leather counterparts, implements of this sort are rarely seen in the hands of professional soldiers due to their lack of practical value in all-out combat. They are entirely adequate for the purposes of petty criminals, however, and are commonly carried by street thugs more as tools of intimidation than as functional weapons.
A two-handed sword first carried by the highland clans of Dor Isle, but now widely popular throughout the continents owing to its versatility and relative ease of use. Its unpretentious design emphasizes function over form in a humble testament to the virtues of simplicity.
A broad-edged iron axe with a wide head tapered into a curved beak for piercing armor. Forged by a professional blacksmith for military issue, this weapon is a mainstay in the arsenals of guardsmen and foot soldiers.
A two-handed cousin of the humble hammer, this somewhat unwieldy instrument is designed for combat rather than carpentry. Its considerable weight makes it difficult to use effectively but also provides its spiked face with unparalleled striking force, making it supremely effective against brittle targets and heavy armor.
A two-handed axe wielded by the opportunistic bands of pillagers native to the Eastern continent. While they normally prey upon lightly-guarded merchant caravans, these lawless guerillas have been known to occasionally target remote settlements and established border towns. The simple construction of this sturdy weapon reflects the outlaws' formidable strength and their overbearing, unrestrained approach to combat.
This colossal greatsword once belonged to Sir Francis the Resolute, a martyred hero of Tristin who later arose in cursed undeath as the Sodden Knight.\n\nSir Francis detested shields and spurned them with utter contempt, earning renown for decimating enemy ranks with his two-handed fighting style while clad from head to toe in impenetrably heavy armor.
An ornate and unusually heavy longsword carried by the Bronze Knights as they stoically patrol the dark corners of this forsaken realm. Its surface bears not a scratch nor a speck of tarnish, apperently impervious to corrosion by the oppressive marine fog enveloping the island like a shroud. Little can be surmised from this weapon's appearance; even a thorough inspection yields no meaningful clues to its origins nor those of its former master.
A hand axe of suspect manufacture with a twin head cast from brittle, unrefined pig iron. Still sufficiently lethal in the hands of the raiders, whose ferocity more than compensates for its shoddy construction.
The business end of this chain whip sports a wickedly-honed shearlike claw. Formerly the arm of a Blade Wraith, one of many inexplicable forms of unnatural life found on this cursed island, but completely inanimate now that it has been separated from its owner. It is composed of an unidentifiable but extremely lightweight metal whose matte surface is oddly devoid of any signs of wear.
An ancient tool of humble pedigree whose barbed tines were originally designed for spearing and hooking fish. The trident's inextricable association with the sea has made it a thalassocratic symbol from time immemorial, fueling its gradual evolution into a gilded ceremonial weapon of greater aesthetic merit than practical utility.
A machete forged from scavenged materials by a blacksmith stranded on this accursed island. A branding iron of the type used to torture prisoners in the Red Hall of Cages has been hammered flat, sharpened keen and quenched in a bath of salt water and Emberskull ash to produce a blade perpetually bathed in searing flames. Improvised though it may be, this unique weapon provides warriors unskilled in the arcane arts with an invaluable tactical advantage.
An unusual wooden knife wielded by the headhunters of Kadania's swamp forests. Carved from tarvine, a tropical liana whose sap has long been extracted by native tribes to produce the lethal poison known as Pessmud. \n\nIts hooked tip is designed to tear skin and leave splinters, introducing raw toxins directly into the victim's blood.
The finely-polished head of this ornate spear was cut from a large shockstone cluster by one of Markdor's master craftsmen. It has been elaborately carved to evoke the continent's snow-capped mountain peaks, whose mines provide the only known source of this coveted piezoelectric crystal.
An unusually long and heavy machete used in the Red Hall of Cages for executions. Its weighted blunt tip, broad blade and single-beveled edge are designed for severing cervical vertebrae with a single downward cleave; hence it is wielded as an axe rather than a sword.
A powerful longbow carried by the Vilehawks, rogue hunters whose agility and ruthlessness have earned them a fearsome reputation in their home territories. Meticulously assembled with fine hardwoods and designed to fire heavy arrows at lethal velocities, this is no mere tribal handicraft - its ominous trappings reflect the Vilehawks' marauding lifestyle and their preference for two-legged quarry.
An unusually light and graceful sword crafted from folded Kar'hi'i steel. Its gently-curved blade bears an undulating, rippled pattern reminiscent of ocean waves.
A basic single-edged straight sword with a knuckle guard. Widely available and relatively inexpensive, blades of this type are commonly carried by stalwart infantrymen and cutthroat marauders alike. Although its utilitarian design lacks ornamentation of any sort, its practical simplicity makes it an especially easy weapon to wield even for inexperienced combatants.
A large, crudely-fashioned club of wood and stone. Its studded head is caked with dirt and covered in dark stains which bear a suspicious resemblance to dried blood.\n\nSwung about in one hand like twigs by the monstrous ogres wandering the island, these weapons are typically limited to two-handed use by warriors of saltborn stature owing to their sheer size and weight.
A makeshift stone club as ugly as it is effective. Primitive and heavy, it demands of its wielder a strong arm and a suitably barbaric disposition.
A crude iron scimitar covered in a thick layer of rust and grime. Its distinctive flared tip and primitive construction betray its origins in the stygian bogs of Gulchmire, where such weapons are carried on hunts by the native tribes of bloodthirsty lizardfolk. The oily sheen of myriad lethal poisons on its chipped blade must have accumulated over countless years of hacking through Gulchmire's toxic vegitation and flesh-hungry carnivorous flora.
A horrifically warped cutlass pried from the cold, dead hands of Dread Pirate Hager... or what remained of him.\n\nThroughout the continents it is often said that there are fates worse than death. This mangled blade and its grotesquely-mutilated former owner are chilling proof of that somber adage.
This curious weapon began its life as the heavily-modified hunting appendage of an Armor Mite, a gargantuan species of predatory arthropod found in subterranean environments. Composed entirely of a calciferous onyx chitin, its hardness and resilience rival those of the blades forged by master swordsmiths.
A wooden shaft with an elongated iron head designed for penetrating armor. Several variants exist for use in different situations; this one sports a tapered tip balanced for melee combat and is capable of piercing even a plate hauberk in the right hands.
A steel spear whose jagged head is sawtoothed on one edge for lacerating and straight on the other for severing. Functionally closer to a torture implement than a dedicated weapon, though its sadistic design shows an unsettling lack of distinction between the two.
The hilt of Ronin Cran's broken greatsword. Once a magnificent and imposing weapon, it remains serviceable even in this sorry state owing to its newfound lightness and speed. Popular accounts of Cran's flight from the Castle of Storms hold that his blade was rent in two by a crushing blow from an Armor Guardian.
An enchanter's crook fashioned in the classic style from rowan, a dense and resilient hardwood said to be capable of warding away evil. Owing to its abundance at higher altitudes, rowan is commonly used by mountain-dwelling ascetics for crafting these staves as part of their solitary training in the arcane arts.
An octagonal staff of wrought copper whose brilliant verdigris betrays its considerable age. Each of its eight faces has been stamped with a series of channeling runes spanning end to end, and centuries of wisdom accumulated from previous owners seem to permeate the ancient metal. To whom this venerable relic first belonged has been lost beneath the seas of time, but its design bears some resemblances to those used by court sorcerors of ages past.
The head of this exquisitely-crafted battle axe was cut from a massive slab of star quartz and finely mirror-polished by one of Markdor's master weaponsmiths. Star quartz, a rare piezoelectric crystal occurring in the continent's mountain strata, is highly prized for both its exceptional hardness and the intense electrical charges it generates when subjected to pressure and impacts.
An enormous jet-black warhammer used by the Armor Guardians of the Castle of Storms. Few living creatures can withstand a blow from this veritable mountain of hardened iron and fewer still can so much as lift it, let alone carry it into battle.\n\nThis early example was meant to be wielded by King Jaret's royal guards, but when the design proved too heavy for living soldiers it was modified for use by the King's towering golems instead. Its practical utility in the hands of an ordinary saltborn is questionable at best.
A makeshift weapon improvised by lashing a jagged iron blade to the split end of a fallen branch with sinew. While crudely constructed and primitive in its own right, it has been coated with highly-toxic Swampspider venom for which its unevenly-serrated edge serves as an ideal means of delivery.
A grisly blade used in unspeakable ceremonies. Specifically designed to hook and rend the internal organs of living victims.
An agricultural tool consisting of a three-pronged iron head affixed to the end of a wooden shaft. Arguably better-known as a makeshift weapon taken up by destitute peasants and angry mobs than for its intended purpose of pitching hay and compost.
An ordinary farm scythe rejigged for use in battle, likely by one of this forsaken island's innumerable castaways. Improvised though it may be, its modifications allow for formidable sweeping slashes at a safe distance from one's foes.
An elegant bow of polished bloodwood, a species prized by craftsmen for its exceptional durability and striking crimson pigmentation. This magnificent piece is the work of a master bowyer, and so great was his skill that the swirling grain seems to catch and scatter light in a mesmerizing display of iridescence.
Regalia of the Kingdom of Liven. Originally carried by the country's founding matriarch, Gandra the Warrior, and handed down through generations of her successors until finally reaching the hands of Queen Lenaia. The rivers of blood spilled by this cursed sword over the ages are said to have swallowed its prior owners, all of whom descended into violent madness after falling under its influence.
A beastly two-handed cleaver wielded by the Kraekan Cyclops. Although crude and primitive at first glance, even the minimal level of sophistication required to craft this monstrous weapon seems inconsistent with the outwardly brutish creature that carried it. Could it be that the Kraekan, long regarded as mere predators of the deep acting upon base instinct alone, are something else entirely...?
A concealable covert knife formerly used by a secret society of assassins known as the Kaltic Order. \n\nWhile the few existing records of this shadowy organization contain conflicting and seemingly embellished reports of their activities, most accounts indicate that the group disbanded decades ago.
A faithful replica of the mace wielded by Harmen the Condemned, a paladin of Devara who perpetrated acts of unforgivable cruelty in the name of justice. Harmen's reprehensible conduct infamously cost him his knighthood, ultimately leading to his complete and utter ruin.
A basic, mass-produced crossbow commonly issued to light infantry regiments and soldiers on guard duty. Designed more for large-scale economy than actual effectiveness in battle, its simple components and solid construction nevertheless provide great reliability.
A standard halberd with a bearded axehead for slashing attacks and a pointed tip for thrusts. Economical and highly versatile, these weapons are widely used by infantry regiments in nearly every developed nation. Despite the halberd's advantages, however, halberdiers are almost universally equipped with swords for contingency use when the enemy draws too close for polearms to be effective.
A heavy crossbow handcrafted from burled bloodwood. Top-quality models such as this are the work of master tradesmen and are usually issued to high-ranking soldiers or purchased by wealthy private collectors. The wood has been polished to an almost iridescent shine, bringing out its deep red hues; closer inspection reveals an artisan's signature delicately carved into the stock.
An ornate bearded axe wielded by the enigmatic Bronze Knights, taciturn protectors of this nameless island. The true nature of these silent sentinels remains thoroughly unclear; whether they are indeed living beings at all or merely automatons puppeted by some unseen master is obscured in the impenetrable darkness beneath their helmets.
A hardwood branch wrapped on one end with resin-soaked cloth. Provides illumination in dark areas for a limited time but requires a free hand to hold it aloft, preventing the use of shields and limiting weapons to one-handed attacks until it is put away or burns out on its own.
A branch cut from a common saltwood tree, stripped of its bark and carved with a series of runes allowing it to channel the ambient energies of Fire and Sky. The fabrication of these most basic tools is one of the first lessons learned by acolytes of the craft and, indeed, this one bears rough and imprecise cuts which betray the work of an inexperienced initiate.
A wand fashioned from the shed antler of some unknown cervid, intricately carved with a series of runes arranged on its tines so as to channel the latent elemental energy that surrounds and permeates all things. The branching antler evokes the Tree of Life, whose limbs provide the source of Fire and support the Sky; and although merely a humble symbolic representation of these vast concepts, it is nonetheless a potent conduit of the elements.
The slender fibula of a sorcerer sacrificed to a nameless evil in a most ghastly ritual. It has been engraved with a series of forbidden runes which channel the energies of Fire and Sky by consuming its wielder's humanity, a heretical perversion of the process whereby these elements are normally manipulated. Whether this abominable tool originated on the island or elsewhere cannot be ascertained, for the dead speak not of their secrets to the living.
An opalescent crystal dagger carved from the tusk of a divine beast known as a Lightkin. \n\nGlimpsed only in the deep forests surrounding remote temples and shrines, these regal felines are thought to be attracted to holy sites and are widely regarded as omens of good fortune.
A cursed weapon once carried by the notoriously austere Marquis Garldon. Soaked in innocent blood after decades of brutal executions, it radiates a chilling malevolence from the countless souls it has claimed.\n\nRumors abound that the disappearance of this sword coincided with that of Planne the Seeker, a cunning sorcerer said to have audaciously betrayed the Marquis before simply vanishing into thin air.
A simple lever-action pistol that utilizes a flintlock mechanism to ignite a charge of black powder, propelling forth a cluster of small projectiles. Mass-produced with quality materials by a reputable gunsmith, this weapon is designed to fire a variety of ammunition types including elemental and poison loads in addition to standard lead shot.
A flail modified from the chains used to bind and torture prisoners in the Red Hall of Cages. Crafted from alternating links of carbide and ordinary steel which generate blazing sparks upon impact with one another, allowing it to inflict fire damage with a sufficiently forceful blow.
A most pernicious whip whose leather plaits have been interwoven with strips of Kadanian tarvine, imbuing its attacks with potent toxin. Clearly intended for purposes far more sinister than merely driving cattle, this deceptively simple weapon is most likely the brainchild of some enterprising assassin with limited resources for its fabrication.
A large-bore flintlock pistol issued as a sidearm to heavy infantry and cavalry units in the militaries of more advanced nations. It is capable of inflicting grievous injuries at close range and can handle a variety of ammunition, but suffers from dramatically reduced accuracy at greater distances. Despite this weapon's impressive destructive potential, however, even the most skilled of marksmen rely far more heavily upon their swords than their guns.
A lightweight polearm designed exclusively for slashing attacks. Its single-edged blade has been skillfully honed to an unparalleled sharpness, but is thin and prone to chipping. The complex traditional methods used for production of these weapons are rarely practiced outside of Kar'hi, where they have been used since ancient times to refine high-quality steel from the region's limited supply of inferior ore.
A peculiar weapon forged from the remains of the Untouched Inquisitor, self-ordained arbiter of the Dome of Light.\n\nThe soulless Inquisitor, burdened neither by emotion to cloud his judgment nor guilt to stay his hand, suffered no prejudice and knew no mercy. He handed down verdicts with frigid indifference and carried out sentences with irreproachable impunity.
A conduit of the black arts crafted by a necromancer from human bones. While ordinary staves channel elemental energy through inscriptions in a manner consonant with nature's laws, this abhorrent instrument forcibly bends Fire and Sky to its master's will by consuming his humanity as a catalyst. The terrible power it wields is an affront to life itself, and the staff emanates a malevolence so sickening as to bring most living acolytes to their knees in revulsion.
A ghastly tool of ritual sacrifice to an unknown, nameless evil. Consisting of human vertebrae bound with a core of human hair and skin, this hideous device would be wrapped around the neck of the condemned and twisted until hypoxia set in or the sharp bones severed the victim's carotid arteries. How many innocent lives were snuffed by this malevolent weapon can only be estimated by the terrible darkness which seethes within it, hungering for still more blood.
This peculiar weapon represents the culmination of an Askarian inventor's pioneering efforts in the emerging industry of military scrap recycling. Constructed by joining two modified greatsword blades at a central pivot to form a double lever, it is capable of standard slashes and thrusts as well as a devastating two-handed shear. As terrifying as it is innovative, the aptly-christened Jaws of Death" has achieved remarkable success in preliminary field tests, leading to its approval for wider deployment among Askarian forces in the near future.\n\nPress [y] while wielding this weapon in both hands to shear."
A single-edged broadsword with a wheellock revolver ingeniously grafted into the hilt. Devised by the Choir of the Dome of Light and perhaps testament to their sin, its design draws heavily upon influences from Kar'hi legends in which descriptions of similar weapons are relatively common. Owing to its considerable recoil when firing, two hands are required to steady the blade while operating the trigger.\n\nPress [y] while wielding this weapon in both hands to fire equipped ammunition.
A heavy spear with a cross hilt for trapping weapons and dragging mounted opponents from their saddles. Composed entirely of an unidentifiable light-silver metal, this menacing weapon was shaped by the same malevolent arts which gave birth to the tainted knight who wielded it. The impassive sentinels of the Aklymancery speak not a word, killing with such singular and unflinching purpose that they appear to possess no individual will at all.
A mighty hammer chiseled from a single immense block of granite. Carried by the fierce Dorian Mountain Lords, these weapons became a symbol of their unbreakable resolve and indomitable spirit as they fearlessly led their clansmen into battle.
A bizarre ceremonial weapon of Coastrock's Tetraodon tribe, crafted by wrapping a driftwood cudgel in the mantle of a local species of squid and drying it in the sun.\n\nThis unorthodox binding process serves both to preserve the wood and to drive away evil spirits with its unbearable ammoniac stench.
A crude greataxe of rough-hewn diorite with an inexplicably keen edge, originally the tool of an estranged executioner and widely believed to be haunted by his avaricious soul. This loathsome relic has left a trail of corpses in the wake of its passage from one owner to the next, with every victim having conspicuously succumbed in a similar manner to increasingly unbridled and self-destructive desires.
Twin-headed greataxe carried by the heavy infantrymen of Markdor's Iron Legion. Produced in limited numbers by the country's oldest and most venerated blacksmiths' guild, which traces its roots nearly to Markdor's founding and has held the sole commission for outfitting the Dorian military ever since. Forged from a proprietary alloy whose composition remains a closely-guarded trade secret, these masterpieces are issued only to the battle-hardened elite.
An intricate bow forged of goldensteel, a pliable alloy often substituted for wood in the Southern continents where trees are scarce. Its composite, all-metal construction enables unrivaled performance at the cost of increased weight, and merely drawing its string requires considerable strength.
A torturer's scythe whose crescent blade evokes a baleful moon blotting out the sun.\n\nNoble only in name, the heartless lords of the Red Hall of Cages employ these distinctive weapons more often for inflicting pain than for outright slaughter, though the wickedly-sharp implements are equally proficient at both.
A gigantic iron spoon whose chipped and corroded surface betrays the telltale wear of battle. Its original purpose is unclear; no living creature possesses both the size and the intelligence to make effective use of it as an eating utensil, though the headhunters of Kadania are known to revere such items for reasons only they fully understand.
A peculiar mace wielded by the Tetraodon tribe, indigenous inhabitants of Coastrock's seaside cliffs. Fashioned from the shell of a giant sea urchin native to the continent's cold Northern shores, where these reclusive people live in remote fishing settlements far-removed from civilization.
A deceptively lightweight blade of matte carbon. Commissioned by the pretender Duke Carsejaw of Tristin for ceremonial executions, its finely-honed edge is so sharp that the very fabric of space seems to part before it.\n\nThough the bar sinister on his coat of arms did not prevent Carsejaw from winning the hearts of Tristin's populace, the shame of his illegitimate lineage is widely speculated to have driven his subsequent decades-long hunt for a scapegoat.
A terrifying scythe forged entirely from vanadium alloy and designed for the sole purpose of hunting Kraekan. Its massive serrated blade, sharp enough to rend the scales of any abomination to swim forth from the lightless abyss, answers only to those of unparalleled strength and skill.
A ceremonial axe cast from pure gold, carried by followers of a hedonistic cult as an everlasting symbol of quintessential splendor. Never actually intended for battle, it is in fact absurdly impractical as a weapon due to its crushing weight and malleable composition.
A massive cleaver knapped from a solid slab of flint. Judging by the sophisticated abrading techniques apparently used to achieve its astonishingly keen edge, the Cave Keepers who wield these weapons are far more intelligent than their beastly countenances might suggest.
A holy sword painstakingly forged from the ashes of Skourzh, Lord of Storms. Etched upon its flat in ancient runes is the name of a forgotten ocean god once known as a patron and protector of those bound to the sea. Though now barely sustained by a few faint prayers, the old god still answers those who invoke its name, and this blade courses with what remains of its divine power.
A fearsome battle fork wielded by the Nameless God, master of the mortal realm yet slave to His own insatiable avarice. The bident has long been regarded as a symbol of death, and it is by no mere coincidence that those lost at sea ultimately find themselves imprisoned within this accursed purgatory.
A spear carried by the headhunting natives of Kadania's forested swamps, who fashion these ingenious weapons by grafting living tarvine onto mature hardwood branches and adorning the tips with indigenous toxic flora. This remarkable process yields a shaft that can be safely held bare-handed, with a thrusting head soaked in the most lethal poisons known to men.
An executioner's axe fashioned from the Untouched Inquisitor's scythe-like claws. It sports an unbelievably keen edge sharp enough to split a single hair, and its mirrorlike surface is unblemished by so much as a scratch or chip. Guided by the Inquisitor's singular will even in death, this brilliant blade seems to sing for the blood of the guilty with a silent voice of supernatural purity.
An enormous jet-black partisan forged for Duke Carsejaw of Tristin, whose deception and violent oppression of his people earned him the moniker, Carsejaw the Cruel." Styling himself a righteous arbiter of justice, Carsejaw incited the populace first against his political opponents and then, when none remained, against each other."
This ominous scythe is constructed entirely from the mandible and vertebral column of a Kraekan. The sun-bleached bones appear to have lain exposed on a beach for ages and were likely scavenged by an enterprising castaway, though they offer no clues as to whether this weapon was fashioned for purposes fair or foul.
An elaborate battle fork which, according to an engraving on its blade in the Kar'hi'i language, was intended for exterminating the giant spiders native to Kar'hi and mainland Kadania. While it appears hopelessly impractical at first glance, its jagged crescent blade is in fact perfectly designed for puncturing exoskeletons and severing wings from a safe distance.
A titanic sledgehammer wielded by the Crypt Keepers, soulless automatons that guard the Crypt of the Dead Gods. Its colossal granite head is heavy enough to reduce an armored knight to thin paste in a single blow.\n\nAs one ventures further into the shadowy crypt, its mysteries grow ever deeper with the fading light. The guardians' obvious charge would be keeping interlopers out, but might their true mission not in fact be to prevent occupants from leaving...?
A large single-edged sword whose graceful blade is a signature of Taenibir's lowland mercenaries. Though the country's occupation by Dorian forces decimated their numbers and left them scattered throughout the continents, the Birian Lowlanders retain their fearsome reputation to this day and the sight of their unique arms on the battlefield still strikes fear into the hearts of their foes.
An elaborate ceremonial sword composed of multiple segments with hollow cores held together from within by a loose steel chain. The interlocking segments can be released by a trigger in the hilt to form a bladed whip, providing a dramatic increase in range. Named for its resemblance to a venomous arthropod feared throughout the Western continents as an omen of death, this weapon was first employed in Tristin during Duke Carsejaw's political purges for the public execution of convicted witches by flogging.
An elaborate weapon crafted by a swordsmith from Markdor who, upon learning of the Askarian Army's Jaws of Death, was loath to be outdone by a rival nation and set about the task of improving upon the original design. Several years and countless failed protypes later, the project finally produced its first successful model by shaping one blade from piezoelectric star quartz and the other from conductive duralumin. Dubbed the Northern Cross," this masterpiece of Dorian craftsmanship did indeed surpass its Askarian counterpart but ironically, large-scale production proved impossible due to the rarity of star quartz.\n\nPress [y] while wielding this weapon in both hands to shear."
A bizarre crossbow with a multitude of backswept blades radiating from its limbs. The twisted mind responsible for this masochistic device must have had minimal understanding of physics and a faltering grip on sanity, for the blades are so angled as to be more dangerous to the wielder than the target.
A grim weapon crafted from the bones of fallen warriors, with their skins stitched together into a protective shroud covering its delicate internal mechanisms. It is still haunted by the vengeful spirits of its constituents, whose inescapable bloodlust guides its bolts toward their mark with deadly impetus and unerring accuracy.
An ornate siege weapon with cast-bronze fittings designed to evoke the head of a Kraekan Wyrm. Based on ancient technology, this impressive machine was meticulously reconstructed from surviving records by a team of military scholars and professional weaponsmiths. It utilizes a complex system of gears, pulleys, a flintlock mechanism and a reservoir of pine pitch to set its bolts ablaze before launching them at unimaginable velocities.
A makeshift weapon fashioned from the anchor of a small skiff, which has been lashed to a broken spar with a length of halyard and its flukes sharpened into adze-like blades. Clearly improvised by some forlorn survivor of one of the countless shipwrecks littering these desolate shores, its design incorporates a limited array of available materials with commendable ingenuity.
A divine blade wielded by the Forgotten Knight. Once symbols of justice and courage, this now-decrepit sword and its former owner lay abandoned and powerless in the Crypt of the Dead Gods even as the faithful continued to pray for their guidance.\n\nFor how long this farce went on can only be guessed, but it would seem that those prayers were being answered instead by the dark forces at work on this forsaken island all along.
Scepter of the Forgotten King, one of the divine trinity known as the New Gods. Retrieved from the desiccated hands of a shambling corpse, this symbol of irreproachable authority appears completely devoid of power, but might make an effective blunt weapon provided that it doesn't crumble to dust as did its previous owner.\n\nPerhaps, in the end, the interdependence of men and gods is the very reason both share the same destiny.
Staff of Saira, Witch of the Lake. It was once an ordinary instrument of clean and natural alchemy, but prolonged exposure to increasingly horrific experiments has corrupted it beyond recognition. The aberrant energies released by these unspeakable rituals gradually fused metal with flesh, and Saira's staff became as an extension of her own body. It still holds a fragment of her soul, conferring upon its wielder her fearsome and ruinous power.
A cast-iron pot used for reducing stocks, simmering stews and, in a pinch, cracking skulls.
A gargantuan axe of solid granite wielded with terrifying ease by the Crypt Keepers, who bring these mighty weapons to bear with such incredible force that the sundered earth seems to cry out in agony. Merely lifting this monstrosity, let alone making any meaningful use of it in battle, would be an exercise in utmost futility for an ordinary saltborn; and even then, the feat would prove a more effective deterrent than the axe itself.
An impossibly massive weapon barely recognizable as a sword. Carried by the Nameless God, this malevolent blade was forged in the flames of His envy and radiates an intense avarice which threatens to devour its wielder's very soul.\n\nShackled to a mortal destiny by mortal desires, the Nameless God knew only seething rage and abject despair. In being freed from this cruel fate by mortal hands, perhaps He was finally able to know peace as well.
A large wooden oar scavenged from the wreckage of a longboat. It bears no modifications for use in combat but is a perfectly functional weapon without them, and the fishing communities of Coastrock's Tetraodon tribe have even developed a specialized martial art focused entirely on the use of oars for self-defense. Men and women alike are trained in this unique fighting style from an early age, and share the same responsibility for protecting their villages.
A hybrid firearm reinforced with plates of blessed silver, issued to elite paladins of Devara for use against lycanthropes and the undead. Developed and manufactured by a Dorian convert who, upon awakening to Devara's light, devoted his life and his gunsmithing skills to outfitting holy warriors of the Church with uniquely innovative armaments.
A stygian matchlock embellished with skeletal fittings encasing the entirety of its stock and barrel. Mummified scraps of rotted flesh still cling to the unsanitary bones, exuding a noxious miasma which permeates any ammunition fired from this ghastly weapon with a most odious toxin. Clearly devised by an evil mind, or else merely one teetering on the brink of abject insanity.
A portable cannon assembled from the magnetite lodestone bricks of Ar'ho Tu'ume, the Temple of Judgment. This improvised but unquestionably lethal weapon utilizes the interlocking stones' irregular shapes and intense ferromagnetic force to hold its individual components together, boasting unprecedented muzzle velocity with manageable recoil. Its complex construction suggests the handiwork of a scholarly and exceptionally well-learned castaway.
A silver scepter crowned with the beak of a Mother Merle. It serves as an exceptionally powerful conduit for the elements but is still pervaded by the birdcage golem's singular maternal obsession, which clouds its wielder's mind with deleterious thoughts. Putting it to effective use in spite of such insidious interference requires intense focus and concentration, but the benefits fully justify the effort.
An ornate silk fan graced with a delicately-embroidered butterfly motif. Woven with gossamer from the wings of Murdiella Mal, Queen of the Moonless Sky, this elegant instrument grants unparallelled mastery of elemental forces but answers only to those with the ironclad will to tame its tremendous power. The gentlest wave scatters a trail of ethereal scales in its wake, sowing devastation even as it flutters serenely amid the shimmering aster.
A high-quality longbow of varnished elm, handmade by a professional bowyer for military use. It exhibits a recurved design common throughout the Eastern continent, and its riser bears the seal of the Askarian Army above a blank plaque upon which its owner's name would normally be engraved.
An enormous and unbearably heavy greatbow constructed from the remains of a Gravewalker. The rocks which form this weapon are still held together by residual energy from the now-purified Kraekan soul, providing its limbs with sufficient flexibility for launching arrows at near-supersonic velocities.
A magnificently-gilded bardiche commonly depicted in the hands of The Judge, found abandoned among the shambling husks occupying the tomb of the New Gods. Though clearly of fine craftsmanship and fully functional as a weapon, whatever divine power it once housed has almost entirely faded.\n\nWith the sarcophagus unsealed and its dark secrets cast to light, the true nature of divinity is elucidated: no deity, however mighty, can exist without sustenance from mortal hearts and prayers.
A wicked flail of barbed chains and tendons scavenged from The Unskinned, crowned by a weighted head bristling with iron spikes. This sadistic weapon seethes with the twisted life force that once animated the abomination from which it was derived, inflicting terrible burns and lacerations upon the skin of its victims with each merciless lash.
A small sledgehammer light enough to be used with one hand for precision work. Indispensable to the humble blacksmith, these tools of the trade are a common sight at forges and metalworks throughout the continents.
An innovative weapon devised by a shipwrecked blacksmith based upon a design originating from Tristin. The interlocking segments of its blade have been forged with red iron and Emberskull ash, imbuing its attacks with searing flame. The blacksmith, in a display of pardonable pride, has named it to evoke the fiery plumage of a legendary bird revered as a symbol of longevity.
A large heater shield forged entirely of steel.\n\nThe relief upon its face depicts a writhing squid, a symbol of the Federation of Coastrock borne by ranked soldiers in the nation's sizable military. As the cold and rugged Southern continent offers little arable land for agricultural use, the Federation and its constituent states subsist chiefly on a market economy of fishing and heavy industry.
A simple round shield constructed from hardwood bound with iron rivets.\n\nCommon and inexpensive, shields of this type are a staple among would-be warriors unable to afford better equipment; this one bears numerous dents and scuffs which indicate that it has already seen considerable use.
Steel shield of the Dread Horsemen, elite officers of the Dorian occupation forces stationed in neighboring Taenibir.\n\nThese combat-hardened veterans excel in all forms of warfare, employing both mounted and dismounted tactics as circumstances demand; their disciplined tenacity and the imposing armaments they bear into battle have garnered a fearsome reputation extending far beyond the borders of their native Markdor.
A large and heavy shield of highly-refined steel.\n\nMass-produced in the Federation of Coastrock by means of industrial-scale sand casting, this model was designed for issue to heavy infantry units in the nation's enormous army. Its all-metal composition reflects Coastrock's plentiful mineral resources and perpetual shortage of military-grade hardwoods.
An immense shield of carved granite smuggled from the forbidden Jinderen Archipelago by an unscrupulous merchant.\n\nApparently once part of a much larger mural, its chiseled surface bears a low relief of interlocking bones surrounding a chilling effigy of Death. Owing to several terrifying and inexplicably widespread rumors, few outsiders venture to Jinderen and little is known of its inhabitants even today; the fool who courted their ire to pillage this demonic artifact was surely more driven by greed than common sense.
A small steel shield designed for parrying.\n\nThe convex boss at its center allows it to deflect blades with ease while its lightness facilitates swifter responses than those possible with a heavier shield. Typically carried by trained swordsmen skilled in agile fighting styles, the buckler is effective for turning away standard weapons but inadequate against mighty blows from tougher opponents.
