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	<updated>2026-05-10T08:17:26Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://gswiki.play.net/index.php?title=Announcement:_Puppy_and_Rat_Updates&amp;diff=192012</id>
		<title>Announcement: Puppy and Rat Updates</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Announcement:_Puppy_and_Rat_Updates&amp;diff=192012"/>
		<updated>2023-03-19T18:50:04Z</updated>

		<summary type="html">&lt;p&gt;GS4-AVALUKA: Created page with &amp;quot;{{Announcement |category=General |subject=Updates to puppies and rats and where they will follow you. |author=gs4-Avaluka |date=03/19/2023 }} To bring WerePuppies and Duskruin...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Announcement&lt;br /&gt;
|category=General&lt;br /&gt;
|subject=Updates to puppies and rats and where they will follow you.&lt;br /&gt;
|author=gs4-Avaluka&lt;br /&gt;
|date=03/19/2023&lt;br /&gt;
}}&lt;br /&gt;
To bring WerePuppies and Duskruin rats in line with how more modern pets work, some updates have been rolled live to adjust where they will follow you.  Puppies and rats will now only follow you into areas where familiars and other pets are allowed.  If a room suddenly becomes hostile to familiars and other pets, puppies and rats will immediately leave.  Once you re-enter a room that is OK for them to be in, they will come back to you.&lt;br /&gt;
===tldr===&lt;br /&gt;
WerePuppies and Duskruin rats will now follow the same rules as more modern pets as to which rooms they will go into.&lt;/div&gt;</summary>
		<author><name>GS4-AVALUKA</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Duskruin/saved_posts_February_2023&amp;diff=188571</id>
		<title>Duskruin/saved posts February 2023</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Duskruin/saved_posts_February_2023&amp;diff=188571"/>
		<updated>2023-02-07T03:33:35Z</updated>

		<summary type="html">&lt;p&gt;GS4-AVALUKA: /* Portable Alcohol Stills */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__TOC__&lt;br /&gt;
&lt;br /&gt;
==General Information==&lt;br /&gt;
&amp;lt;section begin=dates2023 /&amp;gt;&lt;br /&gt;
{{saved-discord-post&lt;br /&gt;
| messagelink = [https://ptb.discord.com/channels/226045346399256576/594009933763051549/1050636678420779070]&lt;br /&gt;
| author = GM Thandiwe&lt;br /&gt;
| date = 12/9/2022&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;2023 Duskruin Dates&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; February 10th - 28th - Duskruin Arena&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; August 11th - 31st - Duskruin Arena&amp;lt;section end=dates2023 /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Shops Announcement==&lt;br /&gt;
{{saved-discord-post&lt;br /&gt;
| messagelink = [https://discord.com/channels/226045346399256576/832466682291027998/1068678165268017232]&lt;br /&gt;
| author = GM Thandiwe&lt;br /&gt;
| date = 01/27/2023&lt;br /&gt;
}}&lt;br /&gt;
This is the shop information for the February 2023 run of Duskruin.&lt;br /&gt;
&lt;br /&gt;
{|  {{prettytable}}&lt;br /&gt;
! Reopening w.o Inventory Changes&lt;br /&gt;
! Refreshed (Cosmetic Changes or new items &lt;br /&gt;
! New	&lt;br /&gt;
! Closed This Run&lt;br /&gt;
! Final Run Shops&lt;br /&gt;
|-&lt;br /&gt;
|A Pirate Looks at Four Teas||Alchemical Attractions	||Be Still My Hops	||Are you Not Entertained?	||A Kraet Deal&lt;br /&gt;
|-&lt;br /&gt;
|All You Knead	|| Be Warez||	Best Foot Forward||	Covert Couriers||	Cut and Dried&lt;br /&gt;
|-&lt;br /&gt;
|Art of Lore, The||	Best Tressed, The||	Broken Coin, the||	Crested Glory||	Kraet Aim&lt;br /&gt;
|-&lt;br /&gt;
|At The Ready||	Beyond Barriers||	Certifiable||	Cultural Cuts||	Krate Lengths&lt;br /&gt;
|-&lt;br /&gt;
|Blades of Glory||	Bloodbenders||	Fairy Ring, The||	Get Thee Behind me	||Madder Hats Tea Room&lt;br /&gt;
|-&lt;br /&gt;
|Bloody Lotus, The||	Blood Red Rose, The	||Herbal Huntsman, The	||In Your Element	||Metrognomies&lt;br /&gt;
|-&lt;br /&gt;
|Bloodriven Bowery	||Essencetials	||I See You	||Kraet and Barrel	||Peashirmen, The&lt;br /&gt;
|-&lt;br /&gt;
|Bolt From The Blue	||Heady Spirits	||Mind Your Manas	||Kraet Expectations	||Pinned and Pleated&lt;br /&gt;
|-&lt;br /&gt;
|Bundle Up	||Knifery, The	||Preening Plover, The	||Messy Alchemist, The	||Potation Parlor&lt;br /&gt;
|-&lt;br /&gt;
|Burning Twilight	||Librarium, The (Study, Sanctuary, Laboratory)	||Scoria and Dross	||Strength and Honor	||Sable Quietus, The&lt;br /&gt;
|-&lt;br /&gt;
|Currents and Safeguards||	Make Your Mark||	Trapper&#039;s Shack		|| ||Stay Vigilant&lt;br /&gt;
|-&lt;br /&gt;
|Curved Cuts||	Metrognomies||			 || ||Vambrace Yourself&lt;br /&gt;
|-&lt;br /&gt;
|Cut And Dried||	Modern Morph, The||			|| ||You&#039;re So Vain&lt;br /&gt;
|-&lt;br /&gt;
|Deep Within Darkness||	Sigil Shop			&lt;br /&gt;
|-&lt;br /&gt;
|Diskovery||				&lt;br /&gt;
|-&lt;br /&gt;
|Dunh&#039;s Lab||	Untamed Spirit			&lt;br /&gt;
|-&lt;br /&gt;
|Eonak Arms||	Vaalin Rose, The			&lt;br /&gt;
|-&lt;br /&gt;
|Fatal Afflares||	Wild Instinct			&lt;br /&gt;
|-&lt;br /&gt;
|Fireside Supplies||	Yarrrpee Shoppe, The			&lt;br /&gt;
|-&lt;br /&gt;
|First Rule, The				&lt;br /&gt;
|-&lt;br /&gt;
|Gamac&#039;s Goods				&lt;br /&gt;
|-&lt;br /&gt;
|Gilded Gladiator, The				&lt;br /&gt;
|-&lt;br /&gt;
|Good In-Tent-ions				&lt;br /&gt;
|-&lt;br /&gt;
|Hide and Fur Depot, The				&lt;br /&gt;
|-&lt;br /&gt;
|Icy Disposition				&lt;br /&gt;
|-&lt;br /&gt;
|Just for Kicks				&lt;br /&gt;
|-&lt;br /&gt;
|Knit One, Punch Two				&lt;br /&gt;
|-&lt;br /&gt;
|Kraet Aim				&lt;br /&gt;
|-&lt;br /&gt;
|Kraet Deal				&lt;br /&gt;
|-&lt;br /&gt;
|Kraet Length				&lt;br /&gt;
|-&lt;br /&gt;
|Madder Hats Tea Room				&lt;br /&gt;
|-&lt;br /&gt;
|Mar and Scar, the				&lt;br /&gt;
|-&lt;br /&gt;
|Mystic Phrases				&lt;br /&gt;
|-&lt;br /&gt;
|Ode To Resistance				&lt;br /&gt;
|-&lt;br /&gt;
|On The Other Hand				&lt;br /&gt;
|-&lt;br /&gt;
|Peashirmen, The				&lt;br /&gt;
|-&lt;br /&gt;
|Pinned and Pleated				&lt;br /&gt;
|-&lt;br /&gt;
|Portation Parlor, The				&lt;br /&gt;
|-&lt;br /&gt;
|Rock Solid				&lt;br /&gt;
|-&lt;br /&gt;
|Sable Quietus, The				&lt;br /&gt;
|-&lt;br /&gt;
|Secretive Sips				&lt;br /&gt;
|-&lt;br /&gt;
|Shadowed Light				&lt;br /&gt;
|-&lt;br /&gt;
|Shield Thyself				&lt;br /&gt;
|-&lt;br /&gt;
|Sparrow&#039;s Dance				&lt;br /&gt;
|-&lt;br /&gt;
|Spellbound				&lt;br /&gt;
|-&lt;br /&gt;
|Sprite Club				&lt;br /&gt;
|-&lt;br /&gt;
|Stay Awhile and Glisten				&lt;br /&gt;
|-&lt;br /&gt;
|Stay Vigilant				&lt;br /&gt;
|-&lt;br /&gt;
|Temple of Tentacles				&lt;br /&gt;
|-&lt;br /&gt;
|Tiles of Chance				&lt;br /&gt;
|-&lt;br /&gt;
|Twinkling Twilight				&lt;br /&gt;
|-&lt;br /&gt;
| Twist of Briars, A&lt;br /&gt;
|-&lt;br /&gt;
|Vambrace Yourself				&lt;br /&gt;
|-&lt;br /&gt;
|You&#039;re So Vain&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== February 2023 Duskruin Important Dates and Times ==&lt;br /&gt;
{{saved-discord-post&lt;br /&gt;
| messagelink = [https://discord.com/channels/226045346399256576/832466682291027998/1068719795266142278]&lt;br /&gt;
| author = GM Tivvy&lt;br /&gt;
| date = 01/27/2023&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Event opening&#039;&#039;&#039;:  Friday, February 10th at 9PM Eastern.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;HESS opening&#039;&#039;&#039;:   Monday, February 13th at 6PM Eastern.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Spin Night&#039;&#039;&#039;:     Saturday, February 18th at 8PM Eastern.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Auction&#039;&#039;&#039;:        Saturday, February 25th at 8PM Eastern.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Closing&#039;&#039;&#039;:        Tuesday, February 28th at 11:59 PM Eastern.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Magic Marker Update - Hollowing Ability  ==&lt;br /&gt;
{{saved-discord-post&lt;br /&gt;
| messagelink = [https://discord.com/channels/226045346399256576/832466682291027998/1068724948182515802]&lt;br /&gt;
| author = GM Tivvy&lt;br /&gt;
| date = 01/27/2023&lt;br /&gt;
}}&lt;br /&gt;
Magic Markers of the graver type, sold in Make Your Mark, have had an additional unlockable ability added.  Using a cert sold in the shop, you can unlock a new hollowing ability that will allow you to use your graver to hollow out small statues, heavy moonstone cubes, and heavy quartz orbs (making them weigh less) up to 5 times per day.&lt;br /&gt;
&lt;br /&gt;
== Smooth Smith&#039;s Apron ==&lt;br /&gt;
{{saved-discord-post&lt;br /&gt;
| messagelink = [https://discord.com/channels/226045346399256576/832466682291027998/1069343002675384430]&lt;br /&gt;
| author = GM Tivvy&lt;br /&gt;
| date = 01/29/2023&lt;br /&gt;
}}&lt;br /&gt;
The Preening Plover will be selling fancy new aprons that let you show off the physique you finely honed by spending hours slaving over a hot forge.&lt;br /&gt;
&lt;br /&gt;
Tier 1 has 4 fluff verbs.&lt;br /&gt;
&lt;br /&gt;
At Tier 2, the apron will attune itself to your account permanently but will allow you to ADD forging glyphs to it that become nearly weightless.&lt;br /&gt;
&lt;br /&gt;
At Tier 3, any gold glyphs added will also become unlimited use.&lt;br /&gt;
&lt;br /&gt;
== New Animalistic Spirit Nouns/Groups ==&lt;br /&gt;
{{saved-discord-post&lt;br /&gt;
| messagelink = [https://discord.com/channels/226045346399256576/832466682291027998/1069345200490696714]&lt;br /&gt;
| author = GM Avaluka&lt;br /&gt;
| date = 01/29/2023&lt;br /&gt;
}}&lt;br /&gt;
Some brand new animal nouns and animal groups have been added to Animalistic Spirit items this year. Once the updates are rolled live, existing Spirit Change certificates should be able to change to one of the new groups, while those visiting with Wilkes can have their spirits altered to some of the new nouns. If you don&#039;t have an extra Spirit Change certificate stashed away - never fear! Just visit Heady Spirits, Wild Instinct, or Untamed Spirit once Duskruin opens to change your Animalistic Spirit item to one of the new groups.&lt;br /&gt;
&lt;br /&gt;
Current Groups (New Nouns):&lt;br /&gt;
* Arachnid: scorpion.&lt;br /&gt;
* Avian (Magical): valravn.&lt;br /&gt;
* Avian (Predatory): Caligos eagle, harpy eagle.&lt;br /&gt;
* Canine: direwolf, hound.&lt;br /&gt;
* Cephalopod: jellyfish.&lt;br /&gt;
* Hooved (w/ Horns): doe, ibex, rolton, sheep.&lt;br /&gt;
* Large Feline: saber-toothed tiger.&lt;br /&gt;
* Lizard/Frog: teadragon.&lt;br /&gt;
* Small Feline: Caligos lynx.&lt;br /&gt;
* Small Rodent: viscacha.&lt;br /&gt;
* Ursine: direbear.&lt;br /&gt;
&lt;br /&gt;
New Groups:&lt;br /&gt;
* Insect (Crawly)&lt;br /&gt;
      Available nouns for this type are: ant, fire ant, termite, centipede, millipede, earwig, flea, louse, bedbug, beetle, dung beetle, rhinoceros beetle, scarab, praying mantis, cockroach, roach, water bug, ladybug, stinkbug.&lt;br /&gt;
* Insect (Flying)&lt;br /&gt;
      Available nouns for this type are: bee, bumblebee, honeybee, butterfly, monarch butterfly, moth, luna moth, wasp, yellow jacket, grasshopper, cricket, locust, mosquito, gnat, midge, fly, fruit fly, dragonfly, damselfly, firefly, mayfly, aphid, cicada.&lt;br /&gt;
* Turtle&lt;br /&gt;
      Available nouns for this type are: turtle, snapping turtle, painted turtle, tortoise, giant tortoise, sea turtle, terrapin.&lt;br /&gt;
&lt;br /&gt;
== New Beatie Baby Designs and Unlock certificates ==&lt;br /&gt;
{{saved-discord-post&lt;br /&gt;
| messagelink = [https://discord.com/channels/226045346399256576/832466682291027998/1069357716121862247]&lt;br /&gt;
| author = GM Ivry&lt;br /&gt;
| date = 01/29/2023&lt;br /&gt;
}}&lt;br /&gt;
Some new models are available at Metrognomies wagon, of a more villianous type appearance.&lt;br /&gt;
&lt;br /&gt;
Now with certificate unlocks to allow your Beatie Babie to assist you up to thrice daily!&lt;br /&gt;
&lt;br /&gt;
~Metrognomie&lt;br /&gt;
&lt;br /&gt;
== Best Foot Forward ==&lt;br /&gt;
{{saved-discord-post&lt;br /&gt;
| messagelink = [https://discord.com/channels/226045346399256576/832466682291027998/1069616140130717756]&lt;br /&gt;
| author = GM Quilic&lt;br /&gt;
| date = 01/30/2023&lt;br /&gt;
}}&lt;br /&gt;
Best Foot Forward will be selling pinworn trinkets, which will allow you to emphasize one facet of your appearance or worn inventory.&lt;br /&gt;
&lt;br /&gt;
All trinkets are sold with a single hour long charge per day, and when activated, they will insert an extra (bold) line at the very beginning of your appearance, thusly:&lt;br /&gt;
&lt;br /&gt;
G&amp;gt;exa quilic&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;The first thing you notice about Quilic is his long grey beard!&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
You see GameMaster Quilic the Troublemaker.&amp;lt;br&amp;gt;&lt;br /&gt;
{Normal appearance follows}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
All trinkets can be toggled between emphasizing the following:&lt;br /&gt;
* Your eyes (When your tiny pin is active, anyone looking at you will focus on the following: limpid viridian eyes.)&lt;br /&gt;
* Your hair (When your tiny pin is active, anyone looking at you will focus on the following: sleek platinum blonde hair shaved at the temples.)&lt;br /&gt;
* Your distinguishing mark (When your tiny pin is active, anyone looking at you will focus on the following: long grey beard.)&lt;br /&gt;
* Your Unique feature field (When your tiny pin is active, anyone looking at you will focus on the following: He has deep smile lines at the corners of his eyes.)&lt;br /&gt;
* A single piece of worn inventory (When your tiny pin is active, anyone looking at you will focus on the following: red firewheel flower.)&lt;br /&gt;
&lt;br /&gt;
== Survivalist&#039;s Kit ==&lt;br /&gt;
{{saved-discord-post&lt;br /&gt;
| messagelink = [https://discord.com/channels/226045346399256576/832466682291027998/1070266854347653161]&lt;br /&gt;
| author = GM Mestys&lt;br /&gt;
| date = 02/01/2023&lt;br /&gt;
}}&lt;br /&gt;
The Survivalist&#039;s Kit is a specialized container for storing healing herbs, for sale at The Herbal Huntsman.  All herbs of a unique type placed within stack up to 50 by default and maintain the weight of a single dose.  Once placed inside, doses may be removed one at a time from within the kit or discarded from the kit entirely by PULLing on them.  The kit otherwise functions as a normal container that may be altered, lightened, and deepened per standard guidelines.  The kits may be either shoulder- or belt-worn, and each has a theme that is either natural, mechanical, or magical in flavor.&lt;br /&gt;
&lt;br /&gt;
Special thanks to Casil and Gyres for the creation of The Herbal Huntsman and the messaging for the kits.&lt;br /&gt;
&lt;br /&gt;
== Peek-a-Boo Hair ==&lt;br /&gt;
{{saved-discord-post&lt;br /&gt;
| messagelink = [https://discord.com/channels/226045346399256576/1071344351524946010/1071344351524946010]&lt;br /&gt;
| author = GM Wylloh&lt;br /&gt;
| date = 02/04/2023&lt;br /&gt;
}}&lt;br /&gt;
Ever wish you could have just a little splash of color in your drab locks?   Well... introducing the answer to your prayers ladies and gents.  Not only do they have even MORE wonderful actions per tier,  you can get them merchant altered, dye them yourselves at a Dye Tent, or even get creative with some really funky alchemy dyes!  These aren&#039;t illusions I&#039;m selling people.  They will be &amp;quot;as if&amp;quot; it&#039;s your REAL hair.  On sale soon, so flock on over and get them while they last.  Introducing &amp;quot;Peek-a-Boo Hair&amp;quot; sold EXCLUSIVELY at the &amp;quot;I See You&amp;quot; store at the festival of Duskruin this coming season.&lt;br /&gt;
&lt;br /&gt;
OOC : These will have two unlock certificates to fully unlock all the verb possibilities.  These DO NOT work with cobbling dyes or with very short to no hair lengths, sorry.&lt;br /&gt;
&lt;br /&gt;
Wylloh lightly attends her evergreen hair, revealing a subtle glimpse of glowing rainbow locks beneath.  When her hair settles, the strands drift beneath, hidden once more.&lt;br /&gt;
&lt;br /&gt;
~Very special thanks to GM Ivry for their beautiful coding skills.~&lt;br /&gt;
==Portable Alcohol Stills==&lt;br /&gt;
&lt;br /&gt;
The burly dwarf gave the bubbling mash within the boiler one final stir, pausing to lean over the top and inhale the aroma of fermenting grain and yeast. His eyes nearly disappeared into the folds of his face as he grinned in pride at his creation, one hand going to rub a blemish from the gleaming copper surface.&lt;br /&gt;
&lt;br /&gt;
Some of his dwarven brethren may have been aghast when he told them of his idea to create a portable version of the alcohol stills his family of brewers used but he didn&#039;t care. How could bringing the creation of more ale and whiskey to the masses be a bad thing? He certainly didn&#039;t believe their whispers that the resulting concoctions would be inferior swill, either.&lt;br /&gt;
&lt;br /&gt;
Judging the mixture within the still&#039;s boiler to be ready, he placed an empty bottle beneath a spout located at the end of a column of complex twisting tubes and pressed a large button. Heat began to radiate upward, causing the mash within to bubble and liquid to begin to climb the tubing. Soon enough, dark alcohol started to pour into the mouth of the waiting bottle, filling it to the brim in no time.&lt;br /&gt;
&lt;br /&gt;
Grinning from behind his beard, the dwarf reached out and picked up the now full bottle, passing the open mouth beneath his nose. The sharp smell of whiskey bit at his senses, along with the subtle aroma of vanilla and cinnamon. He was pleased the infusions he added seemed to have carried through to the final product.&lt;br /&gt;
&lt;br /&gt;
Twisting a cork into the mouth of the bottle, he lifted it up to admire the label on the glass. More whiskey being created by the masses certainly would not be a bad thing, at least in his mind.&lt;br /&gt;
&lt;br /&gt;
Whistling amiably, he ambled off to a nearby wagon, preparing to load his stock of stills in preparation for transport.&lt;br /&gt;
&lt;br /&gt;
-------&lt;br /&gt;
&lt;br /&gt;
OOC: Debuting at the shop &amp;quot;Be Still My Hops&amp;quot; this Duskruin is a new alcohol-creating still. Using water, yeast, and foraged ingredients, along with either golden wands or fire spells for charges, the stills can make distilled alcohol or brewed alcohol. You can add up to 2 (2) optional foraged items, tea flavorings, food, or cooking ingredients to add extra flavor.&lt;br /&gt;
&lt;br /&gt;
In addition to the still itself, you will also need a recipe book in which to hold alcohol recipes you have unlocked. A provided &amp;quot;malting box&amp;quot; is for sale, as well, which will let you take foraged grains and turn them into malted versions that will work for certain recipes.&lt;br /&gt;
&lt;br /&gt;
The still can also have &amp;quot;alcohol effects&amp;quot; unlocked to allow you to add special effects to the created drinks such as sparkling, spicy, or sour.&lt;br /&gt;
&lt;br /&gt;
You can have how the created alcohol looks (including 15/15/15, long, show, and READ inscription in any language) changed with any GALD merchant who is comfortable working with the still script. This will change how all bottles are produced from the still.&lt;br /&gt;
&lt;br /&gt;
You have control over: the adjective, the flavor notes, the strength, and the liquid color of the created alcohol. If you want purple liquid, you&#039;d likely have luck adding a blue ingredient and a red ingredient together, for example. If you want weaker alcohol, you&#039;d likely want to add more water to dilute it.&lt;br /&gt;
&lt;br /&gt;
In addition, an unlock will be available to allow the stills to refill kegs with your creations.&lt;br /&gt;
&lt;br /&gt;
Possible alcohol recipes that can be unlocked: ale, absinthe, amaretto, beer, bock, braggot, bourbon, brandy, cider, cognac, cordial, gin, grog, kumys, lager, liqueur, liquor, mead, moonshine, porter, rum, scotch, stout, tequila, whiskey, vodka&lt;br /&gt;
&lt;br /&gt;
== Spore Staff ==&lt;br /&gt;
{{saved-discord-post&lt;br /&gt;
| messagelink = [https://discord.com/channels/226045346399256576/1071954814273064970]&lt;br /&gt;
| author = GM Casil&lt;br /&gt;
| date = 02/05/2023&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
A pair of Inyexat will be journeying from Atan Irith to the outskirts of Bloodriven Village to share staves they&#039;ve developed after decades of mycological research.  Utilizing the art of sporemancy, the Inyexat have imbued runestaves with a living fungus that can be bent to the will of the user to harm or hinder their foes.  This fungus will release spores that can hinder the defenses of your enemies, encourage them to act in unpredictable ways, choke them into silence, and even erupt into explosive damage.  The Inyexat wish to share you will find your spells empowered when in terrain with an overwhelming affinity with mushrooms.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Spore Flare&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Spore Flares leave a stacking debuff of -5DS/-3TD on any corporeal foes.  This debuff can stack up to 5x before triggering a Spore Burst, doing direct damage to the foe.  This flare rate is higher than the standard 12.5% for runestaves.&lt;br /&gt;
&lt;br /&gt;
Most notably, creatures that die under the effect of the spores will spread the spores to up to 5 additional creatures in the room, carrying 1 stack of the debuff to those creatures.&lt;br /&gt;
&lt;br /&gt;
This is a pre-resolution flare with level penalties akin to that of Dispel (If your foe is 11 levels over you, there is a 10% chance of a trigger flare&#039;s failure, per level over yours, until a 100% failure at  +20 levels.).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tier 1&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Symbiosis - +3CS/+5AS when in specific terrains&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Tier 2&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Increased symbiosis - Trigger Tier-based multiplier on Symbiosis for 3 minutes.&amp;lt;br&amp;gt;&lt;br /&gt;
Shroom Boom - Set off an early spore burst on all Spores-affected targets&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Tier 3&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Shushroom - Silence up to 5 creatures&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Tier 4&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Dispersion - A Spore Flare may spread to +1 target&amp;lt;br&amp;gt;&lt;br /&gt;
Mycelium Madness - Confuse up to 3 creatures&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Tier 5&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Increased Dispersion - A Spore Flare may spread to +2 targets&amp;lt;br&amp;gt;&lt;br /&gt;
Doom Shroom - Trigger a series of Spore Bursts against a single target&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
My greatest appreciation goes to my coder Naiken, who helped me make this dream a reality.  A special shout out to Xynwen for the Inyexat &amp;amp; to Tivvy for the &amp;quot;Shushroom&amp;quot; name.&lt;br /&gt;
&lt;br /&gt;
== Illusion Relics Get a Makeover! ==&lt;br /&gt;
{{saved-discord-post&lt;br /&gt;
| messagelink = [https://discord.com/channels/226045346399256576/1071344351524946010/1071344351524946010]&lt;br /&gt;
| author = GM Elysani&lt;br /&gt;
| date = 02/06/2023&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Do you like illusion relics?  Do you also like spell preparation props?  Well, I have an update for you!&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A new set of illusion relics have been added to the shop Be Warez that will help you prepare your spells in style!&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;gt;wear my pin&amp;lt;br&amp;gt;&lt;br /&gt;
As you affix an ivory-dotted red mushroom lapel pin to your chest, the sounds of popping usher in groups of variegated mushrooms that spring forth below you!&amp;lt;br&amp;gt;  &lt;br /&gt;
&lt;br /&gt;
&amp;gt;analyze my pin&amp;lt;br&amp;gt;&lt;br /&gt;
You analyze your mushroom pin and sense that the item is largely free from merchant alteration restrictions.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The creator has also provided the following information:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The mushroom pin is an Illusion Prop that will project minor illusions around you when worn.  It is set to:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Adds &amp;quot;Groups of variegated mushrooms haphazardly spring to life around his feet, releasing glimmering motes of spores into the air as he moves.&amp;quot; after your appearance.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The mushroom pin can be hidden or revealed when covered.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You get the distinct impression that the mushroom pin itself may freely be altered by almost any merchant, but not the illusions that it creates.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spell Prep Prop&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The mushroom pin holds the Spell Prep Prop script/subscript.&amp;lt;br&amp;gt;&lt;br /&gt;
The mushroom pin can have its description altered freely unless a parent script prevents it.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;This mushroom pin allows you to cast spells from the Empath Base Spell Circle with the following messaging:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
First person:  You tap the spotted cap of your mushroom pin, causing the fungi below you to float upwards, hovering above you.  You chant the incantations of the [Spell Name] spell and the mushrooms vibrate in time, their spores dispersing into the air as they explode in a cloud of glittering motes.&amp;lt;br&amp;gt;&lt;br /&gt;
Third person:  Elysani taps the spotted cap of her mushroom pin, causing the fungi below her to float upwards, hovering above.  She begins to chant an incantation and the mushrooms vibrate in time, their spores dispersing into the air as they explode in a cloud of glittering motes.&amp;lt;br&amp;gt;&lt;br /&gt;
Third (hidden):  The faint sound of chanting is followed by a flash of glittering motes.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There are a total of five new illusion relic/spell prep prop items (I&#039;ll be sure to add more next run, they&#039;re just a lot of creative work), but there are also five completely new original (non-spell prep) illusion relics for sale!&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Special thanks goes to GM Estild for continuing to allow my madwoman designs to come to life.&lt;/div&gt;</summary>
		<author><name>GS4-AVALUKA</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Duskruin/saved_posts_February_2023&amp;diff=188328</id>
		<title>Duskruin/saved posts February 2023</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Duskruin/saved_posts_February_2023&amp;diff=188328"/>
		<updated>2023-02-04T12:53:20Z</updated>

		<summary type="html">&lt;p&gt;GS4-AVALUKA: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__TOC__&lt;br /&gt;
&lt;br /&gt;
==General Information==&lt;br /&gt;
&amp;lt;section begin=dates2023 /&amp;gt;&lt;br /&gt;
{{saved-discord-post&lt;br /&gt;
| messagelink = [https://ptb.discord.com/channels/226045346399256576/594009933763051549/1050636678420779070]&lt;br /&gt;
| author = GM Thandiwe&lt;br /&gt;
| date = 12/9/2022&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;2023 Duskruin Dates&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; February 10th - 28th - Duskruin Arena&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; August 11th - 31st - Duskruin Arena&amp;lt;section end=dates2023 /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Shops Announcement==&lt;br /&gt;
{{saved-discord-post&lt;br /&gt;
| messagelink = [https://discord.com/channels/226045346399256576/832466682291027998/1068678165268017232]&lt;br /&gt;
| author = GM Thandiwe&lt;br /&gt;
| date = 01/27/2023&lt;br /&gt;
}}&lt;br /&gt;
This is the shop information for the February 2023 run of Duskruin.&lt;br /&gt;
&lt;br /&gt;
{|  {{prettytable}}&lt;br /&gt;
! Reopening w.o Inventory Changes&lt;br /&gt;
! Refreshed (Cosmetic Changes or new items &lt;br /&gt;
! New	&lt;br /&gt;
! Closed This Run&lt;br /&gt;
! Final Run Shops&lt;br /&gt;
|-&lt;br /&gt;
|A Pirate Looks at Four Teas||Alchemical Attractions	||Be Still My Hops	||Are you Not Entertained?	||A Kraet Deal&lt;br /&gt;
|-&lt;br /&gt;
|All You Knead	|| Be Warez||	Best Foot Forward||	Covert Couriers||	Cut and Dried&lt;br /&gt;
|-&lt;br /&gt;
|Art of Lore, The||	Best Tressed, The||	Broken Coin, the||	Crested Glory||	Kraet Aim&lt;br /&gt;
|-&lt;br /&gt;
|At The Ready||	Beyond Barriers||	Certifiable||	Cultural Cuts||	Krate Lengths&lt;br /&gt;
|-&lt;br /&gt;
|Blades of Glory||	Bloodbenders||	Fairy Ring, The||	Get Thee Behind me	||Madder Hats Tea Room&lt;br /&gt;
|-&lt;br /&gt;
|Bloody Lotus, The||	Blood Red Rose, The	||Herbal Huntsman, The	||In Your Element	||Metrognomies&lt;br /&gt;
|-&lt;br /&gt;
|Bloodriven Bowery	||Essencetials	||I See You	||Kraet and Barrel	||Peashirmen, The&lt;br /&gt;
|-&lt;br /&gt;
|Bolt From The Blue	||Heady Spirits	||Mind Your Manas	||Kraet Expectations	||Pinned and Pleated&lt;br /&gt;
|-&lt;br /&gt;
|Bundle Up	||Knifery, The	||Preening Plover, The	||Messy Alchemist, The	||Potation Parlor&lt;br /&gt;
|-&lt;br /&gt;
|Burning Twilight	||Librarium, The (Study, Sanctuary, Laboratory)	||Scoria and Dross	||Strength and Honor	||Sable Quietus, The&lt;br /&gt;
|-&lt;br /&gt;
|Currents and Safeguards||	Make Your Mark||	Trapper&#039;s Shack		|| ||Stay Vigilant&lt;br /&gt;
|-&lt;br /&gt;
|Curved Cuts||	Metrognomies||			 || ||Vambrace Yourself&lt;br /&gt;
|-&lt;br /&gt;
|Cut And Dried||	Modern Morph, The||			|| ||You&#039;re So Vain&lt;br /&gt;
|-&lt;br /&gt;
|Deep Within Darkness||	Sigil Shop			&lt;br /&gt;
|-&lt;br /&gt;
|Diskovery||				&lt;br /&gt;
|-&lt;br /&gt;
|Dunh&#039;s Lab||	Untamed Spirit			&lt;br /&gt;
|-&lt;br /&gt;
|Eonak Arms||	Vaalin Rose, The			&lt;br /&gt;
|-&lt;br /&gt;
|Fatal Afflares||	Wild Instinct			&lt;br /&gt;
|-&lt;br /&gt;
|Fireside Supplies||	Yarrrpee Shoppe, The			&lt;br /&gt;
|-&lt;br /&gt;
|First Rule, The				&lt;br /&gt;
|-&lt;br /&gt;
|Gamac&#039;s Goods				&lt;br /&gt;
|-&lt;br /&gt;
|Gilded Gladiator, The				&lt;br /&gt;
|-&lt;br /&gt;
|Good In-Tent-ions				&lt;br /&gt;
|-&lt;br /&gt;
|Hide and Fur Depot, The				&lt;br /&gt;
|-&lt;br /&gt;
|Icy Disposition				&lt;br /&gt;
|-&lt;br /&gt;
|Just for Kicks				&lt;br /&gt;
|-&lt;br /&gt;
|Knit One, Punch Two				&lt;br /&gt;
|-&lt;br /&gt;
|Kraet Aim				&lt;br /&gt;
|-&lt;br /&gt;
|Kraet Deal				&lt;br /&gt;
|-&lt;br /&gt;
|Kraet Length				&lt;br /&gt;
|-&lt;br /&gt;
|Madder Hats Tea Room				&lt;br /&gt;
|-&lt;br /&gt;
|Mar and Scar, the				&lt;br /&gt;
|-&lt;br /&gt;
|Mystic Phrases				&lt;br /&gt;
|-&lt;br /&gt;
|Ode To Resistance				&lt;br /&gt;
|-&lt;br /&gt;
|On The Other Hand				&lt;br /&gt;
|-&lt;br /&gt;
|Peashirmen, The				&lt;br /&gt;
|-&lt;br /&gt;
|Pinned and Pleated				&lt;br /&gt;
|-&lt;br /&gt;
|Portation Parlor, The				&lt;br /&gt;
|-&lt;br /&gt;
|Rock Solid				&lt;br /&gt;
|-&lt;br /&gt;
|Sable Quietus, The				&lt;br /&gt;
|-&lt;br /&gt;
|Secretive Sips				&lt;br /&gt;
|-&lt;br /&gt;
|Shadowed Light				&lt;br /&gt;
|-&lt;br /&gt;
|Shield Thyself				&lt;br /&gt;
|-&lt;br /&gt;
|Sparrow&#039;s Dance				&lt;br /&gt;
|-&lt;br /&gt;
|Spellbound				&lt;br /&gt;
|-&lt;br /&gt;
|Sprite Club				&lt;br /&gt;
|-&lt;br /&gt;
|Stay Awhile and Glisten				&lt;br /&gt;
|-&lt;br /&gt;
|Stay Vigilant				&lt;br /&gt;
|-&lt;br /&gt;
|Temple of Tentacles				&lt;br /&gt;
|-&lt;br /&gt;
|Tiles of Chance				&lt;br /&gt;
|-&lt;br /&gt;
|Twinkling Twilight				&lt;br /&gt;
|-&lt;br /&gt;
| Twist of Briars, A&lt;br /&gt;
|-&lt;br /&gt;
|Vambrace Yourself				&lt;br /&gt;
|-&lt;br /&gt;
|You&#039;re So Vain&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== February 2023 Duskruin Important Dates and Times ==&lt;br /&gt;
{{saved-discord-post&lt;br /&gt;
| messagelink = [https://discord.com/channels/226045346399256576/832466682291027998/1068719795266142278]&lt;br /&gt;
| author = GM Tivvy&lt;br /&gt;
| date = 01/27/2023&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Event opening&#039;&#039;&#039;:  Friday, February 10th at 9PM Eastern.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;HESS opening&#039;&#039;&#039;:   Monday, February 13th at 6PM Eastern.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Spin Night&#039;&#039;&#039;:     Saturday, February 18th at 8PM Eastern.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Auction&#039;&#039;&#039;:        Saturday, February 25th at 8PM Eastern.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Closing&#039;&#039;&#039;:        Tuesday, February 28th at 11:59 PM Eastern.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Magic Marker Update - Hollowing Ability  ==&lt;br /&gt;
{{saved-discord-post&lt;br /&gt;
| messagelink = [https://discord.com/channels/226045346399256576/832466682291027998/1068724948182515802]&lt;br /&gt;
| author = GM Tivvy&lt;br /&gt;
| date = 01/27/2023&lt;br /&gt;
}}&lt;br /&gt;
Magic Markers of the graver type, sold in Make Your Mark, have had an additional unlockable ability added.  Using a cert sold in the shop, you can unlock a new hollowing ability that will allow you to use your graver to hollow out small statues, heavy moonstone cubes, and heavy quartz orbs (making them weigh less) up to 5 times per day.&lt;br /&gt;
&lt;br /&gt;
== Smooth Smith&#039;s Apron ==&lt;br /&gt;
{{saved-discord-post&lt;br /&gt;
| messagelink = [https://discord.com/channels/226045346399256576/832466682291027998/1069343002675384430]&lt;br /&gt;
| author = GM Tivvy&lt;br /&gt;
| date = 01/29/2023&lt;br /&gt;
}}&lt;br /&gt;
The Preening Plover will be selling fancy new aprons that let you show off the physique you finely honed by spending hours slaving over a hot forge.&lt;br /&gt;
&lt;br /&gt;
Tier 1 has 4 fluff verbs.&lt;br /&gt;
&lt;br /&gt;
At Tier 2, the apron will attune itself to your account permanently but will allow you to ADD forging glyphs to it that become nearly weightless.&lt;br /&gt;
&lt;br /&gt;
At Tier 3, any gold glyphs added will also become unlimited use.&lt;br /&gt;
&lt;br /&gt;
== New Animalistic Spirit Nouns/Groups ==&lt;br /&gt;
{{saved-discord-post&lt;br /&gt;
| messagelink = [https://discord.com/channels/226045346399256576/832466682291027998/1069345200490696714]&lt;br /&gt;
| author = GM Avaluka&lt;br /&gt;
| date = 01/29/2023&lt;br /&gt;
}}&lt;br /&gt;
Some brand new animal nouns and animal groups have been added to Animalistic Spirit items this year. Once the updates are rolled live, existing Spirit Change certificates should be able to change to one of the new groups, while those visiting with Wilkes can have their spirits altered to some of the new nouns. If you don&#039;t have an extra Spirit Change certificate stashed away - never fear! Just visit Heady Spirits, Wild Instinct, or Untamed Spirit once Duskruin opens to change your Animalistic Spirit item to one of the new groups.&lt;br /&gt;
&lt;br /&gt;
Current Groups (New Nouns):&lt;br /&gt;
* Arachnid: scorpion.&lt;br /&gt;
* Avian (Magical): valravn.&lt;br /&gt;
* Avian (Predatory): Caligos eagle, harpy eagle.&lt;br /&gt;
* Canine: direwolf, hound.&lt;br /&gt;
* Cephalopod: jellyfish.&lt;br /&gt;
* Hooved (w/ Horns): doe, ibex, rolton, sheep.&lt;br /&gt;
* Large Feline: saber-toothed tiger.&lt;br /&gt;
* Lizard/Frog: teadragon.&lt;br /&gt;
* Small Feline: Caligos lynx.&lt;br /&gt;
* Small Rodent: viscacha.&lt;br /&gt;
* Ursine: direbear.&lt;br /&gt;
&lt;br /&gt;
New Groups:&lt;br /&gt;
* Insect (Crawly)&lt;br /&gt;
      Available nouns for this type are: ant, fire ant, termite, centipede, millipede, earwig, flea, louse, bedbug, beetle, dung beetle, rhinoceros beetle, scarab, praying mantis, cockroach, roach, water bug, ladybug, stinkbug.&lt;br /&gt;
* Insect (Flying)&lt;br /&gt;
      Available nouns for this type are: bee, bumblebee, honeybee, butterfly, monarch butterfly, moth, luna moth, wasp, yellow jacket, grasshopper, cricket, locust, mosquito, gnat, midge, fly, fruit fly, dragonfly, damselfly, firefly, mayfly, aphid, cicada.&lt;br /&gt;
* Turtle&lt;br /&gt;
      Available nouns for this type are: turtle, snapping turtle, painted turtle, tortoise, giant tortoise, sea turtle, terrapin.&lt;br /&gt;
&lt;br /&gt;
== New Beatie Baby Designs and Unlock certificates ==&lt;br /&gt;
{{saved-discord-post&lt;br /&gt;
| messagelink = [https://discord.com/channels/226045346399256576/832466682291027998/1069357716121862247]&lt;br /&gt;
| author = GM Ivry&lt;br /&gt;
| date = 01/29/2023&lt;br /&gt;
}}&lt;br /&gt;
Some new models are available at Metrognomies wagon, of a more villianous type appearance.&lt;br /&gt;
&lt;br /&gt;
Now with certificate unlocks to allow your Beatie Babie to assist you up to thrice daily!&lt;br /&gt;
&lt;br /&gt;
~Metrognomie&lt;br /&gt;
&lt;br /&gt;
== Best Foot Forward ==&lt;br /&gt;
{{saved-discord-post&lt;br /&gt;
| messagelink = [https://discord.com/channels/226045346399256576/832466682291027998/1069616140130717756]&lt;br /&gt;
| author = GM Quilic&lt;br /&gt;
| date = 01/30/2023&lt;br /&gt;
}}&lt;br /&gt;
Best Foot Forward will be selling pinworn trinkets, which will allow you to emphasize one facet of your appearance or worn inventory.&lt;br /&gt;
&lt;br /&gt;
All trinkets are sold with a single hour long charge per day, and when activated, they will insert an extra (bold) line at the very beginning of your appearance, thusly:&lt;br /&gt;
&lt;br /&gt;
G&amp;gt;exa quilic&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;The first thing you notice about Quilic is his long grey beard!&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
You see GameMaster Quilic the Troublemaker.&amp;lt;br&amp;gt;&lt;br /&gt;
{Normal appearance follows}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
All trinkets can be toggled between emphasizing the following:&lt;br /&gt;
* Your eyes (When your tiny pin is active, anyone looking at you will focus on the following: limpid viridian eyes.)&lt;br /&gt;
* Your hair (When your tiny pin is active, anyone looking at you will focus on the following: sleek platinum blonde hair shaved at the temples.)&lt;br /&gt;
* Your distinguishing mark (When your tiny pin is active, anyone looking at you will focus on the following: long grey beard.)&lt;br /&gt;
* Your Unique feature field (When your tiny pin is active, anyone looking at you will focus on the following: He has deep smile lines at the corners of his eyes.)&lt;br /&gt;
* A single piece of worn inventory (When your tiny pin is active, anyone looking at you will focus on the following: red firewheel flower.)&lt;br /&gt;
&lt;br /&gt;
== Survivalist&#039;s Kit ==&lt;br /&gt;
{{saved-discord-post&lt;br /&gt;
| messagelink = [https://discord.com/channels/226045346399256576/832466682291027998/1070266854347653161]&lt;br /&gt;
| author = GM Mestys&lt;br /&gt;
| date = 02/01/2023&lt;br /&gt;
}}&lt;br /&gt;
The Survivalist&#039;s Kit is a specialized container for storing healing herbs, for sale at The Herbal Huntsman.  All herbs of a unique type placed within stack up to 50 by default and maintain the weight of a single dose.  Once placed inside, doses may be removed one at a time from within the kit or discarded from the kit entirely by PULLing on them.  The kit otherwise functions as a normal container that may be altered, lightened, and deepened per standard guidelines.  The kits may be either shoulder- or belt-worn, and each has a theme that is either natural, mechanical, or magical in flavor.&lt;br /&gt;
&lt;br /&gt;
Special thanks to Casil and Gyres for the creation of The Herbal Huntsman and the messaging for the kits.&lt;br /&gt;
&lt;br /&gt;
== Peek-a-Boo Hair ==&lt;br /&gt;
{{saved-discord-post&lt;br /&gt;
| messagelink = [https://discord.com/channels/226045346399256576/1071344351524946010/1071344351524946010]&lt;br /&gt;
| author = GM Wylloh&lt;br /&gt;
| date = 02/04/2023&lt;br /&gt;
}}&lt;br /&gt;
Ever wish you could have just a little splash of color in your drab locks?   Well... introducing the answer to your prayers ladies and gents.  Not only do they have even MORE wonderful actions per tier,  you can get them merchant altered, dye them yourselves at a Dye Tent, or even get creative with some really funky alchemy dyes!  These aren&#039;t illusions I&#039;m selling people.  They will be &amp;quot;as if&amp;quot; it&#039;s your REAL hair.  On sale soon, so flock on over and get them while they last.  Introducing &amp;quot;Peek-a-Boo Hair&amp;quot; sold EXCLUSIVELY at the &amp;quot;I See You&amp;quot; store at the festival of Duskruin this coming season.&lt;br /&gt;
&lt;br /&gt;
OOC : These will have two unlock certificates to fully unlock all the verb possibilities.  These DO NOT work with cobbling dyes or with very short to no hair lengths, sorry.&lt;br /&gt;
&lt;br /&gt;
Wylloh lightly attends her evergreen hair, revealing a subtle glimpse of glowing rainbow locks beneath.  When her hair settles, the strands drift beneath, hidden once more.&lt;br /&gt;
&lt;br /&gt;
~Very special thanks to GM Ivry for their beautiful coding skills.~&lt;br /&gt;
==Portable Alcohol Stills==&lt;br /&gt;
&lt;br /&gt;
The burly dwarf gave the bubbling mash within the boiler one final stir, pausing to lean over the top and inhale the aroma of fermenting grain and yeast. His eyes nearly disappeared into the folds of his face as he grinned in pride at his creation, one hand going to rub a blemish from the gleaming copper surface.&lt;br /&gt;
