The Serin Mystique, Volume 15, Issue 2
Welcome to the 2nd issue of Volume 15, of the Serin Mystique! We pay
tribute this issue to Ethaac, who has passed on. His contributions to
accessible knowledge were vast, and will leave a lasting impression. Think
of him every time you refer to the Codex, so that his legacy continues on
for many millennia to come. In less depressing news, I encouraged our
Consortium members to aggressively mock some of the more well known figures
of Serin in this issue, may it put a smile on your face!

1) Cabals (see Legion, Knight, Justice, Warlord, Keeper, Consortium)
2) Stories (see Scarecrow, Mansion, Interview, Dragonslaying)
3) Battles (see Battle1, ThreeDuels)
4) Poetry (see SirTrovo, Friendship, TongueTied, Love)
5) Gossip (see Narcolepsy, Divine)
6) Adventuring (see Valour, Galaxy, TwoPaths, Zodiac1, Zodiac2)
7) Novice Findings (see Spellcasting, Pantheon, Ethereal)
8) Immortal News (see ImmortalsAnswer, FallenJustice, TaintedBlood)
9) Obituaries (see Ethaac, Eurayel, Mokoto, Fygh, Quardaz, Sariana, Kaa)

Stay tuned for the next edition where I push wacky new assignments on
Consortium members. All in the hopes they'll enrage and infuriate people
with homicidal tendencies into trying to murder them, for your entertainment
and mine!



1) Cabals

Legion

Legion Affairs
--------------
The Legion sorceress Fygh offers the following brief update on Legion:
"There are Legion and there are others that aren't. Zylenier's will shall
wash us all in his glory."

Now this is very interesting, for I had thought Lord Thorgoth led the Dark
Army. In fact, Fygh told me that the dark gods ultimately coincide
efficiently. In what ways? "Mostly the ways that matter."

Hmm. I shall need to do more research on this. Still, it sounds as though
Legion is rising yet again.

Scribed by Serra

Knight

A Knight update
---------------
Sir Trareli reports that the Castle is doing well. The recent induction
of Rhoa, a sprightly new applicant, has bolstered their ranks and she is
already off to a roaring start, fearlessly chasing even the renowned fighter
Kizra around town. Executor Trovo is, well, "Trovo - one who stands tall
and fights with vigor." The recent influx of new blood is just in time,
too, given the dark forces mobilizing recently. It seems Lord Ceridwel is
well aware of this, as until the Legion are cleansed of their Anathema
status, the Knights are duty bound to gain their item and thus attempt to
keep the evil weakened and at bay. Even so, Trareli stated rather fairly
that he does not expect Legion to convert; they simply follow their own
duties and exist as an unfortunate but necessary evil.

Executor Trovo, a staunch follower of Lord Ceridwel, offered some more
updates, listing a hearty roster including Archon Alkas, Knight Trareli, and
Footmen Gildan, Vindelfuss, Alloryn, Rhoa, and Olgadeth. Still, only
recently they lost one member, Galiraand, for private reasons. As we sat
and spoke, the winds blew warm and Light prevailed throughout the lands.

Scribed by Serra

Justice

A Justice Update
----------------
Justice Solmundi provides the following update: "Chaos abounds in the
lands and seems to be rising. Thieves like Yngfre and the Legions are
adding to its strength. The halls of Justice are seeking more recruits than
before."

Indeed, I have seen a number of criminals being chased about recently with
my very own eyes (a dear, incorrigible friend among them), and with the
rumblings of Vhrael and the Legion, it seems there will be much for Justices
to do in the days ahead! As such, I hope our publication helps to broadcast
Justice's call for applications.

Scribed by Serra

Warlord

A Warlord Update
================
Warlord Thoom reports that the Warlords continue the ongoing fight for
honor and glory, proudly duelling any and all who dare to accept the
challenge. Lorne yet reigns as Warmaster, trusting no mortal to helm this
band of fighters. They bear no grudges, except against "those who are
dishonorable or cowardly."


I can personally testify that the Warlord have been spilling a high volume
of blood upon the Arena floor, though there are few duels to the death.

Among the Warlord are: Kaa, Thoom, Oakenst, Sylac, and Sariana.

Keeper

An Update for Keeper
--------------------
I had the great accidental fortune to travel with a young Keeper today by
the name of Fream. He informed me that while the Keepers' halls has been
quiet of late, they are returning to keep the balance of Serin safe. Fream
and another new member, Cara, are quickly learning so that they can meet
Serin's demand.

Currently, Fream thinks the most imbalance in Serin is caused by anger and
greed, manifested all over through pain, suffering, and needless war. With
the Keepers returning, he hopes that Serin may be restored to its true
balance.

May it be so!

Scribed by Serra

Consortium

A Consortium Update
-------------------
This is the first opportunity for us to provide an update on the
Consortium since its inception! For those of you who were not aware, the
Herald and Mystic coteries were recently combined together based on their
long history of collaboration and shared values. The new coterie, known as
the Consortium, brings the Heralds and the Mystics under one roof and
introduces to Serin a new group, the Scholars. When an aspiring
intellectual, poet, sage or troubadour joins the Consortium they have the
opportunity to align themself to specific Pillars of Study. Depending on
which pillars yea chooses, your path as a Mystic, Herald or Scholar will be
laid before you.

So far, the Consortium is comprised of the following active members:

Ethaac the Conservator of the Codex, Abecedarian of the Physical Realm (Mystic)
Vellis the Loudest Bard in Serin, Lore Keeper of Warfare (Scholar)
Serra the Holy Matriarch of Healing (Scholar)
Ilromie the Sage of Arcane Power (Scholar)
Cothagh the Wrath of Nature (Scholar)

It is rumored that some of the Scholars are close to choosing their Pillars
and may align themselves as either Herald or Mystic soon! The Consortium is
always looking for new members, so if you have a hankering for writing,
singing, researching, or studying, don't hesitate to let us know!

Scribed by Ethaac


2) Stories

Scarecrow

Sylos Greenwood, the Original Scarecrow of Serin
------------------------------------------------
This tale of a legend created by a whimsical god is brought to you
through the words of Sevrin Greenwood, and humbly scribed by yours truly,
Serra of the woods.

Sevrin is a young monk dedicated to the path of Balance. Despite his age he
has a great deal of wisdom, and also a long and unique family history.
Indeed, his most renowned ancestor was known as the Original Scarecrow of
Serin: Sylos Greenwood.

Sylos was born an avian, and adopted into the Greenwood family. As a young
man, he took up his trade as a simple warrior of balance. As the records
tell, he was minding his own business when one curious day he attracted the
attention of Lord Davairus, the God of Blood. Upon a whim, Sylos' life was
taken and he became Undead; yet, curiously, he had none of the weaknesses of
the usual undead. Some time after, he was again transformed, this time into
the form of a scarecrow - his body became stuffed with straw, and even his
voice was changed. And even further - somehow, Sylos was converted to the
path of light, becoming a walking paradox - an Undead Construct of Goodness.