A lighter and more maneuverable adaptation of the older kite shield.\n\nConstructed from wood overlaid with a thin sheet of leather or steel, shields of this style are a staple among fighting forces of all sizes and can be found on virtually every battlefield throughout the continents.
A large, slightly convex heater shield with a central boss for deflecting blades.\n\nConstructed from solid hardwood covered by a steel sheet and painted with the arms of a low-ranking noble family, this shield offers substantial protection from conventional weapons.
A large and heavy kite shield crafted from a thick sheet of steel riveted to a base of dense hardwood, with the crest of the Order of Devara proudly displayed upon its face.\n\nBlessed with Devara's protection by the high clergy, these shields are provided only to paladins in the order's service and may not be carried by the unordained.
A small kite shield made entirely of hardwood and painted with the seal of the Church of Devara.\n\nCarried by missionaries and clergymen traversing sparsely-patrolled or otherwise lawless regions, these blessed shields provide their owners with respectable protection from the metaphysical as well as the mundane.
A massive gilded shield chiefly composed of what appears to be bronze alloy.\n\nFormerly wielded with unsettling deftness by a Bronze Knight, this shield bears neither arms nor ensigns but instead merely a blank, mirror-polished face that coldly reflects its victims' last desperate moments of life.
A gargantuan tower shield crafted from thick plates of reinforced iron.\n\nAlthough this prototype was originally commissioned for King Jaret's royal guards, not a single one managed to lift it and the production model was ultimately redesigned to take advantage of the Armor Guardians' near-limitless strength. It offers unrivaled protection from virtually any attack at the cost of being nigh-on impossible to wield.
An enormous and unbearably heavy shield which appears to have been improvised from the remains of a large ship's gangplank.\n\nThe rough oak timbers are still solidly bound with iron battens and seem sturdy enough to turn away a broadside, though the sheer weight of this veritable wall of wood is certain to compromise its wielder's mobility.
A large wooden shield of simple design carried by legionaries of the Askarian army.\n\nLight enough to be held in one hand yet sturdy enough to repel blades and projectiles alike, these shields afford an unrivaled degree of protection and versatility to which Askaria largely owes its multitude of successful military campaigns.
A wooden kite shield painted with a sunset motif.\n\nThe fast-growing saltwood tree depicted upon its face is popular as a symbol of prosperity, and the shield's inverted teardrop shape is a hallmark of the peacekeeping forces in Dor Isle's bustling trade cities.
An iron roundshield of the style carried by Markdor's Gray Raiders, a notorious band of outlaws known for their brazen attacks on caravans and merchant shipping.\n\nThe Gray Raiders rose to infamy after thwarting repeated attempts by the Dorian military to stamp them out, but the group was finally eradicated by Askarian mercenaries after the High Council branded them enemies of the state and issued bounties for their heads.
An iron targe crafted at the Citadel as one of countless experiments in imbuing mundane objects with elemental energy.\n\nIt bears a stylistic image of a divine bird said to be perpetually bathed in searing flames, and its unique enchantment enables it to completely deflect fire attacks.
A heavy iron targe crafted from Kadanian bog iron and embossed with a relief of a dragon.\n\nThe untamed tribal lands of Kadania have recently been discovered to possess rich veins of several valuable ores, leading an increasing number of would-be entrepreneurs from the industrialized nations of Markdor and Coastrock to negotiate with local chieftains for mining rights to their territories.
A lightweight shield crafted from layered sheets of hickory wrapped in leather and canvas, commonly used by Askarian legionaries.\n\nIt bears the snowflake insignia of an elite force known as the Cocytus Cohort, distinguished by their specialized training in cold-weather operations. Members of this unit must endure intensive survival exercises and undergo rigorous acclimatization to high altitudes, but those who persevere are compensated handsomely for their prestigious achievements.
A large shield of wood and bronze specialized to accommodate polearms.\n\nThe scoops on its sides allow spearfighters to strike from a position closer to its center, minimizing exposure to enemy attacks while allowing for improved mobility on the battlefield. Its unusual design originates in Liven, where shields of this type have been in widespread use since the times of Queen Gandra the Warrior.
A peculiar ceremonial shield of interwoven vines.\n\nUsed in ritual dances by the headhunting tribes of Kadania, these shields are formed by painstakingly training certain dense species of liana into a complex symmetrical mesh and allowing them to inosculate.
An embossed heater shield forged primarily from silver, a precious metal widely believed to ward away evil.\n\nThe blessed silver provides substantial protection from supernatural attacks, but its exceptionally high conductivity leaves the wielder desperately vulnerable to electricity.
A menacing horned shield composed entirely of an unidentifiable light-silver metal. It emanates a sickening aura of unbridled malevolence and was presumably woven with the same abhorrent arts as the Aklymancery Knight that once carried it.\n\nAlthough this shield's twisted energy is corrosive to the bodies and souls of saltborn, one with the strength to resist its caustic effects will find it to be an exceptionally powerful - if unlikely - ally.
A distinctive shield crafted from the carapace of a giant marine isopod.\n\nArtisans of Coastrock's Tetraodon tribe reinforce these naturally tough and resilient shells with leather to enhance their strength while preserving their remarkable lightness; the resulting shields' large surface area provides exceptional protection from projectiles such as arrows and stones.
An oval shield crafted from a lightweight alloy and engraved with a complex arrangement of protective symbols.\n\nThe Bloodbrow Society began in part as a splinter cell of outspoken acolytes from the Citadel who denounced the strict, often arbitrary precepts governing their practices. Departing Liven to pursue their research unhindered, they formed a clandestine school of forbidden arts whose achievements laid the foundations of modern alchemy.
A grotesque makeshift shield of the type carried by the Red Lords.\n\nFashioned by stretching flayed human skins over a grid of dungeon ironwork, this unsanitary device functions more effectively as a tool of intimidation than one of personal defense; its blood-soaked tapestry of scarred hide tells a wordless tale of chilling cruelty and unspeakable agony.
A shield that simply does not exist.
A unique gilt shield with an unusual shape.\n\nWhile it bears no arms, insignia nor any other clues to its origins, its flawless surface exhibits a magnificent mirror polish indicative of ceremonial rather than practical purposes.
An extremely heavy kite shield of black iron bordered with gold.\n\nA relief of a solemn ash tree graces its surface, indicating that it originally belonged to a member of Tristin's elite Ducal Guard. Most of the guard remained loyal to Carsejaw throughout his blood-soaked reign, which resulted in their brutal lynching by vengeful mobs following the Duke's death.
A tattered hood of coarse hemp.\n\nScratchy and uncomfortable, it provides basic protection from the elements but causes unbearable chafing of the ears.
A torn, ragged tunic of coarse hemp.\n\nIt is arguably more effective for maintaining some modicum of decency than actually protecting its wearer from the elements.
A soiled pair of hemp work gloves.\n\nThe rough, abrasive cloth all but defeats the purpose of protecting their wearer's hands from blisters.
A ragged pair of hemp breeches.\n\nThis tattered garment serves more to shield others from emotional damage than to protect its wearer from physical harm.
A horned helmet forged with heavy iron plates.\n\nThese helmets, worn by Tristin's Ducal Guard, came to be associated with fear and oppression during the reign of Carsejaw the Cruel.
Chest armor made of heavy iron plate.\n\nThe Ducal Guard wore black capes not just to confuse and terrify their victims, but to signify their role as de facto executioners.
Greaves made of heavy iron plate.\n\nThe Ducal Guard wore heavy armor but were masters of speed and agility, able to rapidly sow chaos, confusion, and death.
Gauntlets made of heavy iron plate.\n\nThe Ducal Guard were experts with a wide array of arms, deftly combining strength and dexterity to overcome any combat situation.
An elegant cloth hood.
An elegant cloth vest. It won't do much good against physical attacks, but its magical enchantments make it a powerful ward against elemental danger.
Elegant cloth gloves.
Elegant cloth leggings.
Iron plate helm of the Dread Horseman.
Iron plate chest armor of the Dread Horseman.
Iron plate gauntlets of the Dread Horseman.
Iron plate greaves of the Dread Horseman.
A silk jacket favored by merchants for cultivating a respectable image.\n\nIt provides a nominal advantage at the negotiating table, but offers no meaningful protection on the field of battle.
Silk gloves worn by merchants to convey a refined, professional air.\n\nAlthough fully functional and in fact quite practical for keeping the hands clean, they are also regarded by some as a pretentious display of unnecessary ostentation.
A formal pleated skirt of fine silk, popular among merchants as a touch of exotic flair.\n\nThe smooth fabric offers exceptional comfort and impeccable style, both invaluable assets to an aspiring trader.
An ornate felt cap worn by merchants as a symbol of their trade.\n\nSporting this flashy accessory in any other setting might indicate wealth and status, but here it simply paints a brightly-colored target on one's otherwise exposed head.
A visored steel helmet.
Rugged plate armor shrouded in a smart leather vest.
Rugged leather boots reinforced with steel plate.
Rugged leather gloves reinforced with steel plate.
Battle-worn horned helmet of the Sodden Knight.
Full plate armor of the Sodden Knight. Wrapped in a thick and extremely heavy fur mantle soaked with countless years of sea spray.
Heavy steel cuisses and greaves of the Sodden Knight.
Steel plate gauntlets of the Sodden Knight.
Skullcap of a cleric.\n\nModesty is a nearly-universal value among the devout, and the holy men of many faiths demonstrate this by covering their heads.
Robes of a holy cleric.\n\nThe carrying pouch has been fitted with a small metal spike meant to dig into its wearer's ribs when fully-laden, giving literal meaning to the old adage weight of the wallet, weight on the heart.""
Skirt of a holy cleric.\n\nMany faiths view shoes as a luxury.
A thick leather apron worn by blacksmiths at the forge.\n\nIt is designed to absorb intense sparks and cushion minor impacts, but is insufficient for turning aside purposeful blows from real weapons.
Thick leather gloves worn by blacksmiths to protect their hands from the searing heat of the forge.\n\nWhile indispensable for preventing burns, they are less than ideal for deflecting attacks.
Reinforced boots of thick leather worn by blacksmiths.\n\nThey provide reliable protection from hot coals and stubbed toes, but are woefully inadequate for use in combat.
A linen hood and mask worn by common thieves.\n\nSuch garments protect their wearers as much from prying eyes as from inclement weather, and are typically dyed with nondescript earthen tones to avoid drawing unwanted attention.
An outwardly plain leather jacket custom-tailored with hidden pockets and carrying loops throughout its lining.\n\nA matching linen scarf graces its collar as a dashing yet functional touch. Designed to conceal small weapons and pilfered valuables, coats of this style are commonly worn by thieves as they prowl crowded streets and bazaars in search of an easy mark.
An unadorned pair of supple leather highboots.\n\nDesigned for lightness and agility rather than protection, their soft soles enable quiet movement and provide superior traction.
A pair of thin leather gloves worn for general protection of the hands and fingers, a thief's most precious tools.\n\nIn addition to improving grip and preventing cuts and abrasions, they can be easily slipped off to allow their wearer a quick escape from the clutches of angry authorities.
Leather helm in the old Kadanian style.\n\nKadanian soldiers are adequately armed for peacekeeping duties on their own continent, but their few attempts to invade the Askarian nation have been unmitigated military disasters.
Decorated leather chest armor in the old Kadanian style. Iron in Kadania is rare, but skilled leatherworkers nonetheless produced capable armor.
Decorated leather boots in the old Kadanian style.
Decorated leather gloves in the old Kadanian style.
Alwyte helmet of Askaria's elite Royal Guard.\n\nAskaria has long been at war with Tristin, but from time to time the two nations have found brief peace through marriages.
Alwyte cuirass of Askaria's elite Royal Guard, wrapped in a magnificent velvet cape.\n\nArmor in this style is issued only to the mightiest of Askaria's champions after taking an oath of lifetime service to the Crown.
Alwyte cuisses and greaves of Askaria's elite Royal Guard.\n\nRecruits begin training as children; those who do not pass muster, whether through lack of skill or mere inability to meet the stringent qualifications, are typically still accepted into the infantry.
Alwyte plate gauntlets of Askaria's elite Royal Guard.\n\nMembers of the Guard must demonstrate peerless skill not only with the sword and shield, which they wield day and night in service of the Crown, but with all manner of other ranged and melee weapons should they need to improvise.
Cloak of a beast hunter.
Rugged leather boots of a beast hunter.
Rugged leather gloves of a beast hunter, their knuckles are studded with heavy iron spikes.
Hat of a beast hunter. More useful than keeping the rain off one's face during long hunts than for physical protection.
A heavy chain hauberk graced with the distinctive surcoat of the Order of Devara.\n\nThe flexible chainmail provides excellent protection against slashing attacks and holy damage.
Chainmail leggings and boots worn by paladins serving the Order of Devara.\n\nThey provide superior defense against slashing attacks without severely compromising their wearer's mobility.
A chain coif wrapped in the distinctive crimson hood of the Order of Devara.\n\nThe interlocking metal rings and thick fabric provide substantial protection from the elements in addition to their straightforward defense against slashing attacks.
Leather gauntlets reinforced with chainmail, worn by paladins serving the Order of Devara.\n\nThey protect the hands from cuts and nicks as well as more serious injuries from bladed weapons.
Black cloth robes of a shunned assassin.
Black cloth skirt of a shunned assassin.
Woven hat of a shunned assassin.
Precious metal bracelets of a shunned assassin.
Heavy bronze helm worn by one of the Bronze Knights, mysterious guardians of the island.
Heavy bronze plate chest armor worn by one of the Bronze Knights, mysterious guardians of the island.
Heavy bronze greaves worn by one of the Bronze Knights, mysterious guardians of the island.
Heavy bronze gloves worn by one of the Bronze Knights, mysterious guardians of the island.
A simple peasant's tunic. 
Simple peasant's leggings. A poorly-armed peasant couldn't have made it far here, but one should never underestimate humanity's ability to survive.
A coat of red felt worn by Acolytes of Fire and Sky.\n\nAcolytes are trained in the Citadel of Fire and Sky.
A pair of red felt boots worn by Acolytes of Fire and Sky.\n\nAcolytes of Fire and Sky train for 17 years in the Citadel before they may undertake the Crucible, a series of grueling tasks. Passing the Crucible is the only way to become a Mage of Fire and Sky.
A pair of red linen gloves worn by Acolytes of Fire and Sky.
A chainmail hauberk reinforced with plates in vital areas.\n\nMail is extremely expensive and time consuming to produce, but provides great protection against slashing attacks.
Chainmail leggings reinforced with plates in vital areas.
Cowl made of chain links.
Leather gloves reinforced with chain links.
A fur-lined leather harness worn by raiders. Provides a surprising amount of protection.\n\nRaiders are common threats in the forest highlands of the continent of Askaria, but many tribes are willing to work as sellswords to the royal army.
Fur-trimmed leather boots worn by raiders.\n\nRaider boots are crafted for exceptional durability and emphasize function over form, a necessary compromise given their violent and lawless ways.
A unique fur-lined leather hat favored by raiders.\n\nThis versatile accessory can be worn in several ways in order to adjust the level of warmth it provides, making it suitable for a wide variety of weather conditions.
Bronze scale armor of the Vilehawks.\n\nWrapped in a green cloak of heavy wool which serves both to camoflauge its wearer and preserve body heat during nighttime hunts in the cold forests of Liven.
Bronze visor of the Vilehawks. \n\nVilehawks viewed themselves as birds of prey, hunters of the vole-like peasantry.
Bronze greaves of the Vilehawks.\n\nThis use of bronze may seem odd, but it's not without logic: not only do the greaves protect their wearers' lower bits, but they're constructed in a clever scaled pattern that yields reduced weight, improved flexibilit, and, most importantly, unparalleled grip on tree bark.
Mask of the Clay Phantom.
Coat worn by a seafaring captain.
Boots worn by a seafaring captain.\n\nFashionable and functional, they offer excellent protection from the elements and are essential to the smart dress of a naval officer.
Sharp, spike-laden heavy iron plate.
Sharp, spike-laden heavy iron helm.
Sharp, spike-laden heavy iron greaves.
Sharp, spike-laden heavy iron gauntlets.
A magnificent silk corset.\n\nIt must have have commanded great value on the continents, and have been affordable only by the wealthiest nobles.
A magnificent silk skirt.\n\nThe materials that compose this wrap would have been imported at great expenses and handled only by the highest ranking tailor's guild members.
Vest of a sorcerer of the Black Sands Collective.\n\nThe Black Sands Collective is not on the best of terms with the Citadel of Fire and Sky, but it's not on the worst of terms either. 
Skirt of a sorcerer of the Black Sands Collective.\n\nThe Black Sands Collective was founded by Mina the Traveler, who left the Citadel centuries ago to travel to the southern continent. Her original intent was to create a second Citadel of Fire and Sky, but over time, the outpost she founded in southern Kulka'as simply took on a form of its own.
Heavy padded plate armor of the Desert Sentry, royal guard of Kulka'as.
Heavy padded plate greaves of the Desert Sentry, royal guard of Kulka'as.
Heavy padded plate helm of the Desert Sentry, royal guard of Kulka'as.
Heavy padded plate gauntlets of the Desert Sentry, royal guard of Kulka'as.
A motley-patterned silk blouse displaying the unique stylings of a court jester.\n\nAlthough the jester trade certainly exists in our world, it is said they do not appear at all in other lands. How strange and sad is a world without the jolly ol' fool.
A pair of silk trousers and slippers displaying the unique stylings of a court jester.
The silk cap of a court jester, adorned with bells and antlers.
Plate-reinforced chainmail of a low-ranking knight.\n\nSmartly draped with a wool cape which indicates a noble rank and provides protection from wind and rain.
Chainmail chausses reinforced with steel greaves and poleyns.\n\nThey provide balanced protection against all damage types and are standard equipment for low-ranking knights.
Plate-reinforced chainmail gauntlets of a low-ranking knight.\n\nThey provide essential protection for the hands in the heat of battle.
Massive iron plate armor worn by Armor Guardians.\n\nWearing this monstrosity requires unparalleled armor skill and an immense amount of endurance, but the benefits quite literally outweigh the drawbacks.
Massive iron plate helm worn by Armor Guardians.
Massive iron plate greaves worn by Armor Guardians.
Massive iron plate gauntlets worn by Armor Guardians.
A hood made of tattered patches of sackcloth.
A robe made of tattered patches of sackcloth.
Gloves made of tattered patches of sackcloth.
A rag skirt made of tattered patches of sackcloth.
A ragged vest of sea-worn wool.
A sea-worn linen bandana.\n\nThe Immrian sea can be a treacherous place, and many a vicious marauder finds himself bundled in rags and shivering in fear at the mercy of a mighty storm.
Bell-cuff boots of sea-worn leather. \n\nFavored by mariners for their superior traction and their resistance to adverse weather.
Versatile cloak and tunic of an adventuring guide.
Fashionable hat of an adventuring guide.
Smart leather boots of an adventuring guide.
Versatile leather gloves of an adventuring guide.
Birdlike head protection worn by an alchemist. The beak is filled with pleasantly smelling flowers and herbs to protect its wearer from the illnesses carried by foul vapors.
The fur-trimmed canvas robe of a veteran alchemist.\n\nIt is lined with pockets and phial sleeves for carrying various salves and ingredients.
The canvas skirt of an alchemist.\n\nIt is stained and discolored from frequent spatter.
Fine purple velvet robes.
A blue-ringed velvet robe adorned in magnificent golden pauldrons.
A blue-ringed velvet skirt.
Fine purple velvet leggings.
Fine purple velvet hood.
A ceremonial golden crown.
A pair of blue-ringed velvet gloves with golden trim.
A ghastly headdress crafted almost entirely of human bones.
Black cloth armor lined in human bones in a twisted mockery of typical plate armor.
Delicately-crafted bracelets made of human wrist, finger and toe bones.
A black cloth skirt lined with human bones.
The frayed headwrap and sedge hat worn by an ancient boatman, covered in tangles of rotten seaweed.
The raggy tatters of an ancient boatman.
The raggy wrap of an ancient boatman.
Black hood of the Silver Fang, an order of assassins.
Reinforced black cloth tunic of the Silver Fang, an order of assassins.
Cloth black leggings of the Silver Fang, an order of assassins.
Reinforced black gauntlets of the Silver Fang, an order of assassins.
Shimmering cloth robes of the candlelit.
Modest cloth hood of the candlelit.
Shimmering cloth sash of the candlelit.
Heavy metal plate armor worn by one of the unrelenting Alkymancery Knights. It is infused with a salt magic so dark it threatens to corrupt the very thread of life itself.
Hooded metal plate helm worn by one of the unrelenting Alkymancery Knights. It is infused with a salt magic so dark it threatens to corrupt the very thread of life itself.
Heavy metal plate greaves worn by one of the unrelenting Alkymancery Knights. It is infused with a salt magic so dark it threatens to corrupt the very thread of life itself.
Heavy metal plate gauntlets worn by one of the unrelenting Alkymancery Knights. It is infused with a salt magic so dark it threatens to corrupt the very thread of life itself.
Fine purple velvet gloves.
A large mask woven of tubecloth with an inexplicable resemblance to a potato. \n\nA tag sewn into the lining reads, Made in Kadania.""
A fine silk hat. The style is unlike anything you've seen. Shows marks of wear.
A fine silk coat. The style is unlike anything you've seen. Shows marks of wear.
Fine silk trousers. The style is unlike anything you've seen. Shows marks of wear.
Fine silk gloves. The style is unlike anything you've seen. Shows marks of wear.
Beautifully dyed tunic of a warrior pilgrim. \n\nMonks exist in most major faiths, but this particular tunic is in the Kar'hi'i style.
Sturdy leather boots worn over the beautifully dyed trousers of a warrior pilgrim.\n\nSome faiths associate vibrant colors with excess and vanity, but in Kar'hi'i holy culture, color is celebrated.
Bracelets of masterfully carved Tenari, or wooden balls. Each Tenar represents an ideal for its wearer to meditate upon.
A rotund bodysuit with an uncanny resemblance to a potato.\n\nWoven of tubecloth, a peculiar Liveni textile manufactured by layering treated hemp fabric interwoven with a fine mesh of tuber roots to form a thick, resilient shell. A tag sewn into the collar reads, Made in Kadania.""
A thick pair of tubercloth leggings bearing an inexplicable resemblance to a potato.\n\nA tag inside the waistband reads, Made in Kadania.""
A thick pair of tubercloth elbow gloves that bear a bizarre resemblance to a potato.\n\nA tag inside the left cuff reads, Made in Kadania.""
Garb of the strange, isolated people of the swamps. They despise the pristine and worship the decayed.
A mask crafted of pure gold.\n\nThe face of man is bound by the flesh of man: imperfect, ephemeral, and rotten. But a face of gold knows none of these flaws.
An elegant silk bodice.\n\nA dress like this could have been worn by nobility, though the design seems more in line with what a highly ranked noble's handmaiden would have worn.
An elegant silk skirt.\n\nThe peasantry would only sully such a delicate fabric.
Bladed plate and leather armor.\n\nThe Bloodbrow were a secret society of arcanists from a time when beasts were a more serious threat to man. The society fell into obscurity shortly after an aspiring lord tried to repurpose them into a personal brute squad, sending them to hunt supposed witches" who in reality were merely political rivals."
Bladed plate helm adorned in a red canvas cowl.\n\nThe Bloodbrow cowl is said to shield its wearer from whatever evil turns animals into nightmarish beasts.
Bladed plate and leather boots.\n\nCenturies ago when nightmarish beasts prowled the land, a group of exiles from the Citadel formed the Bloodbrow, a secret society tasked with hunting and slaughtering vile creatures wherever they may lurk.
A dyed silk mask.\n\nA mask like this would have been worn by royalty or high nobility in the presence of commoners, as it is considered prudent to protect the fairer class from the vapors of the peasantry.
A silk hood and mask.\n\nA garment like this would have been worn by a handmaiden, as hoods are typically reserved for the servantry.
A festival mask from Kar'hi, fashioned in the likeness of a malevolent spirit.\n\nMasks of this type are believed to confer various supernatural benefits depending upon the spirits they represent.
Doctors wore this mask to ward off disease. The irony of fashioning it after a pigeon is likely lost on them.
New Description.
Helm of the Hornet Steel: armored, winged guardians of the Dome of the Forgotten. \n\nThe origin of the Hornet Steel is mysterious, but their similarity to Spear Imps may not be coincidental.
A filthy apron.\n\nCooking for peasantry was dirty, grueling and unfulfilling work, but that didn't keep the average chef from lording his status when possible. After all, any man can reach a point where a salted potato is more valuable than a kingdom.
A distinctive hat worn by chefs as a symbol of their trade.\n\nDespite its rather odd appearance, it serves the entirely practical purpose of keeping its wearer's hair safely out of his guests' soup.
Simple cloth trousers.
A black leather torturer's mask. Doesn't allow for spectacular visibility, but it's intimidating enough.
A black leather torturer's mask. A sinister grinning face has been painted on it.
An iron torture mask worn by the Red Lords as a pervers symble of their ward.
Heavy leather smock of a Red Lord.\n\nThe smock is flanked by two leather-trimmed iron faulds, rendering it impractically heavy and cumbersome.
Thick leather boots of a Red Lord. \n\nHeavily reinforced with scraps of leather and fragments of metal, these bloodstained boots sport a thick layer of unsanitary grime.
Thick leather gloves of a Red Lord. \n\nCovered in dark stains, scorch marks and numerous scratches from torture implements.
Plate Armor of the Hornet Steel: armored, winged guardians of the Dome of the Forgotten. 
Greaves of the Hornet Steel: armored, winged guardians of the Dome of the Forgotten. 
Gauntlets of the Hornet Steel: armored, winged guardians of the Dome of the Forgotten. 
Breastplate of a Split Swordsman.\n\nThe armor set originated with the Blue Guard, elite squadron to Duke Garldon. The Split Plate style is magically altered to better contain the rended swordsmen, but itself has no magical properties.
Faceguard of a Split Swordsman.\n\nThe swordsmen known once as the Blue Guard reached their current forms due to a series of disastrous teleportation experiments ordered by Planne the Seeker.
Greaves of a Split Swordsman.\n\nThis set was alchemically modified to provide mobility to any former Blue Guardsmen who unwittingly surrendered a leg or two to the void.
Gauntlets of a Split Swordsman.\n\nA typical Split Swordsman has fewer than two arms, but matching left and right Blue Guard gauntlets are certainly obtainable.
The steel body of a Crypt Keeper, which can be worn as armor now that the artificual life force animating it has been neutralized.\n\nThe heart of this island is a crypt for dead gods, and while the Crypt Keepers are powerful guardians indeed, surely if their prisoners are indeed gods, their power has faded considerably.
The steel legs of a Crypt Keeper, which can be worn as armor now that the artificial life force animating them has been neutralized.
The arms of a Crypt Keeper, which can be used as armor now that the unnatural life force animating them has been quenched.
The head of a Crypt Keeper, which can be repurposed as armor now that the unnatural life force within it has been quenched.
Tattered cloth vest of Lenaia, Queen of Smiles.\n\nLenaia was Tristini, and her betrothal to King Adnan of Liven was a loveless diplomatic union. When the gregarious king passed, Lenaia found herself ruler of a strange and foreign land, and her first years as sovereign of Liven were marked by unrest.
Tattered cloth cuffs of Lenaia, Queen of Smiles.\n\nThe Mad Queen Lenaia had a plethora of eclectic fears and phobias including cats, twins, gourds, sea foam green, and the number 14. Her list of phobias was ever-lengthening, and each new addition was accompanied by a predictable escalation of tantrums, gaolings, banishments, and executions.
Tattered cloth skirt of Lenaia, Queen of Smiles. Her shambling existence on this island comes without the benefit of maidservants, so her finery, once elegant beyond measure, has become caked with untold years of ichor and filth.
Golden crown of Lenaia, Queen of Smiles. It sat upon a drowned corpse, yet is soiled and bent by years of restlessness.
A carved gourd. Its flesh has been sealed into a thick arcane fabric, rendering it an effective, if curious piece of armor.\n\nThe Mad Queen Lenaia was as bloodthirsty as she was eccentric, and one of her better known peculiarities was her mortal fear of gourds.
Plate helm of Carsejaw the Cruel.
Shrouded plate of Carsejaw the Cruel.
Skirt-wrapped greaves of Carsejaw the Cruel.
Shrouded gauntlets of Carsejaw the Cruel.
Scaled leather and iron helm over a forboding mask.
Scaled leather and iron armor, trimmed in elegant silk.
Scaled leather and iron boots worn over elegant silk trousers.
Crown of the Nameless God and symbol of His dominion.
Armor of the Nameless God.\n\nThe candelabra affixed to its back symbolizes the desire that ultimately drove Him down the path of darkness.
Armored leggings of the Nameless God.\n\nThe image of a man is engraved on the bottom of the left heel and the image of a woman on the right, symbolizing His contempt for saltborn as He crushed them underfoot.
Gauntlets of the Nameless God.\n\nThe palms are engraved with the image of a candle, symbolizing His hopeless wish to grasp the unattainable in hand.
Scaled leather and iron gauntlets, trimmed in elegant silk.
Plate armor crafted of gold-trimmed steel.\n\nCrafstmen who worship the Fool and the Prophet, rich with gold and warmed by wine, designed and built this armor set to represent the eternal glory of the cosmos.
Helm crafted of gold-trimmed steel. The stoic face of the Glorious Helm suggests a magnificent serenity of sorts.
Greaves crafted of gold-trimmed steel. The craftsmanship in these greaves is impressive: despite being trimmed in gold, they are light enough to wield, perfectly articulate with the wearer, and minimize bending and warping.
Gauntlets crafted of gold-trimmed steel.\n\nThe Fool and the Prophet are followed by men whose flesh is fading. The craftsman of these gauntlets may have reflected on that contrast: that his wretched, diseased hands, afflicted with Grayrot and bound to dust and decay, could create something so glorious.
Some smallclothes.
Raggedy vest of Saira, the Witch of the Lake. Wrested from its previous owner, it still bears the unnatural weight of Salt Alkymancy.
Gore-encrusted gown of Saira, the Witch of the Lake. Saira's physical form was distorted by years of dark Salt Alkymancy, and her gown, meant once to conceal her increasingly grotesque shape, became grossly intwined with the witch's twisted flesh.
Ragged hat of Saira, the Witch of the Lake. A witch's hat is a common trope seen mostly in theater and as a prop for false accusations, but these connotations were petty triflings for a creature as otherworldly and formidable as Saira.\n\nSaira's hunger for Salt Alkymancy exceeded her sister's, and her body bears the consequences of her unbridled ambition.
Silk mask of Kaira, the Architect. Written material on Salt Alkymancy is entirely unheard of in the continents, but the symbols on Kaira's mask may offer some clues into the dark art.
Silk garments of Kaira, the Architect.\n\nThrough unspeakable rites and rituals Kaira wielded salt to quicken flesh, composing dozens of the hideous thralls that populate the island.
Silk gown of Kaira, the Architect. Kaira's favorite Thrall was the Unskinned: a hulking, gargantuan, clear-skinned creature.
A heavy iron ring. It seems somehow more solid than metal. It's certainly heavier than it should be.\n\nIncrease your defense to strike attacks.
A topaz ring. Its band, once gold, has turned into something otherworldly.  \n\nIncrease your defense to lightning damage.
Thick metal ring adorned with the Crest of Impen, the mythical Kraekan of flame. Impen was a fairy tale, but the magic this ring contains is very real. \n\nIncrease your defense to fire damage.
A green canvas band wrapped in soft vines. Supposedly thick with poison, though it was created to protect against the very same thing.\n\nIncrease your defense to poison damage.
THIS SHOULD NOT EXIST
A plain metal ring wrapped in a stained page. The two are magically intertwined, bound by strings of hateful lies.\n\nIncrease your defense to holy damage.
A pale metal ring. Its symbol is one of protection against the sinister and the unknown.\n\nIncrease your defense to arcane damage.
A delicate ring carved of a solid chunk of precious gem. Adventurers always seek pilfered prizes, but it seems that whether a slain foe's spoils are all trash or treasure always comes down to luck.\n\nIncrease your item find rate.
A painted white ring depicting two grasping hands. On the continents, a ring such as this would symbolize an unending desire.\n\nIncrease salt obtained from slain enemies.
A metal ring set with three gold plates. Gaudy by any measure, a band like this would be worn by a merchant enamored by his own success.\n\nIncrease gold find rate.