&lt;br /&gt;
Some of his dwarven brethren may have been aghast when he told them of his idea to create a portable version of the alcohol stills his family of brewers used but he didn&#039;t care. How could bringing the creation of more ale and whiskey to the masses be a bad thing? He certainly didn&#039;t believe their whispers that the resulting concoctions would be inferior swill, either.&lt;br /&gt;
&lt;br /&gt;
Judging the mixture within the still&#039;s boiler to be ready, he placed an empty bottle beneath a spout located at the end of a column of complex twisting tubes and pressed a large button. Heat began to radiate upward, causing the mash within to bubble and liquid to begin to climb the tubing. Soon enough, dark alcohol started to pour into the mouth of the waiting bottle, filling it to the brim in no time.&lt;br /&gt;
&lt;br /&gt;
Grinning from behind his beard, the dwarf reached out and picked up the now full bottle, passing the open mouth beneath his nose. The sharp smell of whiskey bit at his senses, along with the subtle aroma of vanilla and cinnamon. He was pleased the infusions he added seemed to have carried through to the final product.&lt;br /&gt;
&lt;br /&gt;
Twisting a cork into the mouth of the bottle, he lifted it up to admire the label on the glass. More whiskey being created by the masses certainly would not be a bad thing, at least in his mind.&lt;br /&gt;
&lt;br /&gt;
Whistling amiably, he ambled off to a nearby wagon, preparing to load his stock of stills in preparation for transport.&lt;br /&gt;
&lt;br /&gt;
-------&lt;br /&gt;
&lt;br /&gt;
OOC: Debuting at the shop &amp;quot;Be Still My Hops&amp;quot; this Duskruin is a new alcohol-creating still. Using water, yeast, and foraged ingredients, along with either golden wands or fire spells for charges, the stills can make distilled alcohol or brewed alcohol. You can add up to 2 (2) optional foraged items, tea flavorings, food, or cooking ingredients to add extra flavor.&lt;br /&gt;
&lt;br /&gt;
In addition to the still itself, you will also need a recipe book in which to hold alcohol recipes you have unlocked. A provided &amp;quot;malting box&amp;quot; is for sale, as well, which will let you take foraged grains and turn them into malted versions that will work for certain recipes.&lt;br /&gt;
&lt;br /&gt;
The still can also have &amp;quot;alcohol effects&amp;quot; unlocked to allow you to add special effects to the created drinks such as sparkling, spicy, or sour.&lt;br /&gt;
&lt;br /&gt;
You can have how the created alcohol looks (including 15/15/15, long, show, and READ inscription in any language) changed with any GALD merchant who is comfortable working with the still script. This will change how all bottles are produced from the still.&lt;br /&gt;
&lt;br /&gt;
You have control over: the adjective, the flavor notes, the strength, and the liquid color of the created alcohol. If you want purple liquid, you&#039;d likely have luck adding a blue ingredient and a red ingredient together, for example. If you want weaker alcohol, you&#039;d likely want to add more water to dilute it.&lt;br /&gt;
&lt;br /&gt;
Possible alcohol recipes that can be unlocked: ale, absinthe, amaretto, beer, bock, braggot, bourbon, brandy, cider, cognac, cordial, gin, grog, kumys, lager, liqueur, liquor, mead, moonshine, porter, rum, scotch, stout, tequila, whiskey, vodka&lt;/div&gt;</summary>
		<author><name>GS4-AVALUKA</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Duskruin/saved_posts_February_2023&amp;diff=188032</id>
		<title>Duskruin/saved posts February 2023</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Duskruin/saved_posts_February_2023&amp;diff=188032"/>
		<updated>2023-01-29T19:48:02Z</updated>

		<summary type="html">&lt;p&gt;GS4-AVALUKA: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__TOC__&lt;br /&gt;
&lt;br /&gt;
==General Information==&lt;br /&gt;
&amp;lt;section begin=dates2023 /&amp;gt;&lt;br /&gt;
{{saved-discord-post&lt;br /&gt;
| messagelink = [https://ptb.discord.com/channels/226045346399256576/594009933763051549/1050636678420779070]&lt;br /&gt;
| author = GM Thandiwe&lt;br /&gt;
| date = 12/9/2022&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;2023 Duskruin Dates&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; February 10th - 28th - Duskruin Arena&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; August 11th - 31st - Duskruin Arena&amp;lt;section end=dates2023 /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Shops Announcement==&lt;br /&gt;
&lt;br /&gt;
This is the shop information for the February 2023 run of Duskruin.&lt;br /&gt;
&lt;br /&gt;
{|  {{prettytable}}&lt;br /&gt;
! Reopening w.o Inventory Changes&lt;br /&gt;
! Refreshed (Cosmetic Changes or new items &lt;br /&gt;
!	New	&lt;br /&gt;
!Closed This Run&lt;br /&gt;
! Final Run Shops&lt;br /&gt;
|-&lt;br /&gt;
|A Pirate Looks at Four Teas||Alchemical Attractions	||Be Still My Hops	||Are you Not Entertained?	||A Kraet Deal&lt;br /&gt;
|-&lt;br /&gt;
|All You Knead	|| Be Warez||	Best Foot Forward||	Covert Couriers||	Cut and Dried&lt;br /&gt;
|-&lt;br /&gt;
|Art of Lore, The||	Best Tressed, The||	Broken Coin, the||	Crested Glory||	Kraet Aim&lt;br /&gt;
|-&lt;br /&gt;
|At The Ready||	Beyond Barriers||	Certifiable||	Cultural Cuts||	Krate Lengths&lt;br /&gt;
|-&lt;br /&gt;
|Blades of Glory||	Bloodbenders||	Fairy Ring, The||	Get Thee Behind me	||Madder Hats Tea Room&lt;br /&gt;
|-&lt;br /&gt;
|Bloody Lotus, The||	Blood Red Rose, The	||Herbal Huntsman, The	||In Your Element	||Metrognomies&lt;br /&gt;
|-&lt;br /&gt;
|Bloodriven Bowery	||Essencetials	||I See You	||Kraet and Barrel	||Peashirmen, The&lt;br /&gt;
|-&lt;br /&gt;
|Bolt From The Blue	||Heady Spirits	||Mind Your Manas	||Kraet Expectations	||Pinned and Pleated&lt;br /&gt;
|-&lt;br /&gt;
|Bundle Up	||Knifery, The	||Preening Plover, The	||Messy Alchemist, The	||Potation Parlor&lt;br /&gt;
|-&lt;br /&gt;
|Burning Twilight	||Librarium, The (Study, Sanctuary, Laboratory)	||Scoria and Dross	||Strength and Honor	||Sable Quietus, The&lt;br /&gt;
|-&lt;br /&gt;
|Currents and Safeguards||	Make Your Mark||	Trapper&#039;s Shack		|| ||Stay Vigilant&lt;br /&gt;
|-&lt;br /&gt;
|Curved Cuts||	Metrognomies||			 || ||Vambrace Yourself&lt;br /&gt;
|-&lt;br /&gt;
|Cut And Dried||	Modern Morph, The||			|| ||You&#039;re So Vain&lt;br /&gt;
|-&lt;br /&gt;
|Deep Within Darkness||	Sigil Shop			&lt;br /&gt;
|-&lt;br /&gt;
|Diskovery||				&lt;br /&gt;
|-&lt;br /&gt;
|Dunh&#039;s Lab||	Untamed Spirit			&lt;br /&gt;
|-&lt;br /&gt;
|Eonak Arms||	Vaalin Rose, The			&lt;br /&gt;
|-&lt;br /&gt;
|Fatal Afflares||	Wild Instinct			&lt;br /&gt;
|-&lt;br /&gt;
|Fireside Supplies||	Yarrrpee Shoppe, The			&lt;br /&gt;
|-&lt;br /&gt;
|First Rule, The				&lt;br /&gt;
|-&lt;br /&gt;
|Gamac&#039;s Goods				&lt;br /&gt;
|-&lt;br /&gt;
|Gilded Gladiator, The				&lt;br /&gt;
|-&lt;br /&gt;
|Good In-Tent-ions				&lt;br /&gt;
|-&lt;br /&gt;
|Hide and Fur Depot, The				&lt;br /&gt;
|-&lt;br /&gt;
|Icy Disposition				&lt;br /&gt;
|-&lt;br /&gt;
|Just for Kicks				&lt;br /&gt;
|-&lt;br /&gt;
|Knit One, Punch Two				&lt;br /&gt;
|-&lt;br /&gt;
|Kraet Aim				&lt;br /&gt;
|-&lt;br /&gt;
|Kraet Deal				&lt;br /&gt;
|-&lt;br /&gt;
|Kraet Length				&lt;br /&gt;
|-&lt;br /&gt;
|Madder Hats Tea Room				&lt;br /&gt;
|-&lt;br /&gt;
|Mar and Scar, the				&lt;br /&gt;
|-&lt;br /&gt;
|Mystic Phrases				&lt;br /&gt;
|-&lt;br /&gt;
|Ode To Resistance				&lt;br /&gt;
|-&lt;br /&gt;
|On The Other Hand				&lt;br /&gt;
|-&lt;br /&gt;
|Peashirmen, The				&lt;br /&gt;
|-&lt;br /&gt;
|Pinned and Pleated				&lt;br /&gt;
|-&lt;br /&gt;
|Portation Parlor, The				&lt;br /&gt;
|-&lt;br /&gt;
|Rock Solid				&lt;br /&gt;
|-&lt;br /&gt;
|Sable Quietus, The				&lt;br /&gt;
|-&lt;br /&gt;
|Secretive Sips				&lt;br /&gt;
|-&lt;br /&gt;
|Shadowed Light				&lt;br /&gt;
|-&lt;br /&gt;
|Shield Thyself				&lt;br /&gt;
|-&lt;br /&gt;
|Sparrow&#039;s Dance				&lt;br /&gt;
|-&lt;br /&gt;
|Spellbound				&lt;br /&gt;
|-&lt;br /&gt;
|Sprite Club				&lt;br /&gt;
|-&lt;br /&gt;
|Stay Awhile and Glisten				&lt;br /&gt;
|-&lt;br /&gt;
|Stay Vigilant				&lt;br /&gt;
|-&lt;br /&gt;
|Temple of Tentacles				&lt;br /&gt;
|-&lt;br /&gt;
|Tiles of Chance				&lt;br /&gt;
|-&lt;br /&gt;
|Twinkling Twilight				&lt;br /&gt;
|-&lt;br /&gt;
| Twist of Briars, A&lt;br /&gt;
|-&lt;br /&gt;
|Vambrace Yourself				&lt;br /&gt;
|-&lt;br /&gt;
|You&#039;re So Vain&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== February 2023 Duskruin Important Dates and Times ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Event opening&#039;&#039;&#039;:  Friday, February 10th at 9PM Eastern.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;HESS opening&#039;&#039;&#039;:   Monday, February 13th at 6PM Eastern.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Spin Night&#039;&#039;&#039;:     Saturday, February 18th at 8PM Eastern.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Auction&#039;&#039;&#039;:        Saturday, February 25th at 8PM Eastern.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Closing&#039;&#039;&#039;:        Tuesday, February 28th at 11:59 PM Eastern.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Magic Marker Update - Hollowing Ability  ==&lt;br /&gt;
Magic Markers of the graver type, sold in Make Your Mark, have had an additional unlockable ability added.  Using a cert sold in the shop, you can unlock a new hollowing ability that will allow you to use your graver to hollow out small statues, heavy moonstone cubes, and heavy quartz orbs (making them weigh less) up to 5 times per day.&lt;br /&gt;
&lt;br /&gt;
== New Animalistic Spirit Nouns/Groups ==&lt;br /&gt;
Some brand new animal nouns and animal groups have been added to Animalistic Spirit items this year. Once the updates are rolled live, existing Spirit Change certificates should be able to change to one of the new groups, while those visiting with Wilkes can have their spirits altered to some of the new nouns. If you don&#039;t have an extra Spirit Change certificate stashed away - never fear! Just visit Heady Spirits, Wild Instinct, or Untamed Spirit once Duskruin opens to change your Animalistic Spirit item to one of the new groups.&lt;br /&gt;
&lt;br /&gt;
Current Groups (New Nouns):&lt;br /&gt;
* Arachnid: scorpion.&lt;br /&gt;
* Avian (Magical): valravn.&lt;br /&gt;
* Avian (Predatory): Caligos eagle, harpy eagle.&lt;br /&gt;
* Canine: direwolf, hound.&lt;br /&gt;
* Cephalopod: jellyfish.&lt;br /&gt;
* Hooved (w/ Horns): doe, ibex, rolton, sheep.&lt;br /&gt;
* Large Feline: saber-toothed tiger.&lt;br /&gt;
* Lizard/Frog: teadragon.&lt;br /&gt;
* Small Feline: Caligos lynx.&lt;br /&gt;
* Small Rodent: viscacha.&lt;br /&gt;
* Ursine: direbear.&lt;br /&gt;
&lt;br /&gt;
New Groups:&lt;br /&gt;
* Insect (Crawly)&lt;br /&gt;
      Available nouns for this type are: ant, fire ant, termite, centipede, millipede, earwig, flea, louse, bedbug, beetle, dung beetle, rhinoceros beetle, scarab, praying mantis, cockroach, roach, water bug, ladybug, stinkbug.&lt;br /&gt;
* Insect (Flying)&lt;br /&gt;
      Available nouns for this type are: bee, bumblebee, honeybee, butterfly, monarch butterfly, moth, luna moth, wasp, yellow jacket, grasshopper, cricket, locust, mosquito, gnat, midge, fly, fruit fly, dragonfly, damselfly, firefly, mayfly, aphid, cicada.&lt;br /&gt;
* Turtle&lt;br /&gt;
      Available nouns for this type are: turtle, snapping turtle, painted turtle, tortoise, giant tortoise, sea turtle, terrapin.&lt;/div&gt;</summary>
		<author><name>GS4-AVALUKA</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=SimuCon_2022&amp;diff=162685</id>
		<title>SimuCon 2022</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=SimuCon_2022&amp;diff=162685"/>
		<updated>2022-03-09T16:23:52Z</updated>

		<summary type="html">&lt;p&gt;GS4-AVALUKA: /* Game Staff */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:SimuCon2019logo.png|right|300px|SimuCon 2019 Logo]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SimuCon&#039;&#039;&#039; is a yearly gathering in St. Louis near [[Simutronics]] headquarters usually taking place near the end of the summer. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;OFFICIAL&amp;lt;/u&amp;gt;&#039;&#039;&#039; dates for 2022 are Wednesday, August 3 through Sunday, August 7, 2022 at the Sheraton Westport Chalet Hotel.  Room reservation link [https://www.marriott.com/events/start.mi?id=1636045437853&amp;amp;key=GRP here].&lt;br /&gt;
&lt;br /&gt;
==2022 Schedule==&lt;br /&gt;
{| {{prettytable|text-align:center;}}&lt;br /&gt;
|+ &#039;&#039;&#039;SimuCon 2022 Schedule&amp;lt;br&amp;gt;ALL TIMES CST&amp;lt;br&amp;gt;(CENTRAL TIME)&lt;br /&gt;
|-&lt;br /&gt;
! Day || Time || Activity || Game&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=2|Wednesday&amp;lt;br&amp;gt;August 5&lt;br /&gt;
|- &lt;br /&gt;
| -:-- AM || &amp;amp;nbsp;&amp;lt;br&amp;gt;&amp;amp;nbsp; || ALL&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=2|Thursday&amp;lt;br&amp;gt;August 5&lt;br /&gt;
|- &lt;br /&gt;
| -:-- AM || &amp;amp;nbsp;&amp;lt;br&amp;gt;&amp;amp;nbsp; || ALL&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=2|Friday&amp;lt;br&amp;gt;August 5&lt;br /&gt;
|- &lt;br /&gt;
| -:-- AM || &amp;amp;nbsp;&amp;lt;br&amp;gt;&amp;amp;nbsp; || ALL&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=2|Saturday&amp;lt;br&amp;gt;August 5&lt;br /&gt;
|- &lt;br /&gt;
| -:-- AM || &amp;amp;nbsp;&amp;lt;br&amp;gt;&amp;amp;nbsp; || ALL&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=2|Sunday&amp;lt;br&amp;gt;August 9&lt;br /&gt;
|-&lt;br /&gt;
| -:-- AM || &amp;amp;nbsp;&amp;lt;br&amp;gt;&amp;amp;nbsp; || ALL&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Frequently Asked Questions==&lt;br /&gt;
===How much does SimuCon cost?===&lt;br /&gt;
&lt;br /&gt;
Cost and sign-up information will be available soon.&lt;br /&gt;
&lt;br /&gt;
===Where do I sign up?===&lt;br /&gt;
Sign-up is usually initiated by the GM organizing SimuCon and details are released closer to the event.&lt;br /&gt;
&lt;br /&gt;
===Who organizes SimuCon?===&lt;br /&gt;
&lt;br /&gt;
Typically GameMasters from Gemstone IV and DragonRealms are the official organizers. However, many players pitch in to plan unofficial events or to offer support. All work is strictly volunteer, so please be sure to thank your organizer team!&lt;br /&gt;
&lt;br /&gt;
===What is it like to attend a SimuCon?===&lt;br /&gt;
&lt;br /&gt;
SimuCon is a gathering of players and GameMasters for Simutronics games, including Gemstone IV and DragonRealms. The convention includes several events, as listed in the [[#2022 Schedule|2022 Schedule]], that are planned by both players and staff. In-between events, attendees typically gather at conference tables similar to a large LAN party to play. Board games and other activities are frequently available as well.&lt;br /&gt;
&lt;br /&gt;
===How many people attend SimuCon and when do they show up?===&lt;br /&gt;
&lt;br /&gt;
SimuCon has experienced a growth spurt over the past three years or so. A current rough estimate would be 100 attendees (GS and DR combined) over the course of the weekend. The main convention days are Thursday through Sunday, although several people arrive on Wednesday and stay through Monday. The convention room is typically setup by Wednesday evening.&lt;br /&gt;
&lt;br /&gt;
===What equipment should I bring?===&lt;br /&gt;
&lt;br /&gt;
Bring your laptop/computer so that you can play Gemstone during the convention. Internet access and power strips are typically provided. &#039;&#039;&#039;Note:&#039;&#039;&#039; It is not recommended that you leave your equipment unattended in the conference room.&lt;br /&gt;
&lt;br /&gt;
===Will I need a car?===&lt;br /&gt;
&lt;br /&gt;
Many attendees never leave the hotel. However if you are planning to explore St. Louis, a car is recommended as public transportation options are slim. Lyft and Uber are both operational in St. Louis and are ideal for single trips. For any excursions listed in the schedule, carpool options may be available. A shuttle may be available to and from your hotel for airport travel, but don&#039;t forget to bring cash for a tip!&lt;br /&gt;
&lt;br /&gt;
===Is SimuCon family friendly?===&lt;br /&gt;
&lt;br /&gt;
In general, yes. Some attendees do bring children but activities in the convention room may be of limited interest to them. Note the [[#Attractions|Attractions]] section listed below for additional kid-friendly activities available in St. Louis. Please expect to encounter explicit language and consumption of alcoholic beverages, which will increase in the late night hours.&lt;br /&gt;
&lt;br /&gt;
===What is the weather typically like?===&lt;br /&gt;
&lt;br /&gt;
Missouri is nicknamed &amp;quot;Misery&amp;quot; for its hot and humid summers. For a current local forecast, click here: https://www.ksdk.com/weather&lt;br /&gt;
&lt;br /&gt;
===Do I need to bring food or beverages?===&lt;br /&gt;
&lt;br /&gt;
Depending on funds available, basic snacks will be provided. You are generally on your own for meals and can purchase food at the grocery or restaurant options listed in the [[#Dining.2FEating|Dining/Eating]] section. SimuCon is strictly BYOB. Alcohol can be purchased in most grocery stores and gas stations in Missouri.&lt;br /&gt;
&lt;br /&gt;
===What should I wear?===&lt;br /&gt;
&lt;br /&gt;
SimuCon is casual attire unless the schedule for a specific event indicates otherwise. Some events may encourage costumes or themed attire.&lt;br /&gt;
&lt;br /&gt;
===Is there a pool?===&lt;br /&gt;
&lt;br /&gt;
YES! Pack your bathing suits because the official SimuCon hotel has an outdoor pool! There is even a poolside bar with snacks and beverages (open Friday through Sunday), and towel service is available. It is recommended that you pack sunscreen ahead of time, because the hotel and nearby shops do not stock any! It is also recommended that you bring pool noodles, because pool noodles are wicked cool.&lt;br /&gt;
&lt;br /&gt;
==Visitor Information==&lt;br /&gt;
The convention is typically held at the Sheraton Westport Chalet, located at 191 W Port Plaza Dr, St. Louis, MO 63146. Below are some nearby shops and other information for visitors. All distances calculated from the host hotel.&lt;br /&gt;
&lt;br /&gt;
===Accommodations===&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|-bgcolor=lightblue&lt;br /&gt;
! Name||Distance||Address||Link&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Sheraton Westport Chalet (Official Hotel, Discounted Rate)&#039;&#039;&#039; || onsite || 191 Westport Plaza, St. Louis, MO 63146 || [https://www.marriott.com/events/start.mi?id=1636045437853&amp;amp;key=GRP Booking Link]&lt;br /&gt;
|-&lt;br /&gt;
|Sheraton Westport Plaza (Sister Hotel next to the Chalet) || onsite || 900 Westport Plaza, St. Louis, MO 63146 || [https://www.marriott.com/hotels/travel/stlps-sheraton-westport-plaza-hotel-st-louis/ Booking Link]&lt;br /&gt;
|-&lt;br /&gt;
|Staybridge Suites || 0.3 miles || 25 Progress Pkwy, St. Louis, MO 63146 || &lt;br /&gt;
|-&lt;br /&gt;
|Comfort Inn Suites || 0.7 miles || 12031 Lackland Rd., Saint Louis, MO, 63146 || [https://www.choicehotels.com/missouri/saint-louis/comfort-inn-hotels/mo608/rates?checkInDate=2022-08-03&amp;amp;checkOutDate=2022-08-79 Booking Link]&lt;br /&gt;
|-&lt;br /&gt;
|Residence Inn St. Louis Westport || 0.6 miles || 11918 Westline Industrial Drive, St. Louis, MO 63146 || [https://www.marriott.com/hotels/travel/stlwr-residence-inn-st-louis-westport/ Booking Link]&lt;br /&gt;
|-&lt;br /&gt;
|Farfield Inn and Suites St. Louis Westport || 0.6 miles || 11918 Westline Industrial Drive, St. Louis, MO 63146 || [https://www.marriott.com/hotels/travel/stlfw-fairfield-inn-and-suites-st-louis-westport/ Booking Link]&lt;br /&gt;
|-&lt;br /&gt;
|Courtyard by Marriott St. Louis Westport || 0.7 miles || 11888 Westline Industrial Drive, St. Louis, MO 63146 || [https://www.marriott.com/hotels/travel/stlwp-courtyard-st-louis-westport-plaza/ Booking Link]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Dining/Eating===&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|-bgcolor=lightblue&lt;br /&gt;
! Name||Type||Distance||Address||Link&lt;br /&gt;
|-&lt;br /&gt;
| Drunken Fish || Sushi || onsite || 639 West Port Plaza, St. Louis, MO 63146 || https://www.westportstl.com/drinkdine&lt;br /&gt;
|-&lt;br /&gt;
| Fuzzy&#039;s Taco Shop || Baja Tacos || onsite || 302 West Port Plaza, St. Louis, MO 63146 || https://www.westportstl.com/drinkdine&lt;br /&gt;
|-&lt;br /&gt;
| IMO&#039;s Pizza || Pizza || onsite || 318 West Port Plaza, St. Louis, MO 63146 || http://www.westportstl.com/drinkdine&lt;br /&gt;
|-&lt;br /&gt;
| Kobe Japanese Grill || Japanese/Hibachi || onsite || 645 West Port Plaza, St. Louis, MO 63146 || http://www.westportstl.com/drinkdine&lt;br /&gt;
|-&lt;br /&gt;
| McDonald&#039;s || Fast Food || onsite || 25 West Port Plaza, St. Louis, MO 63146 || http://www.westportstl.com/drinkdine&lt;br /&gt;
|-&lt;br /&gt;
| Paul Mineo&#039;s Trattoria|| Italian || onsite || 333 West Port Plaza, St. Louis, MO 63146 || http://www.westportstl.com/drinkdine&lt;br /&gt;
|-&lt;br /&gt;
| St. Louis Bread Company || Coffee/Sandwich/Soup || onsite || 147 West Port Plaza, St. Louis, MO 63146 || http://www.westportstl.com/drinkdine&lt;br /&gt;
|-&lt;br /&gt;
| Smoothie King || Smoothies || onsite || 324 West Port Plaza, St. Louis, MO 63146 || http://www.westportstl.com/drinkdine&lt;br /&gt;
|-&lt;br /&gt;
| Starbucks || Coffee || onsite || 111 West Port Plaza, St. Louis, MO 63146 || http://www.westportstl.com/drinkdine&lt;br /&gt;
|-&lt;br /&gt;
| Trainwreck Saloon|| American/Grill|| onsite || 314 West Port Plaza, St. Louis, MO 63146 || http://www.westportstl.com/drinkdine&lt;br /&gt;
|-&lt;br /&gt;
| Dino&#039;s Deli||Mediterranean|| onsite || 314 West Port Plaza, St. Louis, MO 63146 || http://dinosdeli.us/&lt;br /&gt;
|-&lt;br /&gt;
| O&#039;Fallon Brewery || Beer/American Food || 0.3 mi || 45 Progress Pkwy, Maryland Heights, MO 63043 || http://www.ofallonbrewery.com/&lt;br /&gt;
|-&lt;br /&gt;
| Companion Bakery || Bakery/Sandwich || 1.2 mi || 2331 Schuetz Rd, St. Louis, MO 63146 || http://www.companionbaking.com/&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Off-Site Dining===&lt;br /&gt;
For attendees who want to explore St. Louis cuisine, local players recommend the following restaurants.&lt;br /&gt;
 &lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|-bgcolor=lightblue&lt;br /&gt;
! Name||Type||Distance||Address||Link&lt;br /&gt;
|-&lt;br /&gt;
| DD Mau || Vietnamese / Bao || 1.3 mi || 11982 Dorsett Rd, Maryland Heights, MO 63043 || http://www.ddmaustl.com/&lt;br /&gt;
|-&lt;br /&gt;
| Guerilla Street Food || Filipino || 1.6 mi || 11658 Dorsett Rd., Maryland Heights, MO 63043 || https://www.guerrillastreetfood.com/menu-dorsett/&lt;br /&gt;
|- &lt;br /&gt;
| Gobble STOP Smokehouse || BBQ Poultry || 2.8 mi || 1227 Castillon Arcade Plaza, Creve Coeur, MO 63141  || http://gobblestopsmokehouse.net/&lt;br /&gt;
|-&lt;br /&gt;
| Nudo House STL || Ramen / Japanese || 3.0 mi|| 11423 Olive Blvd, St. Louis, MO 63141 || http://nudohousestl.com/&lt;br /&gt;
|-&lt;br /&gt;
| Dave &amp;amp; Tony&#039;s || Premium Burgers || 3.2 mi|| 12766 Olive Blvd, St. Louis, MO 63146 || http://www.daveandtonys.com/&lt;br /&gt;
|-&lt;br /&gt;
| Sugarfire Smokehouse|| BBQ || 6.0 mi|| 9200 Olive Blvd, St. Louis, MO 63132 || https://sugarfiresmokehouse.com/locations/mo-olivette/&lt;br /&gt;
|-&lt;br /&gt;
| Salt + Smoke || BBQ|| 9.0 mi|| 501 S Main St, St. Charles, MO 63301 || https://saltandsmokestl.com/&lt;br /&gt;
|-&lt;br /&gt;
| Midwestern Meat &amp;amp; Drink || BBQ || 20.4 mi || 900 Spruce St, St. Louis, MO 63102 || https://facebook.com/midwesternstl&lt;br /&gt;
|-&lt;br /&gt;
| Broadway Oyster Bar || Cajun|| 23.7 mi || 736 S Broadway, St. Louis, MO 63102 || http://www.broadwayoysterbar.com/&lt;br /&gt;
|-&lt;br /&gt;
| Ted Drewes|| Famous local frozen custard || 21.6 mi || 6726 Chippewa, St. Louis, MO 63109 || http://teddrewes.com/&lt;br /&gt;
|-&lt;br /&gt;
| Bombay Food Junkies || Vegan Options || 5.2 mi || 3580 Adie Rd, St Ann, MO 63074 || https://www.bombayfoodjunkies.com/&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Shopping/Groceries===&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|-bgcolor=lightblue&lt;br /&gt;
! Name||Distance||Address||Link&lt;br /&gt;
|-&lt;br /&gt;
| Target || 5.9 mi || 12275 St Charles Rock Rd, Bridgeton, MO 63044 || [https://www.target.com/sl/bridgeton/12 website]&lt;br /&gt;
|-&lt;br /&gt;
| Costco || 13.3 mi || 200 Costco Way, St Peters, MO 63376 || [https://www.costco.com/warehouse-locations/st-peters-saint-peters-mo-382.html website]&lt;br /&gt;
|-&lt;br /&gt;
| Schnucks Dorsett (Grocery Store) || 1.5 mi || 2030 Dorsett Rd, Maryland Heights, MO 63043 || [https://locations.schnucks.com/mo-maryland-heights-117 website]&lt;br /&gt;
|-&lt;br /&gt;
| Gateway Newstands || onsite || 519 W Port Plaza Dr, St. Louis, MO 63146 || https://www.westportstl.com/specialty&lt;br /&gt;
|-&lt;br /&gt;
| Walgreens|| 1.6 mi|| 12509 Dorsett Rd, Maryland Heights, MO 63043 || [https://www.walgreens.com/locator/walgreens-12509+dorsett+rd-maryland+heights-mo-63043/id=9481 website]&lt;br /&gt;
|-&lt;br /&gt;
| BP Gas Station|| 0.3 mi || 11988 Westline Industrial Dr, St. Louis, MO 63146 || &lt;br /&gt;
|-&lt;br /&gt;
| ALDI|| 2.6 mi || 11745 Olive Blvd, Creve Coeur, MO 63141 || [https://www.aldi.us/ website]&lt;br /&gt;
|-&lt;br /&gt;
| Trader Joe&#039;s || [https://goo.gl/maps/3aV8WLBakaB2 2.4 mi] || 11505 Olive Blvd, Creve Coeur, MO 63141|| [https://locations.traderjoes.com/mo/creve-coeur/694/ website]&lt;br /&gt;
|-&lt;br /&gt;
| D&amp;amp;J Liquor || [https://goo.gl/maps/a6m73h9w4ynWnWqh8 1.5 mi] || 1914 McKelvey Rd, Maryland Heights, MO 63043 ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Attractions===&lt;br /&gt;
&lt;br /&gt;
Most attractions are a 15-30 minute drive from the hotel. For tourism information, click here: https://explorestlouis.com/&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|-bgcolor=lightblue&lt;br /&gt;
! Name||Description||Address||Link&lt;br /&gt;
|-&lt;br /&gt;
| The Gateway Arch ||Oh look, it&#039;s the Arch ||200 Washington Ave, St. Louis, MO 63102 || https://www.gatewayarch.com/&lt;br /&gt;
|-&lt;br /&gt;
| Busch Stadium ||Cardinals Baseball Stadium ||700 Clark Ave, St. Louis, MO 63102 || https://www.mlb.com/cardinals/ballpark&lt;br /&gt;
|-&lt;br /&gt;
| Forest Park ||Large public park, home to several free attractions ||5595 Grand Dr, St. Louis, MO 63112 || https://forestparkmap.org/&lt;br /&gt;
|-&lt;br /&gt;
| St. Louis Zoo ||Free zoo, located inside Forest Park ||Government Dr, St. Louis, MO 63110 || https://www.stlzoo.org/&lt;br /&gt;
|-&lt;br /&gt;
| St. Louis Aquarium at Union Station|| Opened Dec. 2019, the otters and spitting fish are worth the admission, skip the wheel || 201 S 18th St, St. Louis, MO 63103||https://www.stlouisaquarium.com/ &lt;br /&gt;
|-&lt;br /&gt;
| St. Louis Art Museum ||Free art museum, located inside Forest Park ||1 Fine Arts Dr, St. Louis, MO 63110 || https://www.slam.org/&lt;br /&gt;
|-&lt;br /&gt;
| Creve Coeur Lake Park || [https://goo.gl/maps/7s9nUCbcyBM2 3.4 mi] from the hotel. Trails, kayak rentals, Go Ape || 13725 Marine Ave, St. Louis, MO 63146 || [https://www.stlouisco.com/Parks-and-Recreation/Park-Pages/Creve-Coeur website]&lt;br /&gt;
|-&lt;br /&gt;
| The Muny ||Outdoor theater, located inside Forest Park ||1 Theatre Dr, St. Louis, MO 63112 || https://muny.org/&lt;br /&gt;
|-&lt;br /&gt;
| Missouri Botanical Gardens ||Outdoor garden ||4344 Shaw Blvd, St. Louis, MO 63110 || http://www.missouribotanicalgarden.org/&lt;br /&gt;
|-&lt;br /&gt;
| Anheuser-Busch St. Louis Brewery ||Main brewery, offers tours ||1200 Lynch St, St. Louis, MO 63118 || https://www.budweisertours.com/locations/st-louis-missouri.html&lt;br /&gt;
|-&lt;br /&gt;
| City Museum ||Architectural Anomaly/Interactive Art/Climbing Museum ||750 N 16th St, St. Louis, MO 63103 || https://www.citymuseum.org/&lt;br /&gt;
|-&lt;br /&gt;
| Grants Farm ||Free wildlife park with tram tours and free beer ||10501 Gravois Rd, St. Louis, MO 63123 || https://www.grantsfarm.com/home.html&lt;br /&gt;
|-&lt;br /&gt;
| The Butterfly House ||Indoor butterfly pavilion ||15193 Olive Blvd, Chesterfield, MO 63017|| http://www.missouribotanicalgarden.org/visit/family-of-attractions/butterfly-house.aspx&lt;br /&gt;
|-&lt;br /&gt;
| Science Center ||Kid-friendly interactive museum, includes IMAX and planetarium ||5050 Oakland Ave, St. Louis, MO 63110 || https://www.slsc.org/&lt;br /&gt;
|-&lt;br /&gt;
| Magic House ||Kid-friendly interactive museum, includes magic ||516 S Kirkwood Rd, St. Louis, MO 63122 || https://www.magichouse.org/&lt;br /&gt;
|-&lt;br /&gt;
| Fox Theatre ||Historic theater, offers tours ||527 NORTH GRAND BLVD., St. Louis, MO 63103 || https://www.fabulousfox.com/visit/tours&lt;br /&gt;
|-&lt;br /&gt;
| St. Louis Neighborhoods||Shopping/Nightlife/Exploring||Various || https://explorestlouis.com/things-to-do/neighborhoods/&lt;br /&gt;
|-&lt;br /&gt;
| Live Music Venues||St. Louis is known for its blues and jazz scene ||Various || https://explorestlouis.com/discover/st-louis-music-lovers/st-louis-live-music-venues/&lt;br /&gt;
|-&lt;br /&gt;
| Casinos||Gambling ||Various || https://www.tripadvisor.com/Attractions-g44881-Activities-c53-Saint_Louis_Missouri.html&lt;br /&gt;
|-&lt;br /&gt;
| Cahokia Mounds || Ruins of the largest prehistoric civilization north of Mexico, 30 min drive from hotel || 30 Ramey Street Collinsville, IL 62234 || https://cahokiamounds.org/&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Attendee List==&lt;br /&gt;
The below lists are of those people that have made mention that they are attempting to attend the 2022 conference. You may edit this page to add your character to the list.&lt;br /&gt;
&lt;br /&gt;
===Prime Players===&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:6;-moz-column-count:6;-webkit-column-count:6&amp;quot;&amp;gt;&lt;br /&gt;
* Darcena&lt;br /&gt;
* Kothos/Xanthium/Ysharra&lt;br /&gt;
* Nodyre / Dayzed&lt;br /&gt;
* Hoodtralfeck&lt;br /&gt;
* Clunk&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Platinum Players===&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:6;-moz-column-count:6;-webkit-column-count:6&amp;quot;&amp;gt;&lt;br /&gt;
* Names Here&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Shattered Players===&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:6;-moz-column-count:6;-webkit-column-count:6&amp;quot;&amp;gt;&lt;br /&gt;
* Names Here&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Game Staff===&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:6;-moz-column-count:6;-webkit-column-count:6&amp;quot;&amp;gt;&lt;br /&gt;
* Avaluka&lt;br /&gt;
* Quilic&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Indiegogo Campaign==&lt;br /&gt;
The annual Indiegogo Campaign&#039;s purpose is to fund expenses for SimuCon, and all funds raised are used for the direct support of the convention. Any funds raised beyond the original goal are used for additional perks such as extra snacks and prizes for attendees.&lt;br /&gt;
&lt;br /&gt;
Currently no campaign link is available, but will likely be available in early June.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[https://discord.gg/eTvANvy SimuCon channel] (official Discord server)&lt;br /&gt;
*[https://discord.gg/tZGPPyU Unofficial SimuCon Server] (unofficial SimuCon dedicated Discord server)&lt;br /&gt;
*[https://elanthipedia.play.net/SimuCon DragonRealms Simucon Page] (DR&#039;s Wiki Page)&lt;br /&gt;
&lt;br /&gt;
[[Category:SimuCon]]&lt;/div&gt;</summary>
		<author><name>GS4-AVALUKA</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Animalistic_Spirit&amp;diff=152880</id>
		<title>Animalistic Spirit</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Animalistic_Spirit&amp;diff=152880"/>
		<updated>2021-08-29T01:06:55Z</updated>

		<summary type="html">&lt;p&gt;GS4-AVALUKA: /* Animalistic Fury Flare Messaging Beginning */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TOCright|limit=3}}The &#039;&#039;&#039;Animalistic Spirit&#039;&#039;&#039; Weapons and Shields, also known as Animalistic Fury, were first released at [[pay event]] [[Duskruin]] in August 2020 at the [[BVShop:Untamed_Spirit|Untamed Spirit]] shop. There are now four versions of the Animalistic Spirit items:&lt;br /&gt;
&lt;br /&gt;
* [[Animalistic Spirit Weapon]]s&lt;br /&gt;
* [[Animalistic Spirit Shield]]s&lt;br /&gt;
* [[Animalistic Spirit Armor]]&lt;br /&gt;
* [[Animalistic Spirit Headdress]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Affinity/Taming==&lt;br /&gt;
&lt;br /&gt;
As the spirits within the items are wild and untamed, you must tame the spirit to prevent them from backlashing on you. The backlash happens if you are wielding the weapon/shield (i.e., held in hand or worn in the case of UCS gloves/boots). The backlash is different depending on the weapon or shield type - melee weapons and runestaves will make it so you cannot parry, UCS gloves/boots and ranged will give you a DS/TD debuff, while shields will make it so you cannot block. &#039;&#039;&#039;NOTE:&#039;&#039;&#039; This is only a very short effect and does not happen all the time. The more tame the spirit is, the less chance it will backlash and the shorter the backlash will last. When fully tame, the spirit will not backlash on you at all.&lt;br /&gt;
&lt;br /&gt;
To tame the spirit, you must successfully hit like-level foes with the weapon/shield, or successfully parry(melee/runestaves), evade (UCS/ranged), or block (shield) attacks from like-level foes while you are in a forward or greater stance and actively participating in combat.&lt;br /&gt;
&lt;br /&gt;
The spirits will only trust one person at a time - if you want to pass this weapon/shield off to someone else, the new owner will have to work off the trust gained by the previous owner before gaining trust of their own.&lt;br /&gt;
&lt;br /&gt;
The more tame the spirit is, the more powerful the Animalistic Fury flares will become. You can unlock the ceiling/potential top end of the flare strength by unlocking the flare tier. Off the shelf, the flares will max out at regular flare strength.&lt;br /&gt;
&lt;br /&gt;
==Animalistic Spirit Defaults and Allowed Nouns==&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; The first noun listed in the allowed nouns cell for each spirit type is the default noun that will be applied with any spirit change certificate. The default color is always misty green. Changing the animal noun within a Spirit Type is done via Alteration services.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|+Available Spirit Defaults and Allowed Alteration Nouns&lt;br /&gt;
!scope=&amp;quot;col&amp;quot;|Spirit Type!!scope=&amp;quot;col&amp;quot;|Spirit Descriptor!!scope=&amp;quot;col&amp;quot;|Spirit Call!!scope=&amp;quot;col&amp;quot;|Spirit Group!!scope=&amp;quot;col&amp;quot;|Allowed Nouns (first is default)&lt;br /&gt;
|-&lt;br /&gt;
|scope=&amp;quot;row&amp;quot;|Aquatic mammal (with flippers)||sleek||chitter||pod||dolphin, whale, orca, seal, sea lion, walrus, manatee, narwhal&lt;br /&gt;
|-&lt;br /&gt;
|scope=&amp;quot;row&amp;quot;|Arachnid||giant||chitter||swarm||spider, tarantula, arachnid, black widow spider, brown recluse spider, wolf spider, huntsman spider, tomb spider&lt;br /&gt;
|-&lt;br /&gt;
|scope=&amp;quot;row&amp;quot;|Armored||squat||snort||band||armadillo, pangolin, hedgehog, porcupine, echidna&lt;br /&gt;
|-&lt;br /&gt;
|scope=&amp;quot;row&amp;quot;|Avian (aquatic)||pudgy||squawk||flock||penguin, emperor penguin, rockhopper penguin, puffin, auk&lt;br /&gt;
|-&lt;br /&gt;
|scope=&amp;quot;row&amp;quot;|Avian (predatory)||angular||screen||flock||hawk, falcon, eagle, owl, barn owl, snow owl, screech owl, gyrfalcon, peregrine falcon, kestrel, osprey, goshawk, kite&lt;br /&gt;
|-&lt;br /&gt;
|scope=&amp;quot;row&amp;quot;|Avian (magical)||fiery||shriek||band||phoenix, firebird, griffin, storm griffin, gryphon, grifflet&lt;br /&gt;
|-&lt;br /&gt;
|scope=&amp;quot;row&amp;quot;|Bat||angular||squeak||swarm||bat, fruit bat, vampire bat, flying fox&lt;br /&gt;
|-&lt;br /&gt;
|scope=&amp;quot;row&amp;quot;|Canine||rangy||howl||pack||wolf, jackal, fox, fennec fox, hyena, dhole, coyote, dog, bush dog, foxhound, bloodhound, wolfhound, mastiff, puppy, aardwolf&lt;br /&gt;
|-&lt;br /&gt;
|scope=&amp;quot;row&amp;quot;|Corvid||sleek||caw||mob||raven, crow, magpie, jackdaw, rook, jay&lt;br /&gt;
|-&lt;br /&gt;
|scope=&amp;quot;row&amp;quot;|Equine||muscular||whinny||herd||horse, pony, stallion, mare, zebra, donkey, mule&lt;br /&gt;
|-&lt;br /&gt;
|scope=&amp;quot;row&amp;quot;|Feline (large)||lithe||roar||pride||lion, lioness, panther, tiger, tigress, puma, catamount, jaguar, leopard, snow leopard, clouded leopard, cheetah&lt;br /&gt;
|-&lt;br /&gt;
|scope=&amp;quot;row&amp;quot;|Feline (small)||sleek||hiss||clowder||cat, kitten, bobcat, lynx, serval, caracal, margay, ocelot, jaguarundi, snowcat&lt;br /&gt;
|-&lt;br /&gt;
|scope=&amp;quot;row&amp;quot;|Hooved (horned) mammal||antlered||bellow||stampede||stag, deer, goat, antelope, buffalo, bison, bull, oryx, wildebeest, ram, moose, elk, yak, hind, hart, gazelle, caribou, muntjac, buck, reindeer&lt;br /&gt;
|-&lt;br /&gt;
|scope=&amp;quot;row&amp;quot;|Mustelid||stocky||growl||band||badger, honey badger, ferret, weasel, ermine, pine marten, stoat, skunk, wolverine&lt;br /&gt;
|-&lt;br /&gt;
|scope=&amp;quot;row&amp;quot;|Porcine||stocky||snort||drove||boar, iron boar, pig, hog, warthog, babirusa&lt;br /&gt;
|-&lt;br /&gt;
|scope=&amp;quot;row&amp;quot;|Primate (small)||gangly||screech||troop||monkey, tamarin, marmoset, macaque, baboon, lemur, indri, sifaka, loris, bushbaby, capuchin&lt;br /&gt;
|-&lt;br /&gt;
|scope=&amp;quot;row&amp;quot;|Rabbit/hare||lanky||growl||herd||hare, rabbit, jackrabbit, cottontail, arctic hare, snowshoe hare&lt;br /&gt;
|-&lt;br /&gt;
|scope=&amp;quot;row&amp;quot;|Rodent (small)||plump||squeak||herd||mouse, dormouse, rat, squirrel, chinchilla, hamster, cavy, gopher, groundhog, lemming, naked mole rat, marmot, muskrat&lt;br /&gt;
|-&lt;br /&gt;
|scope=&amp;quot;row&amp;quot;|Semi-aquatic||sleek||chitter||band||otter, sea otter, river otter, platypus&lt;br /&gt;
|-&lt;br /&gt;
|scope=&amp;quot;row&amp;quot;|Semi-arboreal||plump||chitter||band||raccoon, opossum, possum, red panda, bearcat, binturong, civet&lt;br /&gt;
|-&lt;br /&gt;
|scope=&amp;quot;row&amp;quot;|Snake||sinuous||hiss||mass||snake, serpent, cobra, asp, adder, boa, boa constrictor, rattlesnake, corn snake, mamba, eel&lt;br /&gt;
|-&lt;br /&gt;
|scope=&amp;quot;row&amp;quot;|Ursine||burly||growl||band||bear, grizzly bear, polar bear, black bear, brown bear, cave bear, red bear, panda, giant panda, sloth bear&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Animalistic Fury Flare Messaging Beginning==&lt;br /&gt;
&lt;br /&gt;
When the Animalistic Fury flare activates on either an [[Animalistic Spirit Weapon]] or an [[Animalistic Spirit Shield]], the following message will be seen. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;Riotous (spirit color) energy races along the surface of the (item noun), slender tendrils rising up to coalesce into the ethereal form of a/an (spirit descriptor) (spirit animal noun).&lt;br /&gt;
** (Beginning of Animal Fury flare messaging) (end of Animal Fury flare messaging) **&lt;br /&gt;
(Crit table damage messaging)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Please see the below tables for the expanded flare messaging which includes both the highly customized first half and then the damage type customization. Spirit animal noun, spirit descriptor, spirit color, spirit call, and spirit group can all also be customized. See the [[Animalistic Spirit#Animalistic Spirit Defaults and Allowed Nouns|Animalistic Spirit Defaults and Allowed Nouns table]] for more information.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|+ Beginning of Animal Fury Flare Messaging&lt;br /&gt;
!scope=&amp;quot;col&amp;quot;|Spirit Type !!Flare Messaging Example&lt;br /&gt;
|-&lt;br /&gt;
!scope=&amp;quot;row&amp;quot;|Aquatic mammal (with flippers)&lt;br /&gt;
|Flicking its tail sharply, a (spirit descriptor) ethereal (spirit animal noun) swims forward through the air with an angry (spirit call) as a (spirit group) of (see damage type messaging)&lt;br /&gt;
|-&lt;br /&gt;
!scope=&amp;quot;row&amp;quot;|Arachnid&lt;br /&gt;
|Mandibles clicking and multiple legs churning, a/an (spirit descriptor) ethereal (spirit animal noun) skitters forward with a shrill (spirit call) as a (spirit group) of (see damage type messaging)&lt;br /&gt;
|-&lt;br /&gt;
!scope=&amp;quot;row&amp;quot;|Armored&lt;br /&gt;
|(Armored/spiked/quilled) back arched aggressively, a (spirit descriptor) ethereal (spirit animal noun) rushes forward with a fierce (spirit call) as a (spirit group) of (see damage type messaging)&lt;br /&gt;
|-&lt;br /&gt;
!scope=&amp;quot;row&amp;quot;|Avian (aquatic)&lt;br /&gt;
|Wings flapping and head bobbing, a/an (spirit descriptor) ethereal (spirit animal noun) waddles forward with a fierce (spirit call) as a (spirit group) of (see damage type messaging)&lt;br /&gt;
|-&lt;br /&gt;
!scope=&amp;quot;row&amp;quot;|Avian (Magical)&lt;br /&gt;
|Surrounded by (a corona of flickering flames/crackling tendrils of lightning), a/an (spirit descriptor) ethereal (spirit animal noun) swoops down with an eerily echoing (spirit call) as a (spirit group) of (see damage type messaging)&lt;br /&gt;