Sevrin says that, remarkable though this all was, Sylos simply lived his
life the best he could, making many friends and hardly an enemy.
Ultimately, Sylos even participated as one of the co-founders of the renewed
Warlord Cabal.

Today, the legacy of Sylos can still be seen stamped on every scarecrow kit
purchased from the Juggernaut, leaving his positive impact on generations of
fighters to come.

These are certainly tall boots for young Sevrin to fill, but I have no doubt
he will make an impact of his own, in time.

Scribed by Serra

Mansion

Perhaps, the Mansion
--------------------
This is the fictional, but possible, story of a house.

Once, this house had been an extravagant country residence for a great
Marquis and his wife. Its great gates were polished each morning by a
caretaker who also trimmed all the hedges and sieved duckweed from the pond
near the entrance. Each of its many windows was hand-washed so that each
one sparkled when the sun glanced off it just right. Its great doors were
framed on either side by a neatly twisting cypress.

During the day, a peaceful silence descended around the house, broken only
by the buzzing of insects and chirping of birds. The Marquis often rode out
hunting on pleasant days, unless the weather kept him indoors, during which
the voices of his favorite hounds would be heard echoing in the hallways.
Madame stayed inside the house most of the time, occasionally adding to the
ambience with some melodies she would play on the clavier in the parlor. A
year passed; the air was split by the screams of a baby, and later the
twinkling laughter of a little girl.

During the night, however, the house came alive. Renowned guests from far
and wide were invited to partake in lavish dinners and balls. The path
leading to the house filled at dusk with queues of carriages pulled by
proud, feather-plumed horses. Footmen would bustle about, then gather in a
gossiping cluster near the stables while their masters and mistresses danced
in their best outfits in the ballroom beneath crystal chandeliers. Light,
laughter, and music would stream out of every window and the open doors,
late into the night.

Once.

Only rumors remain of the fall of the Marquis. Some said he lost too
heavily at gambling; others supposed he had made a powerful enemy or two.
Still others suggested he had somehow been tempted by a Dark God to embrace
a blasphemous fate.

Whatever it was, the life of the house became something quite different.
The guests and parties were the first to dissipate. The dogs' voices died
out, one by one, their joyous bays replaced by lonesome howls and, later,
maddened growling. The lady's music first became somber then stopped
altogether. The child no longer laughed, but soft sobs could be heard
sometimes late in the evenings, from different corners of the house.

Ivy grew, and weeds. The songbirds departed for clearer pastures, and crows
moved in to peck at the overgrown remains. In the night, the doors no
longer stood ajar, but light still streamed from the windows. Occasionally
a silhouette would be framed in one of them: a man, standing alone, looking
out into the darkness. Perhaps he was waiting for someone who would never
arrive. Or perhaps he had been cursed, and was longing to leave.

The house did not care. The sun continued to rise and set around it, and it
had been built with such expertise that not even a single step sagged. It
did not care when the hounds descended into its basement and took up
residence in the dark depths, nor did it care when strange smells of decay
began to emanate from the bedrooms and kitchens. The house only knew how to
look outward at the woods that surrounded it, and marvel at its growth.

It was only when strangers began to traipse up its sidewalk, uninvited, that
the house began to care. Its master had not called these strangers, who
brought weapons and said and did cruel things to its inhabitants. Being a
house, the house could not do much about it, but it disapproved mightily,
and cast a cold dread on any who dared step in its doors.

So it stands to this day, protecting its master.

Scribed by Serra

Interview

An Interview with Yngfre
------------------------
I chose Yngfre to interview as a noteworthy inhabitant of Serin, because
her name was ringing from the walls of Seringale when I awoke.

In a secret room away from the angry city guards we sat to chat, and she
told me a little bit about her life and how she came to become a wanted
criminal.

In fact, Yngfre said, she had been a wanted criminal for most of her life.
As a child she was locked up for ten whole years for defending herself. It
seemed that she had been subject to many unjust incidents which left a
bitterness in her that persists to today.

Her most recent crime, however, was knocking out, stealing from, and
ultimately murdering a Justice. Yngfre told me she has committed many
crimes over her life, however, and that the last one was no more noteworthy
than the others. She has lived a long time, long enough to watch Kings and
Queens live and die. One could assume, then, that she has committed many
thefts and murders over her life.

Living outside the law and with much of society against her has taken a
heavy toll on her, however. She always seems to be on edge, and one of her
hands sometimes has a tremor, possibly due to stress. Furthermore, Yngfre
told me how once she had thought life to be precious, but she stopped
valuing her own after her unfair incarceration. Now she fights, both for
her own survival and to overthrow the chains that civilization puts upon
people.

In her lifetime, Yngfre has sought divine guidance from two deities. The
first, Vevier, she called her Elusive Mother. She was once devoted to
Vevier, whom she said was there when no one else was and gave her purpose.
At her lowest point, Yngfre lost her "Ruby" to an undead and was tempted by
Darkhan to sacrifice her soul to him. When she sought advice from her
Elusive Mother, she heard no reply. Without Vevier's guidance, ultimately
Yngfre sacrificed her soul to Darkhan, only to find out that the dark
Immortal had been offering her a lie. Since then, she says, she has been
"lost 'n messed up ever since..."

These days, Yngfre tends to travel in solitude and trust no one for safety's
sake. Still, she wishes to one day have an audience again with her Elusive
Mother, perhaps to find a way to redemption.

Scribed by Serra

Dragonslaying

Besting the Elder Red Dragon, Xalthessa
---------------------------------------
At long last, I have finally learned enough to travel with the greatest
in the land, thanks to the aid of my mighty minotaur friend, Darvaz. It
seems all of this hard effort has been worthwhile, for not long after I
attained the forty-second rank, the renowned thief Yngfre asked me to
accompany her on a quest: to kill an elder dragon!

This adventure took place in the bowels of Redhorne Mountain, a volcanic
crater filled with fiery creatures and angry Jotuns. Yngfre showed great
skill and dexterity, dodging waves of blows by the creatures as we made our
way into the burning depths. Still, some of the renegades there threw their
blows so furiously that it kept me very busy. Here and there we would pause
for a rest. As I created magical springs the heat in the air was so intense
that steam would form on the spring's surface, and the water we scooped out
to drink was warm...

Sweating profusely and covered with blood and soot, we finally made it to a
grate in an alcove. Yngfre motioned for us to set up a temporary camp and
pitched a tent. As I slept to regain some energy, my dreams were filled
with rumblings, roars and jets of fire, portending the battle that was to
come.