A metal band, dyed red, set with a glimmering red gem. The dye is derived from Kadanian Rojiella, the fernlike plant from which most healing poultices are derived.\n\nRegenerate HP.
Bond of extreme focus. It allows its wearer to maintain spellcasting ability past the point of normal exhaustion.\n\nLocks minimum stamina to one third of stamina.
A polished wooden ring adorned in plain moss. Its gemstone is said to link the life of the forest to the will of its wearer.\n\nIncrease stamina regeneration rate.
A crude ring carved of a single piece of stone.\n\nIncrease Balance.
A thick leather ring bearing scales of heavy iron plate.\n\nIncrease Strength.
An elegant metal ring.\n\nIncrease Dexterity.
An exotic ring carved of a particularly reflective type of coral.\n\nIncrease Willpower.
A ridged metal ring.\n\nIncrease Endurance.
A thin metal ring wrapped in cloth.\n\nIncrease rolling speed.
A jagged metal ring painted red.\n\nIncrease attack power.
A ring of powerful healing. Its wearer may suffer injury, but lasting wounds will be made less severe.\n\nReduces wounding effect.
A metal ring set with a rich blue crystal. The crystal softly hums as if charged by the celestial fabric of Fire and Sky.\n\nIncrease Magic.
A plain wooden ring. The wealthy and auspicious delight in expensive metals and gems, but the truly devout need little to focus on their faith.\n\nIncrease Wisdom.
A smart metal ring shaped from a tiny metal chain. Constant physical activity can leave one fatigued over time, but a magical bauble such as this is designed to nearly nullify that effect.\n\nDramatically reduces stamina fatigue from combat.
A heavy golden ring set with a brightly glowing magical gem. Best to keep it in a leather pocket when not wearing it, as it surely will render its wearer quite hard to miss.\n\nIlluminate surroundings.
A metal charm painted red. The bloodflower plant has long been used as a red pigment in dyes and paints, but the superstition tying it to bloodlust is relatively recent. Warriors may don bloodflower-painted arms, but a dress dyed in bloodflower would be considered to be in poor taste.\n\nIncreases attack power.
A simple charm carved from solid stone. A charm like this would promise resolve, clarity and will to those who lack those things.\n\nIncreases stagger damage.
A cleverly crafted living" charm: its wood core is infused with an earthen paste on which living moss grows. \n\nIncreases attack speed."
A deceptively plain wooden charm. The runes inscribed on it literally translate as grasp to beyond." Charms like these promised to bless their owners with the unattainable.\n\nIncreases attack reach."
Burnt wooden charm adorned with the Crest of Impen, the mythical Kraekan of flame.  It's colder than it seems like it should be.\n\nAdds fire damage to your attacks.
Adds frost damage to your attacks.
A pungent wooden charm, dyed green and wrapped in roots. Poison-drenched flora and fauna thrive in the continents' deepest, darkest woods; most are wise to avoid such dangers, while others find bizarre comfort in the purifying destructiveness of the forest.\n\nAdds poison damage to your attacks.
A charm of pine and Goldenstone, the mineral also called topaz. Many precious gems are mined in the mountains of Markdor.\n\nAdds lightning damage to your attacks.
A wooden charm coated in iridescent wax. Ironically, charms like these are typically sold as protective talismans.\n\nAdds holy damage to your attacks.
A ring of bones, wrapped in a leather page. The bones might have been human. The page surely was.\n\nAdds arcane damage to your attacks.
An impossibly dark charm, could it actually be removing light from its surroundings?\n\nCursed.
A charm of wood and metal, the spiral of teeth-like blades seem to shudder eagerly, but only when not directly observed.\n\nLeeches HP.
A charm of metal and pink alabaster, it resembles the fabled Eaters of Thought, creatures of nightmares and fairytales.\n\nLeeches focus.
An impossibly light metal ring. It bears the symbol of Fire and Sky, and lends the brilliance of the Two Eternal Elements to its wearer.\n\nReduce cost of magic spells and incantations.
A polished wood ring. Carved in it is the symbol associated with the goddess Devara, though its origin can be traced back farther than the creed.\n\nReduce cost of divine prayers.
A word of power carried in a brand. Bearing the brand grants its owner power over gravitas.\n\nWear this brand to gain the ability to use Eminent Obelisks.
A word of power carried in a brand. Bearing the brand grants its owner power over impetus.\n\nWear this brand to gain the ability to perform the Mid-Air Dash feat (press [rt] while airborne).
A word of power carried in a brand. Bearing the brand grants its owner mastery of shadows.\n\nWear this brand to gain the ability to perform wall jumps (press [a] while jumping toward a wall).
A word of power carried in a brand. Bearing the brand grants its owner mastery of sky.\n\nWear this brand to gain the ability to perform double jumps (press [a] while in airborne).
Increases MP at the cost of HP.
Increase fire damage dealt.
Increase healing power.
A word of power carried in a brand. Bearing the brand grants its owner power over matter.\n\nWear this brand to imbue your torch with a light allowing you to pass through the red arcane obstructions known as Redshift.
A word of power carried in a brand. Bearing the brand grants its owner power over matter.\n\nWear this brand to imbue your torch with a light allowing you to render blue arcane matter tangible.
A glimmering ring of precious metals and minerals. Its surface seems to dance in the light.\n\nIncrease your defense to slash attacks.
A metal ring with what appears to be a vigilant eye straining through veins and nerves moulded into it. When what is lost is easily found, hope is never lost.\n\nReveals the location of its owner's missing lost salt.
A bluish metal ring resembling twisting thorns. Flesh and bone are weak things, but the fists of this ring's wearer may seem strong as wrought iron.\n\nDramatically improves unarmed melee damage.
A grisly ring bearing an eye similar to that of the Salt Seeker's Ring. But while one ring searches for lost hope, this ring seeks endless bloodshed.\n\nCauses wearer's attacks to more frequently reduce foes to bloody chunks.
Elemental imbalance is a dangerous side effect of favoring fire over sky, or sky over fire. While novice mages tend to fear the effect, expert sorcerers must master every aspect of the elements.\n\nAmplifies elemental magic, but also amplifies elemental imbalance.\n\nIs ineffective if paired with a ring that nullifies elemental imbalance.
Fire and Sky are powerful elements; casting one over the other may affect the caster with dangerous elemental imbalance. Because of this danger, acolytes of the elemental magics are often given protection in the form of rings like this.\n\nNullifies elemental imbalance.
Mind and body are inherently linked, but wise practitioners of mindfulness are able to form ethereal moats of spirit, effectively compartmentalizing the effects of mental and physical tasks.\n\nHalves effect of focus usage on fatigue.
A simple charm of soft red fur taken from a baby arrox. Arrox are fiercely protective of their young, and successfully collecting the fur of a baby arrox requires a particular combination of bravery and foolishness.\n\nGreatly amplifies attack power when the wielder is near death.
A charm made of dried roots and the moss from which Kar'hi'i Spidersting is derived. It has been treated to 68 days of thrice daily incantations meant to soak it in the ethereal power of the Sky of Bog.\n\nAdds heavy poison to your attacks, but poisons its user.
A charm of wood carved from the roots that dwell in a crypt of dead gods. Its power is incomprehensibly strong, but it draws from the very soul of the man who wields it.\n\nIncreases attack power, but costs its user salt per attack.
A tiny metal lantern with a gold painted cloth tassel. It houses a brightly glowing magical gem.\n\nIlluminates surroundings.
An intricately etched charm crafted from hollow bone. Birds are so much weaker than men, yet they somehow stay aloft with ease.\n\nDecreases stamina requirements for melee attacks.
A flask of incandescent Red, its cork is stamped with the crest of the Three, and its ownership by apostates is forbidden.\n\nQuaff it to restore some HP.
An icon forged of precious metals. It represents the achievement of men.\n\nPlace the Metal Icon in a vacant Sanctuary to claim it for the Iron Ones, who bow to no gods or idols.
Vessel made of clay, considered a divine icon by clerics of the Sanctuary of the Divine.\n\nPlace the Earthen Vessel in a vacant Sanctuary to claim it for the Goddess of Light, healer and protector of the downtrodden.
A golden candelabra. Its three branches symbolize the deities of The Three: The King, The Judge, and The Knight.\n\nPlace the Candelabra in a vacant Sanctuary to claim it for the Three, who uphold integrity, virtue, and order.
A mossy stone acorn, warm with the spirits of Wood. It's said that the moss needs no light to grow, as it basks in the warmth of forest spirits.\n\nPlace the Stone Acorn in a vacant Sanctuary to claim it for the Forest Spirits, who dwell in shadows.
A human skull adorned in candles made of wax infused with human blood. \n\nPlace the Skull Trophy in a vacant Sanctuary to claim it for The Betrayer, whose thirst for suffering knows no end.
A mask of solid gold, worn by members of The House of Splendor.\n\nPlace the Golden Face in a vacant Sanctuary to claim it for the Fool and the Prophet, who extol hedonism above all things.
A wooden bottle, sealed and tied in purple ribbon. The bottle is said to contain endless wine, and with it, madness.\n\nPlace the Wooden Bottle in a vacant Sanctuary to claim it for the Fool and the Prophet, who revel in madness.
A book of Fire and Sky, forever changing itself as the universe sees fit. Its words flow like fire, and its knowledge is as endless as the sky.\n\nPlace the Living Tome in a vacant Sanctuary to claim it for the Keepers of Fire and Sky.
A tree made of human bones. It is meant not to mock, but to dwell on the soul of man. \n\nPlace Tree Altar of Bones in a vacant Sanctuary to claim it for the Mad King, who died and kept on living.
A simple wooden arrow. It can be fired from a bow.
A baked roll, it remains warm long after it should have cooled. Eat it to restore some HP.
A phial of incandescent liquid, its colors shift like a prism. Quaff it to restore some HP and gain a few seconds of divine protection.
A traveler's pouch, it contains salt.\n\nThe worth of mankind is the salt on his brow, for it is the essence of his life." Malthis 4:17."
A merchant's bundle, full of salt.\n\nAnd the day may come again, when gold is like stones, but salt is most precious of all things." Carvan 19:2."
A burlap bag, full of salt.\n\nShe traveled from village to village, a burlap bag of salt on her back, spreading wealth to the weak and infirm." Lukas 5:21."
A canvas sack, full of salt.\n\nSo sprinkle salt on their heads, in remembrance of days long past, when salt held life." Jonastin 11:1."
A merchant's satchel, full of salt.\n\nIn salt, the spark of the soul was brightest. It grows dimmer now, as the spirit of man dwindles." Malthis 6:21."
A traveler's pack, full of salt.\n\nAnd pilgrims traveled to the holy sites, their packs illuminating their way through the night." Carvan 3:17."
A sailor's case, full of salt.\n\nThe Caldacus Sea, once vibrant with the spark of salt, grew dim, and became known as the Immrian Sea." Malthis 9:36."
A lockbox, full of salt.\n\nAnd his greed consumed him, and his stocks and warehouses of salt became dead, and did graey." Temparen 13:12."
A silver crate, full of salt.\n\nThe house of light took alms, and gave to the poor and infirm, its stocks swelled from the kindness of man." Temparen 9:1."
A golden chest, full of salt.\n\nHer wisdom and justness brought wealth to the land, and the queen's treasury became full." Carvan 11:13."
A wooden arrow designed to deliver a fiery payload to its target. Flame arrows were crucial in taming the low swamps of Kadania.\n\nIt can be fired from a bow.
A softly humming crystal, mined by the Mountainsmiths of Markdor. Crush it to restore fatigue.
The fire that fuels the soul, made liquid by ancient alchemy of the Keepers of Fire and Sky. Quaff it to restore some HP.
A blessed canvas cloth, embroidered with the symbol of the goddess Devara. \n\nRub it to restore fatigue.
A skin of spiced mead, embroidered with the symbol of The Three. Quaff it to restore fatigue.
A glass bottle, some parchment, and an inkstone pincel. The bottle seems uncertain about remaining in this universe.
A painted pot of the sticky black stuff. When lit, it burns with a hellish ferocity. Apply it to your weapon to add Fire damage to your attacks.
A rare and dangerous stone mined in the mountains of Markdor. It pulses with electrical energy. Apply it to your weapon to add Lightning damage to your attacks.
A vial of highly toxic Pessmud, a sap harvested from trees found deep in Kadani swamps. Apply it to your weapon to add Poison damage to your attacks.
A painted earthen jug of frosty fluid, it's mountain snow made liquid by powerful Sky magic. Apply it to your weapon to add Frost damage to your attacks.
A page from a blessed tome, the strength of The Thousand Miracles still clinging playfully to it. Apply it to your weapon to add Holy damage to your attacks.
A page from an unholy tome, stained in shifting darkness. \n\nApply it to your weapon to add Arcane damage to your attacks. Crush its brittle pages in a holy place to expunge its sacred light.
A rare and dangerous stone mined in the mountains of Markdor and cased in fine metal. It pulses with electrical energy. Apply it to your weapon to add Lightning damage to your attacks.
Blacksmith tools, useful for repairing equipment on the fly. Each repair kit is discarded upon use.
A clay pot of Birian Fire. The recipe for true Birian Fire is a closely guarded secret, the stuff in this pot is probably only a close approximation of it.
A heavy iron sphere fitted with a wick and filled with Flash Powder, the Manifestation of the Thunder of Markdor.""
A balanced metal blade, useful for wounding enemies from afar.
A razor-sharp throwing blade, coated in potent Pessmud.
A pointed metal throwing blade, its handle is wrapped in Pitchfire and Flash Powder.
A sealed clay vessel of Lightwater, the bane of all things wicked and undead. Lightwater is said to hold the spit of Devara, and with it, her limitless spite for evil.
A vial of incandescent Red, the mending medicine whose formula is a closely guarded secret to The Three. Sold in black markets and back alleys by scrupulous merchants of The Three.\n\nQuaff it to restore some HP.
Bright red medicinal grass, it is said that it grows only in the most poisonous corners of the Kadanian swamps, yet it has somehow found its way to the island. \n\nEat it to restore some HP.
Bright blue medicinal grass. It is colloquially known as Moon Grass among those who revel in nocturnal dealings. Quaff it to restore fatigue.
A magical bell of faith and devotion, it symbolizes the call of gods and spirits. Ring it to return to the sanctuary or shrine you most recently visited.
A simple wooden bolt. It can be fired from a crossbow.
A wooden bolt designed to deliver a fiery payload to its target. It can be fired from a crossbow.
A wooden arrow tipped with a porous stone blade that has been soaked in venomous Pessmud.\n\nIt can be fired from a bow.
A wooden bolt tipped with a porous stone blade that has been soaked in venomous Pessmud.\n\nIt can be fired from a crossbow.
A potion of Undersight, the ability to see that which lurks in a dimension too ethereal to be perceived by mortal vision.
A small handful of lead balls and a tiny pouch of Flash Powder. It can be fired from a flintlock.
A small handful of porous, Pessmud-coated balls and a tiny pouch of Flash Powder. It can be fired from a flintlock.
A small handful of lead balls and a tiny pouch of Bright Powder, a shockstone and Flash Powder mix. It can be fired from a flintlock.
A chiseled stone throwing blade coated in potent Pessmud, it is a signature weapon of Woodswraiths.
A rare and dangerous stone mined in Askarian occupied territories of the mountains of Markdor. Markdor's rich mineral reserves have long been sought after by the Askarian crown, but the eastern nation has thus far only succeeded in occupying a few strategically unimportant mines.\n\nApply it to your weapon to add Lightning damage to your attacks.
A Phial of Divine Orange, crafted to the specifications of Devara's Rites of Orange. \n\nQuaff it to restore health and fatigue, and to cure poisoning.
A vial of living Sky: a glimpse of eternal energies. A tonic blend of liquid sky and powerful invigorating agents.\n\nQuaff it to restore fatigue and rapidly regain will.
The sky that houses energy eternal, made liquid by ancient alchemy of the Keepers of Fire and Sky. \n\nQuaff it to restore fatigue.
Rich magenta wine. Its namesake comes from the lilyred grapes it is made from. \n\nQuaff it to restore health, but don't quaff too much in a hurry.
Rich bluish wine. Its namesake comes from the iris grapes it is made from. \n\nQuaff it to restore fatigue, but don't quaff too much in a hurry.
A carved war horn.\n\nSound it to travel to any Sanctuary with a Guide in it.
A carved war horn. Its sound can be heard in lands where only spirits dwell, where ghosts of ancient warriors patiently listen. They cannot directly affect the world of the living, but they can still inspire, sending across realms the same ferocity that they once carried into battle.\n\nSound it to rapidly regain stamina.
Mummified relic that mysteriously appeared on your person upon the successful expunging of an occupied sanctuary.
A chunk of crystallized ethereal fabric.\n\nCrush it to temporarily boost magic.
Actually a liqueur. Its namesake comes from the enchanted gold flakes suspended within.\n\nQuaff it to temporarily improve your defense, attack, and gold find rate, but don't quaff too much in a hurry.
A crystalline cluster of black salt. Salt is earned, salt is spent, and sometimes, salt is forever lost. Lost salt sometimes turns sour, blackens, and crystallizes.\n\nCrush it to restore fatigue.
A ceremonial glass vial containing magically treated human blood. With the correct rituals, spilled human blood can not only be prevented from congealing, but can be made to retain the living essence of its previous owner.\n\nQuaff it to restore some HP, but at what cost?
A common egg blessed for ceremonial use. No one knows quite when or how it started, but the Egg of Wrath has played a role in nearly the vast majority of armed conflicts for centuries: before significant combat, a commander will crush an Egg of Wrath in a ritual. The rite is meant to inspire troops and sow fear in enemies.\n\nCrush an egg to initiate PVP with your companion.
A mind-enhancing potion uniquely used by the Keepers of Fire and Sky. In the Citadel, the use of Clarity is restricted to only highly ranked mages, as it can become a crutch in the hands of an inexperienced acolyte.\n\nQuaff it to temporarily cause successful attacks to restore focus.
A glass flask filled with tainted blood. Some blood can be made to heal, but this blood does not: any creature touched by this vile stuff will bear a dark curse until it washes off.
A gold silk cloth. The embroidery represents snake fangs. Fangs of flesh to poison, fangs of gold to heal.\n\nRub it to remove various status ailments.
Returns a sellsword to his or her world of origin.
Quaff to cure poisoning.
A delicate sphere of polished crystal. It contains a cloud of playful sprites of some divine origin.\n\nCrush it in a sanctuary to convert that sanctuary to your creed.
A potato from the earth. Offers no healing benefit, but can certainly be thrown at foes.
Summon a bolt of lightning. The lightning may pass through multiple targets.\n\nA conduit, such as a wand or staff, is a powerful channeling tool in the hands of an experienced mage.
Summon a powerful arc of lightning.\n\nThe ethereal fabric of Fire and Sky make up the known universe. By channeling Sky into concentrated energy, a skilled spellcaster can unleash torrents of burning lightning upon foes.
Summon a small bolt of flashfire.\n\nFlashfire may be the spell from which all modern elementalism originates. As the story goes, flashfire began as a simple trick travelling entertainers would use to thrill crowds, but some men saw potential in it, and through their study of the simple mechanic, the study of channeling was born.
Summon a devastating ball of fire.\n\nThe dangers inherent to spells like Fireball led to myriad incidents of destruction, retaliation, and violence, but once the school of Citadel was established, spells like these were able to be developed without fear of collateral damage.
Summon a concentrated ball of lightning. The lightning ball will slowly drift away from its point of summoning, then explode in a flash of Sky.\n\nLightning is such a fleeting thing; to be able to exercise such control over it is truly the feat of an accomplished spellcaster.
Summon a fiery storm.\n\nWildfire needs not know a direction, but the elementalist summoning it must be careful to protect himself from its devastating power.
Summon a storm of lightning.\n\nIn nature, the ethereal fabric of Sky sways and flows in the wind, sometimes becoming entangled and violent, resulting in searing bolts of lightning. With words of magic, a skilled elementalist can summon this violent effect of Sky on a whim.
Restore some HP and reduce some wounding.\n\nBroken bones, hewn flesh, and torn arteries are things that no poultice or herb mixture can remedy. But divine mending can make what is broken whole again.
Restore HP and reduce wounding.\n\nWhether by the old gods, the new, or the pure will of man, great faith in a power beyond the mortal realm is always answered.
Restore a large amount of HP and reduce a large amount of wounding.\n\nHealers and clerics from every corner of the continents are adept at mending wounds, but very few have both the skill to cure the most grievous wounds and the will to withstand the exhaustion such a feat causes.
Summon a coil of foe seeking arcane tendrils.\n\nThe Betrayer promises his followers the blood of their foes, but he is sure to claim as much blood from his followers.
Summon a burst of arcane fog.\n\nAzredak the Betrayer blesses his followers with a glimpse of his dark reign to come, when black clouds will blot out the sun, mankind will endlessly slaughter one another until the sea runs red with blood, and in that sea, Devara, sister of Azredak, will drown.
Temporarily bless a nonelemental weapon with timeless wisdom, adding Holy damage to your attacks.\n\nPaladins from all creeds have carried blessed weapons into battle. The art of balancing willpower spent invigorating one's weapon with divine energy with willpower spent in actual combat is a difficult thing to master.
Temporarily bless a nonelemental weapon with divine wisdom, adding powerful Holy damage to your attacks.\n\nThere is a limit to what one can do with one's own strength, but through focus, meditation, and prayer, a simple weapon can become an instrument of divine retribution.
Fills your physical presence with divine purity, bathing the immediate area in holy light.\n\nAny man emanating divine light in a dark place is a certain target for whatever dwells in shadows, so the role of Lightbearer typically falls to the heaviest armored of paladins.
Summon a ray of divine retribution, searing nearby enemies.\n\nWhile clerics are typically men of peace, they are protected by fierce gods and spirits. The faith of a threatened cleric is more deadly than any blade or hammer.
Summon orbs of flame to orbit the caster, dealing fire damage to anyone foolish enough to step in their path. Strike out any illusion of these protecting the caster from ranged attacks, though.
A friendly Spirit of Sky that follows its caster, periodically casting Lightning Bolts at its casters foes.\n\nWhether these Spirits of Sky are otherworldly entities that have always existed in the ethereal fabric, or mages long passed, eager to aid a good sorcerer, is debated.
A powerful spirit of Sky. It seeks out enemies of its caster, exploding in devastating lightning.\n\nThat the fabric of Sky can not only be shaped and controlled but made to do the bidding of its master is a testament to the brilliance of the continent's most prominent elementalists.
Conjure a sentient guardian to attack your foes with bolts of skyfire.\n\nSince the time before the study of Fire and Sky, it was well known that fire could act of its own will, spreading and seeking things to devour.
Call forth the Sky of Bog to infuse your weapon with vile poison.\n\nGanwar the Filthy's mad rantings fill the pages of The Codex Malifinent. The Venomous Blade incantation was actually cleverly hidden in code spread between musings on singing with one's mouth full and an ode to farts.
Summon arcane magic of Sky to imbue your weapon with arcane power.\n\nHidden in the fabric of Fire and Sky is a third, unknowable element: a dangerous force that can linger shortly in weapons, augmenting their attacking power with ancient strength.
Temporarily gain Undersight, the ability to see that which lurks in a dimension too ethereal to be perceived by mortal vision.\n\nIt is said that tormented spirits dwell beneath a veil of whispers and shadow.
Summon a rapid-fire stream of lightning.\n\nMaintaining a steady level of concentration while channeling Sky can shape arcs of searing lightning into well-defined barrages of orbs.
Summons a rapid-fire stream of flashfire.\n\nFire shaped in this way becomes a withering force of great devastation, immolating and consuming everything it touches.
Summon a searing plume of flame.\n\nNothing invokes fear like the acrid torrent of flame spewed from the mouth of an otherworldly wyrm. This spell is a natural approximation of that devastating force.
Summon divine spirits to orbit the caster, then seek out foes to deal holy damage to.\n\nSprites are as playful as they are vengeful, evidence of the joy that exists between the most somber aspects of worship.
Reduce some wounding.\n\nPoultices and salves can help one recover from immediately life-threatening injuries, but divine intervention is the only way to heal the most grievous lasting wounds.
A prayer for revitalization. A humble heart recognizes that some feats are possible only through divine strength.\n\nCause the caster to rapidly regain stamina.
Temporarily improves the caster's defense to physical attacks.\n\nTo a cleric of great faith, the mightiest crushing blows and deep slashes leave little more than bruises and scrapes.
Temporarily improves the caster's defense to magical attacks.\n\nMany wicked men would attempt to harness ethereal forces to harm the devout, but through great faith, such harm can be greatly mitigated.
Removes poisoning from the caster.\n\nPoison is the refuge of the unscrupulous, but the devout cleric need not fear its effects.
Summon a star of flashfire.\n\nThe five-pointed shape is a phenomenon that occurs naturally within the ethereal fabric of Fire and Sky. Mages and scholars speculate that the entire weave may be composed of a geometric grid of five and six-pointed stars.
Summon a cloud of poison gas.\n\nThe Codex Malifinent dwells at great length on poison gas, though most of its pages are ostensibly meant to be humorous allusions to flatulence.
Summon an array of foe seeking arcane minions.\n\nThe Halls of Azredak the Betrayer are teeming with restless spirits; these creatures are promised shreds of redemption in exchange for devouring the blood of Azredak's enemies.
Summon an arcane orb that launches barrages of arcane arrows at foes.\n\nBlood magic is a powerful tool, but it is cast with great cost. A blood magic caster sacrifices a bit of himself with every spell he casts.
On this island, death takes us into the mists where salt and spirits linger. With enough wisdom, prayer can wrest a lost spirit into the realm of the corporeal.\n\nRevives ally.
Summon a divine blade wielded by ethereal agents of light. While the blade is active, its invisible wielder will attack whenever you do.\n\nClerics and paladins of many faiths have long spoken of divine guardians intervening on the behalf of the persecuted.
A key dropped by the Sodden Knight.
A simple bronze key, it shows signs of frequent use.
A simple key, it's attached to a leather fob with Find Sanctuary" inscribed in the common tongue of Askaria."
A rusted metal key, its chipped paint is coated in a layer of fuzzy moss.
A sharp metal key, it contains no promise of peace.
A bronze key, simple save for a ring adorned in spikes. It resembles a ship's wheel, just a bit more dangerous.
A tri-pronged iron key. Used to open what used to be a cellar.
A burlap bag of black earth. Its clasp looks to be made of precious metals and minerals, so why are its contents so common?
A bloodstained papyrus page containing some not quite legible symbols. You sense that carrying this proves something about your heart, but you're not quite sure of what.
A key constructed of stone-cast bones: mostly human digits. It is a crude and ugly thing, but its creator must have been quite skilled.
An ornate green key.
A wooden doll. A soldier held it to remind him of his family back home.\n\nIts memories can be used by a blacksmith to upgrade weapons.
A frozen locket. A soldier held it to remind him of a lover back home.\n\nIts memories can be used by a blacksmith to upgrade weapons.
A reliquary that once contained the bones of a hero. A highly ranked cleric would carry it into battle.\n\nIts memories can be used by a blacksmith to upgrade weapons.
A holy tome containing histories of the creed. It was once protected above all things by a high cleric.\n\nIts memories can be used by a blacksmith to upgrade weapons.
A burnt locket. A soldier held it to remind him of a lover back home.\n\nIts memories can be used by a blacksmith to upgrade weapons.
A soldier's thoughts of happiness and longing in a time of desperation.\n\nIts memories can be used by a blacksmith to upgrade weapons.
Sealed combat orders delivered from a lord. They would have been held by a knight or officer.\n\nIts memories can be used by a blacksmith to upgrade weapons.
Sealed combat orders delivered from a king. They would have been held by a commander.\n\nIts memories can be used by a blacksmith to upgrade weapons.
A flame of black fire, glowing with mysterious power and frozen in time. Use it to upgrade unique weapons to level 4.
A metal locket. Its memories have been suffocated for centuries by the depths of the sea.\n\nIts memories can be used by a blacksmith to upgrade Kraeken weapons.
A soldier's memento to a deceased loved one. It held the promise of eventual reunion.\n\nIts memories can be used by a blacksmith to upgrade weapons.
A delicate leaf formed of Nakra, Earth of Pearl. The iridescent material is found in spiraled shells and is a thing of great value on the continents. It is treasured not just for its rarity and beauty, but its use as an alchemical ingredient.\n\nCan be used as a transmutation material.
A waxy, pungent idol of amberglisten. Amberglisten is as precious as it is rare, and said to be vomited up from the bellies of Great Kraeken.\n\nCan be used as a transmutation material.
A tiny dish containing a small cluster of Diamond Roe. The eggs are those of lesser Kraekan, unborn and fragile. Diamond Roe is a highly coveted delicacy on the continents, but it's possibly more valuable as a potent alchemical ingredient.\n\nCan be used as a transmutation material.
A perfectly spherical, unnaturally effervescent pearl. Shimmering Pearl is the most coveted of alchemical ingredients.\n\nCan be used as a transmutation material.
A blaze of black fire, glowing with mysterious power and frozen in time. Use it to upgrade unique weapons to level 5.
A spark of black fire, glowing with mysterious power and frozen in time. Use it to upgrade unique weapons to level 3.
A nova of black fire, glowing with mysterious power and frozen in time. Use it to upgrade unique weapons to their ultimate level.
A stone idol. Its memories have been suffocated for centuries by the depths of the sea.\n\nIts memories can be used by a blacksmith to upgrade Kraeken weapons.
A bronze censer. Its memories have been suffocated for centuries by the depths of the sea.\n\nIts memories can be used by a blacksmith to upgrade Kraeken weapons.
A thick tome of histories. Its memories have been suffocated for centuries by the depths of the sea.\n\nIts memories can be used by a blacksmith to upgrade Kraeken weapons.
Tools a blacksmith can use to enchant a standard weapon, permanently imbuing it with the element of fire.
Tools a blacksmith can use to enchant a standard weapon, permanently imbuing it with the element of lightning.
Tools a blacksmith can use to enchant a standard weapon, permanently imbuing it with the element of poison.
Tools a blacksmith can use to enchant a standard weapon, permanently imbuing it with the element of frost.
Tools a blacksmith can use to enchant a standard weapon, permanently imbuing it with holy elemental magic.
Tools a blacksmith can use to enchant a standard weapon, permanently imbuing it with dark elemental magic.
A small stone figure in the form of a wealthy market merchant.\n\nOffer the Stone Merchant to an altar to allow merchants to do business in the sanctuary.\n\nGrants gold drop bonus to sanctuary region.
A small stone figure in the form of a wise cleric.\n\nOffer the Stone Cleric to an altar to summon a cleric to the sanctuary.\n\nGrants prayer potency bonus to sanctuary region.
A small stone figure in the form of a wise mage.\n\nOffer the Stone Mage to an altar to allow mages to practice craft in the sanctuary.\n\nGrants magic potency bonus to sanctuary region.
A small stone figure in the form of a bearded blacksmith.\n\nOffer the Stone Blacksmith to an altar to allow blacksmiths to practice craft in the sanctuary.\n\nGrants attack bonus to sanctuary region.
A fang left behind by a vanquished beast, its lifespan must somehow reach back to ancient things, far beyond that of its owner.
Jawbone of a vanquished beast. Absent a body, it still yearns to tear into the flesh of the living.
Skull of a vanquished beast, its otherworldly gaze exudes a spite deeper than any man could fathom.
Heart of a vanquished beast, thorny and twisted by ancient sin.
A weightless black stone of immeasurable value. Some believe these act as a conduit between two worlds.\n\nUse Black Pearls at an altar to gain new abilities.
Rotted ear of a Drowned Soldier. It's as grisly as it is valuable, as it is definitive proof that whoever holds it has bested its reanimated owner.\n\nCan be used as a transmutation material or exchanged with a leader.
Severed ear of a Drowned Berzerker. Its owner's soul has been lost to the sea, but its decaying, rotten corpse, animated by some dark magic, has carried on some semblance of a fight.\n\nCan be used as a transmutation material or exchanged with a leader.
Horn of a Kraekan Cyclops. The thundering behemoth was slaughtered on land, though Kraeken are said to be sea creatures.\n\nCan be used as a transmutation material or exchanged with a leader.
Ear of a Drowned Archer. Bow hunters on many of the main continents tended to keep trophies from their kills; is it only fitting that this one became a trophy himself?\n\nCan be used as a transmutation material or exchanged with a leader.