|-&lt;br /&gt;
!scope=&amp;quot;row&amp;quot;|Avian (predatory)&lt;br /&gt;
|Talons extended and wings flared, an (spirit descriptor) ethereal (spirit animal noun) dives down with an ear-piercing (spirit call) as a (spirit group) of (see damage type messaging)&lt;br /&gt;
|-&lt;br /&gt;
!scope=&amp;quot;row&amp;quot;|Bat&lt;br /&gt;
|Leathery wings flapping noiselessly, an (spirit descriptor) ethereal (spirit animal noun) swoops down with a shrill (spirit call) as a (spirit group) of (see damage type messaging)&lt;br /&gt;
|-&lt;br /&gt;
!scope=&amp;quot;row&amp;quot;|Canine&lt;br /&gt;
|Hackles raised and teeth bared, a (spirit descriptor) ethereal (spirit animal noun) rushes forward with a deafening (spirit call) as a (spirit group) of (see damage type messaging)&lt;br /&gt;
|-&lt;br /&gt;
!scope=&amp;quot;row&amp;quot;|Corvid&lt;br /&gt;
|Wings spread and intelligent eyes agleam, a (spirit descriptor) ethereal (spirit animal noun) circles in the air before diving with an ear-piercing (spirit call) as a (spirit group) of (see damage type messaging)&lt;br /&gt;
|-&lt;br /&gt;
!scope=&amp;quot;row&amp;quot;|Equine&lt;br /&gt;
|Tossing its maned head angrily, a (spirit descriptor) ethereal (spirit animal noun) gallops forward with a wild (spirit call) as a (spirit group) of (see damage type messaging)&lt;br /&gt;
|-&lt;br /&gt;
!scope=&amp;quot;row&amp;quot;|Feline (small)&lt;br /&gt;
|Lashing its tail and puffing out its fur, a/an (spirit descriptor) ethereal (spirit animal noun) pounces with a fierce (spirit call) as a (spirit group) of (see damage type messaging)&lt;br /&gt;
|-&lt;br /&gt;
!scope=&amp;quot;row&amp;quot;|Feline (large)&lt;br /&gt;
|Baring its sharp teeth in a snarl, a (spirit descriptor) ethereal (spirit animal noun) charges forward with a deafening (spirit call) as a (spirit group) of (see damage type messaging)&lt;br /&gt;
|-&lt;br /&gt;
!scope=&amp;quot;row&amp;quot;|Horned and hooved mammal&lt;br /&gt;
|Pawing angrily at the air, a (spirit descriptor) ethereal (spirit animal noun) charges forward with its (horned/antlered) head lowered as a (spirit group) of (see damage type messaging)&lt;br /&gt;
|-&lt;br /&gt;
!scope=&amp;quot;row&amp;quot;|Mustelid&lt;br /&gt;
|Hackles bristling and body tensed into a fearless stance, a/an (spirit descriptor) ethereal (spirit animal noun) charges forward with a fierce (spirit call) as a (spirit group) of (see damage type messaging)&lt;br /&gt;
|-&lt;br /&gt;
!scope=&amp;quot;row&amp;quot;|Primate (small)&lt;br /&gt;
|Body hunched forward and sharp canine teeth bared, a (spirit descriptor) ethereal (spirit animal noun) suddenly barrels forward with an angry (spirit call) as a (spirit group) of (see damage type messaging)&lt;br /&gt;
|-&lt;br /&gt;
!scope=&amp;quot;row&amp;quot;|Porcine&lt;br /&gt;
|Snorting and pawing at the ground, a/an (spirit descriptor) ethereal (spirit animal noun) charges forward with a fierce (spirit call) as a (spirit group) of (see damage type messaging)&lt;br /&gt;
|-&lt;br /&gt;
!scope=&amp;quot;row&amp;quot;|Rabbit/hare&lt;br /&gt;
|Flicking its long ears and baring sharp teeth, a (spirit descriptor) ethereal (spirit animal noun) hops forward with a fierce (spirit call) as a (spirit group) of (see damage type messaging)&lt;br /&gt;
|-&lt;br /&gt;
!scope=&amp;quot;row&amp;quot;|Rodent (small)&lt;br /&gt;
|Baring its curved front teeth, a (spirit descriptor) ethereal (spirit animal noun) scurries forward with a piercing (spirit call) as a (spirit group) of (see damage type messaging)&lt;br /&gt;
|-&lt;br /&gt;
!scope=&amp;quot;row&amp;quot;|Semi-aquatic&lt;br /&gt;
|Puffing out its fur and baring its sharp teeth, a/an (spirit descriptor) ethereal (spirit animal noun) swims sinuously forward with a fierce (spirit call) as a (spirit group) of (see damage type messaging)&lt;br /&gt;
|-&lt;br /&gt;
!scope=&amp;quot;row&amp;quot;|Semi-arboreal&lt;br /&gt;
|Body tense and (bushy/bald) tail held stiff, a (spirit descriptor) ethereal (spirit animal noun) charges forward with a fierce (spirit call) as a (spirit group) of (see damage type messaging)&lt;br /&gt;
|-&lt;br /&gt;
!scope=&amp;quot;row&amp;quot;|Snake&lt;br /&gt;
|Undulating in a sinuous motion, a (spirit descriptor) ethereal (spirit animal noun) slithers forward with an angry (spirit call) as a (spirit group) of (see damage type messaging)&lt;br /&gt;
|-&lt;br /&gt;
!scope=&amp;quot;row&amp;quot;|Ursine&lt;br /&gt;
|Lifting its lip to expose sharp teeth in a growl, a (spirit descriptor) ethereal (spirit animal noun) lumbers forward with a deafening (spirit growl) as a (spirit group) of (see damage type messaging)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Animalistic Fury Flare Messaging Ending==&lt;br /&gt;
&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|+End of Animal Fury Flare Messaging Based on Damage Type&lt;br /&gt;
!scope=&amp;quot;col&amp;quot;|Flare Voucher Level!!Damage Type !!Flare Messaging&lt;br /&gt;
|-&lt;br /&gt;
!scope=&amp;quot;row&amp;quot;|Default&lt;br /&gt;
!Grapple&lt;br /&gt;
|wispy (spirit color) (spirit plural) roil forth in an angry torrent!&lt;br /&gt;
|-&lt;br /&gt;
!scope=&amp;quot;row&amp;quot; rowspan=&amp;quot;5&amp;quot;|Common&lt;br /&gt;
!Cold&lt;br /&gt;
|(spirit plural) made of jagged ice shards fly forth in an icy rush!&lt;br /&gt;
|-&lt;br /&gt;
!Electricity&lt;br /&gt;
|(spirit plural) made of tiny (spirit color) sparks burst forth!&lt;br /&gt;
|-&lt;br /&gt;
!Heat&lt;br /&gt;
|fiery (spirit plural) made out of (spirit color) flames burst forth in a sudden blaze!&lt;br /&gt;
|-&lt;br /&gt;
!Impact&lt;br /&gt;
|raging (spirit color) (spirit plural) barrel around it with a cacophony of rumbles!&lt;br /&gt;
|-&lt;br /&gt;
!Vacuum&lt;br /&gt;
|wispy (spirit color) (spirit plural) whirl violently around it in a deadly vortex!&lt;br /&gt;
|-&lt;br /&gt;
!scope=&amp;quot;row&amp;quot; rowspan=&amp;quot;6&amp;quot;|Uncommon&lt;br /&gt;
!Acid&lt;br /&gt;
|hazy (spirit color) (spirit plural) bubble forth in a miasma of toxic fumes!&lt;br /&gt;
|-&lt;br /&gt;
!Disintegration&lt;br /&gt;
|wavering (spirit plural) made of shifting (spirit color) light surge forth!&lt;br /&gt;
|-&lt;br /&gt;
!Disruption&lt;br /&gt;
|distorted (spirit color) (spirit plural) lurch around it on a wave of disruption!&lt;br /&gt;
|-&lt;br /&gt;
!Plasma&lt;br /&gt;
|radiant (spirit plural) made of brilliant (spirit color) energy burst forth!&lt;br /&gt;
|-&lt;br /&gt;
!Steam&lt;br /&gt;
|hazy (spirit plural) made of (spirit color) steam billow out in an angry cloud!&lt;br /&gt;
|-&lt;br /&gt;
!Unbalance&lt;br /&gt;
|wispy (spirit color) (spirit plural) surge forth in an unbalancing attack!&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Animalistic Spirit/saved posts|Saved posts]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[Category: Functional Scripts]]&lt;/div&gt;</summary>
		<author><name>GS4-AVALUKA</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Animalistic_Spirit_Weapon&amp;diff=152142</id>
		<title>Animalistic Spirit Weapon</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Animalistic_Spirit_Weapon&amp;diff=152142"/>
		<updated>2021-08-03T21:46:24Z</updated>

		<summary type="html">&lt;p&gt;GS4-AVALUKA: /* Animalistic Fury Flare Messaging */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;table&amp;gt;&amp;lt;tr valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Animalistic Spirit Weapons&#039;&#039;&#039; were released at [[Duskruin Arena]] in August 2020 at the [[BVShop:Untamed Spirit|Untamed Spirit shop]] by [[User:GS4-AVALUKA|GameMaster Avaluka]]. These weapons are sold OTS at +20 [[enchant]]s and contain offensive [[Item_properties|Category D]] script flares called Animalistic Fury which are [[grapple critical table|grapple criticals]] by default. See more information about options for spirit types and allowed nouns at [[Animalistic Spirit]].&lt;br /&gt;
{{TOC limit|2}}&lt;br /&gt;
==Analyze==&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;---- Animalistic Spirit Weapons ----&lt;br /&gt;
-General Script Information-&lt;br /&gt;
This is a weapon with the spirit of an animal trapped within it.&lt;br /&gt;
The spirit is wild and must be tamed by unleashing it against like-level foes (successful hits), as well as successful parries (melee/runestaves) or evades (UCS/ranged) from like-level foes during combat.&lt;br /&gt;
If not fully tame, the spirit within can backlash upon the owner.&lt;br /&gt;
Allegiance can be changed, but the new owner must work off the trust gained by the previous owner.&lt;br /&gt;
When striking, there is a chance the spirit will unleash Animalistic Fury flares.&lt;br /&gt;
-Alteration Guidelines-&lt;br /&gt;
* Alterations to the 15/15/15, long and show of this weapon are fine.&lt;br /&gt;
* Some merchants can change the spirit color, spirit call or how the spirit looks.&lt;br /&gt;
NOTE: You cannot change the general type of animal, such as changing a large feline to be a canine, except using certificates.&lt;br /&gt;
As well, each spirit type only has certain pre-approved nouns allowed.&lt;br /&gt;
-Features-&lt;br /&gt;
* Animalistic Fury Flares (Tier 1 of 4)&lt;br /&gt;
The spirit within lashes out with a stampede. (Damage Type: Grapple)&lt;br /&gt;
Flares are currently: ON [RUB to toggle]&lt;br /&gt;
* Revenge Flares = Locked&lt;br /&gt;
On a successful parry (melee/runestaves) or evade (UCS/ranged), there is a chance to unleash Animalistic Fury flares. You must be in a forward or greater stance and be an active combatant in combat for the spirit to react.&lt;br /&gt;
NOTE: Power of this ability is tied to the Flare tier.&lt;br /&gt;
* Wild Backlash = Locked&lt;br /&gt;
When Animalistic Fury flares hit, the spirit within lashes out with its untamed anger, causing a momentary reduction in the target&#039;s DS and TD.&lt;br /&gt;
NOTE: Power of this ability is tied to the Flare tier.&lt;br /&gt;
* Savage Power = Locked&lt;br /&gt;
Once an hour, draw on the power of the spirit within your weapon for an increase in AS, CS and critical padding by CLENCHING the bow.&lt;br /&gt;
* Flavor Actions (Tier 1 of 3)&lt;br /&gt;
At this tier, this weapon captures the following:WEAR, REMOVE, RUB (Flares On/Off), WHISTLE.&lt;br /&gt;
* Tameness/Affinity&lt;br /&gt;
Tame the spirit to prevent it enacting its rage upon you.&lt;br /&gt;
Only one person can have allegiance to this weapon&#039;s spirit at a time.&lt;br /&gt;
The feeling of this spirit toward no one is wild (Level 0 of 12).&lt;br /&gt;
NOTE: To start taming this weapon, damage a like-level creature with it or successfully parrying (melee/runestaff) or evading (UCS/ranged) attacks from a like-level foe while in active combat.&lt;br /&gt;
-Current Settings-&lt;br /&gt;
* Spirit: hawk (Type: Predatory Avian)&lt;br /&gt;
Available nouns for this type are: hawk, falcon, eagle, owl, barn owl, snow owl, screech owl, gyrefalcon, peregrine falcon, kestrel, osprey, goshawk, kite.&lt;br /&gt;
* Spirit Descriptor: angular&lt;br /&gt;
* Spirit Color: misty green&lt;br /&gt;
* Spirit Call: screech&amp;lt;/pre&amp;gt;&lt;br /&gt;
==Unlockable Abilities==&lt;br /&gt;
&amp;lt;!-- Will be adding transclusion here --&amp;gt;&lt;br /&gt;
{{itemtiermulti &amp;lt;!-- Copy/Paste x #Item as needed. --&amp;gt;&lt;br /&gt;
|item=UCS Boots&amp;lt;!-- REQUIRED:  Must be entered as Item Type --&amp;gt;&lt;br /&gt;
|itemsummary= &amp;lt;!-- Brief explanation of what this particular item does, if any. --&amp;gt;&lt;br /&gt;
|analyze= &amp;lt;!-- Only necessary if there are drastic changes in ANALYZE between items. --&amp;gt;&lt;br /&gt;
|inspect= &amp;lt;!-- ONLY for when an item has a custom INSPECT to it. --&amp;gt;&lt;br /&gt;
|affinity= &amp;lt;!-- Brief explanation of affinity for that specific item, if any.  --&amp;gt;&lt;br /&gt;
|itemverbtable= &amp;lt;!-- Answer YES if there are verbs associated with this item.  If not, leave blank. --&amp;gt;&lt;br /&gt;
}}{| {{verbtable}} &amp;lt;!-- For instructions on how to use this template, see Template:Verbtable. --&amp;gt;&lt;br /&gt;
 |- {{verbtableheader}}&lt;br /&gt;
 ! style=&amp;quot;width:5em;&amp;quot;|Tier&lt;br /&gt;
! style=&amp;quot;width:5em;&amp;quot;|Verb&lt;br /&gt;
! First Person&lt;br /&gt;
! Third Person&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=5 scope=&amp;quot;row&amp;quot; | Tier 1 (OTS)&lt;br /&gt;
!scope=&amp;quot;row&amp;quot;|WEAR&lt;br /&gt;
| You step into some rugged leather boots reinforced with vultite toe caps one at a time, stomping the ground with each foot to ensure a tight fit. Coalescing over the surface of the boots, a thin layer of misty green light briefly ripples into being before dying with an echoing roar.&lt;br /&gt;
| Character steps into some rugged leather boots reinforced with vultite toe caps one at a time, stomping the ground with each foot to ensure a tight fit. Coalescing over the surface of the boots, a thin layer of misty green light briefly ripples into being before dying with an echoing roar.&lt;br /&gt;
|- &lt;br /&gt;
!scope=&amp;quot;row&amp;quot;|REMOVE&lt;br /&gt;
|You step out of some rugged leather boots reinforced with vultite toe caps one foot at a time, pausing only to bend to retrieve them from the ground. A spray of misty green motes skitters over the surface of the boots before fizzling out with a fading roar.&lt;br /&gt;
|Character steps out of some rugged leather boots reinforced with vultite toe caps one foot at a time, pausing only to bend to retrieve them from the ground. A spray of misty green motes skitters over the surface of the boots before fizzling out with a fading roar.&lt;br /&gt;
|- &lt;br /&gt;
!scope=&amp;quot;row&amp;quot;|RUB (flares on)&lt;br /&gt;
| You run the palm of one hand over the surface of your rugged leather boots. A shiver runs through the boots as a misty green light surrounds them, briefly coalescing into a lion.&lt;br /&gt;
| Character runs the palm of one hand over the surface of &amp;lt;his/her&amp;gt; rugged leather boots. A shiver runs through the boots as a misty green light surrounds them, briefly coalescing into a lion.&lt;br /&gt;
|- &lt;br /&gt;
!scope=&amp;quot;row&amp;quot;|RUB (flares off)&lt;br /&gt;
| You run the palm of one hand over the surface of your rugged leather boots. A flicker of misty green light surrounds the boots before winking out with a fading roar.&lt;br /&gt;
| Character runs the palm of one hand over the surface of &amp;lt;his/her&amp;gt; rugged leather boots. A flicker of misty green light surrounds the boots before winking out with a fading roar.&lt;br /&gt;
|- &lt;br /&gt;
!scope=&amp;quot;row&amp;quot;|WHISTLE&lt;br /&gt;
| Crouching down low, you whistle a set of three notes in a descending scale. Threads of misty green light pulse over the surface of the rugged leather boots in time to the notes, coalescing into the ethereal form of a lithe lion on the floor at your feet. Body alert for possible threats, a lithe ethereal lion stalks protectively in a circle around you, pausing briefly to brush affectionately against you. In a burst of misty green motes, it dissolves back into the rugged leather boots.&lt;br /&gt;
| Crouching down low,, Character whistles a set of three notes in a descending scale. Threads of misty green light pulse over the surface of the rugged leather boots in time to the notes, coalescing into the ethereal form of a lithe lion on the floor at &amp;lt;his/her&amp;gt; feet. Body alert for possible threats, a lithe ethereal lion stalks protectively in a circle around Character, pausing briefly to brush affectionately against &amp;lt;him/her&amp;gt;. In a burst of misty green motes, it dissolves back into the rugged leather boots.&lt;br /&gt;
|- &lt;br /&gt;
!rowspan=5 | Tier 2&lt;br /&gt;
!scope=&amp;quot;row&amp;quot;|TURN (targeted/untargeted)&lt;br /&gt;
|Crouching low to the ground with arms spread for balance, you spin adroitly on one heel and turn around [to face &amp;lt;target&amp;gt;] in a[n aggressive/defensive] stance, &amp;lt;color&amp;gt; eyes alert. Misty green light crackles over the surface of your rugged leather boots in a wildly chaotic pattern.&lt;br /&gt;
|Crouching low to the ground with arms spread for balance, Character spins adroitly on one heel and turns around [to face you] in a[n aggressive/defensive] stance, &amp;lt;color&amp;gt; eyes alert. Misty green light crackles over the surface of &amp;lt;his/her&amp;gt; rugged leather boots in a wildly chaotic pattern.&lt;br /&gt;
|-&lt;br /&gt;
!scope=&amp;quot;row&amp;quot;|RAISE&lt;br /&gt;
| Raising one foot high, you slam it down on the floor hard! A ripple of misty green light spreads out from your rugged leather boots as an echoing roar bursts from the point of contact.&lt;br /&gt;
| Raising one foot high, Character slams it down on the floor hard! A ripple of misty green light spreads out from &amp;lt;his/her&amp;gt; rugged leather boots as an echoing roar erupts from the point of contact.&lt;br /&gt;
|- &lt;br /&gt;
!scope=&amp;quot;row&amp;quot;|POINT (untargeted)&lt;br /&gt;
| Crouching down low, you leap agilely into the air and land solidly on the floor, a ripple of misty green light expanding from your rugged leather boots. With a resounding roar, a lithe lion made of misty green light bursts from the boots and stalks forward a few steps before pouncing, claws extended and teeth bared! It moves off into the distance and dissipates into an array of bright misty green motes that scatter into the air.&lt;br /&gt;
| Crouching down low, Character leaps agilely into the air and lands solidly on the floor, a ripple of misty green light expanding from &amp;lt;his/her&amp;gt; rugged leather boots. With a resounding roar, a lithe lion made of misty green light bursts from the boots and stalks forward a few steps before pouncing, claws extended and teeth bared! It moves off into the distance and dissipates into an array of bright misty green motes that scatter into the air.&lt;br /&gt;
|- &lt;br /&gt;
!scope=&amp;quot;row&amp;quot;|POINT (targeted)&lt;br /&gt;
| Crouching down low, you leap agilely into the air and land solidly on the floor in front of &amp;lt;target&amp;gt;, a ripple of misty green light expanding from your rugged leather boots. With a resounding roar, a lithe lion made of misty green light bursts from the boots and stalks toward &amp;lt;target&amp;gt; a few steps before pouncing, claws extended and teeth bared! It seems to collide with &amp;lt;target&amp;gt;, but merely ends up dissipating into an array of bright misty green motes that scatter into the air.&lt;br /&gt;
| Crouching down low, Character leaps agilely into the air and lands solidly on the floor in front of you, a ripple of misty green light expanding from &amp;lt;his/her&amp;gt; rugged leather boots. With a resounding roar, a lithe lion made of misty green light bursts from the boots and stalks toward you a few steps before pouncing, claws extended and teeth bared! It seems to collide with you, but merely ends up passing through your body and disipating into an array of bright misty green motes that scatter into the air.&lt;br /&gt;
|-&lt;br /&gt;
!scope=&amp;quot;row&amp;quot;|CLEAN&lt;br /&gt;
| Stomping your feet briskly on the floor, you do your best to knock off any lingering dirt from your rugged leather boots. A shiver runs through the rugged leather boots in response to each blow, sending a rippling pattern of misty green light out from the point of impact.&lt;br /&gt;
| Stomping &amp;lt;his/her&amp;gt; feet briskly on the floor, Character does &amp;lt;his/her&amp;gt; best to knock off any lingering dirt from &amp;lt;his/her&amp;gt; rugged leather boots. A shiver runs through the rugged leather boots in response to each blow, sending a rippling pattern of misty green light out from the point of impact.&lt;br /&gt;
|- &lt;br /&gt;
!rowspan=4 | Tier 3&lt;br /&gt;
!scope=&amp;quot;row&amp;quot;|PRAY&lt;br /&gt;
| Crouching low, you place the palm of one hand on the floor between your rugged leather boots and bow your head, murmuring a prayer to the spirit within them. Riotous streams of light coil from the boots and spread upward through your body, making your eyes flash briefly with a wild misty green glow. As a faint roar echoes through the air, the light recedes into your rugged leather boots.&lt;br /&gt;
| Crouching low, Character places the palm of one hand on the floor between &amp;lt;his/her&amp;gt; rugged leather boots and bows &amp;lt;his/her&amp;gt; head, murmuring a prayer to the spirit within them. Riotous streams of light coil from the boots and spread upward through Character&#039;s body, making &amp;lt;his/her&amp;gt; eyes flash briefly with a wild misty green glow. As a faint roar echoes through the air, the light recedes into &amp;lt;his/her&amp;gt; rugged leather boots.&lt;br /&gt;
|- &lt;br /&gt;
!scope=&amp;quot;row&amp;quot;|BOW (targeted/untargeted)&lt;br /&gt;
| Sliding the heels of your rugged leather boots together sharply, you bow low [toward &amp;lt;target&amp;gt;]. Misty green light seeps into your body from the boots, a brief ethereal image of a lion overlaying your face in a temporary mask as you straighten up.&lt;br /&gt;
| Sliding the heels of &amp;lt;his/her&amp;gt; rugged leather boots together sharply, Character bows low [toward you]. Misty green light seeps into &amp;lt;his/her&amp;gt; body from the boots, a brief ethereal image of a lion overlaying &amp;lt;his/her&amp;gt; face in a temporary mask as &amp;lt;he/she&amp;gt; straightens up.&lt;br /&gt;
|-&lt;br /&gt;
!scope=&amp;quot;row&amp;quot;|EXHALE &lt;br /&gt;
| Tilting your head back, you slowly inhale, causing an array of misty green lights to rise from your [item] in time to the rhythm of your breath. As you exhale, the bright motes burst outwards in a flurry of incandescence, briefly forming into the outline of a hawk before winking out.&lt;br /&gt;
| Tilting &amp;lt;his/her&amp;gt; head back, Character slowly inhales, causing an array of misty green lights to rise from &amp;lt;his/her&amp;gt; [item] in time to the rhythm of &amp;lt;his/her&amp;gt; breath. As &amp;lt;he/she&amp;gt; exhales, the bright motes burst outwards in a flurry of incandescence, briefly forming into the outline of a lion before winking out.&lt;br /&gt;
|- &lt;br /&gt;
!scope=&amp;quot;row&amp;quot;|WAVE (targeted/untargeted)&lt;br /&gt;
| Stomping your rugged leather boots in a rhythmic cadence, you break into a frenetic tribal dance [around &amp;lt;target&amp;gt;], misty green sparks swirling in your wake. The tiny motes of light merge together into the ethereal form of a lithe lion as it stalks behind you, its gait full of both power and grace.&lt;br /&gt;
|Stomping &amp;lt;his/her&amp;gt; rugged leather boots in a rhythmic cadence, Character breaks into a frenetic tribal dance [around you], misty green sparks swirling in &amp;lt;his/her&amp;gt; wake. The tiny motes of light merge together into the ethereal form of a lithe lion as it stalks behind &amp;lt;him/her&amp;gt;, its gait full of both power and grace.&lt;br /&gt;
|}&lt;br /&gt;
{{itemtiermulti &amp;lt;!-- Copy/Paste x #Item as needed. --&amp;gt;&lt;br /&gt;
|item=UCS Gloves&amp;lt;!-- REQUIRED:  Must be entered as Item Type --&amp;gt;&lt;br /&gt;
|itemsummary= &amp;lt;!-- Brief explanation of what this particular item does, if any. --&amp;gt;&lt;br /&gt;
|analyze= &amp;lt;!-- Only necessary if there are drastic changes in ANALYZE between items. --&amp;gt;&lt;br /&gt;
|inspect= &amp;lt;!-- ONLY for when an item has a custom INSPECT to it. --&amp;gt;&lt;br /&gt;
|affinity= &amp;lt;!-- Brief explanation of affinity for that specific item, if any.  --&amp;gt;&lt;br /&gt;
|itemverbtable= &amp;lt;!-- Answer YES if there are verbs associated with this item.  If not, leave blank. --&amp;gt;&lt;br /&gt;
}}{| {{verbtable}} &amp;lt;!-- For instructions on how to use this template, see Template:Verbtable. --&amp;gt;&lt;br /&gt;
 |- {{verbtableheader}}&lt;br /&gt;
 ! style=&amp;quot;width:5em;&amp;quot;|Tier&lt;br /&gt;
! style=&amp;quot;width:5em;&amp;quot;|Verb&lt;br /&gt;
! First Person&lt;br /&gt;
! Third Person&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=5 scope=&amp;quot;row&amp;quot; | Tier 1 (OTS)&lt;br /&gt;
!scope=&amp;quot;row&amp;quot;|WEAR&lt;br /&gt;
|You pull on some suede-palmed leather gloves with vultite knuckles one at a time, wiggling your fingers to ensure a good fit. Coalescing over the surface of the gloves, a thin layer of misty green light briefly ripples into being before dying with an echoing screech.&lt;br /&gt;
|Character pulls on some suede-palmed leather gloves with vultite knuckles one at a time, wiggling &amp;lt;his/her&amp;gt; fingers to ensure a good fit. Coalescing over the surface of the gloves, a thin layer of misty green light briefly ripples into being before dying with an echoing screech.&lt;br /&gt;
|- &lt;br /&gt;
!scope=&amp;quot;row&amp;quot;|REMOVE&lt;br /&gt;
|You tug some suede-palmed leather gloves with vultite knuckles free from your hands one at a time. A spray of misty green motes skitters over the surface of the gloves before fizzling out with a fading screech.&lt;br /&gt;
|Character tugs some suede-palmed leather gloves with vultite knuckles free from &amp;lt;his/her&amp;gt; hands one at a time. A spray of misty green motes skitters over the surface of the gloves before fizzling out with a fading screech.&lt;br /&gt;
|- &lt;br /&gt;
!scope=&amp;quot;row&amp;quot;|RUB (flares on)&lt;br /&gt;
|You run the palms of your hands over the back of each of your leather gloves in turn. A shiver runs through the gloves as a misty green light surrounds them, briefly coalescing into a hawk.&lt;br /&gt;
|Character runs the palms of &amp;lt;his/her&amp;gt; hands over the back of each of &amp;lt;his/her&amp;gt; leather gloves in turn. A shiver runs through the gloves as a misty green light surrounds them, briefly coalescing into a hawk.&lt;br /&gt;
|- &lt;br /&gt;
!scope=&amp;quot;row&amp;quot;|RUB (flares off)&lt;br /&gt;
|You run the palms of your hands over the back of each of your leather gloves in turn. A flicker of misty green light surrounds the gloves before winking out with a fading screech.&lt;br /&gt;
|Character runs the palms of &amp;lt;his/her&amp;gt; hands over the back of each of &amp;lt;his/her&amp;gt; leather gloves in turn. A flicker of misty green light surrounds the gloves before winking out with a fading screech.&lt;br /&gt;
|- &lt;br /&gt;
!scope=&amp;quot;row&amp;quot;|WHISTLE&lt;br /&gt;
|Clenching your hands into fists, you hold your leather gloves up in front of your face and whistle a set of three notes in a descending scale. Threads of misty green light pulse over the surface of the leather gloves in time to the notes, coalescing into the ethereal form of an angular hawk on the floor at your feet. With a piercing screech, an angular ethereal hawk launches into the air and lands on your shoulder, its gaze taking on a fiercely protective gleam. In a burst of misty green motes, it dissolves back into the leather gloves.&lt;br /&gt;
|Clenching your hands into fists, Character holds &amp;lt;his/her&amp;gt; leather gloves out in front of &amp;lt;him/her&amp;gt; and whistles a set of three notes in a descending scale. Threads of misty green light pulse over the surface of the leather gloves in time to the notes, coalescing into the ethereal form of an angular hawk on the floor at &amp;lt;his/her&amp;gt; feet. With a piercing screech, an angular ethereal hawk launches into the air and lands on Character&#039;s shoulder, its gaze taking on a fiercely protective gleam. In a burst of misty green motes, it dissolves back into the leather gloves.&lt;br /&gt;
|- &lt;br /&gt;
!rowspan=5 | Tier 2&lt;br /&gt;
!scope=&amp;quot;row&amp;quot;|TURN (targeted/untargeted)&lt;br /&gt;
|Clenching both fists and raising your leather gloves, you spin adroitly on one heel and turn around [to face &amp;lt;target&amp;gt;] in a[n aggressive/defensive] stance, &amp;lt;color&amp;gt; eyes alert. Misty green light crackles over the surface of your leather gloves in a wildly chaotic pattern.&lt;br /&gt;
|Character spins adroitly on one heel and turns around [to face you] in a[n aggressive/defensive] stance, &amp;lt;color&amp;gt; eyes alert. Misty green light crackles over the surface of &amp;lt;his/her&amp;gt; leather gloves in a wildly chaotic pattern.&lt;br /&gt;
|-&lt;br /&gt;
!scope=&amp;quot;row&amp;quot;|RAISE&lt;br /&gt;
|Clenching one of your hands into a fist, you raise it above your head in triumph! A cacophony of screeches bursts from your leather gloves as a flicker of misty green light surrounds them.&lt;br /&gt;
|Clenching one of &amp;lt;his/her&amp;gt; hands into a fist, Character raises it above &amp;lt;his/her&amp;gt; head in triumph! A cacophony of screeches bursts from &amp;lt;his/her&amp;gt; leather gloves as a flicker of misty green light surrounds them.&lt;br /&gt;
|- &lt;br /&gt;
!scope=&amp;quot;row&amp;quot;|POINT (untargeted)&lt;br /&gt;
|Clenching one of your leather gloves into a fist, you flick the other in a decisive gesture. With a resounding screech, an angular hawk made of misty green light bursts from the gloves and soars forward before diving down in a menacing arc, talons extended and beak wide! It moves off into the distance and dissipates into an array of bright misty green motes that scatter into the air.&lt;br /&gt;
|Clenching one of &amp;lt;his/her&amp;gt; leather gloves into a fist, Character flicks the other in a decisive gesture. With a resounding screech, an angular hawk made of misty green light bursts from the gloves and soars forward before diving down in a menacing arc, talons extended and beak wide! It moves off into the distance and dissipates into an array of bright misty green motes that scatter into the air.&lt;br /&gt;
|- &lt;br /&gt;
!scope=&amp;quot;row&amp;quot;|POINT (targeted)&lt;br /&gt;
|Clenching one of your leather gloves into a fist, you flick the other in a decisive gesture toward &amp;lt;target&amp;gt;. With a resounding screech, an angular hawk made of misty green light bursts from the gloves and soars toward &amp;lt;target&amp;gt; before diving down in a menacing arc, talons extended and beak wide! It seems to collide with &amp;lt;target&amp;gt;, but merely ends up dissipating into an array of bright misty green motes that scatter into the air.&lt;br /&gt;
|Clenching one of &amp;lt;his/her&amp;gt; leather gloves into a fist, Character flicks the other in a decisive gesture toward you. With a resounding screech, an angular hawk made of misty green light bursts from the gloves and soars toward you before diving down in a menacing arc, talons extended and beak wide! It seems to collide with you, but merely ends up passing through your body and disipating into an array of bright misty green motes that scatter into the air.&lt;br /&gt;
|-&lt;br /&gt;
!scope=&amp;quot;row&amp;quot;|CLEAN&lt;br /&gt;
|You brush your leather gloves together briskly, removing any lingering dirt and grime. A shiver runs through the leather gloves in response to the touch, sending fractal patterns of misty green light into the air.&lt;br /&gt;
|Character brushes &amp;lt;his/her&amp;gt; leather gloves together briskly, removing any lingering dirt and grime. A shiver runs through the leather gloves in response to the touch, sending fractal patterns of misty green light into the air.&lt;br /&gt;
|- &lt;br /&gt;
!rowspan=4 | Tier 3&lt;br /&gt;
!scope=&amp;quot;row&amp;quot;|PRAY&lt;br /&gt;
| Pressing the palms of your leather gloves together, you bow your head and murmur a prayer to the spirit within them. Riotous streams of light coil from the gloves and spread upward through your body, making your eyes flash briefly with a wild misty green glow. As a faint screech echoes through the air, the light recedes into your leather gloves.&lt;br /&gt;
|Pressing the palms of &amp;lt;his/her&amp;gt; leather gloves together, Character bows &amp;lt;his/her&amp;gt; head and murmurs a prayer to the spirit within them. Riotous streams of light coil from the gloves and spread upward through Character&#039;s body, making &amp;lt;his/her&amp;gt; eyes flash briefly with a wild misty green glow. As a faint screech echoes through the air, the light recedes into &amp;lt;his/her&amp;gt; leather gloves.&lt;br /&gt;
|- &lt;br /&gt;
!scope=&amp;quot;row&amp;quot;|BOW (targeted/untargeted)&lt;br /&gt;
| Clenching your hands into fists within your leather gloves and holding them against your chest, you bow low [toward &amp;lt;target&amp;gt;]. Misty green light seeps into your body from the gloves, a brief ethereal image of a hawk overlaying your face in a temporary mask as you straighten up.&lt;br /&gt;
|Clenching &amp;lt;his/her&amp;gt; hands into fists within &amp;lt;his/her&amp;gt; leather gloves and holding them against &amp;lt;his/her&amp;gt; chest, Character bows low [toward you]. Misty green light seeps into &amp;lt;his/her&amp;gt; body from the gloves, a brief ethereal image of a hawk overlaying &amp;lt;his/her&amp;gt; face in a temporary mask as she straightens up.&lt;br /&gt;
|-&lt;br /&gt;
!scope=&amp;quot;row&amp;quot;|EXHALE &lt;br /&gt;
|Tilting your head back, you slowly inhale, causing an array of misty green lights to rise from your [item] in time to the rhythm of your breath. As you exhale, the bright motes burst outwards in a flurry of incandescence, briefly forming into the outline of a hawk before winking out.&lt;br /&gt;
|Tilting &amp;lt;his/her&amp;gt; head back, Character slowly inhales, causing an array of misty green lights to rise from &amp;lt;his/her&amp;gt; [item] in time to the rhythm of &amp;lt;his/her&amp;gt; breath. As &amp;lt;he/she&amp;gt; exhales, the bright motes burst outwards in a flurry of incandescence, briefly forming into the outline of a lion before winking out.&lt;br /&gt;
|- &lt;br /&gt;
!scope=&amp;quot;row&amp;quot;|WAVE (targeted/untargeted)&lt;br /&gt;
|Clapping the palms of your leather gloves together rhythmically, you break into a frenetic tribal dance [around &amp;lt;target&amp;gt;], misty green sparks swirling in your wake. The tiny motes of light merge together into the ethereal form of an angular hawk as it soars behind you, its wingbeats silent.&lt;br /&gt;
|Clapping the palms of &amp;lt;his/her&amp;gt; leather gloves together rhythmically, Character breaks into a frenetic tribal dance [around you], misty green sparks swirling in &amp;lt;his/her&amp;gt; wake. The tiny motes of light merge together into the ethereal form of an angular hawk as it soars behind &amp;lt;him/her&amp;gt;, its wingbeats silent.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Additional Information==&lt;br /&gt;
&lt;br /&gt;
===Unlockable Features===&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|+Unlockable Extra Features&lt;br /&gt;
|-&lt;br /&gt;
|Animalistic Fury Flares |||While these weapons/shields come with this grapple-based offensive script flare off-the-shelf, you can unlock the ceiling of the flare&#039;s potential power even more. (NOTE: The flare power scales based on your affinity with the spirit, the flare tier only raises how high the flare&#039;s power can go when the spirit is fully tame.)&lt;br /&gt;
|-&lt;br /&gt;
|Revenge flares ||Unlock this to have a chance to unleash Animalistic Fury flares upon a successful parry (melee/runestaves), evade (UCS/ranged) or block (shields). NOTE: You must be in forward or greater stance and be an active participant in combat recently for the spirit to be roused into responding. IE, you can&#039;t just stand in defensive in front of a creature and let the flares kill things for you.&lt;br /&gt;
As well, UCS gloves/boots reactive flares will NOT proc if your hands are full. You should NOT expect these to work unless you actually use UCS open-handed Brawling - no casters wearing these for an extra reactive flare chance. In addition, only one piece of equipment will reactively flare on each successful evade, so you will not be able to get multiple flares from gloves/boots on the same evade.&lt;br /&gt;
|-&lt;br /&gt;
|Wild Backlash ||Unlock this to add a DS/TD debuff to your target when Animalistic Fury flares hit. The stronger your Fury flares, the stronger this debuff becomes.&lt;br /&gt;
NOTE: This is essentially a -5 DS/-3 TD debuff per flare tier. Unlocking this will add the debuff to the flare itself, so consider it a boost to the flare itself with the power tied to the flare tier. At max flare tier, the debuff is -20 DS/-12 TD.&lt;br /&gt;
|-&lt;br /&gt;
|Savage Power||Unlock this to be able to draw upon the strength of the spirit within your weapon/shield once every 60 minutes to increase your AS, CS and critical padding for 2 minutes. Each unlock adds equivalent to 1x accuity (+5 AS/+3 CS) up to +25 AS/+15 CS at Tier 5. You need to CLENCH the weapon/shield to activate this, and the cooldown is applied to your character itself. (IE, you will not be able to activate a weapon and a shield in the same 60 minute period.)&lt;br /&gt;
|-&lt;br /&gt;
|Damage Type Change ||If you are unhappy with the default Grapple damage of the Animalistic Fury flares, you can change the damage type to something else (either a common damage type or uncommon damage type). Please be sure to READ the vouchers to see what types are available.&lt;br /&gt;
|-&lt;br /&gt;
|Fluff Action unlocks ||There are 2 unlocks available to add more verbs/actions to your weapons/shields that are pure fluff. These are completely separate from the flare tier unlocks to allow you to expand the fluff actions without having to pay a premium price if you do not want the extra power.&lt;br /&gt;
|-&lt;br /&gt;
|Spirit Change ||If you want to change the type of spirit in your weapon/shield (IE changing a feline to a canine), you can use this certificate. All GALD merchants should be able to change the color of the spirit, but only limited merchants can change how the spirit looks in general, while only certificates can change the overall &amp;quot;type&amp;quot; of the spirit. Each &amp;quot;type&amp;quot; of spirit has a limited list of pre-approved nouns/species that will work for that type in alterations.&lt;br /&gt;
|}&lt;br /&gt;
===Animalistic Fury Flare Messaging===&lt;br /&gt;
&lt;br /&gt;
When the Animalistic Fury flare activates on either an [[Animalistic Spirit Weapon]] or an [[Animalistic Spirit Shield]], the following message will be seen. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;Riotous (spirit color) energy races along the surface of the (item noun), slender tendrils rising up to coalesce into the ethereal form of a/an (spirit descriptor) (spirit animal noun).&lt;br /&gt;
** (Beginning of Animal Fury flare messaging) (end of Animal Fury flare messaging) **&lt;br /&gt;
(Crit table damage messaging)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Please see the below tables for the expanded flare messaging which includes both the highly customized first half and then the damage type customization. Spirit animal noun, spirit descriptor, spirit color, spirit call, and spirit group can all also be customized. See the [[Animalistic Spirit#Animalistic Spirit Defaults and Allowed Nouns|Animalistic Spirit Defaults and Allowed Nouns table]] for more information.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|+ Beginning of Animal Fury Flare Messaging&lt;br /&gt;
!scope=&amp;quot;col&amp;quot;|Spirit Type !!Flare Messaging Example&lt;br /&gt;
|-&lt;br /&gt;
!scope=&amp;quot;row&amp;quot;|Aquatic mammal (with flippers)&lt;br /&gt;
|Flicking its tail sharply, a (spirit descriptor) ethereal (spirit animal noun) swims forward through the air with an angry (spirit call) as a (spirit group) of (see damage type messaging)&lt;br /&gt;
|-&lt;br /&gt;
!scope=&amp;quot;row&amp;quot;|Arachnid&lt;br /&gt;
|{{addmetext}}&lt;br /&gt;
|-&lt;br /&gt;
!scope=&amp;quot;row&amp;quot;|Armored&lt;br /&gt;
|Scaled back arched aggressively, a (spirit descriptor) ethereal (spirit animal noun) rushes forward with a fierce (spirit call) as a (spirit group) of (see damage type messaging)&lt;br /&gt;
|-&lt;br /&gt;
!scope=&amp;quot;row&amp;quot;|Avian (aquatic)&lt;br /&gt;
|{{addmetext}}&lt;br /&gt;
|-&lt;br /&gt;
!scope=&amp;quot;row&amp;quot;|Avian (predatory)&lt;br /&gt;
|Talons extended and wings flared, an (spirit descriptor) ethereal (spirit animal noun) dives down with an ear-piercing (spirit call) as a (spirit group) of (see damage type messaging)&lt;br /&gt;
|-&lt;br /&gt;
!scope=&amp;quot;row&amp;quot;|Bat&lt;br /&gt;
|{{addmetext}}&lt;br /&gt;
|-&lt;br /&gt;
!scope=&amp;quot;row&amp;quot;|Canine&lt;br /&gt;
|Hackles raised and teeth bared, a (spirit descriptor) ethereal (spirit animal noun) rushes forward with a deafening (spirit call) as a (spirit group) of (see damage type messaging)&lt;br /&gt;
|-&lt;br /&gt;
!scope=&amp;quot;row&amp;quot;|Corvid&lt;br /&gt;
|Wings spread and intelligent eyes agleam, a (spirit descriptor) ethereal (spirit animal noun) circles in the air before diving with an ear-piercing (spirit call) as a (spirit group) of (see damage type messaging)&lt;br /&gt;
|-&lt;br /&gt;
!scope=&amp;quot;row&amp;quot;|Equine&lt;br /&gt;
|Tossing its maned head angrily, a (spirit descriptor) ethereal (spirit animal noun) gallops forward with a wild (spirit call) as a (spirit group) of (see damage type messaging)&lt;br /&gt;
|-&lt;br /&gt;
!scope=&amp;quot;row&amp;quot;|Feline (small)&lt;br /&gt;
|{{addmetext}}&lt;br /&gt;
|-&lt;br /&gt;
!scope=&amp;quot;row&amp;quot;|Feline (large)&lt;br /&gt;
|Baring its sharp teeth in a snarl, a (spirit descriptor) ethereal (spirit animal noun) charges forward with a deafening (spirit call) as a (spirit group) of (see damage type messaging)&lt;br /&gt;
|-&lt;br /&gt;
