| The Serin Mystique, Volume 15,  Issue 2Welcome to the 2nd issue of Volume 15, of the Serin Mystique!  We pay1) Cabals (see Legion, Knight, Justice, Warlord, Keeper, Consortium)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!
 
 
 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 onConsortium 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 TrovoEdari 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 theCelestial 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 thinkof 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 itsdeepest, 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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