Ashes of the Sodden Knight. His charge was to protect the fortress that became known as The Festering Banquet; when and how the fortress became a cursed place of shambling monsters remains a mystery.\n\nCan be used as a transmutation material or exchanged with a leader.
Tooth of a Feral Beast. Resembling something between wolves and bears, these creatures seem like they may be native to the island, and have certainly taken a liking to the drowned humanoids that prowl the ruins.\n\nCan be used as a transmutation material or exchanged with a leader.
Ashes of a Bronze Knight. It's rumored that Bronze Knights are merely vessels to some sort of foreign entity, though whether this means they all share consciousness or are all controlled by a single, incredibly powerful mind is all in the realm of myth and conjecture.\n\nCan be used as a transmutation material or exchanged with a leader.
Rib of a Blade Wraith. When slain, a Blade Wraith disintegrates almost entirely into ash, often leaving behind a single rib, a rib sure to be brimming with some magic.\n\nCan be used as a transmutation material or exchanged with a leader.
Wing of a Skullbat. Skullbats, named for their fur patterns, are one of the few of the island's inhabitants that exist back on the mainland. They're reviled for their habit of feeding on the blood of livestock, but they typically avoid man.\n\nCan be used as a transmutation material or exchanged with a leader.
Ear of Lenaia, Queen of Smiles. She ruled over Liven in what became known as the Reign of Blood, an era marked by her frequent rage-filled quells and purges. When her reign was finally cut short by a mob of vengeful villagers, it was seen fit to leave her with the greatest smile of all."\n\nCan be used as a transmutation material or exchanged with a leader."
Ear of Ter Ruzpin, Mad Alchemist. A once wise master of the alchemical arts, his decades of exposure to toxins both physical and spiritual must have led him mad. But perhaps he's just as drowned as the rest?\n\nCan be used as a transmutation material or exchanged with a leader.
Horn of a Kraekan Wyrm. In ancient times, medicine men would scale the mountains of Markdor in search of these horns of myth and legend, said to be a valuable transmutational ingredient. Few returned.\n\nCan be used as a transmutation material or exchanged with a leader.
Ashes of the Tree of Men, a living monument to the agony men inflict on one another. For a tool is but a thing, inert and without purpose unless driven by another. The ashes left by this engine of malice may yet serve some use.\n\nCan be used as a transmutation material or exchanged with a leader.
Doll of the Disemboweled Husk. Though it resembles a marionette, it was, in fact, the husk's puppeteer.\n\nCan be used as a transmutation material or exchanged with a leader.
Tooth of That Stench Most Foul. A simple alchemical experiment gone wrong, the creature from which this tooth originated did have the distinction of being considered a god by at least one particularly afflicted community.\n\nCan be used as a transmutation material or exchanged with a leader.
Ashes of Ronin Cran. A disgraced knight once in service to Jaret, King of Storms, Ronin Cran attempted to flee the castle after a dishonorable discharge from royal service. His rebellion was brief, but his legacy may live forever.\n\nCan be used as a transmutation material or exchanged with a leader.
Ear of Saira, the Witch of the Lake. The younger of two twins, she guards Siam Lake, an unnatural reservoir of salt magic that feeds into the Salt Alkymancery. Her sister, the Architect, then uses it for her foul purposes.\n\nCan be used as a transmutation material or exchanged with a leader.
Ear of a Drowned Raider, a relentless, brutal, and mindless barbarian that most likely patrolled Bandits' Pass. A shipwrecked raider was most likely a sellsword sent to fight another king's war, but on this island, the rotted remains of those warriors seem to have settled into something resembling mindless banditry.\n\nCan be used as a transmutation material or exchanged with a leader.
Ear of a Pale Witch, taken from one of the many practitioners of magic from the western continents. In death, these once-innocent children of the elements have become the very beasts they were falsely executed for being.\n\nCan be used as a transmutation material or exchanged with a leader.
Ear of a Bloated Monstrosity. The clammy, gray flesh pulses still with vile poison, in defiance of all logic and reason.\n\nCan be used as a transmutation material or exchanged with a leader.
Ear of a Vilehawk. Excising portions of the ear to improve one's ability to hear the most minute details of the Liven forest is a rite of passage for these strange tree-dwellers.\n\nCan be used as a transmutation material or exchanged with a leader.
Rib of an Angsty Bones. What once protected the beating heart of a brave human warrior is now but a lifeless shard. Perhaps it will serve you greater than that to whom it once belonged.\n\nCan be used as a transmutation material or exchanged with a leader.
Ashes of an Armor Guardian: a construct of Jaret, King of Storms. The moment it was defeated, the magic that bound it to this plane dispersed, save for a small pile of ash.\n\nCan be used as a transmutation material or exchanged with a leader.
Gel of a Poison Cytoplasm. While regular cytoplasms are content to feed on mosses and lichens, the Poison Cytoplasm is satiated only by consuming living flesh and blood, liquifying it into a toxin similar to that of Kadanian Tarvine.\n\nCan be used as a transmutation material or exchanged with a leader.
Chitin of an Armor Mite. When the creature fell, its once-hard shell disintegrated into ashes and dust, leaving behind this hard fragment of chitin. Perhaps it holds some power?\n\nCan be used as a transmutation material or exchanged with a leader.
Ear of a Court Sorcerer, advisor to Jaret, the King of Storms. Jaret is said to have surrounded himself with many wisemen and magi, and their conspiracy to seize power doomed the entire kingdom.\n\nCan be used as a transmutation material or exchanged with a leader.
Ashes of a Clay Phantom, a malicious spirit formed from multiple martyred sorcerers. While magic in the greater continents has gained nearly universal acceptance, mages and acolytes always risk becoming scapegoated in times of disease and disaster.\n\nCan be used as a transmutation material or exchanged with a leader.
Ear of a Torturer of the Red Hall of Cages. Centuries of unabated hatred have caused the minds of the inhabitants of the Red Hall to shift into a pool of dark consciousness, with the roles of guards and inmates alike becoming an abstract milieu of pain.\n\nCan be used as a transmutation material or exchanged with a leader.
Ashes of an Emberskull, a magically animated construct of malice and flame, meticulously carved by some master craftsman from volcanic Emberglass.\n\nCan be used as a transmutation material or exchanged with a leader.
Tusk of a Dropspider, an arachnid known to leap down atop its prey. Their massive tusks were known to pierce even the toughest armor, making them a feared obstacle in the dark places of the world.\n\nCan be used as a transmutation material or exchanged with a leader.
Ear of a Drowned Peasant. Perhaps it is fitting these poor souls return from the dead, for no one even thought to erect a gravestone in their names when the darkness took them.\n\nCan be used as a transmutation material or exchanged with a leader.
Tusk of a Bedspider, a giant, lava-breathing arachnid. Bedspiders earned their name from the bedrock in which they live, deep within the Devil's Maw Crater where they were first discovered.\n\nCan be used as a transmutation material or exchanged with a leader.
Ear of a Gaoler, a brutish enforcer of the Red Hall of Cages. One would be wise not to dwell on the lifetime of screams that passed across this foul flesh.\n\nCan be used as a transmutation material or exchanged with a leader.
Ear of a Caged Man, a prisoner of the Red Hall of Cages. Now drowned, prisoners and guards alike all mindlessly hunt the living.\n\nCan be used as a transmutation material or exchanged with a leader.
Maw of a Retchfeeder, a beast of Kraeken origin. Retchfeeders feed on the effluent of living things, and are especially fond of human waste. They'd almost be doing the world a favor, if their own waste wasn't several orders of magnitude worse.\n\nCan be used as a transmutation material or exchanged with a leader.
Ear of a Lepris, a drowned swamp dweller afflicted by Grayrot. So pervasive and permanent was the Grayrot plague that the Lepris bandits created a new religion in vain attempts to appease it.\n\nCan be used as a transmutation material or exchanged with a leader.
Rib of a Hunting Bones, a tireless skeletal archer puppeteered by some dark magic. Whatever the source of malice driving this pile of bones, its proficiency with the bow cannot be understated.\n\nCan be used as a transmutation material or exchanged with a leader.
Ear of a Rotten Walker, one of the island's most decrepit residents. The smell of the ocean carries on the wind, forever seeped into this fraying flesh.\n\nCan be used as a transmutation material or exchanged with a leader.
Ear of a Drowned Bandit. A once-fierce highwayman turned mindless hunter, this creature now only seeks to rob innocent travelers of their lives.\n\nCan be used as a transmutation material or exchanged with a leader.
Rib of a Primitive Bones, a tireless skeletal marauder puppeteered by some dark magic. It has wandered exposed to the elements far longer than its host was ever alive.\n\nCan be used as a transmutation material or exchanged with a leader.
Ear of a Vile Guard, a bloodthirsty sentry of the Red Hall of Cages. Their signature grinning masks were designed to leave the ears exposed, so they could relish in the tortured screams of their prisoners.\n\nCan be used as a transmutation material or exchanged with a leader.
Ashes of a Whisperman, a fragment of holy memories trapped in the Dome of the Forgotten. These poor souls are now doomed for eternity to wander their place of solace as prisoners.\n\nCan be used as a transmutation material or exchanged with a leader.
Beak of The Third Lamb, old guard of the Dome of the Forgotten. A Hippogriff who once patrolled the skies, protecting pilgrims to the Dome from raiders and bandits, she was made to sacrifice her will in service of the Inquisitor.\n\nCan be used as a transmutation material or exchanged with a leader.
Ashes of a Bronze Axe Knight, one of the mysterious Kraekan guardians patrolling the island. Their origin, purpose, and allegiances remain unknown to this day, though they seem to hunt drowned and living alike.\n\nCan be used as a transmutation material or exchanged with a leader.
A small stone figure in the form of a mysterious alchemist.\n\nOffer the Stone Alchemist to an altar to summon an alchemist to the sanctuary.\n\nGrants magic resistance bonus to sanctuary region.
A small stone figure in the form of an adventurous guide.\n\nOffer the Stone Guide to an altar to summon a guide to the sanctuary.\n\nGrants item find bonus to sanctuary region.
A small stone figure in the form of a spirited leader.\n\nOffer the Stone Leader to an altar to summon a leader to the sanctuary.\n\nGrants salt gain bonus to sanctuary region.
Ashes of the Dried King, a once proud ruler who spent his twilight years in paranoid madness, hiding in his life's legacy: the Ziggurat of Dust. He is a creature of fear and self-pity, perpetually lashing out against imagined demons with searing flame.\n\nCan be used as a transmutation material or exchanged with a leader.
Ear of the False Jester, imposter of the Sunken Keep. Adventurers seek the real jester, a madman who possesses the key to the heart of the island. The False Jester preys upon those foolhearted enough to trust him.\n\nCan be used as a transmutation material or exchanged with a leader.
Ashes of the Bloodless Prince, a creation rumored to be the fusion of earth with the spirit of Prince Tam In, whose younger brother grew up to become the Sun King of Kulka'as. When Sandin Plague swept through the land, Tam In, only then in his youth, was one of the thousands claimed by the vicious disease. While his body grew cold, did his soul live on as this Bloodless Prince?\n\nCan be used as a transmutation material or exchanged with a leader.
Rib of a Lietch, skeletal revenant of a Kulka'an court sorceror. Their loyalty to the Sun King was so great that not even death could end their tenure.\n\nCan be used as a transmutation material or exchanged with a leader.
Ear of a Bound Arrox. Arroxes in the wild are far more clever and gentle than their brutish appearance would indicate, but years of darkness have transformed these bound creatures into bloodthirsty shadows of their former selves.\n\nCan be used as a transmutation material or exchanged with a leader.
Ashes of a Vacant Blades. Animated from iron chains and blades of the sharpest make, these twisted constructs served only to torture the doomed pirate, Hager.\n\nCan be used as a transmutation material or exchanged with a leader.
Ear of a Vexing Brat. A mainstay of old wives' tales, sailors of the open seas would often blame these creatures for even the smallest of ills.\n\nCan be used as a transmutation material or exchanged with a leader.
A small stone figure in the form of a rugged sellsword.\n\nOffer the Stone Sellsword to an altar to summon a sellsword to the sanctuary.\n\nGrants shield block bonus to sanctuary region.
Horn of a Spear Imp, a lesser Kraekan of the island. They enjoy tormenting victims, but don't necessarily aim to kill, prefering instead to relish in the screams of their prey.\n\nCan be used as a transmutation material or exchanged with a leader.
Ear of a Split Swordsman, one of a cadre of once-noble swordfighters whose duty led them to sacrifice much of their physical bodies to the mostly unsuccessful teleportation experiments of Planne the Seeker. Planne himself was able to escape punishment, vanishing one night. Whether he was lost to the void, like so many limbs of his Split Swordsman, or finally achieved his goal of safe teleportation, is unknown.\n\nCan be used as a transmutation material or exchanged with a leader.
Ear of a Sanctuary Guard. These ironclad warriors devote themselves to the protection of sanctuaries, preventing desecration from the foul creatures that roam the isle.\n\nCan be used as a transmutation material or exchanged with a leader.
Ashes of Alasdair, the Untouched Inquisitor. Alasdair saw sin in the Dome of Light, and, through his unquestionable zeal, was able to cleanse the Dome of sin. In a world so wicked, are not the selfless acts of holy men necessary to allow righteousness to flourish?\n\nCan be used as a transmutation material or exchanged with a leader.
Ear of the Architect. Kaira the Architect mastered the art of Salt Alkymancy to bend the sea and its countless lost souls to her own will. These twisted forms and heartless abominations carried out her whims in defiance of natural order.\n\nCan be used as a transmutation material or exchanged with a leader.
Liver of the Unskinned. The Architect's personal guardian is a masterwork of Salt Alkymancy, showcasing Kaira's skill and the madness necessary to attain it.\n\nCan be used as a transmutation material or exchanged with a leader.
Ashes of a Dread Horseman. A critical element in the battle against Birian rebels, a Dread Horseman was just as deadly on foot as they were astride their war horses.\n\nCan be used as a transmutation material or exchanged with a leader.
Ashes of a Hornet Steel, one of the Inquisitor's many enforcers of his sinless standards. They motivated allegiance to their master's word with the tips of their arrows.\n\nCan be used as a transmutation material or exchanged with a leader.
Ear of a Cave Keeper, a twisted brute that finds solace in island's darkest corners. Their magic lanterns actually consume the light of man, keeping them shrouded in a protective cloak of shadow.\n\nCan be used as a transmutation material or exchanged with a leader.
Rope of a Hanged Man. Kar'hi was said to have a law that allowed any man to volunteer his life for that of the condemned. The souls of the hanged no doubt continue their search for a living vessel to escape their doomed existence.\n\nCan be used as a transmutation material or exchanged with a leader.
Nerves of a Bola Eye. These salt-built creatures serve the Architect as sentries, forever guarding the Salt Alkymancery from intruders.\n\nCan be used as a transmutation material or exchanged with a leader.
Nerves of a Heartseeker. The thick mass of nerves that coursed through this alchemical abomination were once those of a human.\n\nCan be used as a transmutation material or exchanged with a leader.
Ear of a Thing of Arms, salt-built creation of the Architect. On the greater continents, the power of salt was thought to be a fable, but the Thing of Arms is evidence enough that Salt Alkymancy is not just real, but horrible.\n\nCan be used as a transmutation material or exchanged with a leader.
Ashes of The Coveted, a crude executioner's axe capable of inspiring unearthly desires; it is said to make slaves of the souls it claims. Most famously wielded by Erland, the Executioner King, who died together with his son during a struggle over the axe.\n\nCan be used as a transmutation material or exchanged with a leader.
Ear of one of the Red Hall of Cages' Red Lords. Once sadistic keepers of the hall's victims, they are now mindless prisoners themselves.\n\nCan be used as a transmutation material or exchanged with a leader.
Ashes of an Alkymancery Knight, a lifeless suit of armor given form and purpose by the Architect herself. The souls of those lost at sea are combined with the Salt to serve as Kaira's thralls.\n\nCan be used as a transmutation material or exchanged with a leader.
Ear of an Impaled Knight's horse. When the men of the northeast duchy of Tristin realized the true intentions of the Duke Admont, they took up arms against him. Sadly, he quelled their rebellion, putting up the corpses of his enemies as gruesome wards.\n\nCan be used as a transmutation material or exchanged with a leader.
Ashes of a Drowned Porcelain.\n\nCan be used as a transmutation material or exchanged with a leader.
Tusk of a Flying Spider. The Winged Swampspider is a man-eating menace that thrives in disease-ridden marshes and swamps. A single bite from its venomous fangs can fell a man in minutes.\n\nCan be used as a transmutation material or exchanged with a leader.
Wooden bindings of a Wrathful Dead. Many innocent women were brutally executed during the Pretender Duke's brutal witch hunts. Has some vengeful force reanimated them?\n\nCan be used as a transmutation material or exchanged with a leader.
Ashes of a Whisperlady. The choir of the Dome of Light was truly an inspirational thing; to so many downtrodden and weary pilgrims it was a glorious ray of divine light. But the Inquisitor found it with sin, and so it was cleansed, becoming the First Lamb.\n\nCan be used as a transmutation material or exchanged with a leader.
Horn of Kraekan Dragon Skourzh. When a horrible calamity at sea occurs, it is nearly always the design of a greater Kraekan, and no Kraekan is greater than the Skourzh, Lord of Storm and Sea.\n\nCan be used as a transmutation material or exchanged with a leader.
Ashes of the Nameless God.\n\nCan be used as a transmutation material or exchanged with a leader.
Ashes of Carsejaw the Cruel. He once captured the support of the populace by scapegoating witches, a popular target, but as stories of innocent wives, sisters and daughters sent to the stone circulated, his support soured. A rebellion to oust him failed, and he tragically met his end naturally, to fever, thus denying vengeance to his scores of victims.\n\nCan be used as a transmutation material or exchanged with a leader.
Ashes of a Gravewalker's Kraekan soul. The soul still glows, but its awful power has been neutralized. The souls of saltborn men exist in the eternal fire of salt, but the souls of Kraeken take on a different form.\n\nCan be used as a transmutation material or exchanged with a leader.
Ashes of a Crypt Keeper. From the beginning of time, man has worshipped things beyond his understanding. Deep below this island, the gods of man's veneration have been bound and sealed, contained for all time in the Crypt of Dead Gods.\n\nCan be used as a transmutation material or exchanged with a leader.
Ear of the Forgotten King. Adorned in gold and carrying a scepter, one might think this creature was some form of royalty. Perhaps it was, though it would have been in a life long since past.\n\nCan be used as a transmutation material or exchanged with a leader.
Ear of the Forgotten Judge. The creature's leather-bound tome and telltale scraps of violet robe suggest this undead abomination was once a magistrate of some import in an age long-forgotten. What law exists in this land save for that which the nameless god deems fit?\n\nCan be used as a transmutation material or exchanged with a leader.
Ear of the Forgotten Knight. This animated mess of bone and sinew once wielded great power in life. In death, it has been reduced to a shambling shadow of its former self.\n\nCan be used as a transmutation material or exchanged with a leader.
Ear of a Rotten Raider. The Night Raiders were once feared as men. Now, with their life and purpose torn asunder, they only serve to instill fear in others that the same fate may yet someday befall them.\n\nCan be used as a transmutation material or exchanged with a leader.
Ashes of the Saltless. The Architect's vast army of Salt-borne creatures serves her every whim, while these pitiful creatures are doomed to forever search for that one vital essence it can never procure. They are driven to find Salt for their master, but are never given chance to consume it.\n\nCan be used as a transmutation material or exchanged with a leader.
A weightless gray stone of immeasurable value. An inanimate object, it still somehow exudes a powerful yearning, as if it will find peace only by robbing the memories of the living.\n\nUse Gray Pearls at an altar to remove abilities. The removal process causes the Gray Pearl to become a Black Pearl.
Ashes of Murdiella Mal. A Kraeken with insectoid features, she was also known as the Queen of the Moonless Sky, existing at once in our plane and that of the celestial beings.\n\nCan be used as a transmutation material or exchanged with a leader.
Beak of a Mother Merle. This strange beast will trap creatures in its cage, never releasing them from its grasp. What some may deem cruel torture, the Mother Merle only sees as unconditional love.\n\nCan be used as a transmutation material or exchanged with a leader.
Drowned Soldier
Drowned Raider
Hero
Kraekan Cyclops
Drowned Archer
The Sodden Knight
Priest of Devara
Priestess of Devara
Blacksmith
Merchant
Mage
Drowned Peasant
Drowned Berzerker
Feral Beast
Mechanical Lever
Bronze Knight
Blade Wraith
Poison Cytoplasm
The Queen Of Smiles
Bloated Monstrosity
Ronin Jaenke
Nomadic Vendor
Tired Peasant
Drowned Bandit
Court Sorcerer
Skullbat
Armor Guardian
Tripwire
Crossbow Trap
Rope Trap
Rake Trap
The Unspeakable Deep
Kraekan Wyrm
Retchfeeder
Deadprop
Mountainsmith
Crusher
Vilehawk
Gaoler
Clay Phantom
The Fated Captain
Torturer
Spear Imp
The Mad Alchemist
The Tree of Men
Chained Man
Flame Jet
Caged Man
Angsty Bones
Primitive Bones
Blighted Trap
Armor Mite
Disemboweled Husk
The Lady by the Shore
Obelisk
Rotten Walker
Rotten Crossbowman
Mad Jester
Ronin Cran
The Despondent Thief
Simple Sack
Emberskull
Pale Witch
That Stench Most Foul
Cleric
Stenchpod
Lepris
The Witch of the Lake
Rodnal the Mad
Bedspider
Marauder
Sailor
Hunting Bones
Vile Guard
Dropspider
Frozen Cytoplasm
The Third Lamb
Whisperman
Bronze Axe Knight
Saltfin Creature
Unihorn
Spindlebeast
Blighted Mechanism
Lietch
The Bloodless Prince
Alde Griggs
Minty Jern
The False Jester
Ferngilligan
Shock Trap
The Dried King
Bound Arrox
Vexing Brat
Vacant Blades
Fetal Brat
Choppy Balk
Alchemist
Guide
Leader
The Untouched Inquisitor
Sellsword
Shellshop
Split Swordsman
Guardian of the Three
Hornet Steel
Guardian Mage
Guardian of Devara
Mage of Devara
Red Lord
Hanged Man
Fine Tabworth
The Voice of the Nameless
Heartseeker
Dread Horseman (Mounted)
Dread Horseman
Bola Eye
Clay Hybrid
Sanctuary Guard
The Unskinned
The Architect
Cave Keeper
Captain
The Ferryman
The Domekeeper
The Mirekeeper
Saltbat
Alkymancery Knight
Boulder Trap
Thing of Arms
Crow
The Candlelit Lady
The Coveted
The Coveting
Flying Spider
Saltless
Gravewalker
Crypt Keeper
Priestess of Azmodak
Darksmith
Whisperlady
Kraekan Dragon Skourzh
Drowned Porcelain
The Nameless God
Wrathful Dead
The Green
Impaled Knight
Headhorse
Carsejaw the Cruel
Priestess
The Gatewoman
Murdiella Mal
Dead Lord
The Forgotten Knight
The Forgotten King
The Forgotten Judge
Drowned Marauder
The Princess
Princess' Maid
Rotten Raider
White Knight
Mother Merle
Cleric of Fire
Mimku
A wooden box used by a sailor to store personal effects, or perhaps a treasure. Where is its owner now?
An unarmored drowned sellsword, he must have washed ashore. He exists in a state of undead mindlessness, but he is not completely devoid of combat skill.
The reanimated drowned remains of a barbaric raider, adorned in salt-crusted furs and armed to the teeth with crude axes.
New description.
A one-eyed behemoth of Kraekan origin. The Kraeken are an often spoke of, scarcely seen race of ancient demons of the sea. The sea is a vast, terrifying and deadly place, and when sailors do not return, rumors abound.
The shambling remains of a hooded bowman. Many conscripted archers learned the skill from hunting small game. What was it like to live the life of a hunter, a soldier, and a sailor, before becoming reduced to a putrescent gestalt of the three?
The stoic protector of The Festering Banquet, the Sodden Knight bears decades of dried sea air on his tattered shroud.
An unnamed sailor, his soul met with the same misfortune as so many of this island's denizens, yet his body plods on, struggling, never knowing what it struggles for.
An axe-wielding assault trooper, lost at sea and washed ashore. Soldiers like this were typically ex-bandit sellswords, bought with coin to fight wars they had no stake in.
A massive, dog-like creature unique to the island. These beasts tend to desire only living flesh, and while fierce, they can fortunately be dispatched with relatively few blows.
A well-armored knight. These powerful warriors wordlessly patrol the island, corralling the drowned and hunting the living.
A cloaked creature of chains and bones. Blade Wraiths, like so many of this island's Kraeken inhabitants, are constructs of some powerful conjuror, weaved from materials both corporeal and ethereal.
Shapeless mass of toxic, gelatinous goo. Poison Cytoplasms are a highly malicious mutation of the more innocuous normal" Cytoplasms."
Cruel wraith queen of Liven, she loved to adorn her city walls with the grotesquely smiling corpses of her victims. In life, she wielded the fabled Sword of Reign, and in undeath, she wields a thousand more.
An ogrish, pess-ridden drowned brute.
The drowned corpse of a common highwayman, reanimated and renewed as the marauding villain he formerly was in nearly every way.
A drowned incarnation of an advisor to Jaret, King of Storms. Court Sorcerers were powerful wielders of the arcane, and diabolical manipulators of the mind.
A small brown bat. Its peculiar fur pattern make it look as if its head is a skull. Somewhat poisonous.
A giant, heavily armored tower guardian. Jaret, the King of Storms, had his court sorcerers create these hulks from the most devoted of his guards. What magic made them is a mystery, but it seems like it would require something more powerful than common sorcery.

A Kraekan in its most common form. Creatures like these once had a name, but sailors so feared possibly conjuring one by speaking its name that referring to them as simply the Deep became widespread. Whatever their true name is, it has since been lost to the deep, dark sea.
A greater wyrm of Kraekan origin. Wyrms, drakes and dragons once inhabited the mountains of Markdor, but scholars and historians consider their era to be long gone, the last of their kind valiantly slaughtered by brave Dorian warriors.
A vicious minor Kraekan. These vile beasts gravitate toward pockets of rot and human filth, which are their main forms of sustenance.
Agile, tree-dwelling brigand, originating somewhere deep in the eastern Liven forests. In Liven, the Vilehawk tribes tended to play politics just enough as to not incur the wrath of the regular army, primarily by bribing officials and, when necessary, turning over their own to royal authorities.
Enforcer of the Red Hall of Cages. Once resembling something more like men, they have become disfigured through decades of darkness, disease, and violence: both to their prisoners and to themselves.
A malicious collection of spirits, united behind one mask. In studying the arcane, many mages stumble upon a seemingly innocent rite with an unfortunate side effect: its caster's spirit may be incapable of properly moving on to the next life. How many wrathful spirits form a single Clay Phantom is unknown, but the consensus is that it's a surprisingly large number.
A torturer of the Red Hall of Cages. Torturers are quick with their heavy red cleavers, which are designed to tear at flesh as they cleave.
A lesser Kraekan of the island. Spear Imps are most famously known from the Trials of Alderen, an old fable about a knight who was given six tasks by an evil wizard who held his betrothed captive. On each task, the knight was bedeviled by Spear Imps, killing dozens, but sustaining twice as many wounds.
Once known as Ruzpin, Grand Ter of Alchemy and Salves, this mindless creature has become a murderous, mindless husk of its former glory.
A corporeal manifestation of tools of torture. No inanimate object should be capable of malice, but in a world of vengeful spirits and arcane magic, anything is possible.
A victim of the Tree of Men.
A prisoner of the Red Hall of Cages. Through decades of rot and drowning, prisoner and gaoler have become a blur of mindless villainy, setting upon invaders to the Red Hall with the same ferocity they once reserved for each other.
A reanimated human skeleton. It wields a crude, rusted blade, and its cleaving blows inflict gaping, poisoned gashes.
A reanimated human skeleton adorned in raider's armor. Its weapons surely are primitive, but they're far heavier than what an average man could wield. Whatever magic animates this creature must be immensely powerful.
A cave-dwelling, heavily armored, chitinous creature. The Armor Mite is actually two creatures: an Ogre Crab and the fleshy, bipedal victim (usually a man) it has repurposed as its torso half. The victim doesn't actually die during the fusion, though once the process has begun, it cannot survive without its host.
Shell of the former Dread Pirate Hager. He has been disemboweled, and a small doll dwells in his gaping body cavity, controlling his actions like a tiny marionette.
Some form of drowned human, rotted by time and weather. Many drowned things walk this island.
A Rotten Walker lucky enough to still wield a crossbow. This island is full of drowned men that somehow walk, but some are more decayed than others.
Ronin Cran, or Broken Cran, a name he earned from his famous broken greatsword, was a masterful knight in the service of Jaret, King of Storms, until his dishonorable discharge and subsequent flight by night.
A simple revenant. Emberskulls are essentially flame made flesh; they can be given basic instruction through arcane rites, but are otherwise incapable of any kind of advanced reasoning.
A drowned witch of the northern coast duchy of Tristin. Tristini witches were never the hexers and cursers their enemies claimed them to be, but were certainly practitioners of elemental magics.
Putrescent lord of the Mire of Stench. This hideous, foul creature is said to have emerged from an alchemical experiment once conducted by a Woodswraith alchemist with more ambition than caution. The creature was small at first, but upon eating its creator, not only did it grow, but it learned of its love of human flesh.
A bud birthed by That Stench Most Foul. Stenchpods are more like hair or fingernails than eggs: they're semi-sentient creatures shed that are discarded by their host to eventually die off.
A drowned bandit, infested with Grayrot. Grayrot tends to inflict entire communities, and every community reacts to it a bit differently. The Lepris bandits invented an entire religion around the affliciton, including an invented backstory for their appointed god, a complex system of sin and atonement, and unspeakable ceremonies.
Saira, one of two twins. The Witch of the Lake, guardian of the Salt Alkymancery, is a magic user of legend, an immensely powerful arcanist and alchemancer. Her black robes conceal a physical form that has been grotesquely disfigured by alchemy as obscure as it is dangerous.
A giant, lava-breathing arachnid. Bedspiders were first discovered in Devil's Maw Crater, a volcanic lava bed deep in the mountains of Markdor.
A bandit of the high seas. They killed your captain, but you alone washed up on the shore.
A reanimated human skeleton. Despite being nothing more than material set in motion by dark magic, it somehow demonstrates extreme proficiency with its Redtree Bow, peppering its enemies with flesh-searing fire arrows.
A guard of the Red Hall of Cages. Its mask bears a devilishly grinning face; these creatures would relish in taunting their prisoners.
A giant spider, aptly named for its tendency to drop on its prey. Dropspiders thrive in dimly lit caves and dungeons.
Shapeless mass of toxic, gelatinous goo.
A shadow of her former glory, the Third Lamb is the bound and broken thrall of the Untouched Inquisitor. There was a time when this hippogriff had pride, the praise of her master, and a name, but the Inquisitor saw sin in these things, and saw to it that they became sacrifices, like the Lamb itself.
A former member of the congregation of the Dome of Light, made the First Lamb by the Untouched Inquisitor, who saw sin on them. Silent and forgotten, they roam the halls, their place of solace now an eternal prison.
A well-armored axe-wielding knight. The armor these guardians bear is completely unlike any from the continents.
A precariously constructed, amphibious behemoth. A creature born of the Architect's powerful Salt Alkymancy, it is a testament to the horrible potential of the forbidden magic that created it.
Another of the Architect's salt-built abominations. Back on the continents, Salt Alkymancy is a thing of horrible fables: stories of undying sorcerers perched in storm-battered, impassable towers, molding the icy heart of the sea itself into bizarre, nightmarish thralls.
The skeletal revenant of a sorceror of the court of Quan In, Sun King of Kulka'as. These creatures were once known as wise advisors, skillful elementalists, and loyal servants; perhaps that's why they still serve their king in death.
A massive, three-faced clay thing, said in secret to house the spirit of Tam In, brother of Quan In. Rumor holds that the creature was once the size of a man, but gradually built itself up from earth, choosing to bear three faces to better allow The Three to better bestow it with wisdom. Quan In is said to have both loved and hated this monstrosity, and his reliance on a thing he so reviled could have driven him mad.