!scope=&amp;quot;row&amp;quot;|Horned and hooved mammal&lt;br /&gt;
|Pawing angrily at the air, a (spirit descriptor) ethereal (spirit animal noun) charges forward with its (horned/antlered) head lowered {{addmetext}}&lt;br /&gt;
|-&lt;br /&gt;
!scope=&amp;quot;row&amp;quot;|Mustelid&lt;br /&gt;
|{{addmetext}}&lt;br /&gt;
|-&lt;br /&gt;
!scope=&amp;quot;row&amp;quot;|Primate (small)&lt;br /&gt;
|Body hunched forward and sharp canine teeth bared, a (spirit descriptor) ethereal (spirit animal noun) suddenly barrels forward with an angry (spirit call) as a (spirit group) of (see damage type messaging)&lt;br /&gt;
|-&lt;br /&gt;
!scope=&amp;quot;row&amp;quot;|Porcine&lt;br /&gt;
|{{addmetext}}&lt;br /&gt;
|-&lt;br /&gt;
!scope=&amp;quot;row&amp;quot;|Rabbit/hare&lt;br /&gt;
|Flicking its long ears and baring sharp teeth, a (spirit descriptor) ethereal (spirit animal noun) hops forward with a fierce (spirit call) as a (spirit group) of (see damage type messaging)&lt;br /&gt;
|-&lt;br /&gt;
!scope=&amp;quot;row&amp;quot;|Rodent (small)&lt;br /&gt;
|Baring its curved front teeth, a (spirit descriptor) ethereal (spirit animal noun) scurries forward with a piercing (spirit call) as a (spirit group) of (see damage type messaging)&lt;br /&gt;
|-&lt;br /&gt;
!scope=&amp;quot;row&amp;quot;|Semi-aquatic&lt;br /&gt;
|{{addmetext}}&lt;br /&gt;
|-&lt;br /&gt;
!scope=&amp;quot;row&amp;quot;|Semi-arboreal&lt;br /&gt;
|Body tense and bushy tail held stiff, a (spirit descriptor) ethereal (spirit animal noun) charges forward with a fierce (spirit call) as a (spirit group) of (see damage type messaging)&lt;br /&gt;
|-&lt;br /&gt;
!scope=&amp;quot;row&amp;quot;|Snake&lt;br /&gt;
|Undulating in a sinuous motion, a (spirit descriptor) ethereal (spirit animal noun) slithers forward with an angry (spirit call) as a (spirit group) of (see damage type messaging)&lt;br /&gt;
|-&lt;br /&gt;
!scope=&amp;quot;row&amp;quot;|Ursine&lt;br /&gt;
|Lifting its lip to expose sharp teeth in a growl, a (spirit descriptor) ethereal (spirit animal noun) lumbers forward with a deafening (spirit growl) as a (spirit group) of (see damage type messaging)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|+End of Animal Fury Flare Messaging Based on Damage Type&lt;br /&gt;
!scope=&amp;quot;col&amp;quot;|Flare Voucher Level!!Damage Type !!Flare Messaging&lt;br /&gt;
|-&lt;br /&gt;
!scope=&amp;quot;row&amp;quot;|Default&lt;br /&gt;
!Grapple&lt;br /&gt;
|wispy (spirit color) (spirit plural) roil forth in an angry torrent!&lt;br /&gt;
|-&lt;br /&gt;
!scope=&amp;quot;row&amp;quot; rowspan=&amp;quot;5&amp;quot;|Common&lt;br /&gt;
!Cold&lt;br /&gt;
|(spirit plural) made of jagged ice shards fly forth in an icy rush!&lt;br /&gt;
|-&lt;br /&gt;
!Electricity&lt;br /&gt;
|(spirit plural) made of tiny (spirit color) sparks burst forth!&lt;br /&gt;
|-&lt;br /&gt;
!Heat&lt;br /&gt;
|fiery (spirit plural) made out of (spirit color) flames burst forth in a sudden blaze!&lt;br /&gt;
|-&lt;br /&gt;
!Impact&lt;br /&gt;
|raging (spirit color) (spirit plural) barrel around it with a cacophony of rumbles!&lt;br /&gt;
|-&lt;br /&gt;
!Vacuum&lt;br /&gt;
|wispy (spirit color) (spirit plural) whirl violently around it in a deadly vortex!&lt;br /&gt;
|-&lt;br /&gt;
!scope=&amp;quot;row&amp;quot; rowspan=&amp;quot;6&amp;quot;|Uncommon&lt;br /&gt;
!Acid&lt;br /&gt;
|hazy (spirit color) (spirit plural) bubble forth in a miasma of toxic fumes!&lt;br /&gt;
|-&lt;br /&gt;
!Disintegration&lt;br /&gt;
|wavering (spirit plural) made of shifting (spirit color) light surge forth!&lt;br /&gt;
|-&lt;br /&gt;
!Disruption&lt;br /&gt;
|distorted (spirit color) (spirit plural) lurch around it on a wave of disruption!&lt;br /&gt;
|-&lt;br /&gt;
!Plasma&lt;br /&gt;
|radiant (spirit plural) made of brilliant (spirit color) energy burst forth!&lt;br /&gt;
|-&lt;br /&gt;
!Steam&lt;br /&gt;
|hazy (spirit plural) made of (spirit color) steam billow out in an angry cloud!&lt;br /&gt;
|-&lt;br /&gt;
!Unbalance&lt;br /&gt;
|wispy (spirit color) (spirit plural) surge forth in an unbalancing attack!&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Wild Backlash Messaging===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;A turbulent cloud of (spirit color) light lashes out from (full item short and long) with an echoing (spirit call)!&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Questions and Answers===&lt;br /&gt;
&lt;br /&gt;
GM Avaluka provided these potential questions and answers in the original release post. This information may no longer be accurate and will need to be updated.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;- Does this work with Ranged?&lt;br /&gt;
Yes, the flares do fire with Ranged, but they do NOT fire with every shot. The flare chance is equivalent to if you were swinging a weapon.&lt;br /&gt;
&lt;br /&gt;
This also works with UCS, runestaves and all shields. Armor is not available at this time.&lt;br /&gt;
&lt;br /&gt;
- Can I add this to an existing weapon/shield?&lt;br /&gt;
Not at this time unfortunately. There will be a small selection of some weapon bases this run, as well as all sizes of shields, but you will not find every single weapon base available off-the-shelf. I tried to cover the more popular bases this run to try to appeal to most.&lt;br /&gt;
&lt;br /&gt;
- How long will it take to fully tame the spirit?&lt;br /&gt;
Hard to say - it depends on how much you use it. The spirit is tamed by successful hits with the weapon/shield, and successful parry/evade/block while in forward+ stance and actively participating in combat (depending on the weapon/shield you have- these must be done with a like-level foe that you can gain experience from. You do not need to kill the creatures to get credit for taming - they only care about whether you do damage, bloodthirsty spirits that they are.&lt;br /&gt;
&lt;br /&gt;
Due to shield maneuvers not being used as much, shields can also gain affinity from any successful physical attack if the shield is being wielded in the left hand.&lt;br /&gt;
&lt;br /&gt;
- How does the flare tier affect the flares?&lt;br /&gt;
The flare tier only affects the potential power of the flare, /not/ the flare rate. The flare rate of Animalistic Fury flares is always a base flare rate that you&#039;d see with any flare. The flare power is dependent on the flare tier, but this is a ceiling of how high the power will go. The power itself scales based on your affinity with the spirit. OTS weapons/shields have Animalistic Fury flares with the ceiling of normal flare power.&lt;br /&gt;
&lt;br /&gt;
- Do I need to unlock all of these different features in some kind of order?&lt;br /&gt;
No, not really. The only ones dependent on &amp;quot;order&amp;quot; are the unlock certificates in the same &amp;quot;feature&amp;quot; (IE, you&#039;d need to unlock the flare tiers in order from T2 up to T4.) However, you can easily unlock Wild Backlash and Revenge flares on something without even unlocking the flare power beyond the first tier. If you do not think you want Savage Power, you do not need to unlock it at all. If you are more interstsed in the fluff verbs, you can just grab those. It is a mix and match approach.&lt;br /&gt;
&lt;br /&gt;
- How hard are these to enchant/ensorcell?&lt;br /&gt;
They do have a difficulty to them on par with similar scripted weapons. The penalty is flat, however, so an OTS weapon/shield will have the same penalty even before it is unlocked, so you do not need to worry about enchanting first before unlocking abilities.&lt;br /&gt;
&lt;br /&gt;
- So the flares will not work on these for UCS gloves/boots at all?&lt;br /&gt;
That is /only/ the case for the Revenge/retaliatory flares. Offensive Animalistic Fury script flares will still fire on your UCS gloves/boots with UCS attacks, even if you have Brawling weapons or a shield in your hand. If you plan to try to take advantage of the Revenge flares firing on a successful evade, however, these will /not/ fire if you have anything whatsoever in your hands (both hands must be empty.)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===See Also===&lt;br /&gt;
* [[Animalistic Spirit/saved_posts|Saved posts]]&lt;br /&gt;
* [[Animalistic Spirit]]&lt;br /&gt;
* [[Animalistic Spirit Shield]]&lt;br /&gt;
* [[Animalistic Spirit Armor]]&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
{{iteminfo&lt;br /&gt;
|type=Mechanical&amp;lt;!-- REQUIRED: Mechanical or Fluff. --&amp;gt;&lt;br /&gt;
|type2= &amp;lt;!-- OPTIONAL: If an item is feature altering, please enter &amp;quot;Feature altering&amp;quot;. --&amp;gt;&lt;br /&gt;
|itemclass=Weapon&amp;lt;!-- REQUIRED: Valid options are: Armor, Weapon, Shield, Clothing, Accessory, Container, Miscellaneous. --&amp;gt;&lt;br /&gt;
|itemclass2= &amp;lt;!-- OPTIONAL: If a script can be applied to more than one classification.  An example would be Joola items (clothing and jewelry). --&amp;gt;&lt;br /&gt;
|itemclass3=&lt;br /&gt;
|itemtype=&amp;lt;!-- REQUIRED: What items can this apply to.  Up to 8 can be specified. --&amp;gt;&lt;br /&gt;
|itemtype2=&lt;br /&gt;
|itemtype3=&lt;br /&gt;
|itemtype4=&lt;br /&gt;
|itemtype5=&lt;br /&gt;
|itemtype6=&lt;br /&gt;
|itemtype7=&lt;br /&gt;
|itemtype8=&lt;br /&gt;
|alter=Yes&amp;lt;!-- REQUIRED: Can this be altered? Valid response is Yes or No. If there are restrictions, enter in Restrictions line. --&amp;gt;&lt;br /&gt;
|ld= &amp;lt;!-- REQUIRED: Is this item able to be lightened or deepened?  Valid response is Yes or No. If there are restrictions, enter in Restrictions line. --&amp;gt;&lt;br /&gt;
|feature= &amp;lt;!-- OPTIONAL: This area is only REQUIRED if feature altering is indicated. Up to 8 features can be entered --&amp;gt;&lt;br /&gt;
|feature2=&lt;br /&gt;
|feature3=&lt;br /&gt;
|feature4=&lt;br /&gt;
|feature5=&lt;br /&gt;
|feature6=&lt;br /&gt;
|feature7=&lt;br /&gt;
|feature8=&lt;br /&gt;
|customize=Yes &amp;lt;!-- OPTIONAL: Enter &amp;quot;Yes&amp;quot; if the item is customizable beyond an ALTER.  If no, leave blank. --&amp;gt;&lt;br /&gt;
|custom= Spirit Type&amp;lt;!-- OPTIONAL:  This area is REQUIRED if customization is indicated.  Up to 5 customizations can be entered. If the messaging is alterable, simply enter &amp;quot;Verb&amp;quot;--&amp;gt;&lt;br /&gt;
|custom2=Spirit Description&lt;br /&gt;
|custom3=Spirit Color&lt;br /&gt;
|custom4= Spirit Call&lt;br /&gt;
|custom5=&lt;br /&gt;
|origmerch= &amp;lt;!-- OPTIONAL: This area is for indicating the original release merchant name, if known. If not, leave blank.--&amp;gt;&lt;br /&gt;
|releasevenue=Duskruin Arena &amp;lt;!-- OPTIONAL: This area is for indicating the original release venue and year, if known. If not, leave blank. --&amp;gt;&lt;br /&gt;
|tiered=Yes &amp;lt;!-- OPTIONAL: Enter &amp;quot;Yes&amp;quot; if the item is tiered. If no, leave blank. --&amp;gt;&lt;br /&gt;
|tiersnumber= &amp;lt;!-- OPTIONAL: This area is only REQUIRED if an item has tiers. It is to note how many tiers there are (This includes off the shelf). --&amp;gt;&lt;br /&gt;
|unlock=Certificate&amp;lt;!-- OPTIONAL: This area is only required if an item has tiers. It is to note how tiers can be unlocked.  Valid options are &amp;quot;Merchant&amp;quot; or &amp;quot;Certificate&amp;quot; ONLY. If both, enter at unlock2.--&amp;gt;&lt;br /&gt;
|unlock2=&lt;br /&gt;
|legendary= &amp;lt;!-- OPTIONAL: Enter &amp;quot;Yes&amp;quot; if the item/script was released/distributed at an auction or was a jackpot prize.  Extremely limited release only (3 or less in existence).  --&amp;gt;&lt;br /&gt;
|demeanor= &amp;lt;!-- OPTIONAL: Enter &amp;quot;Yes&amp;quot; if the item&#039;s messaging is affected by DEMEANOR.  If no, leave blank. --&amp;gt;&lt;br /&gt;
|loresong= &amp;lt;!-- OPTIONAL:  Enter &amp;quot;Yes&amp;quot; if the item has a loresong as part of the base script.  If no, leave blank. --&amp;gt;&lt;br /&gt;
|attune= &amp;lt;!-- OPTIONAL: This area is for indicating if an item attunes.  If permanent, enter Permanent; if temporary, enter Temporary (as in, it can be broken).  If there is none, leave blank. --&amp;gt;&lt;br /&gt;
|attunement= &amp;lt;!-- OPTIONAL: This area is only REQUIRED if attunement was indicated. Options are &amp;quot;Character&amp;quot; or &amp;quot;Account&amp;quot;. Please note, &amp;quot;Temporary attunement&amp;quot; will ALWAYS be &amp;quot;Character&amp;quot;. --&amp;gt;&lt;br /&gt;
|affinity= Yes&amp;lt;!-- OPTIONAL: Enter &amp;quot;Yes&amp;quot; if the item requires affinity to work.  If no, leave blank. --&amp;gt;&lt;br /&gt;
|hideable= &amp;lt;!-- OPTIONAL: Enter &amp;quot;Yes&amp;quot; if an item is hideable in inventory.  If no, leave blank. --&amp;gt;&lt;br /&gt;
|hide= &amp;lt;!-- OPTIONAL: This area is only REQUIRED if the item is indicated to be hideable.  This should indicate HOW it hides, whether by a verb or simply by being WORN. --&amp;gt;&lt;br /&gt;
|spell= &amp;lt;!-- OPTIONAL: This area is for indicating if an item has a spell inherent to the script ONLY.  Up to 4 may be specified. Example to enter: Call Familiar (920). If no, leave blank. --&amp;gt;&lt;br /&gt;
|spell2=&lt;br /&gt;
|spell3=&lt;br /&gt;
|spell4=&lt;br /&gt;
|enhancive= &amp;lt;!-- OPTIONAL: This area is for indicating if an item has enhancives inherent to the script ONLY.  Answer YES. If no, leave blank. --&amp;gt;&lt;br /&gt;
|swap= &amp;lt;!-- OPTIONAL: This area is for indicating if an item is eligible for script swapping.  Answer YES. If no, leave blank. --&amp;gt;&lt;br /&gt;
|add= &amp;lt;!-- OPTIONAL: This area is for indicating if the script is eligible to be added to an item.  Answer YES. If no, leave blank. --&amp;gt;&lt;br /&gt;
|restrictions= Cannot change type of animal unless have certificate.&amp;lt;br/&amp;gt;Animal nouns must be on the approved list.&amp;lt;!-- OPTIONAL: This area is for indicating if an item has specific restrictions. If more than one, separate with &amp;lt;br&amp;gt;. DO NOT ENTER ON A SEPARATE LINE. --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{itemverb&lt;br /&gt;
|verb= &amp;lt;!-- Verbs MUST be capitalized when entered. --&amp;gt;&lt;br /&gt;
|verb2= &lt;br /&gt;
|verb3= &lt;br /&gt;
|verb4= &lt;br /&gt;
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|verb28=&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;/div&gt;</summary>
		<author><name>GS4-AVALUKA</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=SimuCon_2020&amp;diff=128964</id>
		<title>SimuCon 2020</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=SimuCon_2020&amp;diff=128964"/>
		<updated>2020-03-06T21:13:39Z</updated>

		<summary type="html">&lt;p&gt;GS4-AVALUKA: /* Game Staff */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:SimuCon2019logo.png|right|300px|SimuCon 2019 Logo]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SimuCon&#039;&#039;&#039; is a yearly gathering in St. Louis near [[Simutronics]] headquarters usually taking place near the end of the summer. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;OFFICIAL&amp;lt;/u&amp;gt;&#039;&#039;&#039; dates for 2020 are Wednesday, August 5 through Sunday, August 9, 2020 at the Sheraton Westport Chalet Hotel.  Room reservation link [https://www.marriott.com/events/start.mi?id=1582842565276&amp;amp;key=GRP here].&lt;br /&gt;
&lt;br /&gt;
==2020 Schedule==&lt;br /&gt;
{| {{prettytable|text-align:center;}}&lt;br /&gt;
|+ &#039;&#039;&#039;SimuCon 2020 Schedule&amp;lt;br&amp;gt;ALL TIMES CST&amp;lt;br&amp;gt;(CENTRAL TIME)&lt;br /&gt;
|-&lt;br /&gt;
! Day || Time || Activity || Game&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=2|Wednesday&amp;lt;br&amp;gt;August 5&lt;br /&gt;
|- &lt;br /&gt;
| -:-- AM || &amp;amp;nbsp;&amp;lt;br&amp;gt;&amp;amp;nbsp; || ALL&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=2|Thursday&amp;lt;br&amp;gt;August 6&lt;br /&gt;
|-&lt;br /&gt;
| ALL DAY || Check-in and&amp;lt;br&amp;gt;socialize || ALL&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=2|Friday&amp;lt;br&amp;gt;August 7&lt;br /&gt;
|-&lt;br /&gt;
| ALL DAY || Check-in and&amp;lt;br&amp;gt;socialize || ALL&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=2|Saturday&amp;lt;br&amp;gt;August 8&lt;br /&gt;
|-&lt;br /&gt;
| ALL DAY || Check-in and&amp;lt;br&amp;gt;socialize || ALL&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=2|Sunday&amp;lt;br&amp;gt;August 9&lt;br /&gt;
|-&lt;br /&gt;
| -:-- AM || &amp;amp;nbsp;&amp;lt;br&amp;gt;&amp;amp;nbsp; || ALL&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* All event schedules subject to change without notice.&lt;br /&gt;
&lt;br /&gt;
==Frequently Asked Questions==&lt;br /&gt;
===How much does SimuCon cost?===&lt;br /&gt;
&lt;br /&gt;
Cost and sign-up information will be available soon.&lt;br /&gt;
&lt;br /&gt;
===Where do I sign up?===&lt;br /&gt;
Sign-up is usually initiated by the GM organizing SimuCon and details are released closer to the event.&lt;br /&gt;
&lt;br /&gt;
===Who organizes SimuCon?===&lt;br /&gt;
&lt;br /&gt;
Typically GameMasters from Gemstone IV and DragonRealms are the official organizers. However, many players pitch in to plan unofficial events or to offer support. All work is strictly volunteer, so please be sure to thank your organizer team!&lt;br /&gt;
&lt;br /&gt;
===What is it like to attend a SimuCon?===&lt;br /&gt;
&lt;br /&gt;
SimuCon is a gathering of players and GameMasters for Simutronics games, including Gemstone IV and DragonRealms. The convention includes several events, as listed in the [[#2020 Schedule|2020 Schedule]], that are planned by both players and staff. In-between events, attendees typically gather at conference tables similar to a large LAN party to play. Board games and other activities are frequently available as well.&lt;br /&gt;
&lt;br /&gt;
===How many people attend SimuCon and when do they show up?===&lt;br /&gt;
&lt;br /&gt;
SimuCon has experienced a growth spurt over the past three years or so. A current rough estimate would be 100 attendees (GS and DR combined) over the course of the weekend. The main convention days are Thursday through Sunday, although several people arrive on Wednesday and stay through Monday. The convention room is typically setup by Wednesday evening.&lt;br /&gt;
&lt;br /&gt;
===What equipment should I bring?===&lt;br /&gt;
&lt;br /&gt;
Bring your laptop/computer so that you can play Gemstone during the convention. Internet access and power strips are typically provided. &#039;&#039;&#039;Note:&#039;&#039;&#039; It is not recommended that you leave your equipment unattended in the conference room.&lt;br /&gt;
&lt;br /&gt;
===Will I need a car?===&lt;br /&gt;
&lt;br /&gt;
Many attendees never leave the hotel. However if you are planning to explore St. Louis, a car is recommended as public transportation options are slim. Lyft and Uber are both operational in St. Louis and are ideal for single trips. For any excursions listed in the schedule, carpool options may be available. A shuttle may be available to and from your hotel for airport travel, but don&#039;t forget to bring cash for a tip!&lt;br /&gt;
&lt;br /&gt;
===Is SimuCon family friendly?===&lt;br /&gt;
&lt;br /&gt;
In general, yes. Some attendees do bring children but activities in the convention room may be of limited interest to them. Note the [[#Attractions|Attractions]] section listed below for additional kid-friendly activities available in St. Louis. Please expect to encounter explicit language and consumption of alcoholic beverages, which will increase in the late night hours.&lt;br /&gt;
&lt;br /&gt;
===What is the weather typically like?===&lt;br /&gt;
&lt;br /&gt;
Missouri is nicknamed &amp;quot;Misery&amp;quot; for its hot and humid summers. For a current local forecast, click here: https://www.ksdk.com/weather&lt;br /&gt;
&lt;br /&gt;
===Do I need to bring food or beverages?===&lt;br /&gt;
&lt;br /&gt;
Depending on funds available, basic snacks will be provided. You are generally on your own for meals and can purchase food at the grocery or restaurant options listed in the [[#Dining.2FEating|Dining/Eating]] section. SimuCon is strictly BYOB. Alcohol can be purchased in most grocery stores and gas stations in Missouri.&lt;br /&gt;
&lt;br /&gt;
===What should I wear?===&lt;br /&gt;
&lt;br /&gt;
SimuCon is casual attire unless the schedule for a specific event indicates otherwise. Some events may encourage costumes or themed attire.&lt;br /&gt;
&lt;br /&gt;
===Is there a pool?===&lt;br /&gt;
&lt;br /&gt;
YES! Pack your bathing suits because the official SimuCon hotel has an outdoor pool! There is even a poolside bar with snacks and beverages (open Friday through Sunday), and towel service is available. It is recommended that you pack sunscreen ahead of time, because the hotel and nearby shops do not stock any! It is also recommended that you bring pool noodles, because pool noodles are wicked cool.&lt;br /&gt;
&lt;br /&gt;
==Visitor Information==&lt;br /&gt;
The convention is typically held at the Sheraton Westport Chalet, located at 191 W Port Plaza Dr, St. Louis, MO 63146. Below are some nearby shops and other information for visitors. All distances calculated from the host hotel.&lt;br /&gt;
&lt;br /&gt;
===Accommodations===&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|-bgcolor=lightblue&lt;br /&gt;
! Name||Distance||Address||Link&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Sheraton Westport Chalet (Official Hotel, Discounted Rate)&#039;&#039;&#039; || onsite || 191 Westport Plaza, St. Louis, MO 63146 || [https://www.marriott.com/events/start.mi?id=1582842565276&amp;amp;key=GRP Booking Link]&lt;br /&gt;
|-&lt;br /&gt;
|Sheraton Westport Plaza (Sister Hotel next to the Chalet) || onsite || 900 Westport Plaza, St. Louis, MO 63146 || [https://www.marriott.com/hotels/travel/stlps-sheraton-westport-plaza-hotel-st-louis/ Booking Link]&lt;br /&gt;
|-&lt;br /&gt;
|Staybridge Suites || 0.3 miles || 25 Progress Pkwy, St. Louis, MO 63146 || [https://www.ihg.com/staybridge/hotels/us/en/find-hotels/hotel/rooms?qDest=25%20Progress%20Parkway,%20Maryland%20Heights,%20MO,%20US&amp;amp;qCiMy=72020&amp;amp;qCiD=5&amp;amp;qCoMy=72020&amp;amp;qCoD=9&amp;amp;qAdlt=1&amp;amp;qChld=0&amp;amp;qRms=1&amp;amp;qRtP=6CBARC&amp;amp;qSlH=STLSB&amp;amp;qAkamaiCC=US&amp;amp;qSrt=sBR&amp;amp;qBrs=re.ic.in.vn.cp.vx.hi.ex.rs.cv.sb.cw.ma.ul.ki.va.ii.sp.nd.ct&amp;amp;qAAR=6CBARC&amp;amp;qWch=0&amp;amp;qSmP=1&amp;amp;setPMCookies=true&amp;amp;qRad=30&amp;amp;qRdU=mi&amp;amp;srb_u=1&amp;amp;qSHBrC=SB Booking Link]&lt;br /&gt;
|-&lt;br /&gt;
|Comfort Inn Suites || 0.7 miles || 12031 Lackland Rd., Saint Louis, MO, 63146 || [https://www.choicehotels.com/missouri/saint-louis/comfort-inn-hotels/mo608/rates?checkInDate=2020-08-05&amp;amp;checkOutDate=2020-08-09 Booking Link]&lt;br /&gt;
|-&lt;br /&gt;
|Residence Inn St. Louis Westport || 0.6 miles || 11918 Westline Industrial Drive, St. Louis, MO 63146 || [https://www.marriott.com/hotels/travel/stlwr-residence-inn-st-louis-westport/ Booking Link]&lt;br /&gt;
|-&lt;br /&gt;
|Farfield Inn and Suites St. Louis Westport || 0.6 miles || 11918 Westline Industrial Drive, St. Louis, MO 63146 || [https://www.marriott.com/hotels/travel/stlfw-fairfield-inn-and-suites-st-louis-westport/ Booking Link]&lt;br /&gt;
|-&lt;br /&gt;
|Courtyard by Marriott St. Louis Westport || 0.7 miles || 11888 Westline Industrial Drive, St. Louis, MO 63146 || [https://www.marriott.com/hotels/travel/stlwp-courtyard-st-louis-westport-plaza/ Booking Link]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Dining/Eating===&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|-bgcolor=lightblue&lt;br /&gt;
! Name||Type||Distance||Address||Link&lt;br /&gt;
|-&lt;br /&gt;
| Drunken Fish || Sushi || onsite || 639 West Port Plaza, St. Louis, MO 63146 || https://www.westportstl.com/drinkdine&lt;br /&gt;
|-&lt;br /&gt;
| Fuzzy&#039;s Taco Shop || Baja Tacos || onsite || 302 West Port Plaza, St. Louis, MO 63146 || https://www.westportstl.com/drinkdine&lt;br /&gt;
|-&lt;br /&gt;
| IMO&#039;s Pizza || Pizza || onsite || 318 West Port Plaza, St. Louis, MO 63146 || http://www.westportstl.com/drinkdine&lt;br /&gt;
|-&lt;br /&gt;
| Kobe Japanese Grill || Japanese/Hibachi || onsite || 645 West Port Plaza, St. Louis, MO 63146 || http://www.westportstl.com/drinkdine&lt;br /&gt;
|-&lt;br /&gt;
| McDonald&#039;s || Fast Food || onsite || 25 West Port Plaza, St. Louis, MO 63146 || http://www.westportstl.com/drinkdine&lt;br /&gt;
|-&lt;br /&gt;
| Paul Mineo&#039;s Trattoria|| Italian || onsite || 333 West Port Plaza, St. Louis, MO 63146 || http://www.westportstl.com/drinkdine&lt;br /&gt;
|-&lt;br /&gt;
| St. Louis Bread Company || Coffee/Sandwich/Soup || onsite || 147 West Port Plaza, St. Louis, MO 63146 || http://www.westportstl.com/drinkdine&lt;br /&gt;
|-&lt;br /&gt;
| Smoothie King || Smoothies || onsite || 324 West Port Plaza, St. Louis, MO 63146 || http://www.westportstl.com/drinkdine&lt;br /&gt;
|-&lt;br /&gt;
| Starbucks || Coffee || onsite || 111 West Port Plaza, St. Louis, MO 63146 || http://www.westportstl.com/drinkdine&lt;br /&gt;
|-&lt;br /&gt;
| Trainwreck Saloon|| American/Grill|| onsite || 314 West Port Plaza, St. Louis, MO 63146 || http://www.westportstl.com/drinkdine&lt;br /&gt;
|-&lt;br /&gt;
| Dino&#039;s Deli||Mediterranean|| onsite || 314 West Port Plaza, St. Louis, MO 63146 || http://dinosdeli.us/&lt;br /&gt;
|-&lt;br /&gt;
| O&#039;Fallon Brewery || Beer/American Food || 0.3 mi || 45 Progress Pkwy, Maryland Heights, MO 63043 || http://www.ofallonbrewery.com/&lt;br /&gt;
|-&lt;br /&gt;
| Companion Bakery || Bakery/Sandwich || 1.2 mi || 2331 Schuetz Rd, St. Louis, MO 63146 || http://www.companionbaking.com/&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Off-Site Dining===&lt;br /&gt;
For attendees who want to explore St. Louis cuisine, local players recommend the following restaurants.&lt;br /&gt;
 &lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|-bgcolor=lightblue&lt;br /&gt;
! Name||Type||Distance||Address||Link&lt;br /&gt;
|-&lt;br /&gt;
| DD Mau || Vietnamese / Bao || 1.3 mi || 11982 Dorsett Rd, Maryland Heights, MO 63043 || http://www.ddmaustl.com/&lt;br /&gt;
|-&lt;br /&gt;
| Guerilla Street Food || Filipino || 1.6 mi || 11658 Dorsett Rd., Maryland Heights, MO 63043 || https://www.guerrillastreetfood.com/menu-dorsett/&lt;br /&gt;
|- &lt;br /&gt;
| Gobble STOP Smokehouse || BBQ Poultry || 2.8 mi || 1227 Castillon Arcade Plaza, Creve Coeur, MO 63141  || http://gobblestopsmokehouse.net/&lt;br /&gt;
|-&lt;br /&gt;
| Nudo House STL || Ramen / Japanese || 3.0 mi|| 11423 Olive Blvd, St. Louis, MO 63141 || http://nudohousestl.com/&lt;br /&gt;
|-&lt;br /&gt;
| Dave &amp;amp; Tony&#039;s || Premium Burgers || 3.2 mi|| 12766 Olive Blvd, St. Louis, MO 63146 || http://www.daveandtonys.com/&lt;br /&gt;
|-&lt;br /&gt;
| Sugarfire Smokehouse|| BBQ || 6.0 mi|| 9200 Olive Blvd, St. Louis, MO 63132 || https://sugarfiresmokehouse.com/locations/mo-olivette/&lt;br /&gt;
|-&lt;br /&gt;
| Salt + Smoke || BBQ|| 9.0 mi|| 501 S Main St, St. Charles, MO 63301 || https://saltandsmokestl.com/&lt;br /&gt;
|-&lt;br /&gt;
| Midwestern Meat &amp;amp; Drink || BBQ || 20.4 mi || 900 Spruce St, St. Louis, MO 63102 || https://facebook.com/midwesternstl&lt;br /&gt;
|-&lt;br /&gt;
| Broadway Oyster Bar || Cajun|| 23.7 mi || 736 S Broadway, St. Louis, MO 63102 || http://www.broadwayoysterbar.com/&lt;br /&gt;
|-&lt;br /&gt;
| Ted Drewes|| Famous local frozen custard || 21.6 mi || 6726 Chippewa, St. Louis, MO 63109 || http://teddrewes.com/&lt;br /&gt;
|-&lt;br /&gt;
| Bombay Food Junkies || Vegan Options || 5.2 mi || 3580 Adie Rd, St Ann, MO 63074 || https://www.bombayfoodjunkies.com/&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Shopping/Groceries===&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|-bgcolor=lightblue&lt;br /&gt;
! Name||Distance||Address||Link&lt;br /&gt;
|-&lt;br /&gt;
| Target || 5.9 mi || 12275 St Charles Rock Rd, Bridgeton, MO 63044 || [https://www.target.com/sl/bridgeton/12 website]&lt;br /&gt;
|-&lt;br /&gt;
| Costco || 13.3 mi || 200 Costco Way, St Peters, MO 63376 || [https://www.costco.com/warehouse-locations/st-peters-saint-peters-mo-382.html website]&lt;br /&gt;
|-&lt;br /&gt;
| Schnucks Dorsett (Grocery Store) || 1.5 mi || 2030 Dorsett Rd, Maryland Heights, MO 63043 || [https://locations.schnucks.com/mo-maryland-heights-117 website]&lt;br /&gt;
|-&lt;br /&gt;
| Gateway Newstands || onsite || 519 W Port Plaza Dr, St. Louis, MO 63146 || https://www.westportstl.com/specialty&lt;br /&gt;
|-&lt;br /&gt;
| Walgreens|| 1.6 mi|| 12509 Dorsett Rd, Maryland Heights, MO 63043 || [https://www.walgreens.com/locator/walgreens-12509+dorsett+rd-maryland+heights-mo-63043/id=9481 website]&lt;br /&gt;
|-&lt;br /&gt;
| BP Gas Station|| 0.3 mi || 11988 Westline Industrial Dr, St. Louis, MO 63146 || &lt;br /&gt;
|-&lt;br /&gt;
| ALDI|| 2.6 mi || 11745 Olive Blvd, Creve Coeur, MO 63141 || [https://www.aldi.us/ website]&lt;br /&gt;
|-&lt;br /&gt;
| Trader Joe&#039;s || [https://goo.gl/maps/3aV8WLBakaB2 2.4 mi] || 11505 Olive Blvd, Creve Coeur, MO 63141|| [https://locations.traderjoes.com/mo/creve-coeur/694/ website]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Attractions===&lt;br /&gt;
&lt;br /&gt;
Most attractions are a 15-30 minute drive from the hotel. For tourism information, click here: https://explorestlouis.com/&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|-bgcolor=lightblue&lt;br /&gt;
! Name||Description||Address||Link&lt;br /&gt;
|-&lt;br /&gt;
| The Gateway Arch ||Oh look, it&#039;s the Arch ||200 Washington Ave, St. Louis, MO 63102 || https://www.gatewayarch.com/&lt;br /&gt;
|-&lt;br /&gt;
| Busch Stadium ||Cardinals Baseball Stadium ||700 Clark Ave, St. Louis, MO 63102 || https://www.mlb.com/cardinals/ballpark&lt;br /&gt;
|-&lt;br /&gt;
| Forest Park ||Large public park, home to several free attractions ||5595 Grand Dr, St. Louis, MO 63112 || https://forestparkmap.org/&lt;br /&gt;
|-&lt;br /&gt;
| St. Louis Zoo ||Free zoo, located inside Forest Park ||Government Dr, St. Louis, MO 63110 || https://www.stlzoo.org/&lt;br /&gt;
|-&lt;br /&gt;
| St. Louis Art Museum ||Free art museum, located inside Forest Park ||1 Fine Arts Dr, St. Louis, MO 63110 || https://www.slam.org/&lt;br /&gt;
|-&lt;br /&gt;
| Creve Coeur Lake Park || [https://goo.gl/maps/7s9nUCbcyBM2 3.4 mi] from the hotel. Trails, kayak rentals, Go Ape || 13725 Marine Ave, St. Louis, MO 63146 || [https://www.stlouisco.com/Parks-and-Recreation/Park-Pages/Creve-Coeur website]&lt;br /&gt;
|-&lt;br /&gt;
| The Muny ||Outdoor theater, located inside Forest Park ||1 Theatre Dr, St. Louis, MO 63112 || https://muny.org/&lt;br /&gt;
|-&lt;br /&gt;
| Missouri Botanical Gardens ||Outdoor garden ||4344 Shaw Blvd, St. Louis, MO 63110 || http://www.missouribotanicalgarden.org/&lt;br /&gt;
|-&lt;br /&gt;
| Anheuser-Busch St. Louis Brewery ||Main brewery, offers tours ||1200 Lynch St, St. Louis, MO 63118 || https://www.budweisertours.com/locations/st-louis-missouri.html&lt;br /&gt;
|-&lt;br /&gt;
| City Museum ||Architectural Anomaly/Interactive Art/Climbing Museum ||750 N 16th St, St. Louis, MO 63103 || https://www.citymuseum.org/&lt;br /&gt;
|-&lt;br /&gt;
| Grants Farm ||Free wildlife park with tram tours and free beer ||10501 Gravois Rd, St. Louis, MO 63123 || https://www.grantsfarm.com/home.html&lt;br /&gt;
|-&lt;br /&gt;
| The Butterfly House ||Indoor butterfly pavilion ||15193 Olive Blvd, Chesterfield, MO 63017|| http://www.missouribotanicalgarden.org/visit/family-of-attractions/butterfly-house.aspx&lt;br /&gt;
|-&lt;br /&gt;
| Science Center ||Kid-friendly interactive museum, includes IMAX and planetarium ||5050 Oakland Ave, St. Louis, MO 63110 || https://www.slsc.org/&lt;br /&gt;
|-&lt;br /&gt;
| Magic House ||Kid-friendly interactive museum, includes magic ||516 S Kirkwood Rd, St. Louis, MO 63122 || https://www.magichouse.org/&lt;br /&gt;
|-&lt;br /&gt;
| Fox Theatre ||Historic theater, offers tours ||527 NORTH GRAND BLVD., St. Louis, MO 63103 || https://www.fabulousfox.com/visit/tours&lt;br /&gt;
|-&lt;br /&gt;
| St. Louis Neighborhoods||Shopping/Nightlife/Exploring||Various || https://explorestlouis.com/things-to-do/neighborhoods/&lt;br /&gt;
|-&lt;br /&gt;
| Live Music Venues||St. Louis is known for its blues and jazz scene ||Various || https://explorestlouis.com/discover/st-louis-music-lovers/st-louis-live-music-venues/&lt;br /&gt;
|-&lt;br /&gt;
| Casinos||Gambling ||Various || https://www.tripadvisor.com/Attractions-g44881-Activities-c53-Saint_Louis_Missouri.html&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Attendee List==&lt;br /&gt;
The below lists are of those people that have made mention that they are attempting to attend the 2020 conference. You may edit this page to add your character to the list.&lt;br /&gt;
&lt;br /&gt;
===Prime Players===&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:6;-moz-column-count:6;-webkit-column-count:6&amp;quot;&amp;gt;&lt;br /&gt;
* Achernar&lt;br /&gt;
*Akenna&lt;br /&gt;
* [[Clunk]]&lt;br /&gt;
* [[Darcena]]&lt;br /&gt;
* Dayzed/Nodyre&lt;br /&gt;
* [[Dergoatean]]&lt;br /&gt;
* Fromer&lt;br /&gt;
* Hoodtralfeck&lt;br /&gt;
* Iseo&lt;br /&gt;
* [[Juspera]]&lt;br /&gt;
* [[Maylan]]&lt;br /&gt;
* [[Naamit]]&lt;br /&gt;
* Rhayveign&lt;br /&gt;
* [[Rozy]]&lt;br /&gt;
* [[Xanthium]]/[[Ysharra Nagorn|Ysharra]]&lt;br /&gt;
* Vhorg&lt;br /&gt;
* Zangow&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Platinum Players===&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:6;-moz-column-count:6;-webkit-column-count:6&amp;quot;&amp;gt;&lt;br /&gt;
* [[Whick]]&lt;br /&gt;
* [[Qualeric]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Shattered Players===&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:6;-moz-column-count:6;-webkit-column-count:6&amp;quot;&amp;gt;&lt;br /&gt;
* PlaceHolder&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Game Staff===&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:6;-moz-column-count:6;-webkit-column-count:6&amp;quot;&amp;gt;&lt;br /&gt;
* Avaluka&lt;br /&gt;
* Estild&lt;br /&gt;
* Haxus&lt;br /&gt;
* Naiken&lt;br /&gt;
* Quilic&lt;br /&gt;
* Xeraphina&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Indiegogo Campaign==&lt;br /&gt;
The annual Indiegogo Campaign&#039;s purpose is to fund expenses for SimuCon, and all funds raised are used for the direct support of the convention. Any funds raised beyond the original goal are used for additional perks such as extra snacks and prizes for attendees.&lt;br /&gt;
&lt;br /&gt;
Currently no campaign link is available, but will likely be available in early June.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[http://forums.play.net/forums/SimuCon/SimuCon%202020/General%20Discussions/view Official SimuCon 2020 Forum]&lt;br /&gt;
*[https://discord.gg/eTvANvy SimuCon channel] (official Discord server)&lt;br /&gt;
*[https://discord.gg/tZGPPyU Unofficial SimuCon Server] (unofficial SimuCon dedicated Discord server)&lt;br /&gt;
*[https://elanthipedia.play.net/SimuCon DragonRealms Simucon Page] (DR&#039;s Wiki Page)&lt;br /&gt;
&lt;br /&gt;
[[Category:SimuCon]]&lt;/div&gt;</summary>
		<author><name>GS4-AVALUKA</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=History_of_Elementals&amp;diff=116539</id>
		<title>History of Elementals</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=History_of_Elementals&amp;diff=116539"/>
		<updated>2019-05-31T23:14:17Z</updated>

		<summary type="html">&lt;p&gt;GS4-AVALUKA: /* Lava */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{official-document}}&lt;br /&gt;
&lt;br /&gt;
Elementals - the children of the Planes. They fill tales of myth and legend, and many regard them as beasts - but they are no mere beasts. They are the purest embodiment of the primal energies, and there is a method to their power, a power which can grow to the strength of even the lesser spirits of reknown. Delve into the secrets of the elementals, and know their ways as you have never known them before.&lt;br /&gt;
&lt;br /&gt;
==Chapter 1: Origins==&lt;br /&gt;
It Begins in Darkness…&lt;br /&gt;
&lt;br /&gt;
No one knows for certain how they came about. Elven legends tell of a Power that created the world, and all life connected to it, that such a Will brought sentience to the components that make up the very land…&lt;br /&gt;
&lt;br /&gt;
Before the dawn of the lesser races, and even before the birth of all life itself, the world was just beginning to form. Earth, the very soil and foundation for which all life would grow was the first to be created. A balance had to be retained, however, thus Air was next. The breath of all living things, and counterpart to Earth, Air would ensure that the ground would stay in its given form by slowly wearing away parts where it outgrew.&lt;br /&gt;
&lt;br /&gt;
A great thirst befell the dry, harsh land, and signaled the next creation. A clear liquid which would cover most of the world, and was said that would sustain all life. Water would quell the thirst of the world, yet a fear of it consuming the planet prepared the next component. This was the deadliest of all the elements, and by far the most volatile. Deep within the world, a spark ignited the fourth element, a raging inferno that would become known as Fire. Unstable, and unprejudiced at what it consumed, Fire kept Water within the balance as it slowly spread across the land.&lt;br /&gt;
&lt;br /&gt;
It is stated among studiers of the Elementals, as well as this legend, that the First Elementals created the Prime Elemental Planes with the ritual at the legend&#039;s end. Whether this is fact or not, is hard to say. However, this legend has lead to many curious sorts to seek out the Planes in search for answers.&lt;br /&gt;
&lt;br /&gt;
~ Isymir&lt;br /&gt;
&lt;br /&gt;
Now the New World was complete, all the elements within harmony, and ready for new life to grow upon its surface. However, this is where this historian deviates from others, as the first creation to be placed upon the world is not what other legends tell. It is said among certain cultures that the Power which created the world placed a sentience within each of the Elements, we truly do not know why - perhaps it felt the world needed Guardians to protect the balance. Thus, the First Elementals were formed.&lt;br /&gt;
&lt;br /&gt;
The First Elementals rose up from their collective facets, gazing at the New World with intrigue. The sentience instilled within these beings was of great wisdom and knowledge of the New World&#039;s balance, and their purpose henceforth. However, all the First knew was their element. Fire raged against the land, creating numerous volcanoes. Earth split the ground asunder, forming vast chasms and tall mountains. Water simply expanded itself, causing many new oceans and lakes to form, and Wind… Wind slowly refined the shape of the land as Earth grew. Like most things, however, the First Elementals grew tired of sculpting the world on their own. Each of the First Elementals started creating lesser kin, and establishing a hierarchy of things to come. These lesser kin Elementals would not be as knowledgeable, or powerful, as they were created by the First.&lt;br /&gt;
&lt;br /&gt;
Colonies, often referred to in an insect-like nature as hives, began to form within localized areas across the planet, some say each contained hundreds and others say thousands of Elemental types. It is here that the hierarchy established was put to use, the lesser forms of the ladder were put to laboring the New World and foraging for new habitats to live in while those on the higher end simply took to command and inserted orders underneath the First. The First Elementals, however, didn&#039;t care, they knew they could still control the lesser kin when needed, and simply watched as the New World teemed with their creation.&lt;br /&gt;
&lt;br /&gt;
It wasn&#039;t long, however, until the lesser kin of each Element discovered each other, and these meetings were never a light occasion especially when between those of opposing forces. While the First Elementals knew and tolerated one another, the same thing cannot be said about their lesser kin. Battles often broke out between those of opposing Elements, and only ended when either side was extinguished or one of the First intervened. The New World, however, suffered greatly from these fights which often created vast craters, valleys and broke off parts of land masses forming new islands. The power the First held over their lesser creations was faltering, and what next occurred confirmed this thought.&lt;br /&gt;
&lt;br /&gt;
Without warning or provocation, another battle befell the New World, between the lesser kin of Fire and Water. Certain cultures tell legends of this battle, the one that could have brought the New World to an end before it even started. Although no legend tells how it supposedly began, it encompassed all of the Elements. The lesser kin of Earth sided with Fire, and the lesser kin of Wind sided with Water. Volcanoes spewed forth minions of the Flame, the lakes and seas swelled with tidal waves that crashed upon the land, the earth violently shook, causing fissures to snake along the surface, and the winds formed fierce tornados that wreaked havoc upon the ground below. Some say the battles raged on for millennia, many of the lesser Elementals became extinguished, and the New World was torn asunder. Great mountains formed where none were before, possibly for barriers, and valleys turned into lakes that housed thousands of the lesser kin of Water for strategic attacks.&lt;br /&gt;
&lt;br /&gt;