Refreshed, with bright white auras protecting us both, Yngfre opened the
grate and slipped down into the cavern below. As I floated down behind her,
the enormous form of an Elder Red Dragon slid into view. Her name, I
learned, was Xalthessa. She was massive! Almost too large to fit in the
cave, and whipping her muscular tail about in distress as Yngfre jabbed at
her with her prized ruby-hilted dagger. Her tail made whooshing sounds as
it swung and blew me backward a few times with the wind generated by its
powerful lashing; where she missed her target, it smashed into the cavern
wall, sending small stalactites tumbling down around us. I wondered if
perhaps she had been mourning the loss of a hatchling when we entered, for
shards of a huge egg lay in smithereens behind her and she fought with the
fury of a thousand suns.

Even so, Yngfre was determined to have her head - she was building some sort
of trophy collection, I imagine. As she leapt and weaved about, deftly
sliding the blade of her dagger between the dragon's scales, I watched black
blood trickling in rivulets down Xalthessa's huge, heaving sides. At first,
Yngfre's efforts seemed only like pinpricks as the dragon seemed to pay no
heed to her, simply roaring, breathing intense jets of fire, and continuing
to thrash at Yngfre viciously. But gradually, oh so gradually, she began to
weaken. The ground beneath our feet became dark and sticky. Yngfre's feet
made squelching sounds and slid about as she continued her determined
onslaught.

I only caught glimpses of the battle between frantic bouts of healing to
keep Yngfre from harm, but the images burned themselves into my memory.
Yngfre's lithe form slipping behind the huge claws of the dragon to land a
lethal pierce in the vulnerable tendon of Xalthessa's leg; the dragon's
golden eyes with its emerald green pupils widening with the pain; the great
dragon's foreleg crumpling, and the weight of her battered body landing upon
her left wing, crushing it, leaving her neck unprotected on the cave floor
as Yngfre came in with the final deadly slice.

And then the battle was over.

Where there had been roaring both of the dragon and of the blood in my ears,
now were only echoes as a cloud of dust settled over the body of the fallen
dragon. Then there was only the sound of Yngfre's knife cutting through the
sinews and muscle as she decapitated her prize. I said a small, quiet
prayer for Xalthessa's sacrifice and for her lost hatchling, as well, as we
gathered ourselves and left the cave for the crimson heat of Redhorne.

Scribed by Serra


3) Battles

Battle1

A battle, of sorts
------------------
I had hoped to spend some time today writing about mysteries of the
arcane, but was rather quickly accosted by an evil vampire by the name of
Greadus. First, he attempted to sink his fangs into my neck while I was
exploring a quest in the Cloud Castle. The first spell that he cast was an
absolutely astonishing one which paralyzed my mind with a feeling of sickly
sweet happiness, the sort one feels after eating too much cotton candy at
the fair. Next, he attempted to fill my mind with curses and temporarily
made me go blind. As I am not fleet of foot, my only resort was to plop my
large bottom down and protect myself like a turtle.

Thankfully, my wise guildmaster Korvoduin had recently taught me of one
powerful deterrent against Greadus and his ilk - "turn undead". Though I
had only used the spell once or twice outside of our lessons, I prayed
fervently to Lord Kedaleam to protect me - and it worked! The spell hurt
Greadus considerably, enough to drive him away briefly.

Hoping that it was enough to shoo him off and gain me some peace and quiet,
I went to another corner of the Castle with a little less foot traffic. Yet
again, this vampire appeared, this time as a bat. Again, I chased him off
with the spell. But it seemed he was determined to be persistent (or he was
extremely hungry).

I must admit I never thought myself to be anyone's idea of a meal, tasty or
not.

As I was equally determined not to be dinner, I decided to go to my guild.
When again! Bats at the door! This time, he was taking his fight to Surga,
which I could not condone, for this guardian puts up with quite a lot. I
ventured out to heal her, when Greadus decided to turn his fury against me
yet again. Several more times did we skirmish, with him attempting to
strike at me, and myself defending with heals, sanctuary, turn undead, and
exorcism. I am certain that fate would not have been kind to me if it was
not for the fact that he was undead, and that Korvoduin had taught me these
lifesaving spells.

This went on for some time, with no end result in sight, as he was not
strong enough to overcome my healing powers and I had no intention of
hurting him other than for self-defense. Finally, having had enough of his
shenanigans, I departed for another locale to seek solitude, and he finally
gave up and left.

Scribed by Serra

ThreeDuels

Solmundi Came to Duel
=====================

The sun was high that fateful day Solmundi came to duel.
Weapons sharp and right at hand, he cast his gaze to Thoom.
Within the Ford, to the stun, advantage to Solmundi:
Given room to run around, he couldn't lose, now could he?

Justice prayed for blessings, unaware his outcome was bleak
as Warlord tensed for battle, an ancient combat technique.
The giants clashed and traded blows - bold Thoom landed the most.
Solmundi switched to a sword and charged right into a riposte.

In retaliation, Thoom tightened his grip around a spear.
Again, the jotun charged and Warlord turned him on his ear.
Dirt was kicked at Justice eyes and Thoom pushed his advantage,
blind jotun an easy target, he threw a bash quite savage.

Solmundi fled with his life and prayed for luck and healing.
Thoom hunted with haste and no regard for rites or pleading.
One round more and the justice knelt - further fight was futile.
It seems the gods were deaf the day Solmundi came to duel.

Cadaleron saw the fight and knew where Solmundi failed.
Boldly daring to try his hand, Thoom's attention he hailed.
Never one to rest for long, Thoom wiped jotun blood away.
The terms would be the same, advantage to the figher's faith.

Justice listened tensely as the Juggernaut reported
the live tale of an elf and the heavy blows he thwarted.
Cadaleron danced and cut at the mighty skin of Thoom,
skirmishing to a win before the eyes that came to duel.

Having seen the skill of the elf, Solmundi challenged Thoom.
Another duel it was to be, this one he dared not lose.
Eager to win after that loss, but overconfident,
he agreed on the Ford again and down the hatch they went.

This time Solmundi ran about, just like the elf before
until Thoom was pretty hurt and victory was assured.
Toe to toe, relying on his weapon made him a fool -
led to no reward on the day Solmundi came to duel.


4) Poetry

SirTrovo

What follows is a verbal portrait of of the Knight Executor Sir Trovo
Edari as he was on the 4th Renewal of the Celestial of Piety.

Held high the head bearing weight of rule,
steady gaze on a boy eager to prove.
By his right, the faithful Knight
Sir Alkas the Courageous
guiding with patience.

Sir Trovo observes:
Binding oaths resound,
a Squire is honorbound.