A formidable Kraekan of undefined shape. The False Jester assumed this form to lure, snare, and impale adventurers in search of the true jester.
The skeletal revenant of Quan In, Sun King of Kulka'as. He presided over his realm during an era of unrivaled prosperity, but with each year's bounty, his paranoia and despair increased more rapidly. Did it have something to do with the rumors about his long dead brother still having a hand in ruling the kingdom?
A powerful wild creature, inhumanely broken, prepared, trained and conditioned to defend the Ziggurat of Dust from outsiders.
A lesser Kraekan. The Vexing Brat bears a passing resemblance to the Arrox, though they have nothing in common.\n\nAmong sailors, Brats have the distinction of being blamed for everything, yet never seen. Leak in the hull spring up overnight? Aye, vexed by a Brat in the night, sure enough.""
A cloaked spirit of iron chains and blades. It is said that the witch that designed Hager's torment created these beings as eternal wardens to his suffering.
A Vexing Brat in its larval state. Vexing Brats are possibly the only creatures of Kraekan origin with what could be considered a life cycle: adult Vexing Brats feed on elemental energy, which they crystallize into blue egg-like things in their bellies, to be regurgitated, beginning the cycle anew.
Alasdair, True Priest of Light, Voice of Her Voice, The Untouched Inquisitor. A holy man who saw sin in what was once called the Dome of Light, he saw to it that that with sin was made sacrifice, so that the Untouched could flourish. The First Lamb was the congregation, the Second Lamb was Laineia, the Dome's Lady of Light, and the Third Lamb was Kinoa, her beloved pet.
A fierce swordsman formerly of the Askarian elite squadron known as the Blue Guard. Though the Guard answered only to Duke Garldon, the Duke was convinced by Planne the Seeker, a travelling sorceror who had found his way into the Duke's court, to allow him to use the Guard in a series of disastrous teleportation experiments.
An armored, winged guardian of the Dome of the Forgotten. When the Inquisitor purged the Dome of Light of sin, he brought with him several Hornet Steels to ensure that the newly cleansed Lambs adhered to the Inquisitor's sinless standard.
Ruler of the Red Hall of Cages. Red Lords once resembled something more like men, but as their hearts grew more sick, so did their bodies.
A hanged man, still bound. Kar'hi is said to have a law allowing any man to volunteer his life to save a condemned man, perhaps it is with this thought that these creatures are forever attempting to switch places with the living.
An abomination of alchemy. The alchemist's aim was to create some sort of love poultice, but he failed. Anyone unlucky enough to imbibe the failed product would shift into a hideous wretch, its desire for affection transforming its tainted heart into an all-encompassing eyeball.
Heavily armored mounted knight. On the continents, Dread Horsemen were a guard of brutish Dorian knights, and their tasks typically required them to maintain order in the occupied nation of Taenibir.
Heavily armored knight. A Dread Horseman on foot is still a higly formidable foe, and in the few cases when Birian rebels managed to unseat a Dread Horseman, they only successfully disarmed and captured one.
A salt-built creation. The Architect created these creatures as autonomous sentries to keep watch over her Salt Alkymancery.
A construct of the Ziggurat of Dust, likely crafted by Tam In, in his image. Its writhing body is that of a minor Kraekan, but because it is housed in clay and sealed by magic, it takes on a less malevolent role, doing little beyond tirelessly protecting its creator.
An ironclad guard to a sanctuary; these guardians are summoned to defend sanctuaries from desecration.
Personal guardian of Kaira, the Architect. Salt Alkymancy is an incredibly difficult practice, and the Unskinned represents the the culmination of Kaira's formidable skill.
Kaira, one of two twins. She is an unmatched wielder of Salt Alkymancy, crafting the sea itself, poisoned with the life force of a myriad of souls, into abominations of her own twisted design. Order allows life to cycle through the sea, with birth, death, as threads in the grand tapestry of ocean; Salt Alkymancy is an unnatural perversion of this order.
A misshapen, cave-dwelling brute. The magical lanterns they bear are somehow able to blot out the lights of men.
An otherworldy shadow of the salt of man. On this island, when a man dies and no monster is able to claim his salt, his death may leave behind a shadow. The Saltbat is the form that shadow takes.
A heavy suit of armor given autonomy through Salt Alkymancy. The Architect's saltless thralls are tasked with retrieving good metals and materials for ther master, but the Architect herself is the only one capable of fusing matter with the eternal essence of Salt, drawing deeply from the souls the sea holds to construct each and every Alkymancery Knight.
Salt-built creation of the Architect. Things of Arms act primarily as collectors for the Architect, though they're simple enough to become frequently distracted and lost.
An ethereal spirit. It may be the spirit of Executioner Erlang, or that of his son, Kuchet, but it doesn't really matter: both are spectral slaves with no identity, imprisoned forever by an otherworldly desire to possess the executioner's axe known as The Coveted.
A strangely sharp stone executioner's axe. As the legend tells it, a royal executioner received it as a mysterious gift, and immediately took a liking to it. Power in the kingdom shifted, and before long, the executioner had used his axe on the entire royal family. Power shifted further, and the executioner became king. But the executioner never resigned from his grisly station, and the axe was well fed, though never satisfied.
A winged Swampspider.
Pitiful creature of flesh and rags, thrall of the Architect. Kaira, unmatched in Salt Alkymancy, constructed a company of salt-built creatures to guard her and aid in her research. The Saltless are designed to be always desiring salt, forever unable to consume it.
A Kraekan soul. The being that is the Gravewalker is actually the glowing green sprite in the center of the creature; the soul wields stone from the Crypt of Dead Gods as a body of sorts.
An ancient guardian. Crypt Keepers are the silent sentinels of the Crypt of Dead Gods, wielding iron will against unwelcome invaders and unruly residents alike.
A former member of the choir of the Dome of Light, made the First Lamb by the Untouched Inquisitor, who cleansed the Dome of sin.
A greater Kraekan, Lord of Storms, keeper of the Crypt of Dead Gods. Ever since man discovered travel by sea, sailors have feared this monster, who wields devastating storms with ease, sending sailors and kings alike to icy graves beneath the sea.
A child of a king. Children of nobility are privileged to wear porcelain masks, and never to be seen in the presence of their elders without them.
The Lord of this island. Possesses incredible power over time and space, but is mortal, fallible, and forever cursed by insatiable greed. The candelabra he bears may indicate the thing he covets most: a candlelit spirit, unattainable to saltborn.
A violently executed witch of the northern coast duchy of Tristin. When the pretender Duke led his infamous witch hunts, many innocent women were bound and scattered," as the execution method is called."
A gruesomely executed knight. Carsejaw the Cruel had many enemies, and when the people rose up in rebellion in attempt to end his years of brutal inquisition, he made grim examples of its leaders, executing knight and horse together.
Admont, pretender Duke of Tristin, bastard son of Marquis Laborn. He claimed to have many enemies, and for a time, the people truly believed him, rallying behind him in his efforts to rid the duchy of witches and conspirators.
Murdiella Mal, the insectoid Kraekan, the Murderfly, the Queen of Moonless Sky. She exists partially in the ethereal fabric of fire and sky, her tendrils weaving in and out of the celestial realm.
A giant, well-armored undead creature. It bears a greatsword and some armor, but it's almost tragically clumsy with both, like it was once a god of sorts, but has since been reduced to a shambling shadow of its former self.
A giant, undead creature. It is adorned in gold and carries a great scepter, like some gross perversion of royalty.
A giant, floating, undead creature. She bears the scraps of a violet robe, and carries a large, leather-bound tome.
A ragged, drowned marauder. As if the sea wasn't treacherous enough already, gangs of marauders raid and plunder poorly armed merchant ships, scuttling boat and killing crew when successful.
A drowned Night Raider, rotted by time and weather. The Night Raiders are such a fearsome troop; that they could be reduced to shambling fodder such as this is a testament to the fleeting strength of man.
Drowned knight clad in shimmering metal plate in the style of the Tristini Royal Guard. This island holds a myriad of trapped peasants, scholars, knights and nobles, and they're all drowning together.
Although never having children of their own, Mother Merles have many characteristics of over protective mothers. She considers any creature unfortunate enough to fit in her cage her child and desires to keep them close to her forever, whatever state of living or dead that may be.
A ravenous, tentacled Kraekan. The Mimku are experts of camouflage, capable of convincingly disguising themselves as a variety of inanimate objects. Unfortunately, the Mimku on this island learned fairly quickly that mimicking an enticing chest is the surest way to get fed.
Class 1 Heavy Macefighter
Class 2 Heavy Macefighter
Class 1 Berzerker
Class 1 Assassin
Class 1 Channeler
Class 1 Cleric
Class 1 Archer
Class 1 Marksman
Class 4 Heavy Macefighter
Class 5 Heavy Macefighter
Class 3 Heavy Macefighter
Class 1 Defender
Class 1 Hunter
Class 1 Pikeman
Class 2 Pikeman
Poultice Pouch
Fortified Strength
Bolstered Dexterity
Aged Wisdom
Enhanced Magic
Augmented Endurance
Phial Sleeve
Class 1 Light Armor
Renewed Will
Class 2 Channeler
Class 1 Magic User
Class 2 Magic User
Class 3 Magic User
Class 4 Magic User
Class 1 Heavy Armor
Class 2 Swordfighter
Class 2 Defender
Class 2 Heavy Armor
Class 2 Berzerker
Class 4 Assassin
Class 3 Defender
Class 5 Assassin
Class 3 Swordfighter
Class 3 Hunter
Class 2 Archer
Class 3 Archer
Class 2 Marksman
Class 5 Light Armor
Class 2 Cleric
Class 3 Berzerker
Class 3 Heavy Armor
Class 4 Heavy Armor
Class 4 Light Armor
Class 5 Heavy Armor
Class 3 Cleric
Class 4 Cleric
Class 4 Berzerker
Class 2 Light Armor
Class 4 Swordfighter
Class 4 Archer
Class 3 Pikeman
Class 3 Channeler
Class 4 Channeler
Class 5 Archer
Class 3 Light Armor
Class 3 Marksman
Class 4 Hunter
Class 2 Hunter
Class 3 Assassin
Class 4 Marksman
Class 5 Marksman
Class 2 Assassin
Class 1 Reaper
Class 1 Magus
Class 2 Magus
Class 3 Magus
Class 4 Magus
Class 5 Magus
Class 5 Channeler
Class 5 Berzerker
Class 5 Hunter
Class 4 Defender
Class 5 Defender
Class 2 Reaper
Class 3 Reaper
Class 5 Cleric
Class 5 Swordfighter
Class 1 Gunner
Class 2 Gunner
Class 3 Gunner
Class 4 Gunner
Class 4 Pikeman
Class 5 Pikeman
Class 4 Heavy Swordfighter
Class 5 Heavy Swordfighter
Class 4 Reaper
Class 5 Reaper
Class 5 Heavy Berzerker
Having reached accord, the 16 knights of no banner were ready to embark on their quest. But first, a symbolic gesture would occur." -Annals of Grimsen, pg. 17."
The Dorian ambush party gave every man among them the choice: death or slavery. Ox'fal's heart longed for death, but choosing slaving gave him a third option: revenge." -The Oreisian, pg 17."
Kuara had been at work in the mines much longer than Ox'fal, and she saw the fire in his heart immediately. Spirits were quickly crushed here, but his burned unnaturally bright." -The Oreisian, pg. 32."
Mina swung her mace backhanded toward the iron helm of the last Night Raider standing, but he shifted to bring up his abomination-crested shield, deflecting her blow in a furious shower of sparks, using the staggering momentum to thrust his own blade through her chest." -The Pencen Pilgrimage, s. 28."
The diligent shadow plunges her dagger beneath the ear, forcefully pulling across the throat to the other ear, showing a great mercy." -Mierdre's Black Book, pg. 165."
A conduit has the following properties: it must adhere to the shape of a rod, it must be longer than an arm length, and it must be made of or weaved in magically attuned material." -Tiching Codex pg. 12:17."
In most circles, Devara was esteemed as the mother of all gods, commanding the greatest shrines and most devoted clerics."\n-Pantheonus 2:1"
Quick as a flash, she loosed an arrow, and the feral wolf fell, limp as a toppled target dummy." -Yu'larandra 2:12."
When blade meets crossbow, a well-equipped shadow becomes a well-rounded tool in the trade of death." -Mierdre's Black Book, pg. 61."
The guards, full of fear, reached for their spathas. But Ox'fal, channeling the Heart of his namesake the Arrox, charged their post, maul in hand. Channeling the Heart of the Tornado, he whirled fiercely, crushing the face of the closest guard such that his eyes were forced from his skull." -The Oreisian, pg. 122."
Ox'fal's slave army finally crested Redstone Ridge. The encampment that came into view below them was exactly what he had feared: dozens of tents and campfires, hundreds of troops, and the Dorian standard. But Ox'fal had something greater: The Heart of Fire." -The Oreisian, pg. 156."
They were naught but pure focus. Blistered hands and aching muscles became light as feathers and smoke as Ox'fal centered his mind on the three Hearts: the Tornado, the Arrox, and the Flame." -The Oreisian, pg. 65."
Vaskal's shield was wrought of Dorian metal and decorated with a glittering crest." -Defernamany 1:16."
Once upon a time, a very small and skinny silver cat sought shelter from the harsh elements under a simple wooden box. The box only kept out some of the rain and wind, but it was better than nothing." -The Cat King, pg. 2."
Aldrek donned his magnificent black metal plate, fastening his heavy leather belt over his blue quilted surcoat. He slipped his large hands into articulated metal gauntlets, placed a metal helm upon his head, and hoisted his great halberd on his shoulder." -The Crimson Quell, para. 1."
Umali, crown princess of Markdor, future Chair of the Council of Steel, was a girl of 11 years. But Dorian girls of high station were very much the opposite of those from the southern continents, practicing the martial arts well ahead of the noble arts, excelling in duelling and marksmanship, not dancing and bowing." -The Crimson Quell, para. 6."
Though arrows and blades had pierced his flesh, a quick quaff of the flask given him by the old crone gave him strength anew." -Defernamany 62:3."
Most modern medicines trace their roots back to Kadanian Rojiella, or Red Grass, a furry, fernlike grass plant known to grow in the most poisonous corners of Kadanian swampland. Red Grass is extremely bitter when chewed, but can be made palatable by grinding with mortar and pestle and mixed with sweet cider." -Chauncy's Medicine, s. 2."
Vel Karam was spoken of\nIn tones of quiet fear.\nThe tongues would change from town to town\nThe details never clear."\n-The Tale of Vel Karam, Stanza 2"
What follows is the Prophecy of Burning Clouds, a vision of Kira the Blind, seer of Kens and Greenfarm, a village in the region of Liven." -the Burning Clouds, 1:1"
Gilfoy, the Wall of Steel, may have once cleaved through a hundred men, but Malthis' finesse with the dagger was unparalleled, and it surely found its home between sections of Gilfoy's heavy plate, in the pit of his arm." -Malthis 16:2."
He was the captain of the Ironforged Guard, tasked with protecting the Dorian crown princess Umali, future Chair of the Council of Steel. Four hours a day he would train with blunted weapons in the yard, and 12 hours a day he would spend keeping watch in the castle's royal wing." -The Crimson Quell, para. 2."
Suddenly, an assailant lept from behind a doorway! The black-cloaked figure bore a wickedly grinning wooden mask stained as black as his cloak, and wielded a curved dagger in his bloodstained hand. He lunged at Aldrek with a shriek, his dagger flashing in the torchlight." -The Crimson Quell, para. 10."
High upon a silver tow'r\nAbove the blighted trees\nThe legacy of Vel Karam\nDwel't in mystery."\n-The Tale of Vel Karam, Stanza 1"
He would be waylaid by bandits and sold as property to a sorcerer of blood magic." -the Burning Clouds, 1:5"
Medicine through poultices and salves, as differentiated from medicine through divine channels, has long been practiced by healers and sages since the time before writing." -Chauncy's Medicine, s. 1."
They carried with them provisions for 30 days' travel, 18 poultices of mending, and other linens and salves as recommended by Zenia the Healer." -Annals of Grimsen, pg. 18."
‘More nails again today?' he asked.\n‘Not today, son. A new order came in, swords. War is coming. Let's get to work.'"\n-The Smith's Apprentice, pg. 11."
Eggari slashed the throat of one,\nAnother he impaled.\nOpening a third and fourth\nThe ground grew wet with red."\n-The Tale of Vel Karam, Stanza 24"
In time, the lesser gods of the Old Pantheon fell in stature, and the vast majority of codified Old Pantheon worship simply fell under the umbrella known as Devara's Light."\n-Pantheonus 2:2"
For a time, the man and the silver cat kept each other warm. The shack kept out most of the rain and wind. But soon, the man fell ill and could no longer leave his bed. He could no longer leave the shack." -The Cat King, pg. 4."
The New Gods, also known as The Three, emerged through monarchy and dynasty. Devara's made equal with that of two new dieties drawn from Askarian royalty: The King and The Knight, divine incarnations of Askarian men."\n-Pantheonus 2:3-4 "
A haggard and worn-looking man saw the silver cat, and the cat looked quite cold. He brought the cat back to his shack so they could keep each other warm. Perhaps good fortune would befall the man." -The Cat King, pg. 3."
For vigorating medicine, Dorians prefer Leuryte Crystal, mined in the mountains of Markdor. Delicately mined with great difficulty, the crystal is easily crushed, disintegrating and absorbing into the skin of whomever crushes it." -Chauncy's Medicine, s. 11."
Deceptively similar looking to Kadanian Red Grass is Kadanian Blue Grass, though its physiology is completely different from Rojiella. Blue Grass, sometimes known as Moon Grass, is actually the frond-like extensions that grow on cave fungi known as White Aziema. The base of the Aziema is actually highly toxic, but the fronds are extremely vitalizing." -Chauncy's Medicine, s. 8."
During The Three's rise of in popularity, mages and arcanists from Askaria and Liven began establishing a science around the art of channeling the elements of Fire and Sky, eventually forming Citadel, a stone tower deep in the woods of Liven."\n-Pantheonus 3:1"
The words that follow detail the 192th ranging of the Coats 'n' Talons, Redbrow division of Liven, as carried out by me, Karmen Cran, division captain. I do hereby swear that all of the things I have claimed and chronicled below are true to the best of my recollection." -The Foley Knoll Horror, s. 1."
The will of man is like a stream flowing with water." -Carvan 9:7."
And when he'd slaughtered every ghoul,\nDown to the last man,\nThe living folk did tell the tale:\nThe Tale of Vel Karam."\n-The Tale of Vel Karam, Stanza 53"
And in the sorcerer's hut, which hid in a mire feared by careful men, the sorcerer would make rituals of blood magic and Salt Alkymancy, perversions of the order of life itself." -the Burning Clouds, 1:6"
Jakeb had been an energetic youth, and the trade of smithing gave him a proper outlet to work, craft, and learn." -The Smith's Apprentice, pg. 7."
Channeling the energy held in the ethereal fabric of Fire and Sky into a conduit is a technique requiring masterful attunement, not unlike reaching in a direction other than up, down, left, right, in, or out." -Tiching Codex pg. 12:5."
The arcana, codified by the Elders of Fire and Sky, detail the methods and practice of the formidable wielder of the supernatural." -Tiching Codex pg. 1:3."
Use of poison is controversial to some, but the makers of this guide take a stance opposed to poison used in secret (through food and drink), and obviously in favor of poison used in combat." -The Poisoner's Field Guide, para. 2."
The actual conjuration of magic is split into two categories, defined by their methods of conjuration: spells and incantations." -Tiching Codex pg. 5:13."
An incantation requires only the spoken word to be conjured, provided the conjurer possesses the proper elemental link to the etherial fabric of fire and sky." -Tiching Codex pg. 20:3."
They showed no sign of age or rot\nBut twitched with life arcane.\nTristini, Kadanian\nPresent all the same."\n-The Tale of Vel Karam, Stanza 32"
Tartilia, goddess of the dead world,\nand Devara, goddess of light."\n-Pantheonus 1:15-16"
So villages from near and far\nGrew in a dismal shade.\nGenerations bore the mark\nThat Vel Karam had made."\n-The Tale of Vel Karam, Stanza 10"
Incantations require complex focus of both mind and body: the fabric of Fire and Sky is more difficult to grasp with no conduit, but the highly attuned mage can feel its threads in all things." -Tiching Codex pg. 20:5."
‘I'll need good metal to make a piece like that,' he said. ‘Dorian steel, nothing less.'" -The Smith's Apprentice, pg. 13."
And young Eggari practiced well\nAnd grew into a man:\nA swordsman fierce, a dueler,\nDespite his missing hand."\n-The Tale of Vel Karam, Stanza 16"
Third was Kert, son of Kormen. He cherished little more than his hefty Kureimoa, which he named Slaughtersong." -Annals of Grimsen, pg. 21."
He ran without stopping, down the hill, past the hanging tree, over the soggy gulch, through the great wooden gate. He arrived sopping wet, brimming with excitement and resolve." -The Smith's Apprentice, pg. 19."
All of his tools were laid out before him: his tongs, chisels, punches, hammers, and bits." -The Smith's Apprentice, pg. 8."
Drawing steel with fencing hand\nEggari faced the threat.\nThe one-arm'd hero scann'd the trees\nThe brigands number'd 10."\n-The Tale of Vel Karam, Stanza 22"
The hero's name was Eggari\nOf Nort Hamero clan.\nHe bore the evil witch's work\nEggari's missing hand."\n-The Tale of Vel Karam, Stanza 14"
Green, green, so the Sky of Bog. So fervid the allure, such a turgid whirly world." -The Codex Malifinent, pg. 5."
That Vel Karam became a tale\nHad muddied history.\nBut men who told the tale agreed\nShe was born of the sea."\n-The Tale of Vel Karam, Stanza 4"
The beast had left her with wounds, and some were not shallow. But she crushed red grass in her mouth, filling her wounds with some, and consuming the rest. Healing from within, healing from without." -Yu'larandra 2:17-18."
Bloodied, but yet resolute,\nand under light of moon,\nHe tended scrapes and minor wounds\nHis journey could resume."\n-The Tale of Vel Karam, Stanza 27"
Blessed with the memories of a thousand noble warriors, Vaskal's shield became his iron warden." -Defernamany 13:4."
Mina lowered her shield. The fire had vanished, and the dust was clearing. The body of Bel lay motionless in the center of the scene, unscathed save for the bolts in her back. A starburst of ash, debris, and charred, still bodies, footmen and peasants alike, extended out from where she lay." -The Pencen Pilgrimage, s. 48."
Jakeb set about measuring Leonworth. The armor was to perfectly articulate to match its owner, from shoulder to ankle and every finger and toe in between." -The Smith's Apprentice, pg. 15."
He didn't only keep watch; he listened. From beneath his motionless plate, behind those expressionless eyes, he saw, heard,processed, sorted, and analyzed every morsel of information that happened across his station." -The Crimson Quell, para. 3a."
But Eggari would not be thralled\nby guile or charm or trick.\nBold and steeled, he plunged his blade\ninto the witch's neck."\n-The Tale of Vel Karam, Stanza 42"
When the world burns, it will not be by the hands of kings or gods or demons, but by the hand of a shunned assassin." -the Burning Clouds, 1:2"
The spire's gate was mir'd in thorns,\nTwisted and entangled.\nEggari hacked at branch and thistle\nHot with righteous anger."\n-The Tale of Vel Karam, Stanza 29"
And in undeath, by salt not of this world, he would gain mastery of blade and body." -the Burning Clouds, 1:12"
Flaming arrows arced like lightning through the forest, but he was quicker, and his shield shone brighter." -Defernamany 45:6."
The light left Mina's mace. She fell to a knee and coughed a fine cloud of blood. \n‘Take the blade,' she croaked to Doramin, who had dumbly watched the skirmish unfold." -The Pencen Pilgrimage, s. 32."
Though he would have neither practiced nor studied, in undeath he would become swifter and more deadly than the most decorated Tristini swordsman." -the Burning Clouds, 2:1"
Aldrek nodded to Mans, a fellow Ironforged Guard, and both entered the princess' chamber. She was safe in bed, slightly stirring in her sleep. He breathed a sigh of relief." -The Crimson Quell, para. 7a."
For a time, the silver cat dutifully chased mice from the adjudicator's home, but sooner than not, the mice were all gone. Having no more need for a cat, the adjudicator kicked the cat out." -The Cat King, pg. 8."
His journey took him through the woods\nThrough valleys so abyssal.\nThe nights were fraught with dreadful sounds\nThe days were not less dismal."\n-The Tale of Vel Karam, Stanza 18"
Her skin, at first so young and fresh,\naged before his eyes.\nFast decrepid, wrinkled, gray,\nLeaking wicked life."\n-The Tale of Vel Karam, Stanza 44"
The king brought the silver cat back home to his castle and married the cat in a secret ceremony, lest he become the subject of ridicule. But when the cat did not turn into a human princess, the prince grew angry and tried to kill the cat." -The Cat King, pg. 12."
And so the council of clerics and paladins of Devara discussed their options. Kneeling to the Askarian crown was out of the question. Fighting the envoy could doom the city." -The Pencen Pilgrimage, s. 5."
The Askarian noble sat straight in his saddle, clad in shimmering gold-trimmed plate, a smirking picture of smugness.\n‘We've come to collect in the name of Ericho IV, descendent of the true king.'\nAn aged cleric emerged from the paladin phalanx. Mina knew the woman simply as Bel.\n‘Collect what?' Bel demanded." -The Pencen Pilgrimage, s. 40."
Suddenly, Ardiana gasped. In the woods, in the flicker of campfire, there were faces. A dozen faces. More. A hundred. The woods were alive, and they were not pleased." -Annals of Grimsen, pg. 71."
Vaskal was strong as well, strong as any man of the Ironforged Guard." -Defernamany 1:17."
In the day, gnarlends hide high in trees, twisting their writhing, misshapen appendages among the branches, rendering themselves almost invisible. There they draw from the trees' life force, basking in sun. They do it to replenish themselves, so that when night falls, they're ready to hunt." -The Foley Knoll Horror, s. 12."
The two stood motionless behind the rocky ledge. Mina's face burned with fury, and Doramin's eyes pleaded that she stay still. They were outnumbered and outmatched. But the righteous fire of a paladin is a difficult thing to quench. Mina charged." -The Pencen Pilgrimage, s. 19."
Our expedition began on the fourteenth day of the month of harvest, in the year of Olaresh 472. The purpose of the ranging was to track, hunt, and eliminate gnarlend constructs that had been terrorizing smaller villages to the northeast of Liven." -The Foley Knoll Horror, s. 2."
Weapons can even be carved from Kadanian tarvine, the tropical liana from which Pessmud is harvested. Tarvine weapons are permanently poisonous by nature, but the user must mind he properly wraps the hilt, lest a nick or scrape in his hand causes his weapon to turn against him." -The Poisoner's Field Guide, para. 7b."
I drove the bait hoist into the ground, making a fixed sentry of our friend the meat. Then I unclasped my whip, a razor sharp blade-tipped steel chain weapon, and lashed it at the monstrosity." -The Foley Knoll Horror, s. 22."
His station would be that of a servant in scullery, and his days and nights would be spent scrubbing pans and poisoning rats." -the Burning Clouds, 1:3"
The brigand camp was noisy, and the air was smoky. Her arrows were silent, swift, and sharp as razors." -Yu'larandra 4:101."
She kept watch over the camp for 31 days. Her sustenance was game: rabbit, squirrel, and deer. She made no fires, eating her game as the animals do." -Yu'larandra 13:222."
Not long after falling ill, the man died. Some time after his death, a little old lady that was out picking mushrooms happened upon the shack. She found a small silver cat who looked lonely, so she took the cat home to her cottage to keep her company." -The Cat King, pg. 5."
A table by the chest held some of our crossbows, but they looked to be in poor shape." -The Foley Knoll Horror, s. 51."
And he will ascend the towers of metal and light, and he will slay the practitioners of blood magic and Salt Alkymancy, and he will slay their thralls and constructs." -the Burning Clouds, 3:4"
A crossbow that Eggari built\nHe used in hunting game,\nAnd mushrooms, wild berries, roots\nHe gather'd to sustain him."\n-The Tale of Vel Karam, Stanza 19"
In one town a hero grew\nNot knowing full his fate.\nHe'd practice parry, thrust, riposte\nWhile not at hoe and spade."\n-The Tale of Vel Karam, Stanza 13"
Arrows flew from every side\nBut wither'd at his mail.\nAnd he became a whirlwind\nof blades; a bloody gale."\n-The Tale of Vel Karam, Stanza 23"
Dodging dirk and wooden club,\nHe hewed and hacked and sliced.\nAn ear, a nose, an arm, a leg\na hand still clutching knife!"\n-The Tale of Vel Karam, Stanza 25"
Oemar, god of the harvest,\nPyrabella, goddess of fertility,"\n-Pantheonus 1:7-8"
Healers of Fire and Sky, ever important in a stone tower fraught with flame-slinging acolytes, do call on some divinity to mend and heal, but they attribute this ability to a celestial element that must exist between Fire and Sky."\n-Pantheonus 3:5"
For a time, the silver cat kept the heiress' children happy. But as the children grew, their interests shifted from toys and games to hunting and courtship, and they grew bored of the cat." -The Cat King, pg. 10."
She put her full weight into driving her spiked mace into the Night Raider's face. It connected with a sick crunch of metal and bone, lodging itself in the eye slits of the Night Raider's helm." -The Pencen Pilgrimage, s. 21."
King Ericho the Austere and Sir Amar the Proper are credited with uniting all of Askaria, a decades-long conquest that began under the King Ericho's father, Relon the Bear."\n-Pantheonus 2:5"
The woods between Liven and Remetia were filled with dangerous beasts and marauding tribes, but Mina was more concerned with Askarian scouts." -The Pencen Pilgrimage, s. 15."
The ground was strewn with burning bodies, and the air was thick with smoke. Some figures still stood, shrieking, dancing, desperately trying in vain to fight off the flames. I wasted no time, grabbing a rusty cleaver from the table and hacking away at anything that still stood." -The Foley Knoll Horror, s. 49."
Askaria's successful campaigns of war and conquest led to The Three becoming the most universally held gods, though forest tribes in the eastern continent are known to still hold the ancient tribal gods, which now fell under the monicker of Stone Roots."\n-Pantheonus 2:6"
Mina and Doramin returned to the path to find the group in disarray. Men, women and children were running north, faces masks of fear, with some worried looking paladins and clerics among them, while other paladins and clerics hurriedly headed toward a crowd that was forming to the south. In the crowd were banners to the new gods. Mina and Doramin ran toward the banners." -The Pencen Pilgrimage, s. 37."
‘Lift with your legs,' chided Kuara. ‘You need a strong back, not a broken one.'" -The Oreisian, pg. 40."
Quickly, they moved back toward the main path. If Night Raiders were in this part of the woods, they were probably on the hunt elsewhere as well." -The Pencen Pilgrimage, s. 36."
In the rainy darkness, Jakeb could tell the huddled figure was a man, and that man was gravely wounded. He hurried forward, still mindful of his surroundings, only to discover that the victim was someone he recognized: the knight, Leonworth!" -The Smith's Apprentice, pg. 16."
Rounding a corner, Aldrek came across a scene of carnage: Popin, the squire, lay contorted in a pool of blood, his head almost completely severed at the neck. Next to him was Yarmal of the Guard, bloodied and hunched against a marble column, his face a motionless mask of ivory. Yarmal was a superior fighter, but he looked to have taken a blade to the lung." -The Crimson Quell, para. 9."
We embarked on the Greengrove Trail, heading northeast from Liven. We would travel three days' time northeast, then head directly east into the woods to track gnarlends along Cliffendell Crag." -The Foley Knoll Horror, s. 5."
Mina charged the remaining opposition, flanked by her fellow warriors of Devara. Most of the arbalesters had already loosed their bolts in the confusion and were now struggling to reload their weapons, and to a man they were mercilessly crushed under the paladins' spiked maces." -The Pencen Pilgrimage, s. 49."
3 days of marching forth again\nthe spire loomed ahead.\nEggari knew just what it was:\nThat wicked witch's stead."\n-The Tale of Vel Karam, Stanza 28"
With supplies and stocks for 7 days' journey accounted for, the group vanished into the moonlit night. They had embarked on what would be known the Pencen Pilgrimage." -The Pencen Pilgrimage, s. 10."