The First tried to intervene, to regain their throne over the lesser kin and cease the tearing of the New World, but none would listen. All they knew was their Element, and those of the opposing Element must be annihilated. It was during this battle that the First Elementals, having lost utter control of their lower minions, finally understood reasoning for their creation. The New World was not for them, for while the First remained in harmony, the lesser kin were unable to fully comprehend the harmony of balance, instead becoming embodiments of its constantly-shifting scales.&lt;br /&gt;
&lt;br /&gt;
As the ground continued to shake, the winds howled with the ferocity of dire-wolves, and the clash of Fire against Water raged on, the First began their plan. Perhaps a small bit of knowledge implanted by the Power that gave them sentience, they knew their goal on the New World had come to an end. The First Elementals walked together into the battlefield, amongst the battling lesser kin. They watched for a moment at the harsh damage they were bringing to each other, and the planet. Ultimately, they knew what they had decided was best, for both their kin and the New World.&lt;br /&gt;
&lt;br /&gt;
Within the center of destruction, the First Elementals formed a circle and in unison spoke aloud in a voice only understandable to their kind. As they continued to speak, their forms glowed bright which caused the raging lesser kin to halt in their actions and gaze at their creators. The First Elementals&#039; forms flickered as small motes began to unravel from their image and drift toward the heavens. Clouds slowly started circling above the First, forming four small whirlpool-like vortexes. As the First Elementals raised their unified voices, the motes began streaming with energy of the intoning Elementals.&lt;br /&gt;
&lt;br /&gt;
Slowly, a lesser Fire elemental was drawn to its creator, and as it neared the First it began to unravel and spiraled up towards the whirlpools in the sky. One by one, the lesser kin began to gather around their creator, oblivious to the battle that was occurring just a few moments ago, and one by one they too unraveled and ascended towards the heavens. As the last of the lesser kin ascended into the sky, the First Elementals continued their intoning to keep the pathway open as they gazed at the world their kind had sculpted.&lt;br /&gt;
&lt;br /&gt;
At last, the First Elementals themselves ascended into the skies, their forms pulsating brightly and unraveling into the motes of energy as they neared the vortexes. Their voices still rung outward into the skies until they fully enter within the whirlpools, and were gone. A stillness overcame the New World as the whirlpools simply vanished upon the wind, and it held a proverbial breath for what was to come.&lt;br /&gt;
&lt;br /&gt;
And the One smiled far above the New World, for Those Who Would Build had completed their work. The world teemed with Potential, thus a balance was needed - it needed Life to fill the Potential.&lt;br /&gt;
&lt;br /&gt;
==Chapter 2: Overview of Elementals==&lt;br /&gt;
&lt;br /&gt;
To understand the nature of elementals, one must understand the method in which they enter our world. Planar studies tend to be very complicated, and to keep a sense of brevity, we will not go into miniscule details. Our world is surrounded by a dimensional veil, separating other worlds that overlap our own, and each &amp;quot;veil&amp;quot; is continually pushed and pulled back and forth as these Planes shift throughout the ages. There are many planes and realms beyond our own, most too hazardous to explore, but the ones we are well aware of, and well-accustomed to, are the Prime Elemental Planes, each a whole world unto their own. Four of them represent each Prime Element - Earth, Air, Fire and Water. They are the purest embodiment of each element, and a mage must be either extremely foolhardy or completely in grasp of an element to walk the planes of the Prime Elements and survive. While they might resemble our world in some ways, they are decidedly alien and far more dangerous than one would first imagine.&lt;br /&gt;
&lt;br /&gt;
As these planes continually shift and grate against our own, at times they can intersect one another, allowing the raw power of one world to leak into another, and vice versa. This is how elementals are formed; they are a manifestation of this power, and must sustain themselves on the decidedly weaker source of our own world. Interestingly enough, unlike most outerplanar beings, namely demons, elementals have no intense hatred of life, nor do they regret the fact that they have been shut off from their true world - they simply are what they are, and accept it. It is theorized that places of intense elemental forces (e.g., a particularly large, active volcano) attract these intersections and sustain them, allowing a steady trickle of the energy of a Prime Elemental Plane to leak through. Portals to the Prime Elemental Planes can also be opened to allow a controlled flow of energy to seep through for experimental purposes, however, extreme measures must be taken to ensure that the portal is stabilized, as disastrous results can occur when such a gateway &amp;quot;floods&amp;quot; the area with elemental energy. It is thought that these places, which we call an elemental nexus, attract, or possibly change creatures of our own world. [[wind witch | Wind witches]], [[thunder troll | thunder trolls]], [[frost giant | frost giants]], [[fire sprite | fire sprites]] and [[krag dweller | krag dwellers]] are just a few examples of creatures that are certainly attracted to such a focus of power, and it is theorized that some of their development could have been aided by such a nexus, though it has never been proven. Creatures like those listed above, therefore, are not considered to be true elementals, rather they are considered to have been born of the natural world and then have been attuned to a certain element through a variety of ways.&lt;br /&gt;
&lt;br /&gt;
Most elementals have the spark of sentience within them to a varying degree partially dependant on their plane of origin. It is here we note that not all elemental beings are formed on the Prime Elemental Planes - Golems, in their many possible bases for construction, are able to be crafted from the existing elemental power in our own realm, but they do not occur naturally through the power of an elemental nexus. Pure elementals must be summoned from the Prime Elemental Planes themselves, and this is a very dangerous undertaking unless one has a vast amount of skill in the processes involved. Thus, all elementals described herein are those formed by the Prime Elemental Planes in the wilderness of the world, they are considered the standard by which to measure. Golems are touched upon briefly in our writings only for the fact that they are commonly associated with elementals - and one should remember not to confuse the two, for they are vastly different in many aspects.&lt;br /&gt;
&lt;br /&gt;
A side-effect of an elemental nexus, and admittedly a rare one, is that when two are within close proximity to each other, their powers can merge and create what is classified as a Composite Elemental, that is, a mix of two elements. While powerful, they are lesser in number than their purer counterparts - the Prime Elementals, mainly due to the sheer rarity of two elemental nexuses located so closely together.&lt;br /&gt;
&lt;br /&gt;
The breakdown of elemental beings are through raw power, as this is a standard in measuring a creature&#039;s threat.&lt;br /&gt;
&lt;br /&gt;
~ Lord Ulithian Feras&lt;br /&gt;
~ Lord Isymir Ril-Galad&lt;br /&gt;
&lt;br /&gt;
==Chapter 3: The First Echelon==&lt;br /&gt;
===Golems===&lt;br /&gt;
Elementally-attuned golems are, by their very nature, creations of another outside force. Though usually crafted by mages to do a certain task over and over, it is not unheard of to encounter a golem formed by an elemental itself in order to aid in the protection of its domain. In the latter case, the area wherein the golem has formed is doubtlessly an area of intense elemental and often magical forces, so tread lightly. Golems are, for the most part, brainless and set on the task they were intended to do. They will do this without thought for anything but the task itself, and will mindlessly carry it out until they are destroyed, instructed by their masters to cease, or are overpowered by another force versed in the arts of golems. It is here that we must note that elemental golems are never the pure embodiment of the Planes as elementals are - rather, they are created, whether by an elemental or a mage, they are always created. They are a mixture of both the residual power of the Prime Elemental Planes and the elemental power of our own world. This is always the case when it comes to dealing with golems based upon a particular element, no matter the origins or power of their creator.&lt;br /&gt;
===Elementals===&lt;br /&gt;
Elementals of the 1st Echelon are more likely to be seen as magical animals, as they possess a rudimentary intelligence and do act with what can be classified as a will of their own. They are usually seen only in areas of elemental power where they manifest, and may be quite hostile when something not of their element enters the place of their &amp;quot;birth&amp;quot;. The only constant among elementals of the 1st Echelon is that they harbor a deep love for whatever place spawned them. They can be influenced partially by those practiced in elemental lore and greatly influenced by elementals of their own nature that are of higher power.&lt;br /&gt;
&lt;br /&gt;
1st Echelon elementals are somewhat common, though usually unnoticed by most due to their very nature. Due to the inexact trickling of powers through an elemental nexus, it is thought that the smallest bits of this energy manifest as an elemental of the 1st Echelon, even though most nexuses have more than enough energy to bring the spark of animation to a being of higher power. It is also not unprecedented for an elemental of the 1st Echelon to absorb power over time and thus be counted among those of the 2nd Echelon. Note that Composite Elementals are nonexistent in this classification, due to the fact that the power to merge the energy of differently-attuned elemental nexuses is so great that the resulting elemental formed would be counted among the 2nd Echelon.&lt;br /&gt;
&lt;br /&gt;
Some specific qualities of each elemental are listed below.&lt;br /&gt;
&lt;br /&gt;
====Fire====&lt;br /&gt;
While fire elementals in general are among the most chaotic and destructive elementals, those of the 1st Echelon tend to be far more docile than their more powerful kin. Often described as flames no smaller than that of a candle and no bigger than a common campfire, they tend to be quite shy as they cannot manifest in a powerful form. Additionally, study of the fire elementals of the 1st Echelon points that they are among the most quick-witted of their type, this may be due to fire&#039;s natural urge to consume being suppressed out of need to survive until they become greater in power. Most all fire elementals need a source to sustain themselves, so you will seldom find one outside of a volcano or other source of heat.&lt;br /&gt;
====Earth====&lt;br /&gt;
&lt;br /&gt;
Earth elementals of the 1st Echelon are one of the rarest sights anyone might see. Often retreating to the depths of the earth itself, little is known about them. Like all elementals of earth, they are undoubtedly wise in the ways of the world, but tend to leave themselves out of affairs of the surface, content to reside forever within the rock that breathed some semblance of life into them. They are usually found at the base of mountains or within them, however, there have been reports of others being found within hills.&lt;br /&gt;
====Water====&lt;br /&gt;
Water elementals of the 1st Echelon tend to be more commonly seen than their counterparts, many have attributed them a playful nature, like that of dolphins, and it is not uncommon to see one or even groups of them swimming alongside a ship for extended periods of time. They have been known to venture on land every once in a great while, and this may be due to their inquisitive nature. They tend to dwell near the coast or in rivers and lakes.&lt;br /&gt;
====Air====&lt;br /&gt;
Air elementals of the 1st Echelon differ from those of greater power in that they only take the form of gentle currents of wind. They are generally reclusive and are practically invisible unless they manifest themselves cloaked in mist. They are quite content to travel the skies unhindered, and will rarely take notice of what is beneath them.&lt;br /&gt;
&lt;br /&gt;
==Chapter 4: The Second Echelon==&lt;br /&gt;
&lt;br /&gt;
===Golems===&lt;br /&gt;
Golems of the 2nd Echelon are somewhat more versatile then their lower cousins, and depending on the skill of their creator, they can be set to a task and make somewhat intelligent decisions. Thus, they do not need to be given explicit instructions as their lower kin must. They are, of course, also able to handle the element they are crafted of far better than those of the lower Echelon.&lt;br /&gt;
===Elementals===&lt;br /&gt;
Elementals of the 2nd Echelon are the most commonly seen of elementals, usually being termed by most as lesser/greater or minor/major elementals. They often fiercely protect their area of origin. They have little concern for our kind, and some are considered mindless automatons, and indeed, some certainly can be. Others possess a rudimentary intelligence that can range from that of simple beasts to a cunning that rivals the lesser humanoids. This intellect tends to vary based on the particular element, and, to some degree, upon the skill of the summoner, if said elemental is summoned. As an example, 2nd Echelon elementals of fire may possess intelligence, but the very nature of fire itself would gear this toward consuming anything within sight, while a 2nd Echelon elemental of water with the very same level of intelligence may be considered more intelligent due to its innately passive nature.&lt;br /&gt;
&lt;br /&gt;
====Fire====&lt;br /&gt;
Fire elementals of the 2nd Echelon are quite a dangerous sight to behold, usually their kind are found around volcanoes, and thus guard them more fiercely than any other of their kin - without it, they would cease to burn. They fight with decidedly more ferocity than most, and almost all fire elementals of the 2nd Echelon will consider anything not attuned to fire to be fuel.&lt;br /&gt;
&lt;br /&gt;
Commonly-seen threats:&lt;br /&gt;
[[fire elemental | Fire Elementals]], [[fire guardian | Fire Guardians]].&lt;br /&gt;
&lt;br /&gt;
====Earth====&lt;br /&gt;
&lt;br /&gt;
Earth elementals of the 2nd Echelon are more often seen then their lower kin, but are reclusive by nature. You will rarely catch a glimpse of one beyond the confines of a cave, or some other tunnel into the earth, and this gives them a very distinct advantage since you are within their very element. An extremely rare subclass of this type are primarily comprised of soil, and their strength is a far cry to those created of rock. The subclass of soil-based earth elementals are the least threatening of any elemental being, and elementals of this type are usually used by mages of varying cultures to aid in the cultivating of land. Mostly, earth elementals of the 2nd Echelon are content to leave us alone, preferring simply to stay within the embrace of the underground, but ware those who have encroached upon their domain and their peace, for they are fierce in combat.&lt;br /&gt;
&lt;br /&gt;
Commonly-seen threats:&lt;br /&gt;
[[greater krynch | Krynch]].&lt;br /&gt;
&lt;br /&gt;
====Water====&lt;br /&gt;
Water elementals of the 2nd Echelon are more rarely seen, as they, like most of their kin, stay within a localized area, and those elementals of this degree tend to make deeper water their home. The sheer variety of forms that pure water elementals of this power is amazing, they are able to mesh with their element completely - becoming a tentacle of water or a spinning whirlpool with equal ease. They are what we would consider peaceful for their kind, but should any violate or impede upon their homes in any fashion, they are known to retaliate - the term &amp;quot;the sea shows no mercy&amp;quot; may have been a result of a run-in with water elementals of the 2nd Echelon. An interesting facet of water elementals of this echelon is that they can venture upon land if they want. In such case, they usually take to high ground and become ice. There is little difference between the two except in terms of natural abilities, after all, you cannot create a whirlpool on land. Another notable difference is that water elementals that have turned to ice appear to be far more aggressive and protective than their water-bound kin.&lt;br /&gt;
&lt;br /&gt;
Commonly-seen threats:&lt;br /&gt;
[[ice elemental | Ice Elementals]], [[glacial morph | Glacial Morphs]], [[animated slush | Animated Slushes]], [[major glacei | Glaceis]].&lt;br /&gt;
&lt;br /&gt;
====Air====&lt;br /&gt;
Air elementals of the 2nd Echelon are most interesting, as they are closely tied to those of lightning. Thankfully, most people of Elanith have little dealings with these peculiar beings, as they rarely wish to concern themselves with any airships that may pass through their realm. Additionally, it is very hard to anger elementals of air, as the winds constantly move and never stay in one place for long, thus they count the whole sky as their home and seem oblivious to the occasional visitor. They are among the wisest of their kind, but rarely choose to deal with the affairs of the world below them. They can, when the need arises, join to form powerful storms that can literally destroy entire towns. Usually, it takes quite a great need for these usually very calm and peaceful beings to go to such drastic measures.&lt;br /&gt;
&lt;br /&gt;
There is an exception to this innately peaceful nature, however. As these elementals flow with the tides of wind in their careless fashion, they can whirl through storms, where they become extremely hostile. It is rumored that so many air elementals become &#039;trapped&#039;, for a lack of a better word, in this state, that these storms linger around one unfortunate (for any living beings underneath) spot for long periods of time. Cyclones and hurricanes have the same, if not more so, deadly effect on these beings. Interestingly enough, if these storms continue to churn with the presence of air elementals for extremely long periods of time, the site can become an elemental nexus where the power of the Prime Elemental Planes leaks through. It is thought that this is how air elementals normally manifest into this world, as intense power is needed to draw forth the power of the Planes. How they escape such a permanently violent place and flow with the winds of the world is unknown.&lt;br /&gt;
&lt;br /&gt;
Commonly-seen threats:&lt;br /&gt;
None.&lt;br /&gt;
&lt;br /&gt;
===Composite Elementals===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Though rare, composite elementals -- that is, elementals comprised of two differing powers of the Prime Elemental Planes -- are not unheard of. It is also possible, though even rarer, for elementals of two differing elements to form one of these composite elementals. They only exist in the 2nd Echelon and above, mainly because the power it takes to fuse two elementals together (especially those of opposing elements) far exceeds that of the 1st Echelon. The following produce these types of elementals:&lt;br /&gt;
&lt;br /&gt;
* Air and Water = Lightning&lt;br /&gt;
* Water and Earth = Mud&lt;br /&gt;
* Earth and Fire = Lava&lt;br /&gt;
* Fire and Water = Steam&lt;br /&gt;
&lt;br /&gt;
====Lava====&lt;br /&gt;
Lava elementals are a mesh of both fire and earth, and they are one of the more common composite elementals as fire and earth have some ties to one another. They usually manifest within volcanoes, often staying within the core and forever becoming one with the magma that spewed them forth. Occasionally, they will be seen outside their fiery womb, and woe to those who encounter them. While slow moving, they have acquired the deadliness of fire combined with the massive resistance of the earth.&lt;br /&gt;
&lt;br /&gt;
Commonly-seen threats: &lt;br /&gt;
[[lava golem | Lava Golems]].&lt;br /&gt;
&lt;br /&gt;
====Mud====&lt;br /&gt;
&lt;br /&gt;
Mud elementals are a mixing of both earth and water, and are usually found in bogs or some other type of wetland area. Though extremely unusual to find them out of these environments, they&#039;ve also been seen in deltas and muddy beaches. This mixture tends to produce a somewhat weak elemental - Earth&#039;s strength is worn away by Water, though it imparts some of the fluidity of water upon a land being, which can be seen as some advantage, though not extremely so. However, this does not mean one should not tread carefully in the presence of such a being. When one is in a swamp or a bog of some sort, mud elementals become a large concern, patiently waiting and blending into the surroundings to drag any trespassers down into the suffocating embrace of the earth for eternity.&lt;br /&gt;
&lt;br /&gt;
Commonly-seen threats:&lt;br /&gt;
None.&lt;br /&gt;
&lt;br /&gt;
====Steam====&lt;br /&gt;
Steam elementals, manifested from the opposing powers of Fire and Water, are usually found in lava tubes that have reached a shoreline, or bubbling geysers found near mountains. They are extremely rare due to the fact that their sole creation relies on the clashing of the Prime Elemental Planes, and to find two opposing intersections so close to each other is nearly unheard of. They cannot move from whatever place they first manifest, as the fragile balance of two vastly different elements can be upset very easily, thus destroying them in the process. They are usually only summoned by mages for numerous purposes.&lt;br /&gt;
&lt;br /&gt;
Commonly-seen threats:&lt;br /&gt;
None.&lt;br /&gt;
&lt;br /&gt;
====Lightning====&lt;br /&gt;
Lightning elementals can almost be considered very common compared to other composite elementals, though in fact they are quite rare overall. Their only known forms are classified among the 2nd and higher Echelons. Due to their nature, it is not exactly known how they are so common compared to their Prime counterparts, but tales of air elementals causing intense raging storms out at sea in order to create these powerful beings are widely told, though the reason why is not known. They are the most unpredictable of elementals, and doubtlessly possess an uncanny strength, but their weakness is in their expenditure of energy. Also, lightning elementals of the 2nd Echelon have been known to destroy themselves in the process of attacking. Powerful, quick, and quite deadly, this is their downfall - they have no stable element to sustain their massive power for extended periods of time.&lt;br /&gt;
&lt;br /&gt;
Commonly-seen threats:&lt;br /&gt;
None.&lt;br /&gt;
&lt;br /&gt;
==Chapter 5: The Third Echelon==&lt;br /&gt;
&lt;br /&gt;
===Elementals===&lt;br /&gt;
Elementals of the 3rd Echelon are among the most rare anyone might ever encounter, and are indeed among the most powerful of their kin. It is here that we note that elementals do not age by our standards, they merely exist until their source of power is extinguished, and as long as they might live, they continue to absorb the energy of their own element. Golems of the 3rd Echelon are nonexistent, as the extensive intelligence of 3rd Echelon elementals has far surpassed anything that can be mimicked through magical creation, though elementals of the 3rd Echelon can be summoned from the Prime Elemental Plane with a huge risk even to the most knowledgeable of mages. Due to this fact, elementals of the 3rd Echelon are not considered mindless automatons by those who know their kind.&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
====Fire====&lt;br /&gt;
Fire elementals of the 3rd Echelon often live within the very crater of a volcano, making them, thankfully, a rare sight to most adventurers. It is rumored that 3rd Echelon fire elementals use these volcanoes to travel to the very core of the world itself where they join their kin. They are truly fearsome to behold, being completely and utterly in control of their element. Like their lower kin, these elementals tend to be highly scrutinizing of anything that is not of their own attunement, and will simply consume or destroy anything that is not of flame.&lt;br /&gt;
&lt;br /&gt;
====Earth====&lt;br /&gt;
&lt;br /&gt;
Earth elementals of the 3rd Echelon reside deep within the earth itself, and are almost never seen near mountains or anything about the surface. Only a few people have ever encountered one of these great creatures, and reports say they are rather patient when dealing with things not of their element. They are said to not take any form at all, simply meshing with a large expanse of rock underground and manipulating it as they wish. Legends say that particularly large earthquakes are caused by earth elementals of the 3rd Echelon. However, while they are quite capable of such feats, most earthquakes are not caused by these creatures.&lt;br /&gt;
&lt;br /&gt;
The subclass of earth elementals, the soil elementals, also are known to be powerful enough to be ranked among the 3rd Echelon. Even in this state, they are generally considered weak by the standards set by their other kin, but are capable of holding their own in a battle should the need arise. They are gentle-mannered and reclusive by nature, and show a very strong affinity to plant life of all kinds. These elementals are very aware of life around them, more so than any of their other kin, and most seek to nourish it through some means.&lt;br /&gt;
&lt;br /&gt;
====Water====&lt;br /&gt;
Water elementals of the 3rd Echelon prefer the mysterious depths of the ocean to any other body of water, and it is rare to find them in any other place. Though reclusive by nature, they are not averse to speaking with others not of their kind. Ware these water elementals when they have been angered, however, for they can destroy the most skilled fleet of ships on a whim. Angry water elementals of the 3rd Echelon are attributed with tidal waves, and they are certainly capable of such feats. However, the way of the elementals is not subtle in the least, one must remember, and it would be glaringly obvious as to why such destructive measures were taken.&lt;br /&gt;
====Air====&lt;br /&gt;
Air elementals of the 3rd Echelon are much like their lower counterparts, differing only in power. They are generally apathetic towards any other form of life, and at times are quite friendly. There is an otherworldly quality to these beings, and they are very wise. They can gather great storms with ease, and when angry it is not uncommon for them to be seen as a whirling vortex blotting most of the sky. Generally, though, they are content and free-spirited as their lower counterparts.&lt;br /&gt;
===Composite Elementals===&lt;br /&gt;
====Lava====&lt;br /&gt;
Lava elementals of the 3rd Echelon are rarely seen, but their existence is proven. Only glimpsed briefly in the craters of a fierce volcano, these beings are thought to be content to dwell within the magma itself, thus they are thankfully rarely ever seen beyond their preferential home. Even then, it takes a great need to rouse them, as the patience of earth is instilled within them, but ware to those who have angered a lava elemental of the 3rd Echelon. The only recorded account of one of these magnificent beings manifesting describes them as huge pillars of living lava that can ascend into the sky should they wish. Unfortunately, this was only a written account - there were no survivors other than the charred scrap of a journal left behind.&lt;br /&gt;
&lt;br /&gt;
====Mud====&lt;br /&gt;
&lt;br /&gt;
Mud elementals of the 3rd Echelon are the rarest of all Composite Elementals, as their natural source of power is usually in a state of constant change. They are, however, known to exist, and are a fabulous sight to behold. Often described as an entire bog or swamp, they spread themselves out everywhere within their domain, normally as deadly tentacles of mud which drag any would-be trespassers to their death. Up until recently, these were thought to be separate elementals themselves, but it is confirmed that usually they are part of one whole elemental that simply will not collect into one large mass as its other cousins normally do.&lt;br /&gt;
====Steam====&lt;br /&gt;
Steam elementals of the 3rd Echelon are considerably more mobile than their lower kin, able to leave their place of origin for long periods of time without fear of fading away due to the loss of their fragile source of power. Often being mistaken for wind elementals, these types of steam elementals can easily be mistaken for a cloud - woe to those who walk into this cloud, though, for a painful, if not fatal, experience awaits them.&lt;br /&gt;
&lt;br /&gt;
From the accounts I have read, these beings are usually docile and content to stay in their home, but when angered, can spread up to a mile to become a deadly boiling cloud. ~ Ulithian&lt;br /&gt;
&lt;br /&gt;
====Lightning====&lt;br /&gt;
Lightning elementals of the 3rd Echelon are rarely spoken of, but they do exist. They are a breathtaking sight, having lived in thunderstorms so long that they are simply an enormous mass of living light. They are immensely powerful, and rumors persist that they no longer face the dilemma of their lower kin, that they can sustain themselves indefinitely. They are mostly unconcerned with the world below, but when they are, be very wary.&lt;br /&gt;
&lt;br /&gt;
In my travels over the thousands of years of life, I have only encountered two. They are secretive about their origins and, when pushed, are quick to anger.&lt;br /&gt;
~ Ulithian&lt;br /&gt;
&lt;br /&gt;
==Chapter 6: Great Elementals==&lt;br /&gt;
Great Elementals are a degree of their own. They are, without a doubt, the most powerful of their kin outside of the Prime Elemental Planes. When they call, all those beneath them will follow. When they anger, all others beneath them anger. They are the most pure embodiment of their element to be found outside of the Prime Planes themselves. They are among the most varied of their classification, and are often attributed a name by those who are witness to their influence. This usually leads the named Great Elemental to regard those with bemusement, as they often take on their own name in a language of their own that is nearly unpronounceable to anyone. While they are powerful, they will normally only stay in a localized area and never venture further. This has lead to some primitive bands of civilization attributing them as local gods or spirits, but the educated know better. While they hold an awe-inspiring amount of power among their, for lack of a better word, home, it is found that it diminishes significantly if they venture away. There is a theory behind why this might happen: As with the elementals of the 3rd Echelon, Great Elementals are quite ancient due to their existence, and they are like any other in regards to the basic principles of elemental beings.&lt;br /&gt;
&lt;br /&gt;
However, it is thought that because they have lived so long in a general area, they become intrinsically attuned to their surroundings and the flows of elemental power within. This would give them incredible control and power over their element, and also account for their extreme rarity - most places change over time, thus their source of power may be extinguished.&lt;br /&gt;
&lt;br /&gt;
===Elementals===&lt;br /&gt;
====Fire====&lt;br /&gt;
Great Elementals of fire are a sight no one should ever wish to see. They possess an intelligence and a drive for destruction that is unmatched by any but the cursed undead. They are more scrutinous than any of their kind, and have a haughtiness about them and a blind cruelty to those not of the flame.&lt;br /&gt;
&lt;br /&gt;
=====Great Fire Elementals of Note=====&lt;br /&gt;
&lt;br /&gt;
======Avregol======&lt;br /&gt;
While wandering around the volcano on Teras Island, Avregol&#039;s forms shift between those of a towering pillar of flames and a dark fiery-robed figure. The mannerisms of this particular Great Elemental have lead scholars to label it as male.&lt;br /&gt;
&lt;br /&gt;
Once thought to be no more than a story told to children as a warning against straying far from the village at night, Avregol&#039;s existence was recently confirmed to be more than a mere rumor. The volcano on Teras Island overshadowing the dwarven mining colony of Kharam-Dzu surged with new activity, and creatures born of flame flowed down its slopes to attack the town. Like most Fire Elementals, Avregol takes a harsh view of those who are not &#039;of the flame&#039; as his kind is, and sought to scour the Isle clean of all other living things. Using the intense focal power of the volcano to increase his own energy, he was able to cause vast destruction during his time of greatest strength.&lt;br /&gt;
&lt;br /&gt;
Whispered tales and legends around Kharam-Dzu&#039;s taverns suggest that it was Avregol himself that originally created the island. The veracity of these tales may never be confirmed, as when the Great Fire Elemental does appear, he rarely speaks, choosing to either incinerate those who find him or observe from a distance in dignified silence.&lt;br /&gt;
&lt;br /&gt;
======Cingh======&lt;br /&gt;
Little is known about this Great Fire Elemental, however, there currently is research and study going into this elemental that will perhaps surface at another date.&lt;br /&gt;
====Earth====&lt;br /&gt;
&lt;br /&gt;
Great Elementals of earth have been said to manifest as entire mountains of rock, and it is clear that they could do so if they wish. They are unmoving, for the most part, barely taking any concerns than the thoughts that slowly drift through their minds. It is very, very hard to disturb such a powerful being, and they are usually very benevolent, but if a Great Earth Elemental is angered, beware, for there is no escape from them.&lt;br /&gt;
&lt;br /&gt;
=====Great Earth Elementals of Note=====&lt;br /&gt;
&lt;br /&gt;
======Ghatha======&lt;br /&gt;
In the far southern reaches of the DragonSpine Mountains, it is said there lives a Great Earth Elemental. Known to some as Ghatha, and to others as simply &amp;quot;The Earthen Father&amp;quot;, his only known form is that of a towering mountain in the DragonSpine range, whose spire ascends far into the sky.&lt;br /&gt;
&lt;br /&gt;
Historians and scholars became aware of Ghatha&#039;s existence due to a manifestation in Elemental form many years ago. A small village in the shadow of Ghatha&#039;s mountain was destroyed due to a tremendous avalanche with very few survivors. A recollection from one of those survivors is as follows:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;A face appeared one night in the mountain. Our Elders say it was the Earthen Father, a guardian who watched over our people. They say he would protect us from our enemies, and bring many prosperous years to our village. So wrong, oh so wrong they were. The Earthen Father came to us one night, a massive face formed within the cliffs of the mountain. Stony pupils gazed down upon our village as he just seemed to watch. Many of our people were afraid, some remained in their homes. We do not know what angered him, or what brought the destruction to us. We heard a great rumble, some thought the Earthen Father was laughing, but the rumble grew louder and the very ground began to shake. Many boulders came crashing down upon the village. A mighty avalanche besieged the village. Not many survived, my entire family lost. After the great avalanche stopped, some who survived say the Father looked sad, and disappeared back into the mountain cliffs. Why did he bring death to our village?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
This account can only show the magnitude of power a Great Elemental of Earth possesses. Since this incident, Ghatha remains dormant and has not shown his Elemental form, but the mountain still sits beneath the lofty clouds... perhaps one day Ghatha will return again.&lt;br /&gt;
&lt;br /&gt;
It is speculated that Ghatha did not intend to harm this village, and indeed what some thought was laughing truly was. Perhaps enjoyment or entertainment out of watching beings of flesh scurry around their daily lives amused this Great Elemental on some level. ~ Isymir&lt;br /&gt;
&lt;br /&gt;
====Water====&lt;br /&gt;
Great Elementals of water are very elusive, but are generally very neutral in their stance of non-elemental beings. They have an intrinsic understanding of the ways of the world, and are usually very patient and do not act drastically by elemental standards. They are known to drift with the currents of the ocean, and rarely venture into streams or rivers.&lt;br /&gt;
&lt;br /&gt;
=====Great Water Elementals of Note=====&lt;br /&gt;
&lt;br /&gt;
======Nelemar======&lt;br /&gt;
Nelemar often takes the form of a humanoid-shaped watery figure when manifesting to others on land. The mannerisms of this particular Great Elemental lead most to label it a male, and he certainly does not care one way or another.&lt;br /&gt;
&lt;br /&gt;
Nelemar is known to travel over the seas of Western Elanith, though the waters around Teras Island is thought to be his prime domain. He is very accommodating to other beings that are not of his element, and considers the area his charge and protects it in a very benevolent manner. It is said that he does know of Charl and respects his power within the seas, but it is clear his goals and that Arkati&#039;s are not the same, as the philosophies of the Elements rarely are the same as any Arkati&#039;s, though he will defer to Charl should he become interested in matters of his domain. He is content to stay out of the affairs of people unless his hand is forced or a great need arises. He and a plethora of lesser degrees of elementals are known to frequent the area, and it was not known until recently why such a large number of them dwelled there. An Elemental War broke out upon the small island of Teras Island, a clash between Nelemar and Avregol, a Great Fire Elemental. It appears that Nelemar had kept a close watch on the island, as he had known about the volcano&#039;s presence and Avregol for countless years and had been prepared to counter any move the Great Fire Elemental made.&lt;br /&gt;
&lt;br /&gt;
The ensuing struggle resulted in Nelemar&#039;s victory, and the activity of Avregol has since been drastically reduced upon the island. Little else is known of this Great Elemental, as he was usually pushed back during the war and rarely seeks out the company of those not of his kind.&lt;br /&gt;
&lt;br /&gt;
====Air====&lt;br /&gt;
Great Elementals of air are often indistinguishable from their lower kin, but when they make themselves known, it is very apparent. They are serene and most often feminine in appearance, which is an oddity among the elemental world as they usually have nothing in common with any gender, and any that do are usually attributed to them by other cultures. Great Elementals of wind are usually always seen as delicate-faced women with long white hair that flows behind them seemingly endlessly. They are very kind, but, as all their lower counterparts, generally unconcerned with things not affecting their own world. Due to their innately powerful nature, they are not affected by naturally-occurring storms in such a drastic way as those of lower Echelons, but they can certainly be angered. Woe to those who incur the wrath of Great Air Elementals, the storms they can gather can spread for miles and wreak havoc on the countryside.&lt;br /&gt;
&lt;br /&gt;
=====Great Air Elementals of Note=====&lt;br /&gt;
&lt;br /&gt;
======Celiel======&lt;br /&gt;
Celiel, sometimes referred to as The Watcher by those who honor her power as they would an Arkati, is a very mysterious Great Elemental. Her exact domain is not known, but it appears to be somewhere near the DragonSpine Mountains. She has not manifested for several centuries, but when she has, it has been a very impressive sight for any fortunate enough to witness it. Her face is a mask of expressionless and ethereal beauty, and the way in which she moves is the epitome of grace.&lt;br /&gt;
&lt;br /&gt;
When she has been seen, she has never been directly acting against or for anything. She has simply drifted carelessly by, often with an entourage of other air elementals. At other times her face has been seen gazing down at the ground, which has earned her the aforementioned title. Scattered villages situated at the feet of the DragonSpine have taken to honoring her regularly as they would an Arkati.&lt;br /&gt;
&lt;br /&gt;
===Composite Elementals===&lt;br /&gt;
Great Composite Elementals, due to their very nature, are considered to be nonexistent except for the confirmed presence of Veiki, a Great Lightning Elemental. Either way, Great Composite Elementals no longer exist in our world today, and if they do, they&#039;re very adept at hiding. Thus, the only listed below is the only confirmed Great Composite Elemental. &lt;br /&gt;
&lt;br /&gt;
====Lightning====&lt;br /&gt;