Peace pervades the pews,
the youth rises, faith-imbued.
He looks up (and still up yet)
Stained sunlight limns the exalted silhouette.
Stern visage cracks, a momentary crease
The silence breaks and Trovo speaks.

His praise is earned, Galiraand beams.
Alkas welcomes him to the ranks,
offers the squire his hand to shake.
An instant where all is what he dreams.

Foot scrapes against stone,
Trovo turns,
the smile falls.

Duty to Valour calls.

Friendship

Friendship
----------
Once, you taught me how to let loose the chaos dragon.
I thought it was just an adventure, another terrible beast.
As the altar erupted and it soared to the skies
A wild laugh tore from your body.
I didn't recognize the glint in your eye.

Now, facing the moon, I reflect.
Sitting where the heavens meet the sea,
Surrounded by wisps of clouds and slowly spinning stars:
The emotionless, the serene.

Once, your eyes met mine here,
Through their light and your darkness.
It was the first time I truly saw you.
I traced the path of countless gazes
Whose wishes and desires cast long shadows
And twisted your form to their grip.

Twisted, yet whole, like a tree in Dankbark Forest.
Buffeted by the wind of fate,
You held your poisonous conch to your ear
Amidst the whispering waves
Whose comfort brought only torment.

Beholden to a voice only you could hear,
You committed your soul to chaos.

My friend! you called me, then,
With blood beating in your ears,
The taste of death tinging your tongue.
I did not know this, too, could be friendship.

Scribed by Serra

TongueTied

You are bold, you are bright;
You are well within my sight.
Yet my tongue is like a knot,
And what I can say is naught.
What should I do? What should I say?
I can't make any words come into play.
I cannot find the right words to say.

Love

Oh, how I long for thee; if only you could see.
I brave the storm, wind, and rain; but it does little to remove the pain.
Do I call you friend, beloved or sister? I feel caught within a twister.
There is not enough words can say; all I can do is hope and pray.
If I could say how I feel... Chances are good I would kneel.
But, all I can do is wait... The time for love is never late.


5) Gossip

Narcolepsy

Narcoleptic Knights
-------------------
The Knights of Valour are renowned for their honor, devotion, and
courage. Some of them are also apparently known for falling asleep in the
strangest places. Sir Alkas the Knight reports his compatriot, Miriebwyn,
has a tendency to fall asleep all over the place, including off the top of
horses while she is in the middle of a gallop around the countryside. Ouch!
If this carries on, perhaps she needs to consult a physician!

Scribed by Serra

Divine

Untitled


6) Adventuring

Valour

A Visit to Valour
-----------------
I approached my target from the West, whence it borders the area of Storm
Hill. The first clue I found we had reached the right spot was a monument
to Valour's fallen, tucked alongside a path overlooking the town of Drakath.
As I ventured further north, a huge block of ice encasing some kind of
creature stood in the center of a large patch of flattened grass. A few
paces further to the east and I arrived at the western gates.

Interestingly, both the flags of Valour and Seringale flew over the
entrance, perhaps signaling an alliance between the two cities. The gates
were guarded by a pair of centurions who moved not a muscle as I passed,
though I felt their eyes watching me carefully. Near the gates were the
training grounds presided over by Dioraem, who offered me a quest. As I was
busy working on my survey, I declined, but noted this for later. Across
from these grounds was a sparring grounds where master warrior Ryoma offers
instruction.
Valour, I find, is a majestic city built in the shape of a giant square that
straddles two bays - the Bay of Vamana and the Bay of Sarich. These bodies
of water are pristine saltwater bays teeming with fish and popular with
local fishermen. As I crossed across the Western Promenade my eyes caught
upon the statue of Torin, a victorious knight riding a steed. To the north,
a bridge led across the Bay of Vamana, while to the south, along Tribute
Street, sprawled a residential district.

At the midpoint of Tribute Street was the House of Seringale, in which
Aldacer the Magistrate offered some things for sale for nobles. Not being a
noble myself, he would not let me see what was on offer. Indeed, this House
confirms the strong tie between Seringale and Valour hinted by the flags
over the gate. Diagonally across the street to the south were the Royal
Stables, filled with a wondrous assortment of beautiful stallions and
surprisingly, a rabbit with a saddle on. Like Aldacer, the stablemaster
Tinieblas refused to speak with me. Lathognis, owner of the Lion's Den
outfitters, was the third to shout me out of his shop. It seems that
Valourians are not very friendly to outsiders, or at least not ones without
great amounts of riches (not me)!

At the south end of Tribute Street stood the Royal Palace. Unsurprisingly,
I was not granted permission to enter, so I turned east to continue my walk
along Lower Valour Avenue. Along this road I found a fishing store that
finally welcomed my patronage despite bearing "Royal" in its name. Nearby
was also a boat access down to a canal leading to the Bay of Sarich.
Further along the avenue I came across the Knight's War Memorial. This was
a much grander version of the one I had seen outside the western gates, and
bore the name of many famous Knights. I noticed several familiar ones such
as Sirs Torin and Dioraem. To the east of this memorial ran a second bridge
crossing the Bay of Sarich.

To the south of the memorial was the Walk of Pride, along which was the
Tavern of the Sun. Here is also where I found Sir Dancealot, a strangely
dressed man who showed me how to open a bottle of beer with a banana. The
Walk of Pride continued on to the South Gates, which led to a rocky path
with many dwarves meandering around on it - they mentioned an Encampment
below. Again I took note, but turned back to explore Valour further.

North of the Knight's War Memorial and at the heart of Valour was a large
Market filled with Royal (or affiliated) boutique shops, including an art
gallery, a toy and souvenir shop, a cartography store, a potion store, an
armory, a weapon store, a butchery, a mercenary hiring station, a vendor
that sold produce from the Royal Orchards, and a Royal Groomer. This is the
first time I ever knew there were shops that would help you clean yourself!

North of the Market was Victoria's Needle, a huge needle made of gold, which
I can only imagine means that this city holds tailors in very high esteem.
West of this giant needle was the other end of the Bridge over the Bay of
Vamana. At a corner of the bridge to the west was the Cathedral of Valour.
Within the Cathedral I found Jijit, the High Priestess, along with Hans the
master healer and Arkhalis the High Templar, who offered instruction within
its meditative walls. South of the Cathedral the bridge led back to the
Western Promenade.

I turned back to Victoria's Needle and headed north along Regent Street,
where I met Arishel the captain of the guard pacing in front of the Altar of
Ceridwel. Diagonally across the street to the north were two judicial
buildings - the Courthouse, where Teanna the court jester sat, and the
Station of the Royal Guard, which displayed a roll sheet of Valour's most
wanted criminals. Past these buildings lay the north gates, which led to a
densely misted area marked with a danger sign. Heeding the warning, I went
back to Victoria's Needle and turned east. This turn took me along Greater
Valour Avenue, which had a boat shop and access to the canals to the Bay of
Vamana below the city.