Passing around a rocky ledge, Mina first heard footsteps, then the crisp sound of plate. It was as she feared: Askarian scouts were pursuing them. But how many? And to what end? She signalled to Doramin, and both froze in their tracks. And what she spied ahead chilled her to the bone." -The Pencen Pilgrimage, s. 17."
The armor was heavy, but Jakeb was not only stout and lean from days of smithing, but his trade had given him priceless experience at deftly donning and wearing plate." -The Smith's Apprentice, pg. 22."
So in night he would visit death upon the sorcerer of the mire, setting fire to his hut of and the grim things it held." -the Burning Clouds, 2:4"
Mina swung her mace at the crippled knight as he pitched past her, connecting with the back of his helm. He fell limply forward, collapsing in the leaves." -The Pencen Pilgrimage, s. 31."
The rotted stumps were spreading quick\nand took most unaware,\nA lucky few took blade to flesh;\nthose lucky few were spared."\n-The Tale of Vel Karam, Stanza 49"
Baskets lined the floor below\nAnd twine was strung in banners.\nPiled in baskets, strung in twine\nWere scores of sever'd hands."\n-The Tale of Vel Karam, Stanza 35"
Not long after the auction, a widowed heiress called upon the adjudicator in his home. But he was nowhere to be found! She found only a large silver cat. Looking for a companion for her children, she brought the cat back to her large estate." -The Cat King, pg. 9."
For a time, the little old lady and the silver cat kept each other company. The cottage was warm and kept out all of the rain and wind.The old lady grew older and soon could no longer leave the cottage." -The Cat King, pg. 6."
Still, no man wants to face down a gnarlend. Something about their faces is haunting, terrifying, and paralyzing. I've heard of steeled men, armed to the teeth, yet frozen in their tracks at the sight of a gnarlend. Overwhelmed, devoured. If anything should get you moving in a showdown with a gnarlend, it's this: if they get you, they'll eat your eyes first." -The Foley Knoll Horror, s. 10."
And when she travel'd to your town\nYour harvest would be bless'd.\nAnd not a copper would she take\nShe'd ask only for rest."\n-The Tale of Vel Karam, Stanza 5"
The torches they bore made them better bait, illuminated our view ahead, and kept us hidden in shadow. We'd also slather them in the fluids of a dead rabbit for good measure." -The Foley Knoll Horror, s. 15."
We cautiously made our way to Cliffendell Crag, attempting the whole while to spot any gnarlends who may have been hidden themselves carefully. Our search was fruitless, unsurprisingly, but we reached the crag and made camp in good time. When night fell, the hunt began." -The Foley Knoll Horror, s. 13."
‘All followers-' she started, but in that moment an arbalest bolt streaked through the air, piercing her in the back. Two more followed, striking next to the first. She fell to the ground." -The Pencen Pilgrimage, s. 46."
Wiping sweat from his brow, he smiled at Mina. \n'We'll make camp at sundown, yeah?' he asked.\n'We'll have to,' she replied. 'The peasantry are on their last legs. But the more distance we can make, the better.'\nDoramin nodded." -The Pencen Pilgrimage, s. 13."
Ironclad and bearing shield and sword, Jakeb set out to the East, to adventure. The dying knight's wishes would be honored." -The Smith's Apprentice, pg. 23."
Beyond the rocky ledge were four knights of the Askarian elite combat squadron: the Night Raiders. They each wore a black cloak over heavy plate and wielded a sharpened spatha. On each of their backs was a silver shield bearing the crest of the new gods." -The Pencen Pilgrimage, s. 18."
There were no tracks around the hewn trunk, but it gave us some clues to go on, as well as confirmation of our quarry." -The Foley Knoll Horror, s. 11."
He ran as fast as he could back to the smithy. He was excited and terrified all at once. Could a boy of his station really be of use to a knight?" -The Smith's Apprentice, pg. 18."
I need not tell you what happened to the king but it is said that a great silver cat still resides in that castle: a ruler of the land, feared by all. To this day, the castle stands unoccupied and the villagers bring tribute to the landing of the castle, lest a cat come home with them." -The Cat King, pg. 13."
Cold damp stone, overgrown,\nSmear'd in ancient grime.\nEggari set foot on the stair\nAnd steadily he climbed."\n-The Tale of Vel Karam, Stanza 30"
Perhaps the most malicious aspect of Brownvapor bottling is the byproduct: shattering a Brownvapor flask not only produces a cloud of tarvine-tinged gas, but the rapid vortex of expanding and contracting gasses is able to revitalize the dried Cytoplasm flesh, producing a living, horrible Poison Cytoplasm." -The Poisoner's Field Guide, para. 10."
And he would meet death early, but not by ordinary means." -the Burning Clouds, 1:4"
He knew that Clark's nephew Tibs owed coin to the Court Hollows ruffians, for instance. And he knew that Count Emerel had been spreading favors outside of the official court in hopes of garnering support. But he never saw the Crimson Quell coming." -The Crimson Quell, para. 3b."
The Old Pantheon contained 12 gods, typically:\nDiadel, goddess of sky,\nAzredak, god of bloodletting,"\n-Pantheonus 1:5-6"
And when she'd been gone 13 days\nA gray mist would come down.\nAnd tragedy and misery\nWould wash over the town."\n-The Tale of Vel Karam, Stanza 7"
The flame's heat had dwindled, but that's what the bellows were for. He deftly sent a few blasts of air into the fire, bracing for the satisfying roar of heat that would return." -The Smith's Apprentice, pg. 14."
Mina was a Birian paladin in the lead of the pack of nearly 800 men, women and children that would be known as the Pencen Pilgrimage. Flanked by the cleric Doramin Tolls, her close friend, she had marched for a night and half a day north through the forests that spanned the unclaimed land between Liven and Remetia." -The Pencen Pilgrimage, s. 11."
T'wasn't drought or failing crops\nAmidst the silver mist.\nBut children maim'd but left alive\nWith limbs cleav'd at the wrist."\n-The Tale of Vel Karam, Stanza 8"
In the corner, shrouded, hunched,\nRocking in a chair.\nWas it she? Vel Karam?\nSimply sitting there?"\n-The Tale of Vel Karam, Stanza 37"
The old gods remained popular in the southern continent, as well as in smaller nations, like Taenibir to the north and Kadania to the west."\n-Pantheonus 2:7"
A day into his nineteenth year\nEggari did embark.\nIn mail, with sword, pack, supplies,\nHe march'd into the dark."\n-The Tale of Vel Karam, Stanza 17"
The realm has some smaller cults and sects of some import. Sects of the old gods, for instance, often add or subtract from their accepted pantheons as tradition allows, and hold more reverence for gods other than Devara."\n-Pantheonus 4:1"
He pulled with all of his might, and the blade wrest free of her chest. The wound sprayed blood for the barest moment, and then it was gone. Mina sucked in air." -The Pencen Pilgrimage, s. 34."
The rest were taken by the rot,\nA blight so fiercely spreading,\nTheir minds, decayed and blind with rage,\nKnew naught but hunger pangs."\n-The Tale of Vel Karam, Stanza 50"
Ironically, this move led to its own codified system of faith and worship, with its own schools, clerics, tomes and songs all dedicated to extolling the will of man."\n-Pantheonus 2:10"
Markdor, the mountainous nation in the western side of the northern continent, held its own pantheon, but its rulers became increasingly antagonistic toward the petty squabblings and state-sanctioned proseltyzing of the men of gods."\n-Pantheonus 2:8"
It was four to two, and Doramin was no match for an armored knight, but Mina had the divine light of Devara at her back. She charged shield-first into the first Night Raider, sending him stumbling off balance, his blade flailing to the side." -The Pencen Pilgrimage, s. 20."
But at the first sound -- a shout amidst ringing steel echoing through the halls -- Aldrek knew. Ally would become enemy, and he would have to cleave his countryman to save his princess. But in whom should he trust? His first order of business was clear enough: protect the girl." -The Crimson Quell, para. 5."
The bitterness had curs'd him not,\nHe dwel't not in the past.\nHe'd not be victim to the crone\nHer legacy so ghastly."\n-The Tale of Vel Karam, Stanza 15"
Word had reached Remetia that an envoy of Askarian nobles, accompanied by at least three score of armored guardsmen, pikemen, and arbalesters, would soon be approaching the small city. The city's holy warriors numbered 29 battle-ready paladins and 33 clerics." -The Pencen Pilgrimage, s. 3."
Perhaps in response to Askaria's conquest for The Three, the Dorian Council of Steel declared the will of man to be greater than gods, and uniquely worthy of worship."\n-Pantheonus 2:9"
The small city of Remetia had been long loyal to the creed of Devara and the old gods. In Remetia, the Great Unification Decree was viewed as nothing more than an attempt to usurp the faith and loyalty of Askaria's subjects." -The Pencen Pilgrimage, s. 2."
Fortunately, a gnarlend is killed like any other beast, though they usually take a bit more chopping-up. They have no hearts or lungs to pierce, but destroying their heads is a sure way to kill them for good. Fire is also a hunter's best friend." -The Foley Knoll Horror, s. 9."
If a unit was attacked, the other two would retreat toward the attacked unit, careful not to expose their backs as they did so. Gnarlends did not hunt in packs or coordinate attacks, but if the bait was sweet enough for one, the others would soon follow." -The Foley Knoll Horror, s. 16."
The blades of the Night Raiders pounded at her shield, slashed at her surcoat, dented on her mail and plate, cut through her leather. But the protection of Devara held, making scrapes and bruises of what would have been deep cuts and broken bones." -The Pencen Pilgrimage, s. 26."
Three nights after the council, those loyal to Devara assembled in the night to make pilgrimage to Liven in secret. Among them were 29 paladins, 33 clerics, 716 peasants, and two nobles, now stripped of title: former Baron Erodan of Sylven and former Baroness Emiella of Orange." -The Pencen Pilgrimage, s. 9."
This world is one of beasts, and of spirits, and of man. And of all of these, the will of man is greatest." -Carvan 9:4"
Numen, god of dark things,\nGrull, god of forest creatures,"\n-Pantheonus 1:9-10"
They had broken no laws by setting out in pilgrimage, but the cruel King Ericho IV, whom they mockingly called Ericho the Envy-Ridden, would not think twice about slaughtering the lot of them from spite." -The Pencen Pilgrimage, s. 16."
The man, an Askarian by the looks of him, dusted me off and helped me to my feet. He wordlessly lumbered to the table, poured a flagon into a dented metal cup, and handed the cup to me. 'Your health,' he grunted." -The Foley Knoll Horror, s. 35."
Fourth was Garkil, the Relentless. He lacked skill at dueling, but true to his name, he excelled at skilllessly battering his foes into submission." -Annals of Grimsen, pg. 22."
It rose before them like some grim obelisk. The 16 knights of no banner were now only 7, but each man's resolve had grown only stronger. The citadel would fall, and with it, the dark arcana it harbored." -Annals of Grimsen, pg. 151."
‘Witch, I've come to banish thee to \nth'icy realm below.'\nHe raised his sword, but faltered when\na creaky voice said ‘No.'"\n-The Tale of Vel Karam, Stanza 38"
There were clues, but Aldrek was powerless to put them to use: he noted Councilman Fardrik's curious absence from the morning minutes, but he may have taken ill. Doolie Chamers, initiate to the Guard and second cousin of Councilman Fardrik, was late to morning roll, but that wasn't incredibly unusual. And a set of keys to the larder had gone missing, but that was more likely a consequence of negligence than an act of foul play." -The Crimson Quell, para. 4."
We traveled in groups of two, or two-and-meat, as we called it: two men would hoist a torch-bearing straw dummy in front of them and range into the woods, never straying far from camp. The dummies, or 'the meats,' were crude, but useful." -The Foley Knoll Horror, s. 14."
He brought his blade down viciously\nupon the ragged mass\nIt fell from chair, a pile of bones\nAnd from behind: a laugh."\n-The Tale of Vel Karam, Stanza 39"
All around me I could hear the wet, shivering thuds of gnarlends dropping from their perches. I started toward the others, but I had scarcely taken two steps when all four of them had one by one collapsed into shadows, amid human screams and unearthly, nightmarish wails." -The Foley Knoll Horror, s. 28."
Wiping dust and ash from their brows, one by one the peasants began to rise. Devara had shielded her loyal followers from the blinding column of divine vengeance, and the worst any of them suffered were some bruised bottoms and singed beards." -The Pencen Pilgrimage, s. 52."
But Aldrek's experience in the yard had prepared him well. He deftly struck at the assailant's dagger hand with the butt of his halberd and felt the unmistakable crunch of the man's forearm bone snapping, the bloody blade dropping to the floor. Spinning the halberd over his shoulders, Aldrek drove the axe blade into the man's shoulder at the base of the neck, rending him neck to spleen." -The Crimson Quell, para. 11."
I was unarmed, unarmored, and bound. I had no hope but for divine intervention. But the old gods favor my sort over cannibals and abominations; would they listen? Still as a stone, I breathed the barest breath, mouthing with the most miniscule effort the words of faith that may have meant my deliverance." -The Foley Knoll Horror, s. 41."
Reaching for the door handle\nEggari turned it eas'ly.\nThose sever'd hands, yet wreath'd in twine\nReach'd at his, but feebly."\n-The Tale of Vel Karam, Stanza 33"
Decades pass'd, the fable grew\nBut somehow she walk'd freely.\nGuileless towns welcomed her still\nSo doomed to misery."\n-The Tale of Vel Karam, Stanza 12"
The elder clanmaster then spoke to Yu'larandra: ‘you have proven yourself, now you must take a husband.' But Yu'larandra would not, for she was wed to her bow."  -Yu'larandra 5:7."
The routed brigands fled in turn\nTheir numbers now just two.\nEggari's bow was swifter still\nThe bolts he loosed flew true."\n-The Tale of Vel Karam, Stanza 26"
Arrows and bolts can remain poisoned for days. By wrapping the base of the weapons' sharpened tips in Pessmud-soaked rags, an archer may always keep his quiver full of highly poisonous arrows and bolts." -The Poisoner's Field Guide, para. 8."
They said rites and buried all of the bodies: friend and foe alike. Aside from Bel, 4 paladins, 7 clerics, and 24 peasants had been wounded too gravely to heal. Their foes' bodies numbered far more, but the Pencen Pilgrimage's numbers of fighters was quickly dwindling, while the Askarian army was virtually limitless." -The Pencen Pilgrimage, s. 54."
I drew my field cleaver and did my best to hack at the thing, but it was too quick, too shapeless, too evasive in the dark of night. I did finally see its face, when it reared up to wail at me with its gurgling, infant-like wail. Its chin dripped blood and bits of bright red flesh." -The Foley Knoll Horror, s. 26."
Doramin Tolls moved to help the paladin to her feet, but she stood of her own strength before he knew it, as if a blade had not just pierced and been pulled from her lung mere moments ago.\n‘Armor will need repair,' she said quietly. The rest may have been in danger still." -The Pencen Pilgrimage, s. 35."
A dagger is the most effective of weapnos. If an attacker stabs, slashes, or strikes, a diligent shadow my parry with dagger." -Mierdre's Black Book, pg. 164."
But not a moment had gone by\nWhen arrow struck his back.\nA shout, another, from the trees!\nAn ambush! An attack!"\n-The Tale of Vel Karam, Stanza 21"
Before I cleaved the creature's hideous head in two, I caught a glimpse of what it had done to poor Todgy's face. Of all of the horrible things I've seen, if there was just one of them that I could forever erase from my memory, it was that." -The Foley Knoll Horror, s. 27."
Applying Pessmud to the blade can be as simple as coating it with the stuff: Pessmud is sticky and thick enough that it can be effective for quite a few swings following a single proper application." -The Poisoner's Field Guide, para. 7."
Not long after, the woman died. The woman had no heir, so the cottage was to be auctioned. While taking stock of the cottage, the town adjudicator discovered a silver cat. Needing a cat to hunt the mice that plagued his home, he took the cat back to his house." -The Cat King, pg. 7."
Ajnders the Birian and Ellia Rum were strikers, equipped with glaive and javelin. Kazik Terman and his cousin Azemar would use bow and scout. And Todgy Longsmith was our chef, though he could crack a skull or two in a pinch." -The Foley Knoll Horror, s. 4."
But Bel would return to the sea. Her aged body riddled with arrows, she was taken by Devara before anyone could reach her. Perhaps she'd spent the last of her will saving the pilgrims." -The Pencen Pilgrimage, s. 53."
Imrios, god of the sea,\nEllenestria, goddess of luck,"\n-Pantheonus 1:11-12"
He was near enough now that I could smell his foul carrion breath, his grinning, yellow teeth bared. He let out a cruel, sickly laugh, raised his rusty knife to my throat, pursed his grinning lips. In my stillness, I felt a living heat welling up in my hands. Diadel! The weave!" -The Foley Knoll Horror, s. 46."
A fortnight through the woods of pitch\nHe came upon a clearing.\nIn the distance rose the spire\nHe knew what he was nearing."\n-The Tale of Vel Karam, Stanza 20"
Smiths and merchants, farmers too\nAnd the vestment-clad,\nLived full lives dismember'd still:\nShades of Vel Karam."\n-The Tale of Vel Karam, Stanza 11"
But the next morning, the body of the servant will be nowhere to be found." -the Burning Clouds, 1:9"
Magically attuned material is material that lies partially within the etherial fabric, such as saltwood, or the remains of a magical creature." -Tiching Codex pg. 12:18."
I calmly felt the weave, touched it, embraced it, wrapped myself in it. A hooded figure looked up from the table. Then another did. I had their attention now! The man seated nearest me withdrew a rusty knife from a mostly emptied torso and marched toward me." -The Foley Knoll Horror, s. 45."
The room erupted in flame. There was a flash, then wave after wave of searing, glowing heat emanated from where I stood, leaving brilliant arcs and tendrils of red and orange flame, engulfing dozens of the cloaked wretches in flame." -The Foley Knoll Horror, s. 47."
I could still feel the weave of Fire and Sky in my fingertips. Focusing on my glaive, I gently drew from the weave, somehow collecting tendrils of ethereal forces in a familiar yet alien process, building energy until my glaive glowed with celestial fire. I slashed broadly at my assailants." -The Foley Knoll Horror, s. 54."
And in this time the practitioners of blood magic and Salt Alkymancy will have enthralled most men, having built towers of metal and light that capture Fire and Sky." -the Burning Clouds, 3:3"
These are things I, Kira the Blind, have seen, seeing not things of this time, but of a time to come." -the Burning Clouds, 3:8"
Like with Rojiella, derivative breeds of Aziema fungus are used throughout the continents in vitalizing medicine. A blue moss that grows in the southern and eastern continents is blended with spiced mead to create a powerful elixir that can invigorate without excessively dulling the senses." -Chauncy's Medicine, s. 9."
Eggari coiled back in fear,\nsurveilling what he'd wrought.\nThe hands were quickly growing foul\nsurrendering to rot."\n-The Tale of Vel Karam, Stanza 46"
And so servant and cook will usher in the end of the world, in burning clouds." -the Burning Clouds, 3:7"
The stench became unbearable,\nHe left that charnel place.\nReturning from the Citadel,\nHe found his home in waste."\n-The Tale of Vel Karam, Stanza 47"
And the servant's body will be wrapped in linens and covered in balms, to preserve for burial." -the Burning Clouds, 1:8"
Gnarlends are neither living nor dead, neither human nor plant. They are nightmarishly hideous, bearing misshapen, eerily infantile faces and viny, entangled skin." -The Foley Knoll Horror, s. 8."
And in this time he will have a sister not of blood, and she will become enthralled by blood magic and Salt Alkymancy, and he will slay her in battle." -the Burning Clouds, 3:2"
Channeling Fire and Sky through a physical conduit has one alarming side effect: elemental imbalance. Fire and Sky are like two sides of an intangible dimension, and attuning oneself too heavily in one direction or the other can be dangerous, even fatal." -Tiching Codex pg. 12:20."
I remained still. The vile men dining on the remains of my countrymen continued their grim pursuit. I felt at the ropes binding my hands: tied tight. Deliver me, Diadel. Deliver me, Devara." -The Foley Knoll Horror, s. 42."
Rojiella and Aziema derivatives have even been found in strong wine. The particular techniques for preparing and fermenting these wines is unknown, as they are extremely rare and of nebulous origins." -Chauncy's Medicine, s. 12."
Brownvapor has also been seen clouding from Bloated Monstrosities, monstrous nectrotic forest thralls that are known to consume both tarvine and Cytoplasms." -The Poisoner's Field Guide, para. 10b."
Poison delivered through breath is quite complex, requiring skilled alchemy or arcane elementalism." -The Poisoner's Field Guide, para. 9."
We spotted our first sign of gnarlends not far after leaving the trail, with Cliffendell Crag only beginning to rise, still a half day's journey away. Kazik Terman spied a burnt-looking stump, and closer inspection revealed the unmistakable signs: a tree trunk rent as if by flashfire, shrouded in bits of charred, decayed flesh." -The Foley Knoll Horror, s. 6."
Like vermin they emerged from hole, hill, and thicket. And her bow felled them, to a man. Her kin, she felled them." -Yu'larandra 20:12."
‘Look at you, you utter fool,'\nShe croaked to Eggari.\n‘You've doom'd them all, the childes I took:\nOur threads of life were linked.'"\n-The Tale of Vel Karam, Stanza 45"
Poison in combat is typically delivered either through wounds, which is most typical, or through breath, which is typically more complex." -The Poisoner's Field Guide, para. 3."
Creeping into room beyond\nA place so black and morbid.\nEggari witnessed such a sight\nHe had seen naught so horrid."\n-The Tale of Vel Karam, Stanza 34"
When we had seen the first gnarlend descend, a thought had struck my mind: we're too early. Hunting gnarlends that are grounded is one thing, but the things dwell in trees! When they can drop in droves on unsuspecting hunters in the pitch of night, the odds shift dramatically toward despair." -The Foley Knoll Horror, s. 25."
And he would seek neither fame nor power, but he would seek vengeance and justice, visiting first the sorcerer of the mire, whose wicked ritual robbed him of his life." -the Burning Clouds, 2:2"
Some embraced this, holding a sort of spiritual animism as their truth. When men civilized themselves, shedding huts and furs for stone villages and linens, a common pantheon was codified: what is known now as the Old Gods."\n-Pantheonus 1:3-4"
So, on this night, we began our ranging in formation: Kazik with Ajnders, Ellia with Azemar, and me with Todgy. Todgy was perhaps the bravest chef I knew, though he was certainly the most capable with a crossbow and cleaver." -The Foley Knoll Horror, s. 17."
The product, known as Brownvapor, can be produced only through careful mixing, bottling and corking by a master alchemist." -The Poisoner's Field Guide, para. 9c."
The diligent shadow shall become skilled at climbing. The practice of the diligent shadow is as follows: without aid of feet, grasp a sturdy branch, pull oneself up until one's chin crests the branch, repeat twenty times." -Mierdre's Black Book, pg. 81."
Poisoning is an art form as old as war, and the effective use of poison is as much a mastered skill as the sword, buckler, or arbalest." -The Poisoner's Field Guide, para. 1."
The creature shrieked a hideous wail, like a screaming infant choked by its own tears, and burst into flame. But I'd missed its head, and now it wanted mine." -The Foley Knoll Horror, s. 21."
There were 6 in our party. We were each tasked with a specific role, but every man among us had been sufficiently trained in all aspects of ranging. I was to take point with whip and crossbow. " -The Foley Knoll Horror, s. 3."
And his body would be made strong by salt not of this world, for his will would become fiercer than any man, though he would lack a heart in his chest." -the Burning Clouds, 1:11"
The sky above the Citadel had become a dark, unnatural purple. Clouds shrouded the structure, intermittently illuminated by glows from the top." -Annals of Grimsen, pg. 150."
Many regard the sight of a cat to be a sign of good fortune. Most of the time, they are right. But one particular land knows only fear of cats and the trouble they bring, should one come home with them." -The Cat King, pg. 1."
The tenacious shadow must be able to remain hidden in water for great periods of time. A breathing apparatus may be built using hollow reeds." -Mierdre's Black Book, pg. 80."
So he would set into the mire, putting to the blade and to flame all evil men and wicked purveyors of blood magic and Salt Alkymancy." -the Burning Clouds, 2:6"
And his companion will be flesh made of the spirits of the sea, an agent of salt not of this world, taking form of a scullery cook." -the Burning Clouds, 3:5"
In ancient days, forest tribes held gods too numerous to mention, varying from tribe to tribe. A single tree in a single forest may be three different gods to three different tribes, and with little to no written history among them all, there was no structure to their beliefs."\n-Pantheonus 1:1-2"
In Remetia, to the north of Askaria, in the third year since the ratification of the Great Unification Decree, a council of clerics and paladins of Devara was held in secret to determine the best course of action to take against increasing pressure from the Askarian crown." -The Pencen Pilgrimage, s. 1."
So your town would welcome her,\nAn oracle of light.\nBut once their trust and hearts she had,\nShe'd vanish in the night."\n-The Tale of Vel Karam, Stanza 6"
We both froze at the sound of frenzied scratching to our right. I slowly panned our decoy toward the source of the sound, and saw it there, rapidly descending from the tree, more like a mass of spiders than a single creature. The threshing, gnarled limbs contorted and bent in rapid, unnatural motions, but its fleshy, infant-like face remained steadily fixed in our direction." -The Foley Knoll Horror, s. 19."
And his fate would be the same as of old, and he would again be captured and slaughtered, his heart taken by wicked practitioners of blood magic and Salt Alkymancy, though they would be known by different names in this time." -the Burning Clouds, 3:1"
The last Night Raider, elbow crushed to splinters within ruined plate couter, charged Mina, spatha in his shield hand. But he had not practiced offhand combat, and his blade pathetically bounced off of Mina's left pauldron." -The Pencen Pilgrimage, s. 30."
But the facts remain: I returned to Liven with a cart that carried six healthy, yet premature infants, and but those six, I left not a single soul alive at Foley Knoll. It is my sincere prayer that the lives I saved do not bear the curses of their ancestors." -The Foley Knoll Horror, s. 62."

One such sect shed the entire original Old Pantheon to favor two nontraditional gods, Gilbael, god of wine, and Arxigal, god of visions, eventually known simply as The Fool and The Prophet."\n-Pantheonus 4:2"
The lord of Remetia had already kneeled to the Askarian crown, and his guardsmen were loyal to King Ericho IV, descendent of Ericho the Austere, as well. The Pilgrimage of those loyal to Devara would have to occur in secret." -The Pencen Pilgrimage, s. 7."
Powdered Kadanian tarvine can be combined with the dried flesh of a Cytoplasm to rapidly expel foul vapors, but doing so is extremely dangerous to the alchemist producing the compound." -The Poisoner's Field Guide, para. 9b."
And though he would be of Tristin, he would wield the tachi of his ancestors' ancestors, a blade of masterful craftsmanship." -the Burning Clouds, 2:3"
Without hesitation I loosed an incendiary bolt from my crossbow. The flame bolt, ignited by the crossbow's lever mechanism, tore into the woods, finding purchase somewhere just below the gnarlend's head." -The Foley Knoll Horror, s. 20."
In the smoke and chaos, I was lucky enough to spy a chest near the door. I kicked it open; sure enough, it contained our pilfered Bloodbrow equipment. The room was acrid with smoke, but I held my breath and quickly donned a Bloodbrow helm, jacket, trousers and boots: the Devil set." -The Foley Knoll Horror, s. 50."
I burned down the whole village, and set fire to the surrounding forest; the flames would spread for miles and last for days. Everywhere were trees ridden with sleeping gnarlends. By the grace of Diadel, goddess of sky, I was able to blot out the horrors of Foley Knoll and live another day." -The Foley Knoll Horror, s. 61."
‘Formation!' I hissed to Todgy, who had already begun to retrieve our bait. But then he vanished into a writhing shadow of gnarled limbs. They were dropping from the trees." -The Foley Knoll Horror, s. 24."
A graceful shadow takes to the air to loose crossbow bolts at an attacking assailant. The graceful shadow times his attack perfectly, staggering his foolish foe." -Mierdre's Black Book, pg. 63."
I arrived at our camp at the Crag. I had hoped that the gnarlends would avoid the clearing or the campfire. Perhaps I'd stored some herbs or an icon that would terrify the damn things. But the vile monsters pursued me through the camp, tearing through tents and stumbling over bedrolls, their terrible quickness not diminishing in the slightest." -The Foley Knoll Horror, s. 30."
But they will discover that the evil that came of blood magic and Salt Alkymancy had spread into the very soil, poisoning the world to its very core." -the Burning Clouds, 3:6"
Poison delivered through wounds is a bit simple, and the actual poisons used are usually the same tried and true poisons used in food and drink. Thus the rhyme: deadly when consumed means deadly in a wound!" -The Poisoner's Field Guide, para. 4."
The effects of Red Grass are nearly miraculous: those who consume Red Grass have noted rapid mending of wounds, the disappearance of scars, and general waves of undescribable wellness. Were it not so costly to produce and harvest, this realm could expect the eradication of disease and death, as well as swarms of grass-addicted peasantry." -Chauncy's Medicine, s. 3."
The tenacious shadow must attack without relenting. An alerted foe will always wither beneath the tenacious shadow's hail of arrows." -Mierdre's Black Book, pg 101."
Oporos, god of health,\nMurlik, god of the dream world,"\n-Pantheonus 1:13-14"
Sky of Bog, eye of dog, quaff a crimson pie." -The Codex Malifinent, pg. 13."
The origin of gnarlends is a thing of horrible mystery. What we do know is this: some forest tribes will place the corpses stillborn infants inside the trunks of knotted trees, and as the tree grows, perhaps through some horrid magic, a gnarlend is born." -The Foley Knoll Horror, s. 7."
A warm peace fell upon me. It was something I'd never felt before, and would never feel again. It was like a thousand bright and chiming bells became voices, each one whispering to me. ‘Don't lose hope,' they said." -The Foley Knoll Horror, s. 43."
The staircase ended 'neath the sky:\nThe ruins of Vel Karam.\nEggari came upon a door\nWreath'd in sever'd hands."\n-The Tale of Vel Karam, Stanza 31"
A blade may likewise be plunged into the body. The ideal location is beneath the armpit, between the third and fourth rib. The victim must not be corpulent, as this may diminish the reach of the blade." -Mierdre's Black Book, pg. 166."
Said to be a mighty witch\nOr sometimes called a Kraekan.\nNecromancer, demoness\nor that which man can't fathom."\n-The Tale of Vel Karam, Stanza 3"
A spell differs from an incantation in that it requires not only the spoken word, but a physical conduit to shape the powers drawn from fire and sky." -Tiching Codex pg. 12:2."
A one-handed conduit can be more difficult to master, but frees a hand of the wielder." -Tiching Codex pg. 17:1."
They twitched and squirmed, touched and grasped\nAnd were they trying to cry?\nThe crone had not just stolen flesh\nShe'd taken bits of life."\n-The Tale of Vel Karam, Stanza 36"
The childrens' wounds were not of blade\nBut of a magic dark.\nStich'd and heal'd and clean of blood\nBy witchcraft they were marr'd."\n-The Tale of Vel Karam, Stanza 9"
Of course, wielding one conduit in each hand could never work: a verbal spell command cannot be conjured through more than one conduit." -Tiching Codex pg. 17:2."
Spirits of the sea will have rescued him, and have brought him to the sea, and have exchanged dead salt for living salt, so that his life will made new, though his heart will be gone still." -the Burning Clouds, 1:10"
Elementally attuned individuals would make pilgrimages to the Citadel of Fire and Sky. A pilgrim to the Citadel would begin his study as an acolyte, devoting decades of study and discipline toward learning, mastering, and researching."\n-Pantheonus 3:2-3"
Rarer poisons delivered through wounds, like Frostgel from Liven or Spidersting from Kar'hi, carry more exotic properties, but also fetch a much higher price." -The Poisoner's Field Guide, para. 6."
The skilled dual wielder uses blade and wand in combat, distracting foes with blade, to make vulnerable to elemental attack fro the dual wielder's conduit." -Tiching Codex pg 17:5."