Great Elementals of lightning are almost completely unprecedented. All we have of them is one ancient legend in elven lore dated back to nearly the beginning of the Empire, roughly 50 thousand years ago, and it does not delve into the full extent of this truly extraordinary being. We can only assume that any of these are completely gone from the face of Elanthia, or are utterly secretive. Either way, as legend can provide the only information about this mysterious being, the legend is what shall be presented.&lt;br /&gt;
&lt;br /&gt;
=====Great Lightning Elementals of Note=====&lt;br /&gt;
&lt;br /&gt;
======Veiki======&lt;br /&gt;
Whispers of Veiki&#039;s origins point to many things, from the cataclysmic energies released from the Ur-Daemon War, to great storms called forth by the elementals of wind shortly after. Either way, Veiki has been among us for some time. Rarely is he seen, but when he travels, all know: the night sky becomes alight as the brightest of noons, and raging storms follow in his wake. I present to you the story that has been collected from various witnesses of his supposed disappearance.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;We saw a column of light strike the [DragonSpine] mountains, blue like the eyes of our fair kind. We knew it was Veiki. It could only be he. We watched as the light continually spun, and it was then we noticed that thousands of them [wind elementals] were swirling around the column, singing in their whispery, melodical voices that surrounded us like a fog. [Veiki] did not seem to be in pain at all, though he had not a face to look at, we could see that if he was trapped, he could have easily repelled them. But he stood, as that glowing pillar of blue light, and it began to ascend into the heavens. They [wind elementals] seemed to meld into the Great Elemental, and his form began to flatten out thinly, covering the entire area where we were camped out in an eerie blue light that flickered rapidly. Without any warning of what might happen next, [Veiki] suddenly was torn asunder, his form degenerating into countless lightning bolts that flung outwards across the sky and disappeared. We know not what has became of the [wind elementals] that were there, but no sign of them was left.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
This account was taken from a scouting patrol of Vaalorian elves, and they are the only ones to have documented this event. It is known that on the night of when this supposedly occurred, great storms began to rise across all of our ancestral land. A strange happening, indeed, and this is why it must be recorded and preserved.&lt;br /&gt;
&lt;br /&gt;
- Jisanlyrc Vin&#039;ziel, Scholar of Illistim&lt;br /&gt;
&lt;br /&gt;
It may be a simple coincidence, but other elementals of lightning were significantly fewer in number before this supposed destruction of Veiki than they are now. ~ Ulithian&lt;br /&gt;
&lt;br /&gt;
==Chapter 7: Elemental Wars==&lt;br /&gt;
Opposing elements have been known to war with one another. This is most prominently carried out by Water and Fire, with Air and Earth generally following suit.&lt;br /&gt;
&lt;br /&gt;
In all conflicts I have witnessed or heard accounts of, Water is usually allied Air, and Fire is usually allied with Earth. Rarely do Wind or Earth spearhead any conflicts between each other, and most often, they only work with Water or Fire respectively, not truly taking any real hand in actual battle should one arise. ~ Ulithian&lt;br /&gt;
&lt;br /&gt;
Elemental wars are different than any most sentient beings wage. Elementals have an innate understanding of the change of the world around them, they know and accept that this change can be violent. They know they are a unique embodiment of this world, and that they too must be part of the clash and changes. There is no animosity once a war is over, only a simple acceptance of the natural cycle of things. It is rare to witness such an event, as they most often take place on grounds that are primal and nearly inhospitable, but some have been seen and recorded. Woe to those who get caught in such a clash.&lt;/div&gt;</summary>
		<author><name>GS4-AVALUKA</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=History_of_Elementals&amp;diff=116538</id>
		<title>History of Elementals</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=History_of_Elementals&amp;diff=116538"/>
		<updated>2019-05-31T23:13:07Z</updated>

		<summary type="html">&lt;p&gt;GS4-AVALUKA: /* Composite Elementals */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{official-document}}&lt;br /&gt;
&lt;br /&gt;
Elementals - the children of the Planes. They fill tales of myth and legend, and many regard them as beasts - but they are no mere beasts. They are the purest embodiment of the primal energies, and there is a method to their power, a power which can grow to the strength of even the lesser spirits of reknown. Delve into the secrets of the elementals, and know their ways as you have never known them before.&lt;br /&gt;
&lt;br /&gt;
==Chapter 1: Origins==&lt;br /&gt;
It Begins in Darkness…&lt;br /&gt;
&lt;br /&gt;
No one knows for certain how they came about. Elven legends tell of a Power that created the world, and all life connected to it, that such a Will brought sentience to the components that make up the very land…&lt;br /&gt;
&lt;br /&gt;
Before the dawn of the lesser races, and even before the birth of all life itself, the world was just beginning to form. Earth, the very soil and foundation for which all life would grow was the first to be created. A balance had to be retained, however, thus Air was next. The breath of all living things, and counterpart to Earth, Air would ensure that the ground would stay in its given form by slowly wearing away parts where it outgrew.&lt;br /&gt;
&lt;br /&gt;
A great thirst befell the dry, harsh land, and signaled the next creation. A clear liquid which would cover most of the world, and was said that would sustain all life. Water would quell the thirst of the world, yet a fear of it consuming the planet prepared the next component. This was the deadliest of all the elements, and by far the most volatile. Deep within the world, a spark ignited the fourth element, a raging inferno that would become known as Fire. Unstable, and unprejudiced at what it consumed, Fire kept Water within the balance as it slowly spread across the land.&lt;br /&gt;
&lt;br /&gt;
It is stated among studiers of the Elementals, as well as this legend, that the First Elementals created the Prime Elemental Planes with the ritual at the legend&#039;s end. Whether this is fact or not, is hard to say. However, this legend has lead to many curious sorts to seek out the Planes in search for answers.&lt;br /&gt;
&lt;br /&gt;
~ Isymir&lt;br /&gt;
&lt;br /&gt;
Now the New World was complete, all the elements within harmony, and ready for new life to grow upon its surface. However, this is where this historian deviates from others, as the first creation to be placed upon the world is not what other legends tell. It is said among certain cultures that the Power which created the world placed a sentience within each of the Elements, we truly do not know why - perhaps it felt the world needed Guardians to protect the balance. Thus, the First Elementals were formed.&lt;br /&gt;
&lt;br /&gt;
The First Elementals rose up from their collective facets, gazing at the New World with intrigue. The sentience instilled within these beings was of great wisdom and knowledge of the New World&#039;s balance, and their purpose henceforth. However, all the First knew was their element. Fire raged against the land, creating numerous volcanoes. Earth split the ground asunder, forming vast chasms and tall mountains. Water simply expanded itself, causing many new oceans and lakes to form, and Wind… Wind slowly refined the shape of the land as Earth grew. Like most things, however, the First Elementals grew tired of sculpting the world on their own. Each of the First Elementals started creating lesser kin, and establishing a hierarchy of things to come. These lesser kin Elementals would not be as knowledgeable, or powerful, as they were created by the First.&lt;br /&gt;
&lt;br /&gt;
Colonies, often referred to in an insect-like nature as hives, began to form within localized areas across the planet, some say each contained hundreds and others say thousands of Elemental types. It is here that the hierarchy established was put to use, the lesser forms of the ladder were put to laboring the New World and foraging for new habitats to live in while those on the higher end simply took to command and inserted orders underneath the First. The First Elementals, however, didn&#039;t care, they knew they could still control the lesser kin when needed, and simply watched as the New World teemed with their creation.&lt;br /&gt;
&lt;br /&gt;
It wasn&#039;t long, however, until the lesser kin of each Element discovered each other, and these meetings were never a light occasion especially when between those of opposing forces. While the First Elementals knew and tolerated one another, the same thing cannot be said about their lesser kin. Battles often broke out between those of opposing Elements, and only ended when either side was extinguished or one of the First intervened. The New World, however, suffered greatly from these fights which often created vast craters, valleys and broke off parts of land masses forming new islands. The power the First held over their lesser creations was faltering, and what next occurred confirmed this thought.&lt;br /&gt;
&lt;br /&gt;
Without warning or provocation, another battle befell the New World, between the lesser kin of Fire and Water. Certain cultures tell legends of this battle, the one that could have brought the New World to an end before it even started. Although no legend tells how it supposedly began, it encompassed all of the Elements. The lesser kin of Earth sided with Fire, and the lesser kin of Wind sided with Water. Volcanoes spewed forth minions of the Flame, the lakes and seas swelled with tidal waves that crashed upon the land, the earth violently shook, causing fissures to snake along the surface, and the winds formed fierce tornados that wreaked havoc upon the ground below. Some say the battles raged on for millennia, many of the lesser Elementals became extinguished, and the New World was torn asunder. Great mountains formed where none were before, possibly for barriers, and valleys turned into lakes that housed thousands of the lesser kin of Water for strategic attacks.&lt;br /&gt;
&lt;br /&gt;
The First tried to intervene, to regain their throne over the lesser kin and cease the tearing of the New World, but none would listen. All they knew was their Element, and those of the opposing Element must be annihilated. It was during this battle that the First Elementals, having lost utter control of their lower minions, finally understood reasoning for their creation. The New World was not for them, for while the First remained in harmony, the lesser kin were unable to fully comprehend the harmony of balance, instead becoming embodiments of its constantly-shifting scales.&lt;br /&gt;
&lt;br /&gt;
As the ground continued to shake, the winds howled with the ferocity of dire-wolves, and the clash of Fire against Water raged on, the First began their plan. Perhaps a small bit of knowledge implanted by the Power that gave them sentience, they knew their goal on the New World had come to an end. The First Elementals walked together into the battlefield, amongst the battling lesser kin. They watched for a moment at the harsh damage they were bringing to each other, and the planet. Ultimately, they knew what they had decided was best, for both their kin and the New World.&lt;br /&gt;
&lt;br /&gt;
Within the center of destruction, the First Elementals formed a circle and in unison spoke aloud in a voice only understandable to their kind. As they continued to speak, their forms glowed bright which caused the raging lesser kin to halt in their actions and gaze at their creators. The First Elementals&#039; forms flickered as small motes began to unravel from their image and drift toward the heavens. Clouds slowly started circling above the First, forming four small whirlpool-like vortexes. As the First Elementals raised their unified voices, the motes began streaming with energy of the intoning Elementals.&lt;br /&gt;
&lt;br /&gt;
Slowly, a lesser Fire elemental was drawn to its creator, and as it neared the First it began to unravel and spiraled up towards the whirlpools in the sky. One by one, the lesser kin began to gather around their creator, oblivious to the battle that was occurring just a few moments ago, and one by one they too unraveled and ascended towards the heavens. As the last of the lesser kin ascended into the sky, the First Elementals continued their intoning to keep the pathway open as they gazed at the world their kind had sculpted.&lt;br /&gt;
&lt;br /&gt;
At last, the First Elementals themselves ascended into the skies, their forms pulsating brightly and unraveling into the motes of energy as they neared the vortexes. Their voices still rung outward into the skies until they fully enter within the whirlpools, and were gone. A stillness overcame the New World as the whirlpools simply vanished upon the wind, and it held a proverbial breath for what was to come.&lt;br /&gt;
&lt;br /&gt;
And the One smiled far above the New World, for Those Who Would Build had completed their work. The world teemed with Potential, thus a balance was needed - it needed Life to fill the Potential.&lt;br /&gt;
&lt;br /&gt;
==Chapter 2: Overview of Elementals==&lt;br /&gt;
&lt;br /&gt;
To understand the nature of elementals, one must understand the method in which they enter our world. Planar studies tend to be very complicated, and to keep a sense of brevity, we will not go into miniscule details. Our world is surrounded by a dimensional veil, separating other worlds that overlap our own, and each &amp;quot;veil&amp;quot; is continually pushed and pulled back and forth as these Planes shift throughout the ages. There are many planes and realms beyond our own, most too hazardous to explore, but the ones we are well aware of, and well-accustomed to, are the Prime Elemental Planes, each a whole world unto their own. Four of them represent each Prime Element - Earth, Air, Fire and Water. They are the purest embodiment of each element, and a mage must be either extremely foolhardy or completely in grasp of an element to walk the planes of the Prime Elements and survive. While they might resemble our world in some ways, they are decidedly alien and far more dangerous than one would first imagine.&lt;br /&gt;
&lt;br /&gt;
As these planes continually shift and grate against our own, at times they can intersect one another, allowing the raw power of one world to leak into another, and vice versa. This is how elementals are formed; they are a manifestation of this power, and must sustain themselves on the decidedly weaker source of our own world. Interestingly enough, unlike most outerplanar beings, namely demons, elementals have no intense hatred of life, nor do they regret the fact that they have been shut off from their true world - they simply are what they are, and accept it. It is theorized that places of intense elemental forces (e.g., a particularly large, active volcano) attract these intersections and sustain them, allowing a steady trickle of the energy of a Prime Elemental Plane to leak through. Portals to the Prime Elemental Planes can also be opened to allow a controlled flow of energy to seep through for experimental purposes, however, extreme measures must be taken to ensure that the portal is stabilized, as disastrous results can occur when such a gateway &amp;quot;floods&amp;quot; the area with elemental energy. It is thought that these places, which we call an elemental nexus, attract, or possibly change creatures of our own world. [[wind witch | Wind witches]], [[thunder troll | thunder trolls]], [[frost giant | frost giants]], [[fire sprite | fire sprites]] and [[krag dweller | krag dwellers]] are just a few examples of creatures that are certainly attracted to such a focus of power, and it is theorized that some of their development could have been aided by such a nexus, though it has never been proven. Creatures like those listed above, therefore, are not considered to be true elementals, rather they are considered to have been born of the natural world and then have been attuned to a certain element through a variety of ways.&lt;br /&gt;
&lt;br /&gt;
Most elementals have the spark of sentience within them to a varying degree partially dependant on their plane of origin. It is here we note that not all elemental beings are formed on the Prime Elemental Planes - Golems, in their many possible bases for construction, are able to be crafted from the existing elemental power in our own realm, but they do not occur naturally through the power of an elemental nexus. Pure elementals must be summoned from the Prime Elemental Planes themselves, and this is a very dangerous undertaking unless one has a vast amount of skill in the processes involved. Thus, all elementals described herein are those formed by the Prime Elemental Planes in the wilderness of the world, they are considered the standard by which to measure. Golems are touched upon briefly in our writings only for the fact that they are commonly associated with elementals - and one should remember not to confuse the two, for they are vastly different in many aspects.&lt;br /&gt;
&lt;br /&gt;
A side-effect of an elemental nexus, and admittedly a rare one, is that when two are within close proximity to each other, their powers can merge and create what is classified as a Composite Elemental, that is, a mix of two elements. While powerful, they are lesser in number than their purer counterparts - the Prime Elementals, mainly due to the sheer rarity of two elemental nexuses located so closely together.&lt;br /&gt;
&lt;br /&gt;
The breakdown of elemental beings are through raw power, as this is a standard in measuring a creature&#039;s threat.&lt;br /&gt;
&lt;br /&gt;
~ Lord Ulithian Feras&lt;br /&gt;
~ Lord Isymir Ril-Galad&lt;br /&gt;
&lt;br /&gt;
==Chapter 3: The First Echelon==&lt;br /&gt;
===Golems===&lt;br /&gt;
Elementally-attuned golems are, by their very nature, creations of another outside force. Though usually crafted by mages to do a certain task over and over, it is not unheard of to encounter a golem formed by an elemental itself in order to aid in the protection of its domain. In the latter case, the area wherein the golem has formed is doubtlessly an area of intense elemental and often magical forces, so tread lightly. Golems are, for the most part, brainless and set on the task they were intended to do. They will do this without thought for anything but the task itself, and will mindlessly carry it out until they are destroyed, instructed by their masters to cease, or are overpowered by another force versed in the arts of golems. It is here that we must note that elemental golems are never the pure embodiment of the Planes as elementals are - rather, they are created, whether by an elemental or a mage, they are always created. They are a mixture of both the residual power of the Prime Elemental Planes and the elemental power of our own world. This is always the case when it comes to dealing with golems based upon a particular element, no matter the origins or power of their creator.&lt;br /&gt;
===Elementals===&lt;br /&gt;
Elementals of the 1st Echelon are more likely to be seen as magical animals, as they possess a rudimentary intelligence and do act with what can be classified as a will of their own. They are usually seen only in areas of elemental power where they manifest, and may be quite hostile when something not of their element enters the place of their &amp;quot;birth&amp;quot;. The only constant among elementals of the 1st Echelon is that they harbor a deep love for whatever place spawned them. They can be influenced partially by those practiced in elemental lore and greatly influenced by elementals of their own nature that are of higher power.&lt;br /&gt;
&lt;br /&gt;
1st Echelon elementals are somewhat common, though usually unnoticed by most due to their very nature. Due to the inexact trickling of powers through an elemental nexus, it is thought that the smallest bits of this energy manifest as an elemental of the 1st Echelon, even though most nexuses have more than enough energy to bring the spark of animation to a being of higher power. It is also not unprecedented for an elemental of the 1st Echelon to absorb power over time and thus be counted among those of the 2nd Echelon. Note that Composite Elementals are nonexistent in this classification, due to the fact that the power to merge the energy of differently-attuned elemental nexuses is so great that the resulting elemental formed would be counted among the 2nd Echelon.&lt;br /&gt;
&lt;br /&gt;
Some specific qualities of each elemental are listed below.&lt;br /&gt;
&lt;br /&gt;
====Fire====&lt;br /&gt;
While fire elementals in general are among the most chaotic and destructive elementals, those of the 1st Echelon tend to be far more docile than their more powerful kin. Often described as flames no smaller than that of a candle and no bigger than a common campfire, they tend to be quite shy as they cannot manifest in a powerful form. Additionally, study of the fire elementals of the 1st Echelon points that they are among the most quick-witted of their type, this may be due to fire&#039;s natural urge to consume being suppressed out of need to survive until they become greater in power. Most all fire elementals need a source to sustain themselves, so you will seldom find one outside of a volcano or other source of heat.&lt;br /&gt;
====Earth====&lt;br /&gt;
&lt;br /&gt;
Earth elementals of the 1st Echelon are one of the rarest sights anyone might see. Often retreating to the depths of the earth itself, little is known about them. Like all elementals of earth, they are undoubtedly wise in the ways of the world, but tend to leave themselves out of affairs of the surface, content to reside forever within the rock that breathed some semblance of life into them. They are usually found at the base of mountains or within them, however, there have been reports of others being found within hills.&lt;br /&gt;
====Water====&lt;br /&gt;
Water elementals of the 1st Echelon tend to be more commonly seen than their counterparts, many have attributed them a playful nature, like that of dolphins, and it is not uncommon to see one or even groups of them swimming alongside a ship for extended periods of time. They have been known to venture on land every once in a great while, and this may be due to their inquisitive nature. They tend to dwell near the coast or in rivers and lakes.&lt;br /&gt;
====Air====&lt;br /&gt;
Air elementals of the 1st Echelon differ from those of greater power in that they only take the form of gentle currents of wind. They are generally reclusive and are practically invisible unless they manifest themselves cloaked in mist. They are quite content to travel the skies unhindered, and will rarely take notice of what is beneath them.&lt;br /&gt;
&lt;br /&gt;
==Chapter 4: The Second Echelon==&lt;br /&gt;
&lt;br /&gt;
===Golems===&lt;br /&gt;
Golems of the 2nd Echelon are somewhat more versatile then their lower cousins, and depending on the skill of their creator, they can be set to a task and make somewhat intelligent decisions. Thus, they do not need to be given explicit instructions as their lower kin must. They are, of course, also able to handle the element they are crafted of far better than those of the lower Echelon.&lt;br /&gt;
===Elementals===&lt;br /&gt;
Elementals of the 2nd Echelon are the most commonly seen of elementals, usually being termed by most as lesser/greater or minor/major elementals. They often fiercely protect their area of origin. They have little concern for our kind, and some are considered mindless automatons, and indeed, some certainly can be. Others possess a rudimentary intelligence that can range from that of simple beasts to a cunning that rivals the lesser humanoids. This intellect tends to vary based on the particular element, and, to some degree, upon the skill of the summoner, if said elemental is summoned. As an example, 2nd Echelon elementals of fire may possess intelligence, but the very nature of fire itself would gear this toward consuming anything within sight, while a 2nd Echelon elemental of water with the very same level of intelligence may be considered more intelligent due to its innately passive nature.&lt;br /&gt;
&lt;br /&gt;
====Fire====&lt;br /&gt;
Fire elementals of the 2nd Echelon are quite a dangerous sight to behold, usually their kind are found around volcanoes, and thus guard them more fiercely than any other of their kin - without it, they would cease to burn. They fight with decidedly more ferocity than most, and almost all fire elementals of the 2nd Echelon will consider anything not attuned to fire to be fuel.&lt;br /&gt;
&lt;br /&gt;
Commonly-seen threats:&lt;br /&gt;
[[fire elemental | Fire Elementals]], [[fire guardian | Fire Guardians]].&lt;br /&gt;
&lt;br /&gt;
====Earth====&lt;br /&gt;
&lt;br /&gt;
Earth elementals of the 2nd Echelon are more often seen then their lower kin, but are reclusive by nature. You will rarely catch a glimpse of one beyond the confines of a cave, or some other tunnel into the earth, and this gives them a very distinct advantage since you are within their very element. An extremely rare subclass of this type are primarily comprised of soil, and their strength is a far cry to those created of rock. The subclass of soil-based earth elementals are the least threatening of any elemental being, and elementals of this type are usually used by mages of varying cultures to aid in the cultivating of land. Mostly, earth elementals of the 2nd Echelon are content to leave us alone, preferring simply to stay within the embrace of the underground, but ware those who have encroached upon their domain and their peace, for they are fierce in combat.&lt;br /&gt;
&lt;br /&gt;
Commonly-seen threats:&lt;br /&gt;
[[greater krynch | Krynch]].&lt;br /&gt;
&lt;br /&gt;
====Water====&lt;br /&gt;
Water elementals of the 2nd Echelon are more rarely seen, as they, like most of their kin, stay within a localized area, and those elementals of this degree tend to make deeper water their home. The sheer variety of forms that pure water elementals of this power is amazing, they are able to mesh with their element completely - becoming a tentacle of water or a spinning whirlpool with equal ease. They are what we would consider peaceful for their kind, but should any violate or impede upon their homes in any fashion, they are known to retaliate - the term &amp;quot;the sea shows no mercy&amp;quot; may have been a result of a run-in with water elementals of the 2nd Echelon. An interesting facet of water elementals of this echelon is that they can venture upon land if they want. In such case, they usually take to high ground and become ice. There is little difference between the two except in terms of natural abilities, after all, you cannot create a whirlpool on land. Another notable difference is that water elementals that have turned to ice appear to be far more aggressive and protective than their water-bound kin.&lt;br /&gt;
&lt;br /&gt;
Commonly-seen threats:&lt;br /&gt;
[[ice elemental | Ice Elementals]], [[glacial morph | Glacial Morphs]], [[animated slush | Animated Slushes]], [[major glacei | Glaceis]].&lt;br /&gt;
&lt;br /&gt;
====Air====&lt;br /&gt;
Air elementals of the 2nd Echelon are most interesting, as they are closely tied to those of lightning. Thankfully, most people of Elanith have little dealings with these peculiar beings, as they rarely wish to concern themselves with any airships that may pass through their realm. Additionally, it is very hard to anger elementals of air, as the winds constantly move and never stay in one place for long, thus they count the whole sky as their home and seem oblivious to the occasional visitor. They are among the wisest of their kind, but rarely choose to deal with the affairs of the world below them. They can, when the need arises, join to form powerful storms that can literally destroy entire towns. Usually, it takes quite a great need for these usually very calm and peaceful beings to go to such drastic measures.&lt;br /&gt;
&lt;br /&gt;
There is an exception to this innately peaceful nature, however. As these elementals flow with the tides of wind in their careless fashion, they can whirl through storms, where they become extremely hostile. It is rumored that so many air elementals become &#039;trapped&#039;, for a lack of a better word, in this state, that these storms linger around one unfortunate (for any living beings underneath) spot for long periods of time. Cyclones and hurricanes have the same, if not more so, deadly effect on these beings. Interestingly enough, if these storms continue to churn with the presence of air elementals for extremely long periods of time, the site can become an elemental nexus where the power of the Prime Elemental Planes leaks through. It is thought that this is how air elementals normally manifest into this world, as intense power is needed to draw forth the power of the Planes. How they escape such a permanently violent place and flow with the winds of the world is unknown.&lt;br /&gt;
&lt;br /&gt;
Commonly-seen threats:&lt;br /&gt;
None.&lt;br /&gt;
&lt;br /&gt;
===Composite Elementals===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Though rare, composite elementals -- that is, elementals comprised of two differing powers of the Prime Elemental Planes -- are not unheard of. It is also possible, though even rarer, for elementals of two differing elements to form one of these composite elementals. They only exist in the 2nd Echelon and above, mainly because the power it takes to fuse two elementals together (especially those of opposing elements) far exceeds that of the 1st Echelon. The following produce these types of elementals:&lt;br /&gt;
&lt;br /&gt;
* Air and Water = Lightning&lt;br /&gt;
* Water and Earth = Mud&lt;br /&gt;
* Earth and Fire = Lava&lt;br /&gt;
* Fire and Water = Steam&lt;br /&gt;
&lt;br /&gt;
====Lava====&lt;br /&gt;
Lava elementals are a mesh of both fire and earth, and they are one of the more common composite elementals as fire and earth have some ties to one another. They usually manifest within volcanoes, often staying within the core and forever becoming one with the magma that spewed them forth. Occasionally, they will be seen outside their fiery womb, and woe to those who encounter them. While slow moving, they have acquired the deadliness of fire combined with the massive resistance of the earth.&lt;br /&gt;
&lt;br /&gt;
Commonly-seen threats: &lt;br /&gt;
Lava Golem.&lt;br /&gt;
&lt;br /&gt;
====Mud====&lt;br /&gt;
&lt;br /&gt;
Mud elementals are a mixing of both earth and water, and are usually found in bogs or some other type of wetland area. Though extremely unusual to find them out of these environments, they&#039;ve also been seen in deltas and muddy beaches. This mixture tends to produce a somewhat weak elemental - Earth&#039;s strength is worn away by Water, though it imparts some of the fluidity of water upon a land being, which can be seen as some advantage, though not extremely so. However, this does not mean one should not tread carefully in the presence of such a being. When one is in a swamp or a bog of some sort, mud elementals become a large concern, patiently waiting and blending into the surroundings to drag any trespassers down into the suffocating embrace of the earth for eternity.&lt;br /&gt;
&lt;br /&gt;
Commonly-seen threats:&lt;br /&gt;
None.&lt;br /&gt;
&lt;br /&gt;
====Steam====&lt;br /&gt;
Steam elementals, manifested from the opposing powers of Fire and Water, are usually found in lava tubes that have reached a shoreline, or bubbling geysers found near mountains. They are extremely rare due to the fact that their sole creation relies on the clashing of the Prime Elemental Planes, and to find two opposing intersections so close to each other is nearly unheard of. They cannot move from whatever place they first manifest, as the fragile balance of two vastly different elements can be upset very easily, thus destroying them in the process. They are usually only summoned by mages for numerous purposes.&lt;br /&gt;
&lt;br /&gt;
Commonly-seen threats:&lt;br /&gt;
None.&lt;br /&gt;
&lt;br /&gt;
====Lightning====&lt;br /&gt;
Lightning elementals can almost be considered very common compared to other composite elementals, though in fact they are quite rare overall. Their only known forms are classified among the 2nd and higher Echelons. Due to their nature, it is not exactly known how they are so common compared to their Prime counterparts, but tales of air elementals causing intense raging storms out at sea in order to create these powerful beings are widely told, though the reason why is not known. They are the most unpredictable of elementals, and doubtlessly possess an uncanny strength, but their weakness is in their expenditure of energy. Also, lightning elementals of the 2nd Echelon have been known to destroy themselves in the process of attacking. Powerful, quick, and quite deadly, this is their downfall - they have no stable element to sustain their massive power for extended periods of time.&lt;br /&gt;
&lt;br /&gt;
Commonly-seen threats:&lt;br /&gt;
None.&lt;br /&gt;
&lt;br /&gt;
==Chapter 5: The Third Echelon==&lt;br /&gt;
&lt;br /&gt;
===Elementals===&lt;br /&gt;
Elementals of the 3rd Echelon are among the most rare anyone might ever encounter, and are indeed among the most powerful of their kin. It is here that we note that elementals do not age by our standards, they merely exist until their source of power is extinguished, and as long as they might live, they continue to absorb the energy of their own element. Golems of the 3rd Echelon are nonexistent, as the extensive intelligence of 3rd Echelon elementals has far surpassed anything that can be mimicked through magical creation, though elementals of the 3rd Echelon can be summoned from the Prime Elemental Plane with a huge risk even to the most knowledgeable of mages. Due to this fact, elementals of the 3rd Echelon are not considered mindless automatons by those who know their kind.&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
====Fire====&lt;br /&gt;
Fire elementals of the 3rd Echelon often live within the very crater of a volcano, making them, thankfully, a rare sight to most adventurers. It is rumored that 3rd Echelon fire elementals use these volcanoes to travel to the very core of the world itself where they join their kin. They are truly fearsome to behold, being completely and utterly in control of their element. Like their lower kin, these elementals tend to be highly scrutinizing of anything that is not of their own attunement, and will simply consume or destroy anything that is not of flame.&lt;br /&gt;
&lt;br /&gt;
====Earth====&lt;br /&gt;
&lt;br /&gt;
Earth elementals of the 3rd Echelon reside deep within the earth itself, and are almost never seen near mountains or anything about the surface. Only a few people have ever encountered one of these great creatures, and reports say they are rather patient when dealing with things not of their element. They are said to not take any form at all, simply meshing with a large expanse of rock underground and manipulating it as they wish. Legends say that particularly large earthquakes are caused by earth elementals of the 3rd Echelon. However, while they are quite capable of such feats, most earthquakes are not caused by these creatures.&lt;br /&gt;
&lt;br /&gt;
The subclass of earth elementals, the soil elementals, also are known to be powerful enough to be ranked among the 3rd Echelon. Even in this state, they are generally considered weak by the standards set by their other kin, but are capable of holding their own in a battle should the need arise. They are gentle-mannered and reclusive by nature, and show a very strong affinity to plant life of all kinds. These elementals are very aware of life around them, more so than any of their other kin, and most seek to nourish it through some means.&lt;br /&gt;
&lt;br /&gt;
====Water====&lt;br /&gt;
Water elementals of the 3rd Echelon prefer the mysterious depths of the ocean to any other body of water, and it is rare to find them in any other place. Though reclusive by nature, they are not averse to speaking with others not of their kind. Ware these water elementals when they have been angered, however, for they can destroy the most skilled fleet of ships on a whim. Angry water elementals of the 3rd Echelon are attributed with tidal waves, and they are certainly capable of such feats. However, the way of the elementals is not subtle in the least, one must remember, and it would be glaringly obvious as to why such destructive measures were taken.&lt;br /&gt;
====Air====&lt;br /&gt;
Air elementals of the 3rd Echelon are much like their lower counterparts, differing only in power. They are generally apathetic towards any other form of life, and at times are quite friendly. There is an otherworldly quality to these beings, and they are very wise. They can gather great storms with ease, and when angry it is not uncommon for them to be seen as a whirling vortex blotting most of the sky. Generally, though, they are content and free-spirited as their lower counterparts.&lt;br /&gt;
===Composite Elementals===&lt;br /&gt;
====Lava====&lt;br /&gt;
Lava elementals of the 3rd Echelon are rarely seen, but their existence is proven. Only glimpsed briefly in the craters of a fierce volcano, these beings are thought to be content to dwell within the magma itself, thus they are thankfully rarely ever seen beyond their preferential home. Even then, it takes a great need to rouse them, as the patience of earth is instilled within them, but ware to those who have angered a lava elemental of the 3rd Echelon. The only recorded account of one of these magnificent beings manifesting describes them as huge pillars of living lava that can ascend into the sky should they wish. Unfortunately, this was only a written account - there were no survivors other than the charred scrap of a journal left behind.&lt;br /&gt;
&lt;br /&gt;
====Mud====&lt;br /&gt;
&lt;br /&gt;
Mud elementals of the 3rd Echelon are the rarest of all Composite Elementals, as their natural source of power is usually in a state of constant change. They are, however, known to exist, and are a fabulous sight to behold. Often described as an entire bog or swamp, they spread themselves out everywhere within their domain, normally as deadly tentacles of mud which drag any would-be trespassers to their death. Up until recently, these were thought to be separate elementals themselves, but it is confirmed that usually they are part of one whole elemental that simply will not collect into one large mass as its other cousins normally do.&lt;br /&gt;
====Steam====&lt;br /&gt;
Steam elementals of the 3rd Echelon are considerably more mobile than their lower kin, able to leave their place of origin for long periods of time without fear of fading away due to the loss of their fragile source of power. Often being mistaken for wind elementals, these types of steam elementals can easily be mistaken for a cloud - woe to those who walk into this cloud, though, for a painful, if not fatal, experience awaits them.&lt;br /&gt;
&lt;br /&gt;
From the accounts I have read, these beings are usually docile and content to stay in their home, but when angered, can spread up to a mile to become a deadly boiling cloud. ~ Ulithian&lt;br /&gt;
&lt;br /&gt;
====Lightning====&lt;br /&gt;
Lightning elementals of the 3rd Echelon are rarely spoken of, but they do exist. They are a breathtaking sight, having lived in thunderstorms so long that they are simply an enormous mass of living light. They are immensely powerful, and rumors persist that they no longer face the dilemma of their lower kin, that they can sustain themselves indefinitely. They are mostly unconcerned with the world below, but when they are, be very wary.&lt;br /&gt;
&lt;br /&gt;
In my travels over the thousands of years of life, I have only encountered two. They are secretive about their origins and, when pushed, are quick to anger.&lt;br /&gt;
~ Ulithian&lt;br /&gt;
&lt;br /&gt;
==Chapter 6: Great Elementals==&lt;br /&gt;
Great Elementals are a degree of their own. They are, without a doubt, the most powerful of their kin outside of the Prime Elemental Planes. When they call, all those beneath them will follow. When they anger, all others beneath them anger. They are the most pure embodiment of their element to be found outside of the Prime Planes themselves. They are among the most varied of their classification, and are often attributed a name by those who are witness to their influence. This usually leads the named Great Elemental to regard those with bemusement, as they often take on their own name in a language of their own that is nearly unpronounceable to anyone. While they are powerful, they will normally only stay in a localized area and never venture further. This has lead to some primitive bands of civilization attributing them as local gods or spirits, but the educated know better. While they hold an awe-inspiring amount of power among their, for lack of a better word, home, it is found that it diminishes significantly if they venture away. There is a theory behind why this might happen: As with the elementals of the 3rd Echelon, Great Elementals are quite ancient due to their existence, and they are like any other in regards to the basic principles of elemental beings.&lt;br /&gt;