At the east end of Greater Valour Avenue stood the City Forum and behind it
the temple of Sarich. To the south, along Liberty Street, was the Royal
Municipal Bank (again, not for outsiders) and my very favorite place, the
Royal Library which contained many books I had never seen before! After
purchasing all the books I could afford, I continued onward to the Arch of
Saint Avangulen, which marked the junction of the Eastern Promenade, Liberty
Street, and the Bridge over the Bay of Sarich.

At the southeast corner of the Bridge lies the entrance to the Knights'
Castle. As Herald Trelanya warned me against trespassing, I did not enter.
Instead, I went back and ventured east along the Eastern Promenade where I
found a Nexus of Power and Valour's Consortium of Magi where the
spellcasting masters offered instruction. Past here lay the eastern gates
which continued out to an underwater area known as River Wood.

This concludes my exploration of Valour.

Scribed by Serra

Galaxy

The Mysterious Galaxy
---------------------
If you had told me two years ago that I would travel through a crystal
ball and meet the creator of the universe, I would have probably died
laughing and wouldn't be here today. And yet, this is indeed what I did!
Not only that, you may have your own celestial adventure if only you listen
close and tread carefully.

We begin our trek in the Shadow Grove, winding our way through twisting
brambles and echoing shadows. Experienced adventurers will be aware of the
curious exits one can find in this forest - an emaciated adventurer, a
willow tree... What we seek this time, however, is an empty clearing with
naught but a crystal ball waiting within.

Touching the ball transports oneself and all followers onto what I can only
call the doorstep of the Galaxy! Indeed, stepping forth from this place
results in somehow floating through the air. I say air here, not space, for
I noticed I could continue breathing despite the empty expanse.

Do not be fooled, however, by the innocuous atmosphere and the small stars
and comets that fly about harmlessly. Several traps lurk here, so it is
best to travel with a spellcaster or at least a recall potion in your
pocket! I found this out the hard way with my good friend Sevrin, after the
two of us blundered first into the event horizon of a black hole, and on our
second venture into the embrace of a dying star... I will say, though,
viewing the spectacular explosion was quite worth it!

Aside from these celestial objects, there are also living bodies located in
the Galaxy. The two mortals I found are both woefully enslaved by unnamed
gods - one as an unhappy priest, and the other as a living sacrifice,
chained to a rock! Though they struggled with their existence, I did not
see a way to free them, for the gods were nowhere to be seen and thus could
not be bargained with.

Behind the two sad figures stood an Ancient Temple which contained within it
a ladder up to mysterious dragon constellation complete with baby
hatchlings. Past the nose of the dragon, we found three most imposing
figures: the queen, the king, and ultimately the creator of the universe!
Sevrin and I are proud to say we have in fact bested the creator, although
in truth the battle was rather underwhelming. Possibly he was just
pretending to hold the title and the true power belongs to the unseen gods.

Within the temple also is found an assortment of different Aspects which
represent the twelve Celestials. These did not seem to respond much to us,
but they did look quite intriguing.

The easiest way to leave the Galaxy is down through the floor of the Ancient
Temple which will take you to the Temple of Wisdom in the Thalos Ruins.

And that, my friend, is how to travel to the Galaxy and back!

Scribed by Serra

TwoPaths

As of 12 o'clock pm, on Day of the Dragon Wars, 4th Renewal of the
Celestial of Piety, the following describes two true paths to the Light,
chronicled by Ilromie Illistarre.

===Taking the Scenic Route===

1. Start in Darkhaven. Head out of the North Gate. Head west and follow
the road until you reach marshland.

2. Do not linger in the marsh. You have a long way to go with soggy boots.

3. Keep to the edge of Dankbark forest, but keep heading west. Take every
west, including the one that leads to the large tree. Climb the tree and
look around at the decaying forest. Then descend the tree and take the
western turn to the north.

4. Once you get to Unsiliel wood, let your heart be your guide. Choose
north or south. The path will still lead to Valour. When you reach your
first real crossroad continue west. Keep a sharp eye, your next turn is
south, and the exit is hidden.

5. This time, keep east into the water. Move fast, we're not even halfway!

6. Climb out of the lake and head on into the woods. Don't linger here.

7. Again, let your heart be your guide as you make your west again through
the ancient oak woods. Pause only momentarily to admire their splendor -
some are alive. If you're a historian, the shrine of Myria stands within
these woods. Don't miss out while you're here.

8. Stop in at the Granite Head for a hot pie and stay because the
firebreather put you down! Then head west out of town. Turn north at
Audsug Crossing.

9. Take your first turn to the west. See if you have any better luck with
that giant than I did. Then turn back and continue north around the
mountain. When you near the top, head west again and scream anything you
want into the endless expanse of the mountains.

10. When you've got that out of your system, head east and start your
descent. Stop by the small clearing to the west before you head down to see
a preserved skeleton. Quite a rare find. Don't linger too long, it's cold!

11. Swing by Shudde because you didn't see the hatch and kill him for his
bad smell and clear potion. Then head back and open that hatch. Walk the
ancient path, but not all the way into Ofcol.

12. Head to the western edge of the grassy plains and look around until you
find some gyvel herbs, then find that druid Aruncus and give him some gold
(1000) to get another souvenir potion for your collection. Head north
towards the Sylvan Vale.

13. Descend from the platform immediately when you see the warning sign.
Then, enjoy the view from the basin. Find and admire the fairy ring, but
look out for wolves. Head north from the fairy ring, then turn west.

14. DO NOT TURN NORTH! That way leads to the sacred Warlord grounds and
that's not where this journey ends. Continue west.

15. As you walk the thin path, contemplate your choices in life. Remember
why you have chosen to walk the path of the light. Gaze upon the struggling
plant life in this area and be reminded that few things worth doing are
easy. Like these plants, you will need to let goodness take root in your
hard heart.

16. Climb Mount Vorhees. Look to the southwest and see if you can't spot
the Great City near the coast. Your goal is in site, but the journey's not
over yet. Descend Mount Vorhees on the western side into Mudfall.

17. People are nice in Mudfall, but watch your step. That mud can suck you
right down. Exit Mudfall to the west.

18. Deny the urge to visit the Circus. Follow the narrow trail though the
dark forest west until you reach the colossal tree, then keep heading south
and west until you reach the Shadow Grove. DON'T FALL IN THE SPIDER'S TRAP!

19. Find the path to Valour in the Grove by locating the burning willow
tree. If you run across the hungry adventurer, feed him. It is good to
start practicing kindness now.