And the scullery servant's chest would be hewn, and his heart would be taken, that the sorcerer's rituals could be made complete." -the Burning Clouds, 1:7"
The challenge of dual wielding lies in the feat of the mind: the dual wielder must skillfully interact simultaneously with the physical and the ethereal." -Tiching Codex pg. 17:9"
I felt as if something ethereal was softly brushing against the tips of my fingers, like a sea of feathers. The weave! The old gods had opened my eyes to the weave of Fire and Sky that surrounds us." -The Foley Knoll Horror, s. 44."
While trinkets and charms can reduce the effects of elemental imbalance, master mages actually embrace the dangerous effect, using it to amplify the power of their spells and incantations." -Tiching Codex pg. 12:27."
Pessmud is simple, effective, and cheap, and for that reason, the examples in this book will primarily revolve around the proper use and application of Pessmud." -The Poisoner's Field Guide, para. 6b."
Disciples of Fire and Sky can't be said to hold gods, new or old, as they restrict their study in the supernatural to experiments in spellcraft that can be documented and duplicated."\n-Pantheonus 3:4"
The first Night Raider reached her before the other two, but he'd mistimed his approach. Her glowing spiked mace, blessed with Devara's eternal fury, crashed across his left temple, sending him sprawling into the leaves, a trickle of blood falling from his deeply dented helm." -The Pencen Pilgrimage, s. 24."
At last, a Night Raider overreached, giving her just enough room to maneuver. She slammed her mace, glowing with divine vengeance, down on his outstretched sword arm. He fell back in a shower of sparks, grunting with the blow, then wailing in surprise. His couter was crushed, his vambrace-clad forearm bent the wrong way from his elbow at a nearly right angle." -The Pencen Pilgrimage, s. 27."
And in time he would be lost in the fire, beyond a trail of blood and ashes, lost of this time." -the Burning Clouds, 2:7"
Evasion and parrying both require expert timing, but the diligent shadow possesses this." -Mierdre's Black Book, pg. 34."
I snapped the whip precisely, and the blade connected with a violence that was as elegant as it was visceral. A fist-sized chunk of the creature's head slapped hard onto the forest floor, the rest of the miserable wretch collapsing shortly after." -The Foley Knoll Horror, s. 23."
Not long after, a widower king seeking a new bride came across the estate, but in it he found only a huge silver cat. The cat whispered to him that he only need bring the cat back to his castle and marry it, and the cat would turn into a beautiful princess." -The Cat King, pg. 11."
He knew that a single poisoned dart could mean his end. His reflexes were quick, but were they quick enough?" -Defernamany 48:6."
The room secured, Aldrek set about his martial duty. As quickly as one can stealthily move in plate, he moved faster, razor-sharp halberd in hand, his face fierce with the righteous rage." -The Crimson Quell, para. 8."
The next two were more careful, attempting to flank Mina. But it was now a matched fight, and Mina had already dispatched two of them. She retreated, deftly raising her shield to deflect blows from the two assailants, waiting for an opening." -The Pencen Pilgrimage, s. 25."
And so the blighted plagued the land,\nDevouring living men,\nSpreading rot that eats the soul,\nHeralding the end."\n-The Tale of Vel Karam, Stanza 51"
His task complete, he was laid to rest, his body shrouded by his glorious shield. They would sing of his heroics, but today they mourned his passing." -Defernamany 70:7."
The remaining paladins formed a protective shield around the clerics, separated from the peasantry by rows of footsoldiers, threatened by arbalesters. From behind the Askarian ranks, a mounted noble approached.\n‘This has gone long enough,' he said in common, voice full of sneering contempt." -The Pencen Pilgrimage, s. 39."
Though both sides were shouting, stomping, and banging swords on shields, the assassins held their ground, and the Ironforged would not advance to put their king in peril. But it was King Everen who ended the impasse: in a subtle move, he nodded to Aldrek, bared the faintest hint of a smile, and drove the assassin's blade into his own throat." -The Crimson Quell, para. 24b."
‘The flame absolves you,' she croaked. In a flash, a brilliant column of light erupted from where she fell, extending endlessly into the clouds, expanding in heat and light and thundrous sound. Bodies, arbalests, swords, shields, helm and debris were sent scattering from the blast." -The Pencen Pilgrimage, s. 47."
‘You've journeyed far, my handsome knight\nBut now is time to rest.\nCome, my child, and lay your weary\nHead upon my breast.'"\n-The Tale of Vel Karam, Stanza 41"
From the crowd, Erodan of Sylven and Emiella of Orange looked up in astonishment. The crown had already stripped them of their titles when they refused to kneel to the new gods. But before they could react, Bel responded.\n‘Out of the question,' she said." -The Pencen Pilgrimage, s. 43."
Whispering words of faith, Mina felt a peace as Devara's divine light filled her weapon until it reached a hotly glowing crescendo, turning the Night Raider's helm into a scene of carnage that far too closely resembled a kicked pot of burnt tomato soup." -The Pencen Pilgrimage, s. 22."
She was hot under her heavy mail and thick surcoat, and the shade didn't seem to do enough to stifle the hot summer sun, but her training had given her the discipline endure far worse. Doramin Tolls was not hiding his discomfort quite as easily." -The Pencen Pilgrimage, s. 12."
Bel calmly strode toward the mounted noble, through the line of confused guards. She was a woman of nearly 80, gray and bowed with age, and the Askarian troops looked to their captain, who in turn looked to the noble. His expression was one of frozen fear. Should he have her beheaded for insubordination? Grannyslayer, they'd call him. Cowed by Crones." -The Pencen Pilgrimage, s. 44."
The goal of the envoy was known: they would rededicate places of worship in Remetia to The Three, relocate images and shrines of Devara to pre-approved locations in the city's periphery, and disarm any paladins of Devara who did not wish to take the oath of the new gods." -The Pencen Pilgrimage, s. 4."
For a moment, the noble's face registered shock. But the privileged pomp of an Ariskarian noble quickly crept back over it.\n‘We require the two nobles among you,' he declared, 'and your steel.'" -The Pencen Pilgrimage, s. 42."
‘All followers of the true goddess are free to follow her,' she said. Her eyes rolled back in her head. She continued toward the noble." -The Pencen Pilgrimage, s. 45."
Held by dark magick, Grimsen could only watch as Planne charged the faceless mage. The room exploded in fire and blood, and then Grimsen saw nothing." -Annals of Grimsen, pg. 211."
An unearthly wail erupted from outside the door, then came scratching, clawing, thumping. The door gave under their weight once, twice, thrice, but we held fast. And then they were gone. We heard the gnarlends' rustling shamble and nightmarishly melancholy chorus fade into the forest." -The Foley Knoll Horror, s. 34."
There are many types of poisons that are affective when delivered to a wound. The most popular is Pessmud, a tar-like sap harvested from Kadanian tarvine." -The Poisoner's Field Guide, para. 5."
We moved slowly, carefully, me hoisting our torch-bearing 'meat' two yeards ahead of us. The straw dummy bobbed and swayed, its torchlight casting an eerily dancing web of light and shadow into the black wood." -The Foley Knoll Horror, s. 18."
In the north, where baking is culturally intertwined with good health, and baker and healer are one in the same, bakers create a dough mixed with powdered Winemoss, mixing in sweet dried fruits and grapes, and bake sweet Hearty Rolls." -Chauncy's Medicine, s. 5."
A brute wields shields. An elegant shadow relies only on his quickness, rolling and tumbling to evade the clumsy attacks of his assailant." -Mierdre's Black Book, pg 32."
The walls of the hall were adorned in banners that bore unfamiliar symbols. Figures wearing dark cloaks milled about. But my attention was drawn to the great table at the center of the hall. It was strewn in butchered human corpses." -The Foley Knoll Horror, s. 38."
I stripped away my now-flaming rope bonds. The firestorm hadn't hurt my body, but patches of my tunic and trousers were now aflame, and my wrists had been badly burnt by the rope. I hastily patted the flames down, tearing away scraps of burnt canvas." -The Foley Knoll Horror, s. 48."
On one of the slabs of human flesh I recognized a tattoo: a symbol of a long-disbanded sellsword company called the Brothers of Liven. It was Ajnder's. They had collected the corpses of my fellow Bloodbrows, butchered them, and were now committing the ultimate act of defilement upon them." -The Foley Knoll Horror, s. 40."
As I ran, the distant glow drew into focus, separating and coalescing into the shape of two windows. It was a small cottage at the top of the hill. I sprinted toward the door, threw it open, ducked inside, and forced my back against it." -The Foley Knoll Horror, s. 32."
In that moment, I spied an orange glow in the hill to the east. I raced toward it. Perhaps I was racing toward a brigand camp, but even a death at the hands of forest raiders would be better than to fall to my pursuers." -The Foley Knoll Horror, s. 31."
A glaive leaned against the wall by the door, probably Ajnders'. I grabbed the weapon and stumbled through the door, into the open outdoors, gasping in the cold air. The great hall roared in flame behind me." -The Foley Knoll Horror, s. 52."
In a few steps, I was upon him. I slashed low with flaming glaive, severing one leg at the calf, deeply wounding the other at the ankle. He pitched forward in a shower of sparks, his bloodied, torn trousers alighting in flame." -The Foley Knoll Horror, s. 56."
Hunter, eh?' he asked as I put the cup to my lips. I nodded. 'Hunters always welcome here. Drive off th' demons, keep out th' evil.' I smiled and took a deep draught of the drink. 'Always welcome...' he seemed to trail off. Then it all went to fog." -The Foley Knoll Horror, s. 36."
But Aldrek's skill against multiple attackers was formidable indeed. He thrust his halberd's spear tip into the gut of the nearest and fastest assassin, shifted his weight, and sent the doomed man hurling into the man to his right, the tip tearing the man's bowels from his chest, sending the pair sprawling in a tangled heap of viscera." -The Crimson Quell, para. 13."
In one bloody motion, King Everen had forfeit his life, ended his rule, and made crown princess Umali the new Chair of the Council of Steel. What was of most immediate import, though, was that he broke the impasse, inviting slaughter upon every last assassin in the keep." -The Crimson Quell, para. 25."
‘You've killed mothers' children before, haven't ye?' she continued. ‘Go on, do it!'\nDid she see my melting resolve? Could she detect the doubt in my face? She began to shriek her hideous laughter, bearing crooked yellow teeth.\n‘Do it!' she shrieked.\nI swung my glaive." -The Foley Knoll Horror, s. 59."
The princess' room had a sophisticated lockdown mechanism, one built for an occasion such as this, where the Ironforged Guard itself could potentially be compromised. Aldrek gave another quick nod to Mans, and the two set about securing the room. The future Chair of the Council of Steel would live another day." -The Crimson Quell, para. 7b."
The Pencen Pilgrimage was over, but the war was not. Mina and Doramin, along with every last battle-ready paladin and cleric from the pilgrimage, pledged fealty to the Queen of Liven, taking up the Queen's crest: a tree growing from an earthen vessel." -The Pencen Pilgrimage, s. 56."
As the man fell backwards, Aldrek threw his weight into a falling slash, driving his halberd's axe head into the man's chest, slamming the hapless assassin into the marble floor beneath him, severed through from throat to sternum." -The Crimson Quell, para. 15b."
Her magick was so powerful,\nBut here it gave no aid.\nHer lifeblood spilled from gaping wound\nAnd her strength gave way."\n-The Tale of Vel Karam, Stanza 43"
Shaken but not broken, the pilgrimage resumed. They reached the Askaria-Liven border in two more days' march, where a Liveni scout regiment was able to provide them safe passage to Liven." -The Pencen Pilgrimage, s. 55."
No sooner had the masked man collapsed into a twisted, unidentifiable mass of gore and ichor than a trio of similarly dressed men rushed in from the doorway. The four must have heard Aldrek approaching; the first was unlucky to be so quick to investigate." -The Crimson Quell, para. 12."
The glaive cut through my foes as a hot knife cuts through buttercream. Their hewn forms flared in blood and fire, spraying sparks and gore, collapsing into smoking heaps of charred flesh. I slashed and slashed until just one man remained. He turned and ran." -The Foley Knoll Horror, s. 55."
The scene in the great hall was chaos. The floor was strewn with the bodies of servants, squires, guardsmen, black-cloaked assailants, and a noblewoman in evening dress. Half a dozen Ironforged Guards faced off against a score of cloaked assassins." -The Crimson Quell, para. 23."
What I had to do that day should have made me a monster; the cries I endured as I set about my task will haunt me to this day. And I shall spare you, dear reader, with many a gruesome detail." -The Foley Knoll Horror, s. 60."
While one of the two other men on the floor was feebly trying to reel in his own bowels, face ashen, the other had risen, drawing a sharpened longsword. Aldrek heard the tinny sounds of plate beneath the man's cloak. Could it be?" -The Crimson Quell, para. 16."
The present threat eliminated, Aldrek picked up and started running again, now toward the great hall. He moved quickly, remaining vigilant against ambush, paying keen attention to the sounds of the keep. As he grew closer, he began to hear some commotion. There was shouting, and unmistakable rally of swords striking shields." -The Crimson Quell, para. 22."
Councilman Fardrik was seized and imprisoned, then executed by Iron Bur, his head tarred and placed on a spike for all to see. Those of his henchmen that were captured were all executed by the Five Cuts and given dogs' burials. In time, Markdor returned to greatness. But the Crimson Quell would not be forgotten." -The Crimson Quell, para. 27."
And Eggari, the one-armed knight,\nThe usher of the damned.\nHe spent his days atoning, purging\nChildes of Vel Karam."\n-The Tale of Vel Karam, Stanza 52"
‘You wanted to kill monsters, hunter? Careful lest ye become one, eh?' she croaked, laughing. As she spoke, she crept away on mangled, burning legs. Prone, the shape of her swollen belly showed through her dark cloak." -The Foley Knoll Horror, s. 58."
A dozen more cloaked miscreants stood before me. In the daylight, I realized that I was in a small village. There were maybe a dozen dwellings. I must have been captured in one of them. I raised my glaive." -The Foley Knoll Horror, s. 53."
Though outnumbered the Guards would have had the upper hand, were it not for the fact that one of the assassins held a dagger to the throat of King Everen, Chair of the Council of Steel." -The Crimson Quell, para. 24a."
Kert swung his hefty Kureimoa Slaughtersong at the ghastly creature, cleaving it from shoulder to gut." -Annals of Grimsen, pg. 72."
Kesh Graydaughter slashed at the revenant. Her tachi carved through the monster's leathery flesh one, two, three times, filling the air with clouds of ancient, putrid dust." -Annals of Grimsen, pg. 92."
And that slaughter was quick, decisive, and without mercy. The toll, all told, was three members of the Ironforged Guard, 17 servants and squires, 24 assassins, three Council members, the king, and his wife, Queen Forcella. The assailants that were captured alive revealed through questioning that the insurgency was indeed masterminded by Councilman Fardrik." -The Crimson Quell, para. 26."
Their party was now 4: Grimsen, Planne, Kesh, and Kert. But the end was in sight. The Citadel! They bolted up the stairs!" -Annals of Grimsen, pg. 175."
Second was Kesh Graydaughter, the Bloody Blade. She wielded a tachi, an exotic weapon from the south." -Annals of Grimsen, pg. 20."
And there she stood, all veil'd in dark\nwith skin all ghostly white.\nA maiden young, with silver hair\nAnd garments weav'd of sky."\n-The Tale of Vel Karam, Stanza 40"
The sun would set soon, and Mina and Doramin, leading the pack, would have to scout out a perimeter to accommodate a camp of nearly 800 people. Doramin whistled a signal to the paladins further down the line, then they both set off into the woods." -The Pencen Pilgrimage, s. 14."
Remetians loyal to Devara spread news of the Pilgrimage in secret. One would use his foot to make an arc in the sand. If the other was loyal, he would likewise make an arc, completing a circle, the sign of the sun, the greatest source of light. And so news of the pilgrimage spread." -The Pencen Pilgrimage, s. 8."
He died for a false god,' she said angrily, unflinchingly. Her composure was more ironclad than the knight whose head she had just reduced to red paste. 'Doramin. Armor.'\nThe cleric spoke words of faith, and Mina's paladin's plate began to glow." -The Pencen Pilgrimage, s. 23."
Other paladins and clerics had engaged the remaining Askarian footmen, pitting mace against sword, old gods against new. Mina's mace crashed through helm after helm as the battlefield around her exploded with the clerics' glowing flashes of divine light." -The Pencen Pilgrimage, s. 50."
The noble cleared his throat. ‘It has been ordered by King Ericho IV, heir of the Askarian crown, descendent of the true-'\nBel cut him off. ‘Get on with it, boy.'" -The Pencen Pilgrimage, s. 41."
Speaking words of faith, Doramin braced his foot against Mina's pauldron. A warm light descended upon the two.\n‘Now,' she wheezed." -The Pencen Pilgrimage, s. 33."
In monasteries to Devara, clerics prepare special cloths of canvas as tools for reenergizing paladins and healers. Cloths of canvas are trimmed, hemmed, and elegantly embroidered, then soaked for 7 days each in baths of perfume and blue moss paste." -Chauncy's Medicine, s. 10."
But Liven to the north had resisted the Askarian Great Unification Decree, so it was decided: those loyal to Devara--paladins, clerics, and peasants--would embark on a pilgrimage to Liven." -The Pencen Pilgrimage, s. 6."
In the glow of lamplight before me I saw 5 stunned faces: a man, a woman, and three children. The man and woman had been sitting at an oak table; the children had been curled up on straw mattresses. They were certainly surprised, but it seemed like they sized up the situation faster than I'd expect them to. The man raced to the door and threw his weight into it beside me." -The Foley Knoll Horror, s. 33."
Red Grass was bred into various other flora, such as Crimflower, to the east, a flowering grass with similar properties, or Winemoss, to the north, a thatching, fuzzy grass that can survive in mountainous climates." -Chauncy's Medicine, s. 4."
But he would appear again in one thousand and twenty four years, again in the form of a scullery servant." -the Burning Clouds, 2:8"
Lined up at the table, hunched over the butchered slabs of human flesh, were a dozen cloaked figures. They were greedily poring over the slabs, cutting them, drawing them to their faces; they were eating them!" -The Foley Knoll Horror, s. 39."
And he would shed his name, knowing only vengeance and justice." -the Burning Clouds, 1:13"
‘You den of monsters,' I said as I kicked him over to his back. ‘Tell me why I should show mercy.'\nHe was no man. I had butchered a woman, and that woman was with child.\nShe began to laugh." -The Foley Knoll Horror, s. 57."
The torchlight was waning, and I could hear the skittering, gurgling cacophony of gnarlends bearing toward me. I bolted for Cliffendell Crag. I ran desperately, knowing that any moment my escape could be cut brutally short. They were in the trees, they were everywhere. The woods were theirs." -The Foley Knoll Horror, s. 29."
The diligent shadow must be swift. Practice at footing using stepping blocks: drive at least 10 logs no wider than 6 inches into the earth vertically, no nearer together than 3 feet. Practice swordplay, dashing, and stealth atop these blocks." -Mierdre's Black Book, pg. 82."
Doolie's face was a mixture of shock and agony.\n‘Where are the others?' demanded Aldrek.\nDoolie said nothing, but shifted his weight in the barest hint of retreat.\n‘So be it,' said Aldrek, and thrust his blade through the initiate's throat, severing spine and windpipe in an instant." \n-The Crimson Quell, para. 18-21."
Aldrek lashed back with a lightning fast thrust with the butt end of his halberd to the man's chin, shattering the assailant's mask, collapsing his chin into a mangled mess of teeth, bone, and dripping red chunks." -The Crimson Quell, para. 15a."
The third attacker faltered at Aldrek's shocking show of violence, but only for the barest instant. He lunged at Aldrek with his dagger, but the blade merely blunted on the Ironforged Guard's plate." -The Crimson Quell, para. 14."
‘Deliver this to Cloudencasse,' he said, handing Jakeb a piece of parchment. Jakeb nodded, though he could not make out what was written on the parchment." -The Smith's Apprentice, pg. 17."
The man advanced on Aldrek, blade pointed out, and Aldrek immediately sized him up for what he was: a poor fighter with a knight's arsenal. In a flash, Aldrek expertly tipped his halberd's spear tip at the man's wooden mask, sending the man's mask up, off his face, before he even knew what was happening. It was Doolie Chamers, Ironforged Guard initiate, now a traitor." -The Crimson Quell, para. 17."
To the south, a smaller breed of Crimflower known as Eye of Hearts is cultivated by clerics of Devara and mixed with blessed Lightwater to create the magical potion known as Water of Blessing. Clerics to Devara devote most of their resources to keeping their Water of Blessing stockpiles full, as providing healing to the poor is their main method of proselytizing." -Chauncy's Medicine, s. 7."
The last Askarian fell to a crushing blow from Wen, a heavily scarred, black-bearded paladin. The others began to survey the scene. Mina gasped: some of the peasants that had been knocked prone by the blast had begun to stir." -The Pencen Pilgrimage, s. 51."
But he would not go back to his village, being an abomination of blood magic and Salt Alkymancy." -the Burning Clouds, 2:5"
I came to. I believe it was the next day. I had been bound and stripped of my weapons and fine Redbrow armor, and dressed in a plain canvas tunic and trousers. I was in a different dwelling: a great hall." -The Foley Knoll Horror, s. 37."
To the east, Crimflower falls under the watchful jurisdiction of The Three, with the syrupy Crimflower product known as "Red" placed under close regulatory control, bearing an official crest stamp or being subject to anti-contraband law. This has created a black market for unofficial Red, known as Shards." -Chauncy's Medicine, s. 6."
Their worst fears had be realized. An envoy of Askarian foot soldiers had rounded up dozens of peasants. The periphery of the crowd was littered with the arrow-ridden bodies of those that had fled, and ranks of arbalesters kept close watch on any who might have had the same idea." -The Pencen Pilgrimage, s. 38."
To his astonishment, she stood her ground, and though impaled in the chest, she fought with the rage of a thousand spurred old gods, hammering at his helm, then at what was left of his helm, until the ironclad knight's head was nothing more than a smoking bowl of pulp." -The Pencen Pilgrimage, s. 29."
Vaskal alone was the only man capable of wielding such a shield. It easily weighed more than a man, yet he wielded it with ease." -Defernamany 13:5."
Those who had lost bits of them,\nTo evil Vel Karam,\nHad suddenly begun to rot,\nFrom whence they lost their hands."\n-The Tale of Vel Karam, Stanza 48"
Or maybe it's just an island full of desperate wretches.\nAt any rate, I've heard of one way out. A shipwrecked sailor like you told me: it's at the very bottom of everything."\nThen he threw himself from a cliff into the sea. I doubt he found what he was looking for..."
There's an empty sanctuary up the beach. You can claim it for your creed.\nDo you remember what your creed was?
Men from the mountains of the northern continent of Markdor are Iron Ones.\nThey believe in no gods, believing instead in the iron will of man. They love steel but hate magic.\nAre you a member of The Iron Ones, then?
Most men follow the three deities: The King, The Knight, and The Judge.\nThe King lends wisdom to men who lead, The Knight protects warriors in combat, and The Judge guides those who maintain order.\nAre you a follower of The Three, then?
Followers of the Goddess of Light worship Devara, deity of humility, kindness, and forgiveness.\nHer creed is perhaps the oldest known creed, though this could be a consequence of its clerics' meticulous recordkeeping.\nAre you a pilgrim of Devara's Light, then?
Followers of the Stone Roots, known to most of the world as Woodswraiths, are a tricky bunch, full of bandits and poisoners.\nLike the forest itself, they follow no laws, going where they please, and taking what they like.\nAre you a Woodswraith, then? I hope you're not.
Mages to the East learned to craft powerful magic through interplanar links to The Gods of Fire and Sky.\nFire and Sky magic, awesome in its destructive power, is studied in a citadel to the East by practitioners of magic, called Keepers.\nAre you a Keeper of Fire and Sky, then?
You're a follower of The Three, as I suspected.\nHere is a Candelabra of the Three, icon of your creed.
You're a member of the Iron Ones, eh? No gods will help you here.\nAccept this Metal Icon then.
A follower of the Goddess of Light. Your journey will be difficult.\nAccept this Earthen Vessel, it will bring Devara's blessing to the vacant sanctuary ahead.
A Woodswraith, huh. Try not to make more enemies than you need to.\nI'll give you this Stone Acorn.
How rare, a Keeper of Fire and Sky. Lets hope your gods followed you to this island.\nI have for you a Living Tome.
No? What was your creed, then?
Make your way up the beach, until you find the vacant sanctuary.\nYou'll place the icon I gave you upon the altar.
Greetings, traveler.\nDo you have a quest?
Rescuing a princess, mmm?\nI haven't seen any princesses, but don't lose hope, friend.\nAnyway, it's good to have a quest. Would you like to know what my quest is?
That's unfortunate. Everyone needs a quest. Would you like to know about my quest?
Excellent!\nMy quest is to invade that castle to the East, defeat its guardians, and slay the dragon.\nCastles must be invaded and dragons must be slain, mustn't they?
Excellent! My- oh. Very well. Be on your way.
Getting into this castle is a different story. There's a bridge to it, but it's missing bits.
There's another way in, but it's not easy. I saw a passage beneath the fortress you just emerged from, perhaps it leads through to a village of sorts.
There was a shortcut that connected the beach to the village, but it's been barred. Perhaps you can unlock it?
I've heard something about a jester. The jester knows a way to get to places no one else can?
It's easy to claim something. Until you can actually back your claims up, you're just a rumormonger.
You made it!\nLook at this view. Stunning, isn't it?
I've heard there's a thief somewhere with what sounded like a particularly useful rune.\nThere's also that pesky dragon. Needs to be slain.
Do you ever wonder where these buildings came from?\nWho built this castle? Does it have a master?
You slayed the dragon, and I wasn't even there to help.\nSorry.\nI suppose I need a new quest then. Very well: the Ziggurat!\nOr should I head to the dungeon below the castle?
My heart wants whatever lies in the Ziggurat, but before it lies that wretched thing...\nThe Dome of the Forgotten: a hollow place wretched with echoes of suffering and misery and pain and...\nWell...\nHm...
Perhaps I should head through the dungeon. As foreboding as it seems, I know it's less terrible than that cursed Dome.
Whenever you're scared and alone, remember that you are your own hero.
The Red Hall of Cages should not be here. It should be in Askaria.\nIt's an infamous dungeon there, well known for its legacy of blood and misery.\nSo why is it here?
Even... that castle we were just in. Did it not remind you of Cloudencasse in Kulka'as?\nI've never seen it in person, actually, but I know enough about it to know that that castle did not belong here.\nCloudencasse... the Red Hall... these are near-perfect replicas, all together here.\nIs this the work of some mad architect?
I wonder what this cave holds.
Excuses are the lies we tell everyone we know... including ourselves.
I met a simple woman from Kulka'as here. She wanted to know what the point of it all was.\nHow could she not know? It's the simple truth: we must quest.\nWe must explore, we must discover, we must succeed, we must survive.\nShe was devoured by beasts.
Did you know that I've been questing since my 13th year?\nSlaying brigands and scoundrels, exploring uncharted caves... never does my heart feel at peace quite so much as when I'm on an adventure.
I think I'll venture into the woods next.\nIt's pitch dark and full of strange creatures and grisly corpses, but, my friend, you should do well to know that I thrive in the face of danger!
Sometimes the best thing to do is simply to listen.
Here we are: the end of the island.\nIt's dark as pitch here, and this road ends in black water.\nOne quest ends, but a dozen more take its place.
In my questing, I found this... writ. Looks important, but then I've never been good with writing..\nIt's yours, my friend.
Despair is nothing more than a forfeiture of privilege.
Someone's put quite a bit of faith in you.\nIt's a lot of responsibility... but I think that faith is well placed.
Hello, friend.\nTrinkets to sell, trinkets for coin.
Friend, I'm so happy you came along.\nI've gathered things. Trinkets. Trinkets and such.\nTrinkets for gold, that's what I've got. Trinkets for coin.
Gods bless.
How'd you end up here? I stowed away. Sold trinkets in Taenibir, trinkets for coin.\nSo poor though. Talk of wealth in Kar'hi. Even beggars like me've got manservants there, they say.\nStowed away. Sailed... then... that storm.
Imagine the surprise on those sailors' faces! Seein' the likes of me in the wreckage there with all of 'em honest men."\nAll of us... floating in the sea, clinging to planks, shivering in the icy cold...\nNot sure how many of the others made it to shore. \nThat shivering, shivering shore..."
You seem like you've got the coin...
But the trinkets I find here, they do sell, they do.\nDoing quite nicely, I am. Soon enough I'll be able to buy my escape!\nSomehow... somehow...
Somehow...
Well hello, friend!
I found a nice safe spot up here, I did.\nMight not see a lot of customers, but I could use the break.\nHave to sort my trinkets!
Sorting all the trinkets... color and the shape!
Need some smithing?
I don't remember getting to this island. What I do know is smithing, and that's what I'll do.
Keep your wits about you out there.
Keep moving.
Swords, shields, mail, and plate. If you need it, I can craft it!
Back home, we'd forge fine instruments from pure Liven steel.\nWhat do I craft with here? Salvage, salvage, salvage. That, and memories.
Hey, outsider. Need some smithing?
You no longer hold the new gods, eh?\nShame...
I suppose I can be of help.
Do you need aid?
This island is too cold.
Stay alive.
You seek discipleship of The Three?
The candelabra of The Three represents the three gods that maintain order in the world.\nThe King creates laws by which all men must abide.\nThe Judge decides when men have broken the King's laws.\nThe Knight carries out the King's sentence against guilty men.\nThere must be order in all things, in peace and in war.
Heed the order of The Three.
May Devara's light shine upon you.
Devara's Light covers all things, its warmth is felt even in the shade.\nI am a conduit of Devara's Light. I am Her vessel.\nAll creatures on earth may bask in Her light, and receive Her forgiveness.
Bask in Her light. It will protect you.
Hello, traveler. You're a stranger to Devara's Light, are you not?
Ah... one who fell from Devara's bosom.\nThere's hope though. Repent, for Devara always forgives.
We are pilgrims of the Goddess Devara, Illuminator of All.\nWithout light, there is nothing. It is said: In darkness chaos dwells, and in chaos there is no hope." Every night the sun sets, and we see Her light flicker... in candles... in torches.\nBut the dawn of the next day is Her blessing. Chaos is quelled, order is restored."
So you've heard of the Goddess Devara? We are taught by Her to respect those of other faiths, so you are welcome here.\nOf course, it is Devara's wish that all should find salvation in her bosom.\nYou can pray to Her at the Earthen Vessel. The water She pours will cleanse the shadows from your heart.
Those who do not follow Devara are still welcome in this sanctuary. We will see to it that you receive rest and resupply.
Pray to Devara at the Earthen Vessel. The water She pours will cleanse the shadows from your heart.
I've got wares for sale.
Come back soon.
I deal in all things mysterious and arcane.
Safe travels.
Greetings, traveler. Would you like to see what I have for sale?
I've seen many wars from my homeland in Taenibir, but here there is no war, only the stifling silence.
Go in peace.
Could I have ever imagined a silence as stifling as this? I want to shut it out... but how can you shut out silence?
How can quiet be so deafening? I hear my heart beat, I hear my blood pump, I even hear the squish of my eyeballs when I look around.
But enough of that! Come, I have uplifting things to help you on your quest!
A sellsword, eh?
Care to browse my wares?
This island is a cold and mysterious place. I miss the bustling markets of Askaria.\nThe war with Tristin was quite profitable for me. Those were the days! My belly is fit to quiver just thinking about it!
Every day I'd haggle them all under the table, and every night I'd put a feast on my table.\nAnd the tales I'd attach to my wares... I was like a wizard of want!
A rusty dagger? No, I'd sell you the Kris of Dying Truths, a magical weapon capable of making its victims tell you anything truthfully with their dying breaths.\nA wooden spoon? Ha! You'd be buying Soulmother Grace's Ladle, a generations-old scoop that would imbue any liquid to touch it with magical properties, so long as its owner was pure at heart.
I don't do that anymore... my appetite is gone.\nI'll sell you things, but only because it's all I know how to do.
Well go on, buy something, will you?
You're a sellsword, aren't you?\nYou're one after my own heart then.
Greetings, traveler.
My magic is strong, but if you seek the most powerful magic, you must find The Keepers of Fire and Sky.\nTheir numbers are tiny, but their influence is legendary.
Greetings, friend, you've come to chatter? From where I sit, you seem the madder! Fork, spoon, knife, and a drowned man's wife.