&lt;br /&gt;
However, it is thought that because they have lived so long in a general area, they become intrinsically attuned to their surroundings and the flows of elemental power within. This would give them incredible control and power over their element, and also account for their extreme rarity - most places change over time, thus their source of power may be extinguished.&lt;br /&gt;
&lt;br /&gt;
===Elementals===&lt;br /&gt;
====Fire====&lt;br /&gt;
Great Elementals of fire are a sight no one should ever wish to see. They possess an intelligence and a drive for destruction that is unmatched by any but the cursed undead. They are more scrutinous than any of their kind, and have a haughtiness about them and a blind cruelty to those not of the flame.&lt;br /&gt;
&lt;br /&gt;
=====Great Fire Elementals of Note=====&lt;br /&gt;
&lt;br /&gt;
======Avregol======&lt;br /&gt;
While wandering around the volcano on Teras Island, Avregol&#039;s forms shift between those of a towering pillar of flames and a dark fiery-robed figure. The mannerisms of this particular Great Elemental have lead scholars to label it as male.&lt;br /&gt;
&lt;br /&gt;
Once thought to be no more than a story told to children as a warning against straying far from the village at night, Avregol&#039;s existence was recently confirmed to be more than a mere rumor. The volcano on Teras Island overshadowing the dwarven mining colony of Kharam-Dzu surged with new activity, and creatures born of flame flowed down its slopes to attack the town. Like most Fire Elementals, Avregol takes a harsh view of those who are not &#039;of the flame&#039; as his kind is, and sought to scour the Isle clean of all other living things. Using the intense focal power of the volcano to increase his own energy, he was able to cause vast destruction during his time of greatest strength.&lt;br /&gt;
&lt;br /&gt;
Whispered tales and legends around Kharam-Dzu&#039;s taverns suggest that it was Avregol himself that originally created the island. The veracity of these tales may never be confirmed, as when the Great Fire Elemental does appear, he rarely speaks, choosing to either incinerate those who find him or observe from a distance in dignified silence.&lt;br /&gt;
&lt;br /&gt;
======Cingh======&lt;br /&gt;
Little is known about this Great Fire Elemental, however, there currently is research and study going into this elemental that will perhaps surface at another date.&lt;br /&gt;
====Earth====&lt;br /&gt;
&lt;br /&gt;
Great Elementals of earth have been said to manifest as entire mountains of rock, and it is clear that they could do so if they wish. They are unmoving, for the most part, barely taking any concerns than the thoughts that slowly drift through their minds. It is very, very hard to disturb such a powerful being, and they are usually very benevolent, but if a Great Earth Elemental is angered, beware, for there is no escape from them.&lt;br /&gt;
&lt;br /&gt;
=====Great Earth Elementals of Note=====&lt;br /&gt;
&lt;br /&gt;
======Ghatha======&lt;br /&gt;
In the far southern reaches of the DragonSpine Mountains, it is said there lives a Great Earth Elemental. Known to some as Ghatha, and to others as simply &amp;quot;The Earthen Father&amp;quot;, his only known form is that of a towering mountain in the DragonSpine range, whose spire ascends far into the sky.&lt;br /&gt;
&lt;br /&gt;
Historians and scholars became aware of Ghatha&#039;s existence due to a manifestation in Elemental form many years ago. A small village in the shadow of Ghatha&#039;s mountain was destroyed due to a tremendous avalanche with very few survivors. A recollection from one of those survivors is as follows:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;A face appeared one night in the mountain. Our Elders say it was the Earthen Father, a guardian who watched over our people. They say he would protect us from our enemies, and bring many prosperous years to our village. So wrong, oh so wrong they were. The Earthen Father came to us one night, a massive face formed within the cliffs of the mountain. Stony pupils gazed down upon our village as he just seemed to watch. Many of our people were afraid, some remained in their homes. We do not know what angered him, or what brought the destruction to us. We heard a great rumble, some thought the Earthen Father was laughing, but the rumble grew louder and the very ground began to shake. Many boulders came crashing down upon the village. A mighty avalanche besieged the village. Not many survived, my entire family lost. After the great avalanche stopped, some who survived say the Father looked sad, and disappeared back into the mountain cliffs. Why did he bring death to our village?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
This account can only show the magnitude of power a Great Elemental of Earth possesses. Since this incident, Ghatha remains dormant and has not shown his Elemental form, but the mountain still sits beneath the lofty clouds... perhaps one day Ghatha will return again.&lt;br /&gt;
&lt;br /&gt;
It is speculated that Ghatha did not intend to harm this village, and indeed what some thought was laughing truly was. Perhaps enjoyment or entertainment out of watching beings of flesh scurry around their daily lives amused this Great Elemental on some level. ~ Isymir&lt;br /&gt;
&lt;br /&gt;
====Water====&lt;br /&gt;
Great Elementals of water are very elusive, but are generally very neutral in their stance of non-elemental beings. They have an intrinsic understanding of the ways of the world, and are usually very patient and do not act drastically by elemental standards. They are known to drift with the currents of the ocean, and rarely venture into streams or rivers.&lt;br /&gt;
&lt;br /&gt;
=====Great Water Elementals of Note=====&lt;br /&gt;
&lt;br /&gt;
======Nelemar======&lt;br /&gt;
Nelemar often takes the form of a humanoid-shaped watery figure when manifesting to others on land. The mannerisms of this particular Great Elemental lead most to label it a male, and he certainly does not care one way or another.&lt;br /&gt;
&lt;br /&gt;
Nelemar is known to travel over the seas of Western Elanith, though the waters around Teras Island is thought to be his prime domain. He is very accommodating to other beings that are not of his element, and considers the area his charge and protects it in a very benevolent manner. It is said that he does know of Charl and respects his power within the seas, but it is clear his goals and that Arkati&#039;s are not the same, as the philosophies of the Elements rarely are the same as any Arkati&#039;s, though he will defer to Charl should he become interested in matters of his domain. He is content to stay out of the affairs of people unless his hand is forced or a great need arises. He and a plethora of lesser degrees of elementals are known to frequent the area, and it was not known until recently why such a large number of them dwelled there. An Elemental War broke out upon the small island of Teras Island, a clash between Nelemar and Avregol, a Great Fire Elemental. It appears that Nelemar had kept a close watch on the island, as he had known about the volcano&#039;s presence and Avregol for countless years and had been prepared to counter any move the Great Fire Elemental made.&lt;br /&gt;
&lt;br /&gt;
The ensuing struggle resulted in Nelemar&#039;s victory, and the activity of Avregol has since been drastically reduced upon the island. Little else is known of this Great Elemental, as he was usually pushed back during the war and rarely seeks out the company of those not of his kind.&lt;br /&gt;
&lt;br /&gt;
====Air====&lt;br /&gt;
Great Elementals of air are often indistinguishable from their lower kin, but when they make themselves known, it is very apparent. They are serene and most often feminine in appearance, which is an oddity among the elemental world as they usually have nothing in common with any gender, and any that do are usually attributed to them by other cultures. Great Elementals of wind are usually always seen as delicate-faced women with long white hair that flows behind them seemingly endlessly. They are very kind, but, as all their lower counterparts, generally unconcerned with things not affecting their own world. Due to their innately powerful nature, they are not affected by naturally-occurring storms in such a drastic way as those of lower Echelons, but they can certainly be angered. Woe to those who incur the wrath of Great Air Elementals, the storms they can gather can spread for miles and wreak havoc on the countryside.&lt;br /&gt;
&lt;br /&gt;
=====Great Air Elementals of Note=====&lt;br /&gt;
&lt;br /&gt;
======Celiel======&lt;br /&gt;
Celiel, sometimes referred to as The Watcher by those who honor her power as they would an Arkati, is a very mysterious Great Elemental. Her exact domain is not known, but it appears to be somewhere near the DragonSpine Mountains. She has not manifested for several centuries, but when she has, it has been a very impressive sight for any fortunate enough to witness it. Her face is a mask of expressionless and ethereal beauty, and the way in which she moves is the epitome of grace.&lt;br /&gt;
&lt;br /&gt;
When she has been seen, she has never been directly acting against or for anything. She has simply drifted carelessly by, often with an entourage of other air elementals. At other times her face has been seen gazing down at the ground, which has earned her the aforementioned title. Scattered villages situated at the feet of the DragonSpine have taken to honoring her regularly as they would an Arkati.&lt;br /&gt;
&lt;br /&gt;
===Composite Elementals===&lt;br /&gt;
Great Composite Elementals, due to their very nature, are considered to be nonexistent except for the confirmed presence of Veiki, a Great Lightning Elemental. Either way, Great Composite Elementals no longer exist in our world today, and if they do, they&#039;re very adept at hiding. Thus, the only listed below is the only confirmed Great Composite Elemental. &lt;br /&gt;
&lt;br /&gt;
====Lightning====&lt;br /&gt;
Great Elementals of lightning are almost completely unprecedented. All we have of them is one ancient legend in elven lore dated back to nearly the beginning of the Empire, roughly 50 thousand years ago, and it does not delve into the full extent of this truly extraordinary being. We can only assume that any of these are completely gone from the face of Elanthia, or are utterly secretive. Either way, as legend can provide the only information about this mysterious being, the legend is what shall be presented.&lt;br /&gt;
&lt;br /&gt;
=====Great Lightning Elementals of Note=====&lt;br /&gt;
&lt;br /&gt;
======Veiki======&lt;br /&gt;
Whispers of Veiki&#039;s origins point to many things, from the cataclysmic energies released from the Ur-Daemon War, to great storms called forth by the elementals of wind shortly after. Either way, Veiki has been among us for some time. Rarely is he seen, but when he travels, all know: the night sky becomes alight as the brightest of noons, and raging storms follow in his wake. I present to you the story that has been collected from various witnesses of his supposed disappearance.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;We saw a column of light strike the [DragonSpine] mountains, blue like the eyes of our fair kind. We knew it was Veiki. It could only be he. We watched as the light continually spun, and it was then we noticed that thousands of them [wind elementals] were swirling around the column, singing in their whispery, melodical voices that surrounded us like a fog. [Veiki] did not seem to be in pain at all, though he had not a face to look at, we could see that if he was trapped, he could have easily repelled them. But he stood, as that glowing pillar of blue light, and it began to ascend into the heavens. They [wind elementals] seemed to meld into the Great Elemental, and his form began to flatten out thinly, covering the entire area where we were camped out in an eerie blue light that flickered rapidly. Without any warning of what might happen next, [Veiki] suddenly was torn asunder, his form degenerating into countless lightning bolts that flung outwards across the sky and disappeared. We know not what has became of the [wind elementals] that were there, but no sign of them was left.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
This account was taken from a scouting patrol of Vaalorian elves, and they are the only ones to have documented this event. It is known that on the night of when this supposedly occurred, great storms began to rise across all of our ancestral land. A strange happening, indeed, and this is why it must be recorded and preserved.&lt;br /&gt;
&lt;br /&gt;
- Jisanlyrc Vin&#039;ziel, Scholar of Illistim&lt;br /&gt;
&lt;br /&gt;
It may be a simple coincidence, but other elementals of lightning were significantly fewer in number before this supposed destruction of Veiki than they are now. ~ Ulithian&lt;br /&gt;
&lt;br /&gt;
==Chapter 7: Elemental Wars==&lt;br /&gt;
Opposing elements have been known to war with one another. This is most prominently carried out by Water and Fire, with Air and Earth generally following suit.&lt;br /&gt;
&lt;br /&gt;
In all conflicts I have witnessed or heard accounts of, Water is usually allied Air, and Fire is usually allied with Earth. Rarely do Wind or Earth spearhead any conflicts between each other, and most often, they only work with Water or Fire respectively, not truly taking any real hand in actual battle should one arise. ~ Ulithian&lt;br /&gt;
&lt;br /&gt;
Elemental wars are different than any most sentient beings wage. Elementals have an innate understanding of the change of the world around them, they know and accept that this change can be violent. They know they are a unique embodiment of this world, and that they too must be part of the clash and changes. There is no animosity once a war is over, only a simple acceptance of the natural cycle of things. It is rare to witness such an event, as they most often take place on grounds that are primal and nearly inhospitable, but some have been seen and recorded. Woe to those who get caught in such a clash.&lt;/div&gt;</summary>
		<author><name>GS4-AVALUKA</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=History_of_Elementals&amp;diff=116537</id>
		<title>History of Elementals</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=History_of_Elementals&amp;diff=116537"/>
		<updated>2019-05-31T23:11:43Z</updated>

		<summary type="html">&lt;p&gt;GS4-AVALUKA: /* Water */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{official-document}}&lt;br /&gt;
&lt;br /&gt;
Elementals - the children of the Planes. They fill tales of myth and legend, and many regard them as beasts - but they are no mere beasts. They are the purest embodiment of the primal energies, and there is a method to their power, a power which can grow to the strength of even the lesser spirits of reknown. Delve into the secrets of the elementals, and know their ways as you have never known them before.&lt;br /&gt;
&lt;br /&gt;
==Chapter 1: Origins==&lt;br /&gt;
It Begins in Darkness…&lt;br /&gt;
&lt;br /&gt;
No one knows for certain how they came about. Elven legends tell of a Power that created the world, and all life connected to it, that such a Will brought sentience to the components that make up the very land…&lt;br /&gt;
&lt;br /&gt;
Before the dawn of the lesser races, and even before the birth of all life itself, the world was just beginning to form. Earth, the very soil and foundation for which all life would grow was the first to be created. A balance had to be retained, however, thus Air was next. The breath of all living things, and counterpart to Earth, Air would ensure that the ground would stay in its given form by slowly wearing away parts where it outgrew.&lt;br /&gt;
&lt;br /&gt;
A great thirst befell the dry, harsh land, and signaled the next creation. A clear liquid which would cover most of the world, and was said that would sustain all life. Water would quell the thirst of the world, yet a fear of it consuming the planet prepared the next component. This was the deadliest of all the elements, and by far the most volatile. Deep within the world, a spark ignited the fourth element, a raging inferno that would become known as Fire. Unstable, and unprejudiced at what it consumed, Fire kept Water within the balance as it slowly spread across the land.&lt;br /&gt;
&lt;br /&gt;
It is stated among studiers of the Elementals, as well as this legend, that the First Elementals created the Prime Elemental Planes with the ritual at the legend&#039;s end. Whether this is fact or not, is hard to say. However, this legend has lead to many curious sorts to seek out the Planes in search for answers.&lt;br /&gt;
&lt;br /&gt;
~ Isymir&lt;br /&gt;
&lt;br /&gt;
Now the New World was complete, all the elements within harmony, and ready for new life to grow upon its surface. However, this is where this historian deviates from others, as the first creation to be placed upon the world is not what other legends tell. It is said among certain cultures that the Power which created the world placed a sentience within each of the Elements, we truly do not know why - perhaps it felt the world needed Guardians to protect the balance. Thus, the First Elementals were formed.&lt;br /&gt;
&lt;br /&gt;
The First Elementals rose up from their collective facets, gazing at the New World with intrigue. The sentience instilled within these beings was of great wisdom and knowledge of the New World&#039;s balance, and their purpose henceforth. However, all the First knew was their element. Fire raged against the land, creating numerous volcanoes. Earth split the ground asunder, forming vast chasms and tall mountains. Water simply expanded itself, causing many new oceans and lakes to form, and Wind… Wind slowly refined the shape of the land as Earth grew. Like most things, however, the First Elementals grew tired of sculpting the world on their own. Each of the First Elementals started creating lesser kin, and establishing a hierarchy of things to come. These lesser kin Elementals would not be as knowledgeable, or powerful, as they were created by the First.&lt;br /&gt;
&lt;br /&gt;
Colonies, often referred to in an insect-like nature as hives, began to form within localized areas across the planet, some say each contained hundreds and others say thousands of Elemental types. It is here that the hierarchy established was put to use, the lesser forms of the ladder were put to laboring the New World and foraging for new habitats to live in while those on the higher end simply took to command and inserted orders underneath the First. The First Elementals, however, didn&#039;t care, they knew they could still control the lesser kin when needed, and simply watched as the New World teemed with their creation.&lt;br /&gt;
&lt;br /&gt;
It wasn&#039;t long, however, until the lesser kin of each Element discovered each other, and these meetings were never a light occasion especially when between those of opposing forces. While the First Elementals knew and tolerated one another, the same thing cannot be said about their lesser kin. Battles often broke out between those of opposing Elements, and only ended when either side was extinguished or one of the First intervened. The New World, however, suffered greatly from these fights which often created vast craters, valleys and broke off parts of land masses forming new islands. The power the First held over their lesser creations was faltering, and what next occurred confirmed this thought.&lt;br /&gt;
&lt;br /&gt;
Without warning or provocation, another battle befell the New World, between the lesser kin of Fire and Water. Certain cultures tell legends of this battle, the one that could have brought the New World to an end before it even started. Although no legend tells how it supposedly began, it encompassed all of the Elements. The lesser kin of Earth sided with Fire, and the lesser kin of Wind sided with Water. Volcanoes spewed forth minions of the Flame, the lakes and seas swelled with tidal waves that crashed upon the land, the earth violently shook, causing fissures to snake along the surface, and the winds formed fierce tornados that wreaked havoc upon the ground below. Some say the battles raged on for millennia, many of the lesser Elementals became extinguished, and the New World was torn asunder. Great mountains formed where none were before, possibly for barriers, and valleys turned into lakes that housed thousands of the lesser kin of Water for strategic attacks.&lt;br /&gt;
&lt;br /&gt;
The First tried to intervene, to regain their throne over the lesser kin and cease the tearing of the New World, but none would listen. All they knew was their Element, and those of the opposing Element must be annihilated. It was during this battle that the First Elementals, having lost utter control of their lower minions, finally understood reasoning for their creation. The New World was not for them, for while the First remained in harmony, the lesser kin were unable to fully comprehend the harmony of balance, instead becoming embodiments of its constantly-shifting scales.&lt;br /&gt;
&lt;br /&gt;
As the ground continued to shake, the winds howled with the ferocity of dire-wolves, and the clash of Fire against Water raged on, the First began their plan. Perhaps a small bit of knowledge implanted by the Power that gave them sentience, they knew their goal on the New World had come to an end. The First Elementals walked together into the battlefield, amongst the battling lesser kin. They watched for a moment at the harsh damage they were bringing to each other, and the planet. Ultimately, they knew what they had decided was best, for both their kin and the New World.&lt;br /&gt;
&lt;br /&gt;
Within the center of destruction, the First Elementals formed a circle and in unison spoke aloud in a voice only understandable to their kind. As they continued to speak, their forms glowed bright which caused the raging lesser kin to halt in their actions and gaze at their creators. The First Elementals&#039; forms flickered as small motes began to unravel from their image and drift toward the heavens. Clouds slowly started circling above the First, forming four small whirlpool-like vortexes. As the First Elementals raised their unified voices, the motes began streaming with energy of the intoning Elementals.&lt;br /&gt;
&lt;br /&gt;
Slowly, a lesser Fire elemental was drawn to its creator, and as it neared the First it began to unravel and spiraled up towards the whirlpools in the sky. One by one, the lesser kin began to gather around their creator, oblivious to the battle that was occurring just a few moments ago, and one by one they too unraveled and ascended towards the heavens. As the last of the lesser kin ascended into the sky, the First Elementals continued their intoning to keep the pathway open as they gazed at the world their kind had sculpted.&lt;br /&gt;
&lt;br /&gt;
At last, the First Elementals themselves ascended into the skies, their forms pulsating brightly and unraveling into the motes of energy as they neared the vortexes. Their voices still rung outward into the skies until they fully enter within the whirlpools, and were gone. A stillness overcame the New World as the whirlpools simply vanished upon the wind, and it held a proverbial breath for what was to come.&lt;br /&gt;
&lt;br /&gt;
And the One smiled far above the New World, for Those Who Would Build had completed their work. The world teemed with Potential, thus a balance was needed - it needed Life to fill the Potential.&lt;br /&gt;
&lt;br /&gt;
==Chapter 2: Overview of Elementals==&lt;br /&gt;
&lt;br /&gt;
To understand the nature of elementals, one must understand the method in which they enter our world. Planar studies tend to be very complicated, and to keep a sense of brevity, we will not go into miniscule details. Our world is surrounded by a dimensional veil, separating other worlds that overlap our own, and each &amp;quot;veil&amp;quot; is continually pushed and pulled back and forth as these Planes shift throughout the ages. There are many planes and realms beyond our own, most too hazardous to explore, but the ones we are well aware of, and well-accustomed to, are the Prime Elemental Planes, each a whole world unto their own. Four of them represent each Prime Element - Earth, Air, Fire and Water. They are the purest embodiment of each element, and a mage must be either extremely foolhardy or completely in grasp of an element to walk the planes of the Prime Elements and survive. While they might resemble our world in some ways, they are decidedly alien and far more dangerous than one would first imagine.&lt;br /&gt;
&lt;br /&gt;
As these planes continually shift and grate against our own, at times they can intersect one another, allowing the raw power of one world to leak into another, and vice versa. This is how elementals are formed; they are a manifestation of this power, and must sustain themselves on the decidedly weaker source of our own world. Interestingly enough, unlike most outerplanar beings, namely demons, elementals have no intense hatred of life, nor do they regret the fact that they have been shut off from their true world - they simply are what they are, and accept it. It is theorized that places of intense elemental forces (e.g., a particularly large, active volcano) attract these intersections and sustain them, allowing a steady trickle of the energy of a Prime Elemental Plane to leak through. Portals to the Prime Elemental Planes can also be opened to allow a controlled flow of energy to seep through for experimental purposes, however, extreme measures must be taken to ensure that the portal is stabilized, as disastrous results can occur when such a gateway &amp;quot;floods&amp;quot; the area with elemental energy. It is thought that these places, which we call an elemental nexus, attract, or possibly change creatures of our own world. [[wind witch | Wind witches]], [[thunder troll | thunder trolls]], [[frost giant | frost giants]], [[fire sprite | fire sprites]] and [[krag dweller | krag dwellers]] are just a few examples of creatures that are certainly attracted to such a focus of power, and it is theorized that some of their development could have been aided by such a nexus, though it has never been proven. Creatures like those listed above, therefore, are not considered to be true elementals, rather they are considered to have been born of the natural world and then have been attuned to a certain element through a variety of ways.&lt;br /&gt;
&lt;br /&gt;
Most elementals have the spark of sentience within them to a varying degree partially dependant on their plane of origin. It is here we note that not all elemental beings are formed on the Prime Elemental Planes - Golems, in their many possible bases for construction, are able to be crafted from the existing elemental power in our own realm, but they do not occur naturally through the power of an elemental nexus. Pure elementals must be summoned from the Prime Elemental Planes themselves, and this is a very dangerous undertaking unless one has a vast amount of skill in the processes involved. Thus, all elementals described herein are those formed by the Prime Elemental Planes in the wilderness of the world, they are considered the standard by which to measure. Golems are touched upon briefly in our writings only for the fact that they are commonly associated with elementals - and one should remember not to confuse the two, for they are vastly different in many aspects.&lt;br /&gt;
&lt;br /&gt;
A side-effect of an elemental nexus, and admittedly a rare one, is that when two are within close proximity to each other, their powers can merge and create what is classified as a Composite Elemental, that is, a mix of two elements. While powerful, they are lesser in number than their purer counterparts - the Prime Elementals, mainly due to the sheer rarity of two elemental nexuses located so closely together.&lt;br /&gt;
&lt;br /&gt;
The breakdown of elemental beings are through raw power, as this is a standard in measuring a creature&#039;s threat.&lt;br /&gt;
&lt;br /&gt;
~ Lord Ulithian Feras&lt;br /&gt;
~ Lord Isymir Ril-Galad&lt;br /&gt;
&lt;br /&gt;
==Chapter 3: The First Echelon==&lt;br /&gt;
===Golems===&lt;br /&gt;
Elementally-attuned golems are, by their very nature, creations of another outside force. Though usually crafted by mages to do a certain task over and over, it is not unheard of to encounter a golem formed by an elemental itself in order to aid in the protection of its domain. In the latter case, the area wherein the golem has formed is doubtlessly an area of intense elemental and often magical forces, so tread lightly. Golems are, for the most part, brainless and set on the task they were intended to do. They will do this without thought for anything but the task itself, and will mindlessly carry it out until they are destroyed, instructed by their masters to cease, or are overpowered by another force versed in the arts of golems. It is here that we must note that elemental golems are never the pure embodiment of the Planes as elementals are - rather, they are created, whether by an elemental or a mage, they are always created. They are a mixture of both the residual power of the Prime Elemental Planes and the elemental power of our own world. This is always the case when it comes to dealing with golems based upon a particular element, no matter the origins or power of their creator.&lt;br /&gt;
===Elementals===&lt;br /&gt;
Elementals of the 1st Echelon are more likely to be seen as magical animals, as they possess a rudimentary intelligence and do act with what can be classified as a will of their own. They are usually seen only in areas of elemental power where they manifest, and may be quite hostile when something not of their element enters the place of their &amp;quot;birth&amp;quot;. The only constant among elementals of the 1st Echelon is that they harbor a deep love for whatever place spawned them. They can be influenced partially by those practiced in elemental lore and greatly influenced by elementals of their own nature that are of higher power.&lt;br /&gt;
&lt;br /&gt;
1st Echelon elementals are somewhat common, though usually unnoticed by most due to their very nature. Due to the inexact trickling of powers through an elemental nexus, it is thought that the smallest bits of this energy manifest as an elemental of the 1st Echelon, even though most nexuses have more than enough energy to bring the spark of animation to a being of higher power. It is also not unprecedented for an elemental of the 1st Echelon to absorb power over time and thus be counted among those of the 2nd Echelon. Note that Composite Elementals are nonexistent in this classification, due to the fact that the power to merge the energy of differently-attuned elemental nexuses is so great that the resulting elemental formed would be counted among the 2nd Echelon.&lt;br /&gt;
&lt;br /&gt;
Some specific qualities of each elemental are listed below.&lt;br /&gt;
&lt;br /&gt;
====Fire====&lt;br /&gt;
While fire elementals in general are among the most chaotic and destructive elementals, those of the 1st Echelon tend to be far more docile than their more powerful kin. Often described as flames no smaller than that of a candle and no bigger than a common campfire, they tend to be quite shy as they cannot manifest in a powerful form. Additionally, study of the fire elementals of the 1st Echelon points that they are among the most quick-witted of their type, this may be due to fire&#039;s natural urge to consume being suppressed out of need to survive until they become greater in power. Most all fire elementals need a source to sustain themselves, so you will seldom find one outside of a volcano or other source of heat.&lt;br /&gt;
====Earth====&lt;br /&gt;
&lt;br /&gt;
Earth elementals of the 1st Echelon are one of the rarest sights anyone might see. Often retreating to the depths of the earth itself, little is known about them. Like all elementals of earth, they are undoubtedly wise in the ways of the world, but tend to leave themselves out of affairs of the surface, content to reside forever within the rock that breathed some semblance of life into them. They are usually found at the base of mountains or within them, however, there have been reports of others being found within hills.&lt;br /&gt;
====Water====&lt;br /&gt;
Water elementals of the 1st Echelon tend to be more commonly seen than their counterparts, many have attributed them a playful nature, like that of dolphins, and it is not uncommon to see one or even groups of them swimming alongside a ship for extended periods of time. They have been known to venture on land every once in a great while, and this may be due to their inquisitive nature. They tend to dwell near the coast or in rivers and lakes.&lt;br /&gt;
====Air====&lt;br /&gt;
Air elementals of the 1st Echelon differ from those of greater power in that they only take the form of gentle currents of wind. They are generally reclusive and are practically invisible unless they manifest themselves cloaked in mist. They are quite content to travel the skies unhindered, and will rarely take notice of what is beneath them.&lt;br /&gt;
&lt;br /&gt;
==Chapter 4: The Second Echelon==&lt;br /&gt;
&lt;br /&gt;
===Golems===&lt;br /&gt;
Golems of the 2nd Echelon are somewhat more versatile then their lower cousins, and depending on the skill of their creator, they can be set to a task and make somewhat intelligent decisions. Thus, they do not need to be given explicit instructions as their lower kin must. They are, of course, also able to handle the element they are crafted of far better than those of the lower Echelon.&lt;br /&gt;
===Elementals===&lt;br /&gt;
Elementals of the 2nd Echelon are the most commonly seen of elementals, usually being termed by most as lesser/greater or minor/major elementals. They often fiercely protect their area of origin. They have little concern for our kind, and some are considered mindless automatons, and indeed, some certainly can be. Others possess a rudimentary intelligence that can range from that of simple beasts to a cunning that rivals the lesser humanoids. This intellect tends to vary based on the particular element, and, to some degree, upon the skill of the summoner, if said elemental is summoned. As an example, 2nd Echelon elementals of fire may possess intelligence, but the very nature of fire itself would gear this toward consuming anything within sight, while a 2nd Echelon elemental of water with the very same level of intelligence may be considered more intelligent due to its innately passive nature.&lt;br /&gt;
&lt;br /&gt;
====Fire====&lt;br /&gt;
Fire elementals of the 2nd Echelon are quite a dangerous sight to behold, usually their kind are found around volcanoes, and thus guard them more fiercely than any other of their kin - without it, they would cease to burn. They fight with decidedly more ferocity than most, and almost all fire elementals of the 2nd Echelon will consider anything not attuned to fire to be fuel.&lt;br /&gt;
&lt;br /&gt;
Commonly-seen threats:&lt;br /&gt;
[[fire elemental | Fire Elementals]], [[fire guardian | Fire Guardians]].&lt;br /&gt;
&lt;br /&gt;
====Earth====&lt;br /&gt;
&lt;br /&gt;
Earth elementals of the 2nd Echelon are more often seen then their lower kin, but are reclusive by nature. You will rarely catch a glimpse of one beyond the confines of a cave, or some other tunnel into the earth, and this gives them a very distinct advantage since you are within their very element. An extremely rare subclass of this type are primarily comprised of soil, and their strength is a far cry to those created of rock. The subclass of soil-based earth elementals are the least threatening of any elemental being, and elementals of this type are usually used by mages of varying cultures to aid in the cultivating of land. Mostly, earth elementals of the 2nd Echelon are content to leave us alone, preferring simply to stay within the embrace of the underground, but ware those who have encroached upon their domain and their peace, for they are fierce in combat.&lt;br /&gt;
&lt;br /&gt;
Commonly-seen threats:&lt;br /&gt;
[[greater krynch | Krynch]].&lt;br /&gt;
&lt;br /&gt;
====Water====&lt;br /&gt;
Water elementals of the 2nd Echelon are more rarely seen, as they, like most of their kin, stay within a localized area, and those elementals of this degree tend to make deeper water their home. The sheer variety of forms that pure water elementals of this power is amazing, they are able to mesh with their element completely - becoming a tentacle of water or a spinning whirlpool with equal ease. They are what we would consider peaceful for their kind, but should any violate or impede upon their homes in any fashion, they are known to retaliate - the term &amp;quot;the sea shows no mercy&amp;quot; may have been a result of a run-in with water elementals of the 2nd Echelon. An interesting facet of water elementals of this echelon is that they can venture upon land if they want. In such case, they usually take to high ground and become ice. There is little difference between the two except in terms of natural abilities, after all, you cannot create a whirlpool on land. Another notable difference is that water elementals that have turned to ice appear to be far more aggressive and protective than their water-bound kin.&lt;br /&gt;
&lt;br /&gt;
Commonly-seen threats:&lt;br /&gt;
[[ice elemental | Ice Elementals]], [[glacial morph | Glacial Morphs]], [[animated slush | Animated Slushes]], [[major glacei | Glaceis]].&lt;br /&gt;
&lt;br /&gt;
====Air====&lt;br /&gt;
Air elementals of the 2nd Echelon are most interesting, as they are closely tied to those of lightning. Thankfully, most people of Elanith have little dealings with these peculiar beings, as they rarely wish to concern themselves with any airships that may pass through their realm. Additionally, it is very hard to anger elementals of air, as the winds constantly move and never stay in one place for long, thus they count the whole sky as their home and seem oblivious to the occasional visitor. They are among the wisest of their kind, but rarely choose to deal with the affairs of the world below them. They can, when the need arises, join to form powerful storms that can literally destroy entire towns. Usually, it takes quite a great need for these usually very calm and peaceful beings to go to such drastic measures.&lt;br /&gt;
&lt;br /&gt;
There is an exception to this innately peaceful nature, however. As these elementals flow with the tides of wind in their careless fashion, they can whirl through storms, where they become extremely hostile. It is rumored that so many air elementals become &#039;trapped&#039;, for a lack of a better word, in this state, that these storms linger around one unfortunate (for any living beings underneath) spot for long periods of time. Cyclones and hurricanes have the same, if not more so, deadly effect on these beings. Interestingly enough, if these storms continue to churn with the presence of air elementals for extremely long periods of time, the site can become an elemental nexus where the power of the Prime Elemental Planes leaks through. It is thought that this is how air elementals normally manifest into this world, as intense power is needed to draw forth the power of the Planes. How they escape such a permanently violent place and flow with the winds of the world is unknown.&lt;br /&gt;
&lt;br /&gt;
Commonly-seen threats:&lt;br /&gt;
None.&lt;br /&gt;
&lt;br /&gt;
===Composite Elementals===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Though rare, composite elementals -- that is, elementals comprised of two differing powers of the Prime Elemental Planes -- are not unheard of. It is also possible, though even rarer, for elementals of two differing elements to form one of these composite elementals. They only exist in the 2nd Echelon and above, mainly because the power it takes to fuse two elementals together (especially those of opposing elements) far exceeds that of the 1st Echelon. The following produce these types of elementals:&lt;br /&gt;
&lt;br /&gt;
Air and Water		Lightning&lt;br /&gt;
Water and Earth	 	Mud&lt;br /&gt;
Earth and Fire	 	Lava&lt;br /&gt;
Fire and Water	 	Steam&lt;br /&gt;
&lt;br /&gt;
====Lava====&lt;br /&gt;
Lava elementals are a mesh of both fire and earth, and they are one of the more common composite elementals as fire and earth have some ties to one another. They usually manifest within volcanoes, often staying within the core and forever becoming one with the magma that spewed them forth. Occasionally, they will be seen outside their fiery womb, and woe to those who encounter them. While slow moving, they have acquired the deadliness of fire combined with the massive resistance of the earth.&lt;br /&gt;
&lt;br /&gt;
Commonly-seen threats: &lt;br /&gt;
Lava Golem.&lt;br /&gt;
&lt;br /&gt;
====Mud====&lt;br /&gt;
&lt;br /&gt;