20. Wander east and south through the mist until you emerge from the fog
and into the Light of Valour. Consider the symbolism of the moment and
reflect on your journey.


===The Quick Route===

1. Recall to Darkhaven.

2. Head east to town square.

3. Head south to the opening in the fog.

4. Head west, then take your first turn south.

5. Align Sword/Cross and enter the portal. You paid your price in gold.

Zodiac1

What do you think of when you hear the name, Zodiac Island? If you think
of a serene temple, with monks dutifully training their art, you would be
thinking as I did, and only partially right! Let me tell you what I have
found on my travels.

I have had the fortune to visit the Island a few times. Each time, I took a
ferry from the depths of Witch Wood next to Emerald Forest. The first two
times I visited, it seemed such a tranquil, idyllic spot. A temple stands
at the top of a set of stairs above the shore, perfectly balanced in its
structure, with wonderful architecture and the sounds of tinkling windchimes
on the breeze. The air is lightly scented with cherry blossoms, and in the
main square in front of a pagoda pairs of monks spar with effortless grace.
To the north and south of the square are raised seats for spectators to
watch over the square, or simply to enjoy the beautiful view. And here,
upon one of the seats, you may find as I did the first of twelve jade
figurines hidden about the island!

If you are anything like me, your curiosity will lead you to search for
these jade figurines. And this is how you too will learn that nothing here
is as it seems. But I get ahead of myself...

To the east of the square is a large brass gong, which calls in fighters you
can spar against. The only way to ring the gong is by obtaining the comet's
tail held by the gong assistant who stands nearby with the left-hand man of
the Empress of the Island. Unfortunately, it must be wrested from his cold,
dead hands. I'm sorry, assistant! Ringing the gong will bring forth a
number of opponents of increasing challenge who face you in the square.
They are not terribly difficult, as they attack very honorably without much
special skill. The last opponent, Koro, will present you with a rare and
precious potion of Sanctuary as powerful as any mortal can conjure.

After this exercise, you may be interested to relax a bit and explore the
pagoda. Within the first floor is a room full of concubines, for those
interested in that kind of thing. Upstairs is a small golden birdcage, and
a Great Throne guarded by the right-hand man of the Empress. He looks
rather suspicious with his eye-patch and scowling gaze. Though he doesn't
prevent us from going up to the third floor, where we begin to find some
even more suspicious-looking thugs! These thugs do not attack on sight, but
they will prevent you from walking any further. Here I would recommend a
good large friend who is not afraid of taking blows. Or perhaps a friendly
healer, or both - it is a not a safe place otherwise!

In this case, I was fortunate to have my good friend Darvaz with me. The
two of us barged on into the top floor, scattering balaclavas and broken
bottles in our wake. At the back of the floor we found a foul shadow by the
name of Akyua. A challenging opponent, he summoned silhouettes of himself
who came to life and attacked at random in the room! These silhouettes are
not nearly as strong as Akyua himself, so I would recommend one or both in
the party to take them out. He will also summon them several times during
the battle, so be careful! Akyua does hold some very powerful things, so it
is a good adventure for the brave and curious.

After this battle is over, you might think, "Is that all?" Well, my friend,
you would be wrong. In fact, that is just the first chapter of the book, so
to speak!

What do you mean, you ask? Why read on, in part two of this adventure...

Scribed by Serra

Zodiac2

The last time that I visited Zodiac Island, I finally uncovered its
deepest, darkest secrets. And what secrets they were! Hidden beneath the
concubines' chamber is a network of twisting tunnels filled with nefarious
monks up to no good. The door is very well hidden, as the sofa basically
sits upon the door obscuring it from view - thus I missed it on my first two
trips. Furthermore, the door is locked. Darvaz and I searched about, but
did not find a key to it, so I prayed to Lord Kedaleam to allow me to pass
through it and unlocked it from the inside.

As we descended into the tunnels we smelled a strange scent. Pungent,
musky, as if a hundred men were puffing on special cigars in a room with the
windows closed (and indeed, there were no windows, for it was underground).
Near the entrance we spotted a crazed-looking chemist concocting potions in
a large room. Darvaz, who was possibly not being a fan of chemists, potions
or maybe just his face, beat him to a pulp. We found on him items well
suited for a mage.

To the west, the tunnels stretched on, filled with henchmen wearing the same
uniform of ceremonial yellow robes. Here and there a self-important guard
wearing blue robes also strutted about. They put up a fight, but not enough
to overpower my friend and I. Not too far from the entrance, we noticed a
control room with (surprisingly) no guards in it. This room offered a brief
respite, and we also found another jade figurine in it. It also became
critically important when, further down the tunnel, the rumblings of a storm
were heard and we beat a hasty retreat to hunker there till it was over.

It seemed from the evidence we found in this room and the tunnels leading up
to it that Zodiac Island is actually a front for a nefarious drug business!

About halfway through the tunnels we noticed a branch off to the south.
There we found an even larger guard watching the entrance to a jail. Being
cautious, we cleared away the henchmen on both sides of the passage in front
of the branch point, and then headed in to take a look. This burly guard,
wearing a strange white mask and carrying a heavy cudgel, certainly put up a
fight! As he fell, we heard rustling and murmurs from the door behind him.
Darvaz took a peep as I rested, and reported "A room full of elderly men in
robes"... A creepy sight, to be sure. Thinking perhaps they too were up to
no good, we prepared for another fight and went in, only to find that they
were in fact helpless old men, possibly captured from another monastery, too
fearful to venture out by themselves.

Alas, though the path out was clear, the poor old men refused to do anything
but huddle there, so we had to leave them behind. Onward we went, venturing
deeper into the tunnels and winding round a corner when -- "What's that! A
guillotine?" The sight of the sharp, bloodstained blade sent shivers
coursing through my spine. The wooden trapdoor beneath it creaked open at a
touch, leading down into darkness... Hopefully not a darkness full of
decapitated rotting heads. Darvaz pointed at a handle on the side of the
guillotine. "It says 'PULL' on it."

"Good gracious Darvaz, don't pull tha-!"

Whoosh! Suddenly we both flew upward into the bright light of daylight.
Blinking furiously in the sudden glare, I looked around. We were standing
next to a small patch of narcissus flowers near the island's shore,
completely safe. The door swung shut behind us leaving no visible sign of
entry. What a surprise! Yet, we weren't finished with our explorations, so
again we returned to the tunnels.

Beneath the guillotine, we found the worst of it all. Not heads, but
rather... The wicked Jade Empress, ruler of the island, admiring her own
reflection in a room full of mirrors. As soon as we stepped foot in the
room she spun around, showing an unnaturally beautiful face twisting in
anger. Another tough, and this time final, battle faced us! This time I
stayed out of the fight and focused on healing Darvaz as he pitted his full
fury against the Empress. Between bouts of squinching my eyes shut and
praying furiously, I saw his axes glinting and her bloodied sharp claws
lashing out as sprays of blood flew everywhere. And finally, again, she
fell, strewing exquisite green garments in her wake.