Where I come from in is out, down is up and up is down! Plate, cup, bowl, and a broken widow's soul.
Would you like this rich perspective? Trust me lord, it's quite authentic! Elbow, jaw, knee, and a grave beneath the sea.
Fear not, then, extend your hand. There is great power in a brand. White, searing, hot, and an iron-forged thought.
What a tragic limitation! You'll miss my cooperation. Mock, mocked, mocking, and a dead man's stocking.
Seek and find the hallowed stones. What comes next? I trust you'll know. Fate, faith, fade, and the calm beneath the shade.
Look at us, we walk the ceilings! Steady on, our heads are reeling! Roof, wall, floor and an upside-down door.
Dragons high and dungeons low, find the voice that scares the crows. Deep, black hell, and the darkness that there dwells.
Island full of wicked things, shattered lands and broken kings. Ruled, ruler, rule, heed the wisdom of the fool.
Look at this, a sword for sale. Cooperate, you shall not fail. Leather, mail, shield, and a sword's what you shall wield.
Oh... hello.\nWhy am I just sitting here?\nI'm the best thief in the Eight Kingdoms.\nBut what can a thief do against a dragon? A dagger against wyrmscale? No...\nSo I just sit here.
You... you've slain the dragon?\nWell... if you've done that, maybe someone like me can slay mighty monsters as well.\nHere, take this brand. It'll hurt, but it's a tool crucial to a thief.
There's treasure in the heart of this island, and it'll be mine. Just you wait.
I needed to find this place... my blade's been thirsting for blood, and my satchel's been hungry for gold.\nFunny though... gold's the reason I'm stuck here.\nI had a job: escort a nobleman across the sea. 
Me, working? Go on, laugh.\nYou know, I'm a thief. I dwell in somewhat more... unsavory... channels. But I'm the best.\nMy services were requested for this top secret mission for the crown, because I'm the best.\nBut we wrecked on this island. Dunno what happened to that highborn prick.\nDon't care.
Most likely he's dead, and not only is my pay forfeit, so is my neck, if I ever set foot back home.\nSo what's this thief to do? Gather up whatever spoils I can find, scrap together a skiff out of salvage, and sail to Coastrock.
Coastrock's the perfect place for someone like me to shed her notoriety.
I... I found him.\nMy nobleman, I mean. I recognized his dress. I'd only seen him from afar before, but here he was, up close, dead.\nI cut his robes off in search of jewels. You know what I found?
I found a brand on his neck.\nThey don't put brands on the necks of noblemen.\nKnow who they put brands on the necks of?\nSlaves.\nA slave in nobleman's dress.\nWhat's a slave doing in nobleman's dress?
My nobleman was a slave...\nDo you think your princess was as well?
You and I are clever, aren't we?\nSent on fools' errands, shipwrecked on a cursed island.\nBut to what end?
Perhaps I was wrong.\nThe nobleman could have been kidnapped and branded, then rescued, and had his title returned to him?\nUnlikely... but not impossible.
There's a dark purpose to me being stranded here, but I'm not foolish enough to see what it is.\nI'm done hunting treasure. I'll find salvage, craft a seaworthy skiff, and sail southeast.
You know the place: Coastrock.
Lot of wrecked ships here, pretty sure I'll be able to scrap something together here.\nThanks for keeping me company, friend.
I'd take you with me if I could promise a safe journey, but I can't, so I won't.\nBesides, you've got a lady to find, be it a princess or a slave.
For your trouble, here's a share of the spoils I've found.
If you find your way off this island, come to Coastrock, find the Red Falcon, and ask for Edward.\nMy name's not Edward, but that's how you'll find me.
I prefer to take what I want, but I'll work for coin if the coin is good.
Well, hello there.\nYou're just a fleshy bit of flotsam, washed ashore with the rest of us, hmm?\nYou'll want shelter, you'll want sanctuary. But what is a sanctuary without faith?\nThere's an empty sanctuary up the beach. You can claim it for your creed.\nTell me: do you keep the new gods?
Make your way up the beach, until you find the vacant sanctuary.\nYou'll place the icon I gave you upon the altar, and you'll live.\nDespite everything, you'll live.
You survived a shipwreck, didn't you?\nThis island is full of shipwrecked sailors like you.\nI stand here on the beach. I see men drown, I see men survive, but I never see rescue.\nPerhaps this island is cursed. But weren't you already thinking that?
But have I seen a princess? Perhaps... perhaps.\nWhy is a princess so important? Living or dead, we're all the same flesh.\nMaybe I'm your princess, adorned in the skin of a decrepit old man! Heh heh heh.\nWell, go find your princess. You know what they say: a quest goes a long way to keepin' the madness at bay!""
Sanctuary is simple, but salvation is not.
You don't keep the new gods? Rare...\nSo are you a pilgrim of Devara? Your sort has been dying out for centuries, I'm afraid.
No...?\nDo you hold no gods at all? You're either brave, foolish, or from the North.\nYou don't look particularly brave, but you don't seem particularly foolish, either. Are you a Mountainsmith?
Well, well, well...\nLooks like this is the end of the road for you, friend.\nIf memory serves me right, the obelisk here is your door into the castle.
The key, however... now that's a different story.\nPerhaps you should search the area below those seaside ruins, where a forgotten feast festers.
I think it always helps to go back to the start.\nBut you started off this island. Can't go back there, can you?
Here comes a simple soldier, eh?
Well. Look how far we've come.\nI've been on this island for a long, long time.\nThe air, the salt of the sea, it all hangs to me like an ancient crust.\nAnd the shipwrecked, like you. So many shipwrecked sailors. So much fleshy flotsam.\nFleshy flotsam... with a shared secret.
You are all the betrayed, you are.\nI've seen slaves and whores masquerading as nobles.\nI've seen soldiers and sailors wrecked from the same ship with different ideas as to what their mission was.\nYou sad, sad wanderers.
Do you know by whom you were betrayed?\nAnd why?\nYou had your princess to find. Or did you?
We'll meet again soon.
It's time you knew my name.\nThere was a time when I held many titles.\nMen knew me by other names as well.\nBut titles, fame, infamy... it is worthless here.\nOn this island, Jaret is my name.
Envy is such a thing.\nA man envies his neighbor, whose wife is very beautiful.\nA lord envies a king, who commands nobles.\nA king envies a god, to whom all men must bow.\nAnd a god envies... a god envies what a god cannot have.
I wanted so much from life. Satisfaction eluded me.\nAnd the things I prayed for... well... would you believe a god actually answered my prayers?\nThese things... this life... this island... such is my reward.\nFantastic power, a lifetime of servitude, and a purgatorial existence in this still place.
The god of this island is the god that answered my prayers.\nHis existence is one of insatiable lust for something a god can never have: to be born of light.\nHe preyed on the greedy, collecting on the debts of kingdoms and countries in some mad, mad hope of collecting that thing he shall never have.\nAlas... we are born of Salt, bound by Sanctuary.\nWe are the eternally dead.
This god... this demon... I want him to remain nameless.\nHis lust for power is fueled by terror and infamy.\nMen at sea can fear the Kraeken, but give this vile god no name.
Go on.
Want some blades, killer?
I've been forging steel in the trees since my eighth Ringday.\nMy father taught me the craft, as did his father before him.
Be bold, be swift.
I'm just a regular forging outlaw. What sort of outlaw are you?
Well, well, well... our outlaw's found a companion, eh?
Well hello, traveler.
Most of the things I have in stock are suited toward scoundrels and murderers...
I suppose these health shards I've got won't cause anyone to die...\nThough you could always smash the end off of one, and shove it in someone's throat. That would work.
Ah, an eye keen to poisons and traps, eh?
Hello, friend.
It is said that magic entered the forest with Ganwar the Filthy.\nHe was a mage of Fire and Sky. His wizardry was decent, but his hygiene was lacking.
Be safe, my friend.
Ganwar recorded many spells and incantations in a tome called The Codex Malifinent.\nIt's mostly nonsense, but he recorded a few useful things.
I'm a Dorian -- born and raised in Markdor, that is.\nNever set foot outside the city. Yet here I am.\nThe last thing I remember? An alehouse, couple rounds, some song, some cheer.
Must've been kidnapped, must've been out... a long time.\nBut see... I've thought about it: whatever it was the kidnappers wanted me for, they're not getting it now.\nCan't sell me to slavers, can't ransom me for coin. Not if I'm shipwrecked on this island.\nIf they wanted me dead, they'd have done it outright, so they didn't throw me overboard.\nNope, there must've been a shipwreck.\nAnd no one's come after me. So they must've died in the wreck.
So I must conclude: men died trying to best me, and yet here I stand.
I sure survived something else, alright. Now, let me do what I do.
You want to know why a godless creed deals in prayers?
The weak call out to divine powers for aid, but we Mountainsmiths are not weak.\nWhat we do have to call out to, though, is the will of our ancestors.\nThe will of dead heroes mends our flesh, gives us strength, and makes our weapons sing.\nHere: a Horn of Will, so dead heroes may hear your call for aid.
So you already know from where we draw our strength.
Keep calling out to the glorious dead.
Greetings, fellow traveler.
I used to journey to the East, selling metals.\nAt some point I started taking an interest in the works of the traveling mages from the Citadel in Liven.
I couldn't believe some of the stuff I found outside Markdor: glowing forests, furry reptiles, men who summon fire and lightning from nothingness.
You know, magic in Markdor is forbidden. I had to keep my life a secret from the city.\nHere on this island though, I can do what I want. There's no council here.
This place is so desperate, but maybe I don't want to leave.
Buying or selling? Just here to talk?
I ended up here when a merchant ship I was on wrecked somewhere in the Immrian Sea.
I washed ashore with some corpses and some supplies. I'm selling the supplies, but I left the corpses to the crows.
I was lucky to be such a strong swimmer.
You're in my waters.
Name's Alde Griggs. This swamp is mine, I think.
Hi there.
You like a drinky?
You like to check out a tavern where things get... fishy?
I'm fond of you.\nAre you fond of me?
Mmm...\nI like you. I'll let you see my things for sale.
Hmm...
Hi again. Care to assess my things for sale?
Be seeing you.
You like Alde Grigg's place? You like his shop?
I paint faces.
You ever drink pessmud out of a boot?
Mmm...
Care to assess my things for sale?
I like paintings.
Hey there!\nI'm Minty Skell, but some call me Devil Skell the Fearless, Scourge of the Red.\nYou can just call me Mints.
Some people shrink in the face of danger. I thrive on it.\nThere are two types of people in the world: harvesters and plants.\nI'm a harvester! What are you?
Ha! We'll harvest plants, won't we? And the plants... well, they'll just take it, won't they?
Plant? An embarrassing turnip? A severed head of lettuce?\nMove along, plant.
The Harvester returns!\nWhat's the situation?
I've harvested a bit, so I've got some nice things to sell. Perhaps we could help each other out?
Stay icy.
Have you heard about the treasure on this island?\nIt's buried deep, deep down.
Hello, plant.\nWant to buy something?
Harvester, eh?\nNot good enough. Prove it. Are you a Harvester?
Not good enough, Plant.
Hey there.\nWe might have business. Not quite sure yet.
Welcome back, friend.
You've heard the rumors...?
Hoy, traveler. Well met.\nCall me Fern. I've been hiding out here for... some time.\nSeen any trinkets? I lost a small pouch of earth.
Looking for peace?  That's great!  Great, great.\nNow... have you found it?
Not peace... no, not very good. Not good.\nSo you're looking for war.\nHave you found it?
Right, yes. Looking for war. Not peace, looking for war.\nWell, have you found it?
Yes. If war was what you wanted, you'll have found it here.\nWarfighter. Swordswinger. Manstabber.\nHere's something that might help your mission.
Looking for war but finding none? Hoy, how bizarre.\nMaybe a greater challenge is what your heart desires.\nMaybe this will help.
Hoy, yes. It must be a wonderful thing to seek peace, and then find it.\nI, myself, dream of finding peace.\nHere, have this.
Yes. That's the condition I, too, suffer: seeking peace and never finding it.\nHere, try these on. They were his.
Hoy, traveler.\nHold on to that peace within you.
Hoy, traveler.\nA man like me will never find peace. But it's nice to dream.
Hoy, traveler.\nYou must be enjoying your struggles.
Hoy, traveler.\nYou'll find your war soon enough.
Are you looking for peace?
It's... it's the one!\nThe soil... it's all I have now.\nNow, a question for you.
Shame...
Seen any trinkets? I lost a small pouch of earth.
You're in search of something, aren't you?\nAren't we all...
Huh...?\nSo you killed him... you killed the King...?
Quite a relief.\nBut... is this a dream?\nThis ziggurat we're in... well... it reminds me of that great tomb built by the Sun King of Kulka'as.\nKulka'as is where I studied. Until... the mission.
We were to sail to the west. For a marriage alliance. I think...\nNo... that's wrong. We were to sail east, to Liven. We were to make peace with the Citadel of Fire and Sky.\nKulka'as' sitting king had just announced an alliance with Askaria, and with it, allegiance to their new gods. The climate for sorcerer collectives would surely sour.\nSo we sailed... but there was a storm at sea! I was washed ashore. I don't think any of my fellow sorcerers survived.
When I found this ziggurat, I thought I'd gone mad.\nBut I'm no stranger to dark magic.\nImagine a demon that feeds off of the ruins of nations.\n...a demon that... collects."\nSuch a powerful being could dwell on this island. Or perhaps this island is the demon.\nAnd it feeds... claiming men, women, kings, countries."
I want you to explore my theory, and I have just the thing to help you do it.\nI have something for you. It might burn... a bit. But aren't all good things found in flame?
If you find the Ruined Temple, you'll know my theory is true.\nWhat about you? Do you agree?
We found it: the Ruined Temple.\nIt was built in the north as a testament to the power of man. But it became corrupted. By greed... and something more.\nThe Mountainsmith may have cast out gods, but even a godless land isn't safe from demons.\nI was led to this alcove by a number of tiny markings, each one bearing an instruction in a dead Tristini tongue.
Here I found a set of garments identical to mine.\nCould it be that I have a shadow, leaving me messages, wearing my clothes?
Ever since you slayed the king, I've wanted nothing more than to explore.\nBut now that I think I understand what power is here... I'm filled with dread.\nI'm going to retrace my steps. Perhaps I'll discover an answer.
Of course. This island is a graveyard of civilizations.
Hm... maybe I'm wrong.
Find the Ruined Temple. We'll get to the bottom of this.
Hope you figure out what it is we're doing here.
You're a shadow... but you're not mine.
I think...\nI think I understand.\nI tried to retrace my steps to when I wrecked on this island...\nOnly... I can't remember.\nI came from... some nation.\nI had a mission... to do... some thing.\nBut all I desire is to appease the island.
I've died so many, many times.\nAgain and again. Again and again.\nI keep finding myself in the same place.\nI find messages left to me... by me... with no recollection of leaving them.\nWhatever my soul was made of... it's fading fast.
This island wants me to kneel. To abandon my soul to it...\nI can't... I won't.\nI should've died at sea. I... I can still die at sea.
Take this gift. I won't need it anymore.
Good luck, kind stranger. May you fare better than me.
In need of transmutation?
I can transform pretty much anything, I just need the right alchemical ingredients.
Need a hand?
I know this island pretty well. I can take you where you need to go.
Stay safe.
Hello, traveler. What have you done for us?
You're not one of us. Think on that.
It is my job to lead us in this place of darkness and doubt.\nSlay monsters and spread our influence, and we'll take good care of you.
Keep it up.
Hello, friend. Shall we transmute your gear?
I'm an alchemist; I use alchemical ingredients to transform weapons and armor.\nI believe it is by Devara's grace that such miracles are possible.
Gather good things. I'll make your weapons sing.
Greetings. Shall we mold metal?
Alchemy was a dead art, but this island somehow breathes new life into it.\nI can transform things, but only with the right alchemical ingredients.
Bring me more alchemical ingredients.
Hello there.
The Keepers of Fire and Sky have often studied the alchemical arts.\nI can use alchemical ingredients from this island to transmute anything  you like.\nIt can get a bit... grisly. But the result is always worth the effort.
So long.
Heh. Hi there.
Heh. I love alchemical ingredients. Ashes, tusks, horns, ears... Old life for new, I always say.
Hehe.
Oh, a stranger comes to this mossy belly of a tree.\nNo worries, I'll set you straight.\nHave you ever met a Woodswraith?
You have! Heh.\nThe spirits of the forest welcome wayward souls like you.\nMaybe you held some gods at some point, heh. No point, traveler. Gods are an unpleasant, unwelcome thing. Shrug 'em off.\nYou may have heard that we're not trustworthy. That's a lie... sort of.
Well, well, well.\nI'm a Stone Root, or, as some call me, a Woodswraith.\nFor thousands of years we've stayed in the forest. Our allegiance has always been to the spirits of the woods. Men have invented, praised, and died for countless fleeting gods and demons, but our forest is forever.
The worst of our reputation most likely comes from our love of poisons.\nBut, my friend, poison is a wondrous thing.\nPoison, like the forest, seeps through the realm of man, spreading, corrupting, invading, until all is reduced to earth. Man is truly a wretched thing, and the forest is committed to expunging him from existence.\nBut Woodswraiths protect the forest, so the forest protects us.
You want to be a Woodswraith?\nWant to cast off the shackles of false gods and bask in the poisonous shadows of the forest?\nApproach the altar. Take the oath.
Every alchemy requires four things: an Original, an Ingredient, a Catalyst, and salt.\nAn Original is the thing we're performing alchemy upon. Could be a sword, axe, whatever.\nAn Ingredient is what determines the result, and usually contains some remnants of life and memory. Ears are my favorites.\nA Catalyst is what drives the reaction. Catalysts are usually the hardest parts to come across, but they're oddly common here.\nAnd salt is salt. Salt powers the reaction, and is consumed in the process.
I know all sorts of alchemy, but on the continents I wasn't able to practice nearly as much of it as I do now.
Would you like to visit another Sanctuary?
I do what I can to spread Devara's Light through this dark island.
Want to go somewhere?
I've traveled all over the place. If you've heard of it, I can get you there.
Go easy.
Like to visit another Sanctuary?
This island has so many secrets.
Watch yourself.
Travel?
...
Hello, friend. Have you shed light for Devara?
Devara always seeks new pilgrims.
Evil cannot stand the light of Devara.\nProve to us that you can be Her sword.
Don't lose hope.
Are you a true Mountainsmith?
You're not one of us.\nThink about that.
You. Me. We'll crush anything in our path. You'll show me how.
Stay strong.
I can treat metal.
Believe it or not, we Keepers of Fire and Sky sometimes do need smithing.\nAnd when we do, I'm the one they come to for it.
Keep your blade sharp.
We're used to living a sheltered life.\nIf you've met a Guide of our Order, you may notice that he'll be a man of few words.\nGuides are charged with dealing with the world outside, and as such are sworn to relative silence.
I don't mind being a chatty Catarine, myself.
This small island is endlessly vast, and endlessly intriguing.
Have you spread the sting of the forest?
I can't trust you. You're no Woodswraith.
I've lived in friendly woods for as long as I can remember.\nThe woods here are treacherous. We'll fix that, won't we?
Be our eyes and ears out there, Woodswraith.
The council of Fire and Sky has power even here.
The Keepers of Fire and Sky do not treat with outsiders.
This island wishes to suffocate fire, and blot out sky.\nYou'll change that.
Keep that Fire thirsty, my friend.
Looking for companionship?
It's dangerous out there. Maybe you shouldn't go alone.
Be careful.
You two will do great things, won't you?
Fight the good fight, sellsword.
Hi!
Bye!
Mewello!\nWhat's your wish?
Curiosity.\nWhat creature persists in the face of such suffocating despair?\nThe others have begun to kneel.\nWill it join them?
No...\nWords are nothing without fear.\nI see in it a shred of courage, and this offends Me.\nIn time, it will kneel. \nAnd when it kneels, it will kneel not in acquiescence, but in the darkest despair it will ever know.
Such a brave, foolish curiosity.\nIt will struggle then. And it will bleed. And it will fall.\nAnd one day, when it finds itself beaten and broken, gasping for air, choking on its own blood and tears...\n...that will be the day that it kneels.\nAnd I will consume it.
It persists.\nDoes it wish to know Me?
While they scurry to and fro, I am.\nWhile they cherish their petty deities, idols, and false lords, I am.\nWhile they fight their trivial wars, live and die for mortal kings and scoundrels, I am.\nAll priests of false gods kneel to Me.\nAll kings of empires great and small kneel to Me.\nLife kneels to Me.\nDeath kneels to Me.
It will know me in time.\nIt sees before it a mere vessel, yet it hears My true voice.\nIn time, it will see Me.\nIt will shut its eyes and cover its ears, yet it will see Me, and it will hear Me.
Does it know what I have done?
It thinks it knows? Amusing.\nI take the things I desire.\nI have taken so many things from so many people.\nSouls like scraps, bound in dying flesh: I claim them.\nKingdoms of dust and lies, petty princes, corrupt lords: I claim them.
I take the things I desire.\nI have taken so many things from so many people.\nSouls like scraps, bound in dying flesh: I claim them.\nKingdoms of dust and lies, petty princes, corrupt lords: I claim them.
It persists and persists, but for what?\nSurvival or dominion?\nIt can flee and survive.\nOr it can remain and claim rule.\nIt will find both of these feats impossible.\nWhat does it strive for then: survival, or dominion?
This island is My domain.\nThose who wish to flee must earn their escape.\nThis is impossible. It will discover this.\nWhat stands before it is a puppet. The puppet is My voice.\nFind Me...
This island is My domain.\nI rule this island, and from this island, I rule all man.\nIs My power the true object of its desire?\nStrive...\nMy power is Mine alone. It will not claim it.\nWhat stands before it is a puppet. The puppet is My voice.\nFind Me...
[Ow]... you there, stranger!\nWe've been boarded in the night!... [ungh]\nThey... they'll want to kidnap our Lady... [ow]... ransom her...\nProtect her.... [ungh]... save us--!
Safe passage 'round the bay.\nDo we venture East, friend?
Round we go.
Next time, friend. Next time.
I provide safe passage, sure.
Safe passage 'round the bay.\nDo we venture West, friend?
This air... it's so still.\nI was drawn to this dome for reasons I don't understand.\nIt's so lonely here. I long for a friend, but I think I've driven everyone I've loved away.\nTell me... have you heard of Hardlight?
You have?\nThen you know that without being able to set foot upon it, you'll never reach your goal?\nYou know, I can help you with that.\nYou'd like that, wouldn't you?
Well then, let me tell you.\nHardlight has been described as not unlike crystalized moonbeams.\nIt can only be seen and touched by those that possess a Hardlight Brand.\nBut even those unable to touch hardlight will see its traces.\nYou'd like that brand, wouldn't you?
Yes, as I thought.\nWell, it's as simple as that.\nAccept this brand.
No...? You're sure...?\nAdmit it: you need me. Don't you?
You come here to think too, don't you?\nI enjoy solitude, of course, but you're always welcome to join me.\nI like to think about how meaningful my actions are.
Making real change... that's what I bring to this world.
I don't think I'm like you.
You've used the gift I gave you to explore, conquer, and vanquish.\nI'm pleased to have been able to make an impact on your journey.\nMoonlight has always been my friend.\nNow I call you friend as well.
May moonlight shroud you in this life.
Hey, stranger.\nYou're like me, aren't you?\nYou hunt monsters for their salt too, don't you?
That's what I thought.\nMy hunt led me to this mire.\nThrough that cave is a blocked passage.\nI recognize the barrier though: it's called Redshift.\nThere is a brand that allows its owner to cut through Redshift with torchlight.\nIt is a secret guarded closely by us Bloodbrows... but these are extenuating circumstances.\nWould you like the brand?
No?\nWell, you'll want to be finding your way to the shore.\nThere's escape through that cave, but it appears blocked.\nOnly... it's not.\nYou just need to see it.\nWould you like to see it?
Very good. Your hand, then.
No?\nYou must see.\nAre you ready?
See with the eyes of a hunter.
A fellow hunter...
My people created Redshift barriers centuries ago to contain beasts.\nWe were hunters of nightmares: beastly thralls, possessed animals, demonic spirits.\nWe sometimes captured our quarry, to be held in prisons of Redshift. 
This island is full of Redshift barriers, but I didn't place them.\nI don't know how to build Redshift, I don't think anyone does anymore.\nThat secret died generations ago.
This island draws people from so many places... and times?\nA fellow Bloodbrow must have been here... from centuries ago.
Hunt fiercely, friend.
Well met, Saltborn.\nI am not like you, born of Salt.\nI am born of that life that flickers like flame.
I am summoned by the Song of Souls, spelled in candlelight, written by the drowning Saltborn.\nYour world is cold and stifling, my light is fleeting here.
Well met, Saltborn.
To be Saltborn is to be a dying fragment of eternity. To be born of light is to be truly living, yet so ephemeral.
Glow brightly, Saltborn.
Born of salt...
Hello.
The Stone Roots anchor us to the earth, and through that anchor shines divine light.\nThe forest can poison, oh yes, but it can heal as well.
Be safe.
Greetings, disciple.
I am a mage, and a Keeper of Fire and Sky.\nMages like me have worshipped the Sky, Realm of Divine Fire, for centuries.\nFire and Sky are intertwined: Fire is like an ethereal fabric, tangled in Sky. Without Sky, there is no Fire. With Sky, there is always Fire.\nDrawing from the etherial fabric is the essence of magic.
Farewell.
I've spent nearly all of my years in the Citadel in Liven.\nI was summoned to Kadan as emissary of the Citadel, and as you know, Kadan lies across the Immrian sea.\nOn the boat, in that black sea, the Sky was... different. I've seen the rage of the Sky, but this was a Sky without Fire. The fabric was corrupted.\nWe were shipwrecked. I believe I alone survived.
The Sky here is stifled, but the etherial fabric is sufficient.
Greetings, traveller.\nLooks like you've found a Sanctuary of the Keepers of Fire and Sky.\nWe worship the Sky, for in it lies the ethereal weave of Fire, most powerful of all magics.\nYou've found our citadel, would you set aside the gods you now hold and worship the Sky?
Stranger.
Pray at the alter, traveller, and embrace the unending power of Sky.
Search the stifled sky.
Hello, dark traveller.
The end is so deliciously, wonderfully nigh.\nEverything I do is to hasten it.
The Goddess Devara has already damned us all, and has promised to eradicate those with unforgivable hearts in divine light.\nBut the day of judgment will belong to Her brother, Azredak, our dark lord of chaos.
Those of us who cannot be forgiven by Devara find belonging in the tainted heart of Azredak.\nHe is made powerful by suffering, pain, and despair.\nSo we do what we can to spread that which pleases our Dark Master.
When enough blood has been shed, our Dark Lord will rise.\nWe shall be saved when the world is plunged into chaos.
We share the same goal.
We're all gathering our dark forces, aren't we?
Instruments to maim, instruments to kill.
I pledged fealty to Azredak, but that was only 'cos I'd already murdered so many souls Devara'd never forgive me.
You're not one of us.
You betrayed us.
Such a brave fool...
I grew up keepin' the new gods, 'til I found out they were a fiction.\nDevara's the mother of all things, true. She had a brother named Azredak though, and one day, he'll kill her.
We appease our dark God with blood.
Ayyy... been laughin' me trousers near off.
Adorn yourself in the tainted Shroud of Azredak.
I bear the Shroud of Azredak. Canvas tainted by innocent blood.\nThrough the suffering of others, I hasten our Dark Lord's return.
Harken to the screams of our Lord's return.
Greetings, tainted one.
I am an acolyte of Azredak.\nI have yielded to the bidding of our Dark God, because His will is the true rule of the world.
I was actually once a disciple of Fire and Sky, but... that didn't continue.\nI came across buried knowledge in our archives. Magic without Fire or Sky...\nBut such things were forbidden, and I was cast out.
Through this secret Order, I found a place to study this craft.\nStudying these dark arts... truly, that is the only important thing left for me.
Hello, traveller.\nYou've set foot in a sanctuary of the Order of Azredak.\nWe seek bloodshed above all things. Only through suffering will we appease our dark god.\nWill you join our cause?
Pray at the alter, traveller, and join the unholy cause of Azredak the Betrayer.
Shall we spread malice?
I kill women and children, mostly.\nAnyone who won't put up a fight.
They're everywhere.
Fusing metal and magics, then?
I've always been a bit of an alchemist, even if the trade comes second to my main calling: sowing the seeds of discord, my friend.
Greetings, fellow connoisseur of fine things!
Quite keen of you to have found us.\nWe're quite the secret group, you know, but we hold the most fantastic truth.
Seek more gold.
What truth is it we hold? It's simple: there is no thing greater than splendor.\nFlesh rots away. It drips from the bone. Everything becomes dust.\nBut gold? Adorn my body in it. When my flesh shears away, I will live on through my gold.
Why am I preoccupied with the fleeting nature of flesh? Well, my friend, because it is.\nWe have been afflicted... by Grayrot.\nGold is our solace, it is our glorious aegis.
The Prophet gave us gold. The Fool gave us wine. Were they men, or gods?\nWhoever they were, they surely saved this pocket of humanity.\nGold gives us light, and wine gives us warmth. How can I mourn my affliction when my heart shines so brightly?
Shall we deal in gold, then?
We don't spread wealth as much as we do the love of wealth.
Welcome to a safe place of gold.
I'm accustomed to dealing with gold, but I can forge things of iron just as easily.
Be well.
You've abandoned the Fool and the Prophet, eh?\nShame...
Buy some salves?
I am a healer," am I not?\nFunny..."
Heed the word.
I am versed in magic, but nothing warms my heart like wine.
The Fool spoke of a connection between The Wine and The Warp.\nHe told us that magic draws from a celestial field of elements called The Warp.\nWine dulls our inhibitions, drawing out our primal connections to The Warp, and enhancing our magical abilities.
Friend, whether or not you enjoy magic, you shall enjoy wine.
Greetings, traveller.
Pray at the alter, traveller, and seek the grace of The Fool and The Prophet.
Merrymaking is best with companions!
Shall we ramble on?
We can go where we want, but I quite like it here.
Like to dabble in alchemy?
I don't often visit the outside world. We're... not welcome there.\nBeing apart from the outside world gives me the solitude I need to focus on my craft.
Visit again, if you choose.
Do you have a mark?
A writ: good.\nThen you've tried, and failed, to commit the ultimate betrayal: defiling a holy place that once cared for you.\nBut you've failed, haven't you, and that's why you sought our help.\nBeyond me lies a sanctuary to The Betrayer.\nI will ask you this once: do you wish to swear your blood to Him?
I am pleased.\nHere is the icon of our dark creed.
So be it.
And here is a key to the door that lies beyond me.
Revitalize our sanctuary.\nSpread our malice through the land.
You are welcome here.
Be on your way.
Welcome.
I can bring you to any sanctuary you've visited.\nYou just have to describe your destination to me, and I can get us there.
When we travel, I don't quite know how we get there, even if I know where we're going.\nThis island draws things out of people. Strange things.
I see a small statue on the altar, it looks a bit like me.\nDid it call me here? I feel like that makes sense, somehow.
We can go anywhere. Anywhere but home.
The citadel can help you.
I am a healer.\nHealers are common in the Citadel, even if our primary craft is destructive elemental magic.\nAs a matter of fact, destructive elemental magic is the reason we're so important.\nIf I had a ducket for every foolish acolyte that singed his own eyebrows off...
Greetings, friend.
Not too surprising I ended up here, is it?\nThe Citadel of Fire and Sky isn't entirely self-sufficient, and a man like me must make trips now and then to trade.
Wouldn't you guess it? While sailing 'cross the sea, I wrecked here.\nIf ever there was a reason to stay home, it's that.
The Citadel survives on few merchants, but now they have to survive on one fewer.
Oh well. Shall we do business?
The Iron Ones
The Three
Goddess of Light
Stone Roots
Keepers of Fire and Sky
Yes
No
Talk
Buy
Leave
Upgrade
Done
Learn Prayers
Buy Items
Sell Items
Learn Spells
Learn Incantations
Harvester
Plant
Yes|dice_guardian_rotten
Yes|earth_bag
Transmute
Travel
Shop
Work
Hire
Survival
Dominion
Take Helm
Do Nothing
Cleanse
Forgive Sin
Yes|bloody_writ