Follow our path, dear reader, and you too can help to stop the nefarious
business taking place beneath Zodiac Island!

Scribed by Serra


7) Novice Findings

Spellcasting

How Not to Learn a Spell
------------------------
As our favorite Mystic Abecedarian would say, ho ho hey hey adventurers!
(Did I get that right?) This scrolls describes the many ways that I, Serra
of the woods, have learned NOT to learn a spell. I share this knowledge in
the hope that young magicians and priests may avoid my arduous journey to
semi-competence (although I'm sure many of them already know much of this
common sense!)

Number one. Do not find a magical scroll and read it aloud without any clue
what it's supposed to do. Even if your reading comprehension is best when
mumbling the words under your breath, DON'T DO IT! You will end up learning
a spell (only briefly) but it could very well blow up in your face, curse
you, or put you to sleep indefinitely.

Number two. Every guild member is informed of new spells in their arsenal
at the attainment of a new rank. Do not sail into combat believing that
these spells are ready to use! Everyone hates practice (except our guild -
or should I say taskmasters), but practicing, practicing, and oh did I
mention practicing, makes perfect. I have myself suffered several instances
where my mind lost concentration at the most crucial awful moment. Avoid
this fate!

Number three. Do not "repeat after me" if a Dark God offers to teach you
something. Just don't.

Number four. Practice is important, but do not get carried away and leave
yourself vulnerable! Make sure you have a good bed, plenty of refreshments,
and a nice book to read to let your mind unwind before you sleep - otherwise
you'll be hallucinating about That Spell while starving, parched and
completely sleep deprived. In fact, eating and drinking are very helpful
when you practice physical skills too! For combat learning, you can use
certain magical items to help produce food while you work, such as the
waterfall necklace found in the fountain in the High Tower of Sorcery, or
the mushroom amulet worn by the strange myconoids in the Sands of Sorrow.

Well, there you have it my friends, some tips and tricks from my own trial
and error. Train well and be safe!

Scribed by Serra

Pantheon

First Impressions of the Serin Pantheon
---------------------------------------
I only recently came to Serin and fell into the healing profession
somewhat late. Thus, my first year has been a great deal of learning about
different deities. Here I will detail some of the deities I've met and
learned about thanks to the wise folks that tell me of their stories.

A general summary of all of the deities I have met so far is that they are
quite kind in their own ways. Even the ones that claim to be about to take
over the world (Vhrael) are generous with their time and even offer gifts to
those who fulfill certain tasks. Even so, here are a few brief impressions
I have had so far:

Vevier:
- Collector of Secrets, Goddess of Air, Patron Goddess of Heralds
- Literally buys and sells secrets
- Offers tea and muffins (occasionally poisoned)

Kedaleam:
- Sovereign of Law, God of Water, Patron God of Justice
- Always sticks to the rules
- Offers fluffy donuts

Vhrael:
- Reanimated Arcanist, God of Mystery, Formerly of Justice...
- Wants to set the world on fire and replace everything with mushrooms
- Offers various fountains made of alcohol

Groq:
- The President of Eternal Agony, Formerly of Knights...
- Loves to smash things, particularly Ceridwel
- No food obtained (yet)

Phostan:
- He hides! I have only read scrolls and heard his voice. Patron God of Scholars
- An excellent sense of humor
- No food obtained (yet)

Zafrin (via Jiyuva):
- The Harlequin Mask, God of Air and Chaos
- Not seen in ages
- No food for forseeable future

Olyn (via Sevrin):
- God of Balance and Lightning, Patron God of Keepers
- Rival of Kedaleam and Taleroth
- No food obtained (yet)

Taleroth (via Sevrin):
- God of Arcane, once Patron God of Mystics
- Rival of Olyn
- No food obtained (yet)

Zylenier (via Fygh):
- God of Shadow
- Complementary to Thorgoth
- Food very unlikely

More to come...!

Scribed by Serra

Ethereal

Notes on the Ethereal Plane
---------------------------
Below, please find some of my findings from both independent studies
and collaborations with Oakwarl, the treant druid.

These efforts were made possible using the Ethereal Portal purchased
from Ming the Mystical for a goodly sum of relics. It is not recommended
to enter this state without adequate preparation, full belly and a slaked
thirst, for one cannot interact with anything in the Ethereal State.
This makes the Ethereal Plane quite dangerous for anyone who cannot cast
spells, for the Word of Recall and Sanctuary have gotten me out of
several scrapes already!

Research Findings:
- Druids enter this state by mounting their white stag.
- Others cannot see you, unless you are present in the room.
- When you walk, you are soundless.
- In fact, you cannot speak, though you may wave your hands and such
to attempt to communicate.
- You can still send messages to others, as well as scribe notes, and
speak to one's group and halls through such channels of communication.
- It is uncertain if spellcasters are disadvantaged here due to uttering,
however, prayers are possible (and life-saving!)
- All of the world's inhabitants become ghostly, and most will not notice
you as you move amongst them. Indeed, you will not be seen in the local
vicinity by anyone in the area, and perhaps may not be seen from a
distance, either.
- Everything looks strange in the Ethereal Plane, making even the most
familiar landscapes foreign and strange. It is very easy to get lost.
- You cannot attack anyone while in the Ethereal State. However, there
are some creatures that exist across the two planes of reality that
can and will attack! They tend to be quite strong, too. Ones I have
encountered are the vampire priest south of Timaran and a number of
creatures in the Plains of Winter.
- You can exit the Ethereal Plane using the portal you entered from,
but this does not stay open forever. If the portal closes before you
finish your exploration, do not despair! There is a curious interaction
between one's corporeal form and the Void past the Holy Grove which can
return you to our normal world.
- Such a phenomenon suggests to me that we can only enter the Plane in one
time and space, and cannot cross time while within it. What causes this
this reaction remains a mystery and deserves further investigation.
- More recent research revealed that there is another place where the two
realms grow close. In Emerald Forest, it is possible to interact with
the physical world of Serin despite existing in the Ethereal Plane. This
includes being seen by those who elsewhere would not be able to, and
being able to speak normally.
- Ilromie and I also found out that it is possible to duel entirely "within"
the Ethereal Plane, with both combatants lost in the fog.

I hope these discoveries are useful for you too! If any readers are of
similar curiosity and brave enough to explore the unknown, I am seeking
more collaborators for future research. Please contact me if you would be
interested!

Scribed by Serra


8) Immortal News

ImmortalsAnswer

======================
ANSWERS FROM IMMORTALS
======================


We know there's a lot you wonder about and this section will give you
some, but not all, the answers to your burning questions. We have answers
from three different immortals - but I'm not saying who! Names have been
changed for the protection of the author.

===

First Question from a Serin: 'Do toads count as frogs, or are frogs
actually toads?'

Firmmortal replied: 'Neither of those is correct. It's like asking if a
fox counts as a wolf, or are wolves actually foxes. Similar in many ways,
but not close enough.' When pressed further, Firmmortal added 'I guess
there's an argument that all toads are frogs. But not all frogs are toads.'

The next two responses were far more succinct: both Secimmortal and
Thirmmortal said 'Neither,' and had nothing more to add on the matter.

Two immortals claim that frogs and toads are entirely separate species and
one claims that there is only a difference of specialization between the
two. I suggest honoring the popular vote in this matter, but your choice
is all yours.

===

Second Question from a Serin 'I would like to know how do I kill Zaikkra
and Order.'

Firmmortal warned 'That involves a lot of keys,' while Secimmortal looked
me right in the eye and said 'Properly.'

Thirmmortal said 'With sheer willpower...Like this...' and proceeded to
summon and slay Zaikkra before my very eyes!

So there you have it, make sure you have all your keys and canteens,
double check that you packed enough bread and bravery, and most important
of all - be an immortal with the power to slay creatures with the power
of your will. You'll do great out there!

===

Third Question from a Serin 'Why are elven paladins so weak?'

Firmmortal says 'Weak physically compared to a Jotun, certainly. But they
carry a connection to the Gods much more powerful than a Jotun does.' I
like this answer myself and recommend that you skip ahead to the final
question without considering the other arguments, which journalistic
integrity insists I include.

If you insist on reading further...

Secimmortal claims it is because they 'can't pump iron,' though I disagree
that our weakness for certain worked metals is what contributes to the
fragility of the elven holy warrior.

Thirmmortal posits that 'Elven paladins are weak because when they're
young, they nurse at the teat of a sickly sow born in the gutters below
Valour is a city built above the sea itself and does not have a sewer
system which could harbor such a beast. Pay no heed to this madness.

One feasible answer and two wild rumors. Your choice on who to believe
here should not be difficult.

===

Final Question from a Serin 'Where is the best wine in Serin made?'

Among all those who answered my questions, this one proved to be the most
unifying. We discussed the many ways to measure the best wine, and in the
end concurred that (in the words of Thirmmortal) '"Best wine" is that
which brings they who partake the most pleasure by partaking... Much the
same as the "best color" or "best number" or "best season" or "best cut
of meat" is all in the eye of the beholder..."

There is, apparently, no quantifiably best bottle of wine in all of Serin,
instead we must take comfort in the words of the wise Secimmortal. Where
does one find the best wine? 'In the bottle.'

FallenJustice

A Fallen Justice
================

A great many years ago, the name Vhrael was synonymous with Tyranny. His
dark eyes watched, hawklike over the Cities and the Iron Fist fell heavy on
those who stepped outside of the laws. Over time, as happens with such
overlords, Vhrael's interest in the mortal realm faded and his will was no
longer made himself known to mortal minds. To recover from the horror of
his reign, the Justice Cabal turned to Kedaleam, who they hoped would usher
in an age of prosperity. He didn't - the beggars still roam the streets,
hoping for someone to spare a silver... but Kedaleam's failure to restore
Seringale to glory is an issue for another Mystique. This story is about
an even worse failing.

Vhrael was described by historians in my family as tall, angry, and
single-minded. He had no tolerance for jokes or games and was lead by a
driving need to 'maintain order.' Even if such records were scribbled in
the moments before an execution upon the barbaric wheel, I trust its
veracity. Which is why I was surprised to hear Serra claim that he was the
god of undead creatures, for the undead are even less welcome in the Cities
than criminals. Surely, I thought, Serra was mistaken.

I walked myself to the square and witnessed the sight with my own eyes.
Also my nose. The smell of sulfur and death about this immortal was better
suited to the Marshes. Surely no immortal would allow himself to decay into
such a state. Had he allowed this by his own choice or was another, more
powerful, immortal involved?

Vhrael has not been forthcoming with any information, but he has been
liberal with his opinion of the current Justice situation. He believes that
Lord Kedaleam has raised a breed of corrupt fools who also happen to wield
such intelligence as to dare challenge a god by plotting against him. In
fact, he seems to have become quite unhinged.

We may not know what is coming, but we had best brace for it. May I suggest
purchasing a bouquet or three from Sheeka to guard against the stench which
is certainly to follow.

TaintedBlood

Tainted Blood
=============

With the fall of Vhrael comes another disturbing question: Should we be
checking for undead influence each time we pass a shrine?

Research suggests 'yes!' I observed Vhrael gift Fya a small droplet of
blood, crystallized into stone, with the claim that it was his own. Since
this initial observation, such blood has appeared in a number of places,
including on everyone's favorite cobra chicken: Honk.

Serra and I obtained a drop of this blood and took it to the shrine of Lord
Kedaleam. Upon placing the drop on the altar, a strange fluid formed and
dripped down the side. No container could hold it. Soon, a possessed rabbit
hopped in a took the drop of blood from the altar.

As we were digging into the mystery, we found ourselves shifted to the
altar of Vhrael where Honk was kidnapped and marked with the drop. Later,
we learned that a mouse in the Mocker's Tavern had also been similarly
afflicted. It appears to be spreading like the plague.

Keep an eye out for more appearances of this dangerous drop of blood. We
suspect Vhrael may be bleeding himself dry as part of his nefarious plan.
If nothing else, they are quite unpleasant to handle.


9) Obituaries

Ethaac

Untitled

Eurayel

Eurayel the Royal
=================

There once was a drow with a dream
To one day become a queen
She rose to power
For barely an hour
And that was the end of her regime

Mokoto

Mokoto the Quiet
================

There once was a monk of Warlord
Who preferred to fight in the Ford
He never spoke a word
Until one day he deferred
And said more than he could afford

Fygh

Fygh the Foreign
================

There once was a drow from Unlit
Who found that she could not commit
She left for the Legion
But couldn't see reason
Now all that's left is this obit

Quardaz

Quardaz the Vile
================

There once was a squid from Seringale
Whose ugliness couldn't be hid in a veil
He drooled a whole lot
But spit he did not
For that would have landed him in jail

Sariana

Sariana the Heartbreaker
========================

Sariana was quite bold,
and strung a great bow;
Her heart was of gold,
and she laid one man low.
She broke his heart, it is so.

Kaa

Kaa the Skullbuster
===================

There once was a mighty warlord
Who one day found he was bored
He fell briefly in love
But it wasn't enough
So it was his own heart he gored


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