Mud elementals are a mixing of both earth and water, and are usually found in bogs or some other type of wetland area. Though extremely unusual to find them out of these environments, they&#039;ve also been seen in deltas and muddy beaches. This mixture tends to produce a somewhat weak elemental - Earth&#039;s strength is worn away by Water, though it imparts some of the fluidity of water upon a land being, which can be seen as some advantage, though not extremely so. However, this does not mean one should not tread carefully in the presence of such a being. When one is in a swamp or a bog of some sort, mud elementals become a large concern, patiently waiting and blending into the surroundings to drag any trespassers down into the suffocating embrace of the earth for eternity.&lt;br /&gt;
&lt;br /&gt;
Commonly-seen threats:&lt;br /&gt;
None.&lt;br /&gt;
&lt;br /&gt;
====Steam====&lt;br /&gt;
Steam elementals, manifested from the opposing powers of Fire and Water, are usually found in lava tubes that have reached a shoreline, or bubbling geysers found near mountains. They are extremely rare due to the fact that their sole creation relies on the clashing of the Prime Elemental Planes, and to find two opposing intersections so close to each other is nearly unheard of. They cannot move from whatever place they first manifest, as the fragile balance of two vastly different elements can be upset very easily, thus destroying them in the process. They are usually only summoned by mages for numerous purposes.&lt;br /&gt;
&lt;br /&gt;
Commonly-seen threats:&lt;br /&gt;
None.&lt;br /&gt;
&lt;br /&gt;
====Lightning====&lt;br /&gt;
Lightning elementals can almost be considered very common compared to other composite elementals, though in fact they are quite rare overall. Their only known forms are classified among the 2nd and higher Echelons. Due to their nature, it is not exactly known how they are so common compared to their Prime counterparts, but tales of air elementals causing intense raging storms out at sea in order to create these powerful beings are widely told, though the reason why is not known. They are the most unpredictable of elementals, and doubtlessly possess an uncanny strength, but their weakness is in their expenditure of energy. Also, lightning elementals of the 2nd Echelon have been known to destroy themselves in the process of attacking. Powerful, quick, and quite deadly, this is their downfall - they have no stable element to sustain their massive power for extended periods of time.&lt;br /&gt;
&lt;br /&gt;
Commonly-seen threats:&lt;br /&gt;
None.&lt;br /&gt;
&lt;br /&gt;
==Chapter 5: The Third Echelon==&lt;br /&gt;
&lt;br /&gt;
===Elementals===&lt;br /&gt;
Elementals of the 3rd Echelon are among the most rare anyone might ever encounter, and are indeed among the most powerful of their kin. It is here that we note that elementals do not age by our standards, they merely exist until their source of power is extinguished, and as long as they might live, they continue to absorb the energy of their own element. Golems of the 3rd Echelon are nonexistent, as the extensive intelligence of 3rd Echelon elementals has far surpassed anything that can be mimicked through magical creation, though elementals of the 3rd Echelon can be summoned from the Prime Elemental Plane with a huge risk even to the most knowledgeable of mages. Due to this fact, elementals of the 3rd Echelon are not considered mindless automatons by those who know their kind.&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
====Fire====&lt;br /&gt;
Fire elementals of the 3rd Echelon often live within the very crater of a volcano, making them, thankfully, a rare sight to most adventurers. It is rumored that 3rd Echelon fire elementals use these volcanoes to travel to the very core of the world itself where they join their kin. They are truly fearsome to behold, being completely and utterly in control of their element. Like their lower kin, these elementals tend to be highly scrutinizing of anything that is not of their own attunement, and will simply consume or destroy anything that is not of flame.&lt;br /&gt;
&lt;br /&gt;
====Earth====&lt;br /&gt;
&lt;br /&gt;
Earth elementals of the 3rd Echelon reside deep within the earth itself, and are almost never seen near mountains or anything about the surface. Only a few people have ever encountered one of these great creatures, and reports say they are rather patient when dealing with things not of their element. They are said to not take any form at all, simply meshing with a large expanse of rock underground and manipulating it as they wish. Legends say that particularly large earthquakes are caused by earth elementals of the 3rd Echelon. However, while they are quite capable of such feats, most earthquakes are not caused by these creatures.&lt;br /&gt;
&lt;br /&gt;
The subclass of earth elementals, the soil elementals, also are known to be powerful enough to be ranked among the 3rd Echelon. Even in this state, they are generally considered weak by the standards set by their other kin, but are capable of holding their own in a battle should the need arise. They are gentle-mannered and reclusive by nature, and show a very strong affinity to plant life of all kinds. These elementals are very aware of life around them, more so than any of their other kin, and most seek to nourish it through some means.&lt;br /&gt;
&lt;br /&gt;
====Water====&lt;br /&gt;
Water elementals of the 3rd Echelon prefer the mysterious depths of the ocean to any other body of water, and it is rare to find them in any other place. Though reclusive by nature, they are not averse to speaking with others not of their kind. Ware these water elementals when they have been angered, however, for they can destroy the most skilled fleet of ships on a whim. Angry water elementals of the 3rd Echelon are attributed with tidal waves, and they are certainly capable of such feats. However, the way of the elementals is not subtle in the least, one must remember, and it would be glaringly obvious as to why such destructive measures were taken.&lt;br /&gt;
====Air====&lt;br /&gt;
Air elementals of the 3rd Echelon are much like their lower counterparts, differing only in power. They are generally apathetic towards any other form of life, and at times are quite friendly. There is an otherworldly quality to these beings, and they are very wise. They can gather great storms with ease, and when angry it is not uncommon for them to be seen as a whirling vortex blotting most of the sky. Generally, though, they are content and free-spirited as their lower counterparts.&lt;br /&gt;
===Composite Elementals===&lt;br /&gt;
====Lava====&lt;br /&gt;
Lava elementals of the 3rd Echelon are rarely seen, but their existence is proven. Only glimpsed briefly in the craters of a fierce volcano, these beings are thought to be content to dwell within the magma itself, thus they are thankfully rarely ever seen beyond their preferential home. Even then, it takes a great need to rouse them, as the patience of earth is instilled within them, but ware to those who have angered a lava elemental of the 3rd Echelon. The only recorded account of one of these magnificent beings manifesting describes them as huge pillars of living lava that can ascend into the sky should they wish. Unfortunately, this was only a written account - there were no survivors other than the charred scrap of a journal left behind.&lt;br /&gt;
&lt;br /&gt;
====Mud====&lt;br /&gt;
&lt;br /&gt;
Mud elementals of the 3rd Echelon are the rarest of all Composite Elementals, as their natural source of power is usually in a state of constant change. They are, however, known to exist, and are a fabulous sight to behold. Often described as an entire bog or swamp, they spread themselves out everywhere within their domain, normally as deadly tentacles of mud which drag any would-be trespassers to their death. Up until recently, these were thought to be separate elementals themselves, but it is confirmed that usually they are part of one whole elemental that simply will not collect into one large mass as its other cousins normally do.&lt;br /&gt;
====Steam====&lt;br /&gt;
Steam elementals of the 3rd Echelon are considerably more mobile than their lower kin, able to leave their place of origin for long periods of time without fear of fading away due to the loss of their fragile source of power. Often being mistaken for wind elementals, these types of steam elementals can easily be mistaken for a cloud - woe to those who walk into this cloud, though, for a painful, if not fatal, experience awaits them.&lt;br /&gt;
&lt;br /&gt;
From the accounts I have read, these beings are usually docile and content to stay in their home, but when angered, can spread up to a mile to become a deadly boiling cloud. ~ Ulithian&lt;br /&gt;
&lt;br /&gt;
====Lightning====&lt;br /&gt;
Lightning elementals of the 3rd Echelon are rarely spoken of, but they do exist. They are a breathtaking sight, having lived in thunderstorms so long that they are simply an enormous mass of living light. They are immensely powerful, and rumors persist that they no longer face the dilemma of their lower kin, that they can sustain themselves indefinitely. They are mostly unconcerned with the world below, but when they are, be very wary.&lt;br /&gt;
&lt;br /&gt;
In my travels over the thousands of years of life, I have only encountered two. They are secretive about their origins and, when pushed, are quick to anger.&lt;br /&gt;
~ Ulithian&lt;br /&gt;
&lt;br /&gt;
==Chapter 6: Great Elementals==&lt;br /&gt;
Great Elementals are a degree of their own. They are, without a doubt, the most powerful of their kin outside of the Prime Elemental Planes. When they call, all those beneath them will follow. When they anger, all others beneath them anger. They are the most pure embodiment of their element to be found outside of the Prime Planes themselves. They are among the most varied of their classification, and are often attributed a name by those who are witness to their influence. This usually leads the named Great Elemental to regard those with bemusement, as they often take on their own name in a language of their own that is nearly unpronounceable to anyone. While they are powerful, they will normally only stay in a localized area and never venture further. This has lead to some primitive bands of civilization attributing them as local gods or spirits, but the educated know better. While they hold an awe-inspiring amount of power among their, for lack of a better word, home, it is found that it diminishes significantly if they venture away. There is a theory behind why this might happen: As with the elementals of the 3rd Echelon, Great Elementals are quite ancient due to their existence, and they are like any other in regards to the basic principles of elemental beings.&lt;br /&gt;
&lt;br /&gt;
However, it is thought that because they have lived so long in a general area, they become intrinsically attuned to their surroundings and the flows of elemental power within. This would give them incredible control and power over their element, and also account for their extreme rarity - most places change over time, thus their source of power may be extinguished.&lt;br /&gt;
&lt;br /&gt;
===Elementals===&lt;br /&gt;
====Fire====&lt;br /&gt;
Great Elementals of fire are a sight no one should ever wish to see. They possess an intelligence and a drive for destruction that is unmatched by any but the cursed undead. They are more scrutinous than any of their kind, and have a haughtiness about them and a blind cruelty to those not of the flame.&lt;br /&gt;
&lt;br /&gt;
=====Great Fire Elementals of Note=====&lt;br /&gt;
&lt;br /&gt;
======Avregol======&lt;br /&gt;
While wandering around the volcano on Teras Island, Avregol&#039;s forms shift between those of a towering pillar of flames and a dark fiery-robed figure. The mannerisms of this particular Great Elemental have lead scholars to label it as male.&lt;br /&gt;
&lt;br /&gt;
Once thought to be no more than a story told to children as a warning against straying far from the village at night, Avregol&#039;s existence was recently confirmed to be more than a mere rumor. The volcano on Teras Island overshadowing the dwarven mining colony of Kharam-Dzu surged with new activity, and creatures born of flame flowed down its slopes to attack the town. Like most Fire Elementals, Avregol takes a harsh view of those who are not &#039;of the flame&#039; as his kind is, and sought to scour the Isle clean of all other living things. Using the intense focal power of the volcano to increase his own energy, he was able to cause vast destruction during his time of greatest strength.&lt;br /&gt;
&lt;br /&gt;
Whispered tales and legends around Kharam-Dzu&#039;s taverns suggest that it was Avregol himself that originally created the island. The veracity of these tales may never be confirmed, as when the Great Fire Elemental does appear, he rarely speaks, choosing to either incinerate those who find him or observe from a distance in dignified silence.&lt;br /&gt;
&lt;br /&gt;
======Cingh======&lt;br /&gt;
Little is known about this Great Fire Elemental, however, there currently is research and study going into this elemental that will perhaps surface at another date.&lt;br /&gt;
====Earth====&lt;br /&gt;
&lt;br /&gt;
Great Elementals of earth have been said to manifest as entire mountains of rock, and it is clear that they could do so if they wish. They are unmoving, for the most part, barely taking any concerns than the thoughts that slowly drift through their minds. It is very, very hard to disturb such a powerful being, and they are usually very benevolent, but if a Great Earth Elemental is angered, beware, for there is no escape from them.&lt;br /&gt;
&lt;br /&gt;
=====Great Earth Elementals of Note=====&lt;br /&gt;
&lt;br /&gt;
======Ghatha======&lt;br /&gt;
In the far southern reaches of the DragonSpine Mountains, it is said there lives a Great Earth Elemental. Known to some as Ghatha, and to others as simply &amp;quot;The Earthen Father&amp;quot;, his only known form is that of a towering mountain in the DragonSpine range, whose spire ascends far into the sky.&lt;br /&gt;
&lt;br /&gt;
Historians and scholars became aware of Ghatha&#039;s existence due to a manifestation in Elemental form many years ago. A small village in the shadow of Ghatha&#039;s mountain was destroyed due to a tremendous avalanche with very few survivors. A recollection from one of those survivors is as follows:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;A face appeared one night in the mountain. Our Elders say it was the Earthen Father, a guardian who watched over our people. They say he would protect us from our enemies, and bring many prosperous years to our village. So wrong, oh so wrong they were. The Earthen Father came to us one night, a massive face formed within the cliffs of the mountain. Stony pupils gazed down upon our village as he just seemed to watch. Many of our people were afraid, some remained in their homes. We do not know what angered him, or what brought the destruction to us. We heard a great rumble, some thought the Earthen Father was laughing, but the rumble grew louder and the very ground began to shake. Many boulders came crashing down upon the village. A mighty avalanche besieged the village. Not many survived, my entire family lost. After the great avalanche stopped, some who survived say the Father looked sad, and disappeared back into the mountain cliffs. Why did he bring death to our village?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
This account can only show the magnitude of power a Great Elemental of Earth possesses. Since this incident, Ghatha remains dormant and has not shown his Elemental form, but the mountain still sits beneath the lofty clouds... perhaps one day Ghatha will return again.&lt;br /&gt;
&lt;br /&gt;
It is speculated that Ghatha did not intend to harm this village, and indeed what some thought was laughing truly was. Perhaps enjoyment or entertainment out of watching beings of flesh scurry around their daily lives amused this Great Elemental on some level. ~ Isymir&lt;br /&gt;
&lt;br /&gt;
====Water====&lt;br /&gt;
Great Elementals of water are very elusive, but are generally very neutral in their stance of non-elemental beings. They have an intrinsic understanding of the ways of the world, and are usually very patient and do not act drastically by elemental standards. They are known to drift with the currents of the ocean, and rarely venture into streams or rivers.&lt;br /&gt;
&lt;br /&gt;
=====Great Water Elementals of Note=====&lt;br /&gt;
&lt;br /&gt;
======Nelemar======&lt;br /&gt;
Nelemar often takes the form of a humanoid-shaped watery figure when manifesting to others on land. The mannerisms of this particular Great Elemental lead most to label it a male, and he certainly does not care one way or another.&lt;br /&gt;
&lt;br /&gt;
Nelemar is known to travel over the seas of Western Elanith, though the waters around Teras Island is thought to be his prime domain. He is very accommodating to other beings that are not of his element, and considers the area his charge and protects it in a very benevolent manner. It is said that he does know of Charl and respects his power within the seas, but it is clear his goals and that Arkati&#039;s are not the same, as the philosophies of the Elements rarely are the same as any Arkati&#039;s, though he will defer to Charl should he become interested in matters of his domain. He is content to stay out of the affairs of people unless his hand is forced or a great need arises. He and a plethora of lesser degrees of elementals are known to frequent the area, and it was not known until recently why such a large number of them dwelled there. An Elemental War broke out upon the small island of Teras Island, a clash between Nelemar and Avregol, a Great Fire Elemental. It appears that Nelemar had kept a close watch on the island, as he had known about the volcano&#039;s presence and Avregol for countless years and had been prepared to counter any move the Great Fire Elemental made.&lt;br /&gt;
&lt;br /&gt;
The ensuing struggle resulted in Nelemar&#039;s victory, and the activity of Avregol has since been drastically reduced upon the island. Little else is known of this Great Elemental, as he was usually pushed back during the war and rarely seeks out the company of those not of his kind.&lt;br /&gt;
&lt;br /&gt;
====Air====&lt;br /&gt;
Great Elementals of air are often indistinguishable from their lower kin, but when they make themselves known, it is very apparent. They are serene and most often feminine in appearance, which is an oddity among the elemental world as they usually have nothing in common with any gender, and any that do are usually attributed to them by other cultures. Great Elementals of wind are usually always seen as delicate-faced women with long white hair that flows behind them seemingly endlessly. They are very kind, but, as all their lower counterparts, generally unconcerned with things not affecting their own world. Due to their innately powerful nature, they are not affected by naturally-occurring storms in such a drastic way as those of lower Echelons, but they can certainly be angered. Woe to those who incur the wrath of Great Air Elementals, the storms they can gather can spread for miles and wreak havoc on the countryside.&lt;br /&gt;
&lt;br /&gt;
=====Great Air Elementals of Note=====&lt;br /&gt;
&lt;br /&gt;
======Celiel======&lt;br /&gt;
Celiel, sometimes referred to as The Watcher by those who honor her power as they would an Arkati, is a very mysterious Great Elemental. Her exact domain is not known, but it appears to be somewhere near the DragonSpine Mountains. She has not manifested for several centuries, but when she has, it has been a very impressive sight for any fortunate enough to witness it. Her face is a mask of expressionless and ethereal beauty, and the way in which she moves is the epitome of grace.&lt;br /&gt;
&lt;br /&gt;
When she has been seen, she has never been directly acting against or for anything. She has simply drifted carelessly by, often with an entourage of other air elementals. At other times her face has been seen gazing down at the ground, which has earned her the aforementioned title. Scattered villages situated at the feet of the DragonSpine have taken to honoring her regularly as they would an Arkati.&lt;br /&gt;
&lt;br /&gt;
===Composite Elementals===&lt;br /&gt;
Great Composite Elementals, due to their very nature, are considered to be nonexistent except for the confirmed presence of Veiki, a Great Lightning Elemental. Either way, Great Composite Elementals no longer exist in our world today, and if they do, they&#039;re very adept at hiding. Thus, the only listed below is the only confirmed Great Composite Elemental. &lt;br /&gt;
&lt;br /&gt;
====Lightning====&lt;br /&gt;
Great Elementals of lightning are almost completely unprecedented. All we have of them is one ancient legend in elven lore dated back to nearly the beginning of the Empire, roughly 50 thousand years ago, and it does not delve into the full extent of this truly extraordinary being. We can only assume that any of these are completely gone from the face of Elanthia, or are utterly secretive. Either way, as legend can provide the only information about this mysterious being, the legend is what shall be presented.&lt;br /&gt;
&lt;br /&gt;
=====Great Lightning Elementals of Note=====&lt;br /&gt;
&lt;br /&gt;
======Veiki======&lt;br /&gt;
Whispers of Veiki&#039;s origins point to many things, from the cataclysmic energies released from the Ur-Daemon War, to great storms called forth by the elementals of wind shortly after. Either way, Veiki has been among us for some time. Rarely is he seen, but when he travels, all know: the night sky becomes alight as the brightest of noons, and raging storms follow in his wake. I present to you the story that has been collected from various witnesses of his supposed disappearance.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;We saw a column of light strike the [DragonSpine] mountains, blue like the eyes of our fair kind. We knew it was Veiki. It could only be he. We watched as the light continually spun, and it was then we noticed that thousands of them [wind elementals] were swirling around the column, singing in their whispery, melodical voices that surrounded us like a fog. [Veiki] did not seem to be in pain at all, though he had not a face to look at, we could see that if he was trapped, he could have easily repelled them. But he stood, as that glowing pillar of blue light, and it began to ascend into the heavens. They [wind elementals] seemed to meld into the Great Elemental, and his form began to flatten out thinly, covering the entire area where we were camped out in an eerie blue light that flickered rapidly. Without any warning of what might happen next, [Veiki] suddenly was torn asunder, his form degenerating into countless lightning bolts that flung outwards across the sky and disappeared. We know not what has became of the [wind elementals] that were there, but no sign of them was left.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
This account was taken from a scouting patrol of Vaalorian elves, and they are the only ones to have documented this event. It is known that on the night of when this supposedly occurred, great storms began to rise across all of our ancestral land. A strange happening, indeed, and this is why it must be recorded and preserved.&lt;br /&gt;
&lt;br /&gt;
- Jisanlyrc Vin&#039;ziel, Scholar of Illistim&lt;br /&gt;
&lt;br /&gt;
It may be a simple coincidence, but other elementals of lightning were significantly fewer in number before this supposed destruction of Veiki than they are now. ~ Ulithian&lt;br /&gt;
&lt;br /&gt;
==Chapter 7: Elemental Wars==&lt;br /&gt;
Opposing elements have been known to war with one another. This is most prominently carried out by Water and Fire, with Air and Earth generally following suit.&lt;br /&gt;
&lt;br /&gt;
In all conflicts I have witnessed or heard accounts of, Water is usually allied Air, and Fire is usually allied with Earth. Rarely do Wind or Earth spearhead any conflicts between each other, and most often, they only work with Water or Fire respectively, not truly taking any real hand in actual battle should one arise. ~ Ulithian&lt;br /&gt;
&lt;br /&gt;
Elemental wars are different than any most sentient beings wage. Elementals have an innate understanding of the change of the world around them, they know and accept that this change can be violent. They know they are a unique embodiment of this world, and that they too must be part of the clash and changes. There is no animosity once a war is over, only a simple acceptance of the natural cycle of things. It is rare to witness such an event, as they most often take place on grounds that are primal and nearly inhospitable, but some have been seen and recorded. Woe to those who get caught in such a clash.&lt;/div&gt;</summary>
		<author><name>GS4-AVALUKA</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=History_of_Elementals&amp;diff=116536</id>
		<title>History of Elementals</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=History_of_Elementals&amp;diff=116536"/>
		<updated>2019-05-31T23:08:03Z</updated>

		<summary type="html">&lt;p&gt;GS4-AVALUKA: /* Earth */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{official-document}}&lt;br /&gt;
&lt;br /&gt;
Elementals - the children of the Planes. They fill tales of myth and legend, and many regard them as beasts - but they are no mere beasts. They are the purest embodiment of the primal energies, and there is a method to their power, a power which can grow to the strength of even the lesser spirits of reknown. Delve into the secrets of the elementals, and know their ways as you have never known them before.&lt;br /&gt;
&lt;br /&gt;
==Chapter 1: Origins==&lt;br /&gt;
It Begins in Darkness…&lt;br /&gt;
&lt;br /&gt;
No one knows for certain how they came about. Elven legends tell of a Power that created the world, and all life connected to it, that such a Will brought sentience to the components that make up the very land…&lt;br /&gt;
&lt;br /&gt;
Before the dawn of the lesser races, and even before the birth of all life itself, the world was just beginning to form. Earth, the very soil and foundation for which all life would grow was the first to be created. A balance had to be retained, however, thus Air was next. The breath of all living things, and counterpart to Earth, Air would ensure that the ground would stay in its given form by slowly wearing away parts where it outgrew.&lt;br /&gt;
&lt;br /&gt;
A great thirst befell the dry, harsh land, and signaled the next creation. A clear liquid which would cover most of the world, and was said that would sustain all life. Water would quell the thirst of the world, yet a fear of it consuming the planet prepared the next component. This was the deadliest of all the elements, and by far the most volatile. Deep within the world, a spark ignited the fourth element, a raging inferno that would become known as Fire. Unstable, and unprejudiced at what it consumed, Fire kept Water within the balance as it slowly spread across the land.&lt;br /&gt;
&lt;br /&gt;
It is stated among studiers of the Elementals, as well as this legend, that the First Elementals created the Prime Elemental Planes with the ritual at the legend&#039;s end. Whether this is fact or not, is hard to say. However, this legend has lead to many curious sorts to seek out the Planes in search for answers.&lt;br /&gt;
&lt;br /&gt;
~ Isymir&lt;br /&gt;
&lt;br /&gt;
Now the New World was complete, all the elements within harmony, and ready for new life to grow upon its surface. However, this is where this historian deviates from others, as the first creation to be placed upon the world is not what other legends tell. It is said among certain cultures that the Power which created the world placed a sentience within each of the Elements, we truly do not know why - perhaps it felt the world needed Guardians to protect the balance. Thus, the First Elementals were formed.&lt;br /&gt;
&lt;br /&gt;
The First Elementals rose up from their collective facets, gazing at the New World with intrigue. The sentience instilled within these beings was of great wisdom and knowledge of the New World&#039;s balance, and their purpose henceforth. However, all the First knew was their element. Fire raged against the land, creating numerous volcanoes. Earth split the ground asunder, forming vast chasms and tall mountains. Water simply expanded itself, causing many new oceans and lakes to form, and Wind… Wind slowly refined the shape of the land as Earth grew. Like most things, however, the First Elementals grew tired of sculpting the world on their own. Each of the First Elementals started creating lesser kin, and establishing a hierarchy of things to come. These lesser kin Elementals would not be as knowledgeable, or powerful, as they were created by the First.&lt;br /&gt;
&lt;br /&gt;
Colonies, often referred to in an insect-like nature as hives, began to form within localized areas across the planet, some say each contained hundreds and others say thousands of Elemental types. It is here that the hierarchy established was put to use, the lesser forms of the ladder were put to laboring the New World and foraging for new habitats to live in while those on the higher end simply took to command and inserted orders underneath the First. The First Elementals, however, didn&#039;t care, they knew they could still control the lesser kin when needed, and simply watched as the New World teemed with their creation.&lt;br /&gt;
&lt;br /&gt;
It wasn&#039;t long, however, until the lesser kin of each Element discovered each other, and these meetings were never a light occasion especially when between those of opposing forces. While the First Elementals knew and tolerated one another, the same thing cannot be said about their lesser kin. Battles often broke out between those of opposing Elements, and only ended when either side was extinguished or one of the First intervened. The New World, however, suffered greatly from these fights which often created vast craters, valleys and broke off parts of land masses forming new islands. The power the First held over their lesser creations was faltering, and what next occurred confirmed this thought.&lt;br /&gt;
&lt;br /&gt;
Without warning or provocation, another battle befell the New World, between the lesser kin of Fire and Water. Certain cultures tell legends of this battle, the one that could have brought the New World to an end before it even started. Although no legend tells how it supposedly began, it encompassed all of the Elements. The lesser kin of Earth sided with Fire, and the lesser kin of Wind sided with Water. Volcanoes spewed forth minions of the Flame, the lakes and seas swelled with tidal waves that crashed upon the land, the earth violently shook, causing fissures to snake along the surface, and the winds formed fierce tornados that wreaked havoc upon the ground below. Some say the battles raged on for millennia, many of the lesser Elementals became extinguished, and the New World was torn asunder. Great mountains formed where none were before, possibly for barriers, and valleys turned into lakes that housed thousands of the lesser kin of Water for strategic attacks.&lt;br /&gt;
&lt;br /&gt;
The First tried to intervene, to regain their throne over the lesser kin and cease the tearing of the New World, but none would listen. All they knew was their Element, and those of the opposing Element must be annihilated. It was during this battle that the First Elementals, having lost utter control of their lower minions, finally understood reasoning for their creation. The New World was not for them, for while the First remained in harmony, the lesser kin were unable to fully comprehend the harmony of balance, instead becoming embodiments of its constantly-shifting scales.&lt;br /&gt;
&lt;br /&gt;
As the ground continued to shake, the winds howled with the ferocity of dire-wolves, and the clash of Fire against Water raged on, the First began their plan. Perhaps a small bit of knowledge implanted by the Power that gave them sentience, they knew their goal on the New World had come to an end. The First Elementals walked together into the battlefield, amongst the battling lesser kin. They watched for a moment at the harsh damage they were bringing to each other, and the planet. Ultimately, they knew what they had decided was best, for both their kin and the New World.&lt;br /&gt;
&lt;br /&gt;
Within the center of destruction, the First Elementals formed a circle and in unison spoke aloud in a voice only understandable to their kind. As they continued to speak, their forms glowed bright which caused the raging lesser kin to halt in their actions and gaze at their creators. The First Elementals&#039; forms flickered as small motes began to unravel from their image and drift toward the heavens. Clouds slowly started circling above the First, forming four small whirlpool-like vortexes. As the First Elementals raised their unified voices, the motes began streaming with energy of the intoning Elementals.&lt;br /&gt;
&lt;br /&gt;
Slowly, a lesser Fire elemental was drawn to its creator, and as it neared the First it began to unravel and spiraled up towards the whirlpools in the sky. One by one, the lesser kin began to gather around their creator, oblivious to the battle that was occurring just a few moments ago, and one by one they too unraveled and ascended towards the heavens. As the last of the lesser kin ascended into the sky, the First Elementals continued their intoning to keep the pathway open as they gazed at the world their kind had sculpted.&lt;br /&gt;
&lt;br /&gt;
At last, the First Elementals themselves ascended into the skies, their forms pulsating brightly and unraveling into the motes of energy as they neared the vortexes. Their voices still rung outward into the skies until they fully enter within the whirlpools, and were gone. A stillness overcame the New World as the whirlpools simply vanished upon the wind, and it held a proverbial breath for what was to come.&lt;br /&gt;
&lt;br /&gt;
And the One smiled far above the New World, for Those Who Would Build had completed their work. The world teemed with Potential, thus a balance was needed - it needed Life to fill the Potential.&lt;br /&gt;
&lt;br /&gt;
==Chapter 2: Overview of Elementals==&lt;br /&gt;
&lt;br /&gt;
To understand the nature of elementals, one must understand the method in which they enter our world. Planar studies tend to be very complicated, and to keep a sense of brevity, we will not go into miniscule details. Our world is surrounded by a dimensional veil, separating other worlds that overlap our own, and each &amp;quot;veil&amp;quot; is continually pushed and pulled back and forth as these Planes shift throughout the ages. There are many planes and realms beyond our own, most too hazardous to explore, but the ones we are well aware of, and well-accustomed to, are the Prime Elemental Planes, each a whole world unto their own. Four of them represent each Prime Element - Earth, Air, Fire and Water. They are the purest embodiment of each element, and a mage must be either extremely foolhardy or completely in grasp of an element to walk the planes of the Prime Elements and survive. While they might resemble our world in some ways, they are decidedly alien and far more dangerous than one would first imagine.&lt;br /&gt;
&lt;br /&gt;
As these planes continually shift and grate against our own, at times they can intersect one another, allowing the raw power of one world to leak into another, and vice versa. This is how elementals are formed; they are a manifestation of this power, and must sustain themselves on the decidedly weaker source of our own world. Interestingly enough, unlike most outerplanar beings, namely demons, elementals have no intense hatred of life, nor do they regret the fact that they have been shut off from their true world - they simply are what they are, and accept it. It is theorized that places of intense elemental forces (e.g., a particularly large, active volcano) attract these intersections and sustain them, allowing a steady trickle of the energy of a Prime Elemental Plane to leak through. Portals to the Prime Elemental Planes can also be opened to allow a controlled flow of energy to seep through for experimental purposes, however, extreme measures must be taken to ensure that the portal is stabilized, as disastrous results can occur when such a gateway &amp;quot;floods&amp;quot; the area with elemental energy. It is thought that these places, which we call an elemental nexus, attract, or possibly change creatures of our own world. [[wind witch | Wind witches]], [[thunder troll | thunder trolls]], [[frost giant | frost giants]], [[fire sprite | fire sprites]] and [[krag dweller | krag dwellers]] are just a few examples of creatures that are certainly attracted to such a focus of power, and it is theorized that some of their development could have been aided by such a nexus, though it has never been proven. Creatures like those listed above, therefore, are not considered to be true elementals, rather they are considered to have been born of the natural world and then have been attuned to a certain element through a variety of ways.&lt;br /&gt;
&lt;br /&gt;
Most elementals have the spark of sentience within them to a varying degree partially dependant on their plane of origin. It is here we note that not all elemental beings are formed on the Prime Elemental Planes - Golems, in their many possible bases for construction, are able to be crafted from the existing elemental power in our own realm, but they do not occur naturally through the power of an elemental nexus. Pure elementals must be summoned from the Prime Elemental Planes themselves, and this is a very dangerous undertaking unless one has a vast amount of skill in the processes involved. Thus, all elementals described herein are those formed by the Prime Elemental Planes in the wilderness of the world, they are considered the standard by which to measure. Golems are touched upon briefly in our writings only for the fact that they are commonly associated with elementals - and one should remember not to confuse the two, for they are vastly different in many aspects.&lt;br /&gt;
&lt;br /&gt;
A side-effect of an elemental nexus, and admittedly a rare one, is that when two are within close proximity to each other, their powers can merge and create what is classified as a Composite Elemental, that is, a mix of two elements. While powerful, they are lesser in number than their purer counterparts - the Prime Elementals, mainly due to the sheer rarity of two elemental nexuses located so closely together.&lt;br /&gt;
&lt;br /&gt;
The breakdown of elemental beings are through raw power, as this is a standard in measuring a creature&#039;s threat.&lt;br /&gt;
&lt;br /&gt;
~ Lord Ulithian Feras&lt;br /&gt;
~ Lord Isymir Ril-Galad&lt;br /&gt;
&lt;br /&gt;
==Chapter 3: The First Echelon==&lt;br /&gt;
===Golems===&lt;br /&gt;
Elementally-attuned golems are, by their very nature, creations of another outside force. Though usually crafted by mages to do a certain task over and over, it is not unheard of to encounter a golem formed by an elemental itself in order to aid in the protection of its domain. In the latter case, the area wherein the golem has formed is doubtlessly an area of intense elemental and often magical forces, so tread lightly. Golems are, for the most part, brainless and set on the task they were intended to do. They will do this without thought for anything but the task itself, and will mindlessly carry it out until they are destroyed, instructed by their masters to cease, or are overpowered by another force versed in the arts of golems. It is here that we must note that elemental golems are never the pure embodiment of the Planes as elementals are - rather, they are created, whether by an elemental or a mage, they are always created. They are a mixture of both the residual power of the Prime Elemental Planes and the elemental power of our own world. This is always the case when it comes to dealing with golems based upon a particular element, no matter the origins or power of their creator.&lt;br /&gt;
===Elementals===&lt;br /&gt;
Elementals of the 1st Echelon are more likely to be seen as magical animals, as they possess a rudimentary intelligence and do act with what can be classified as a will of their own. They are usually seen only in areas of elemental power where they manifest, and may be quite hostile when something not of their element enters the place of their &amp;quot;birth&amp;quot;. The only constant among elementals of the 1st Echelon is that they harbor a deep love for whatever place spawned them. They can be influenced partially by those practiced in elemental lore and greatly influenced by elementals of their own nature that are of higher power.&lt;br /&gt;
&lt;br /&gt;
1st Echelon elementals are somewhat common, though usually unnoticed by most due to their very nature. Due to the inexact trickling of powers through an elemental nexus, it is thought that the smallest bits of this energy manifest as an elemental of the 1st Echelon, even though most nexuses have more than enough energy to bring the spark of animation to a being of higher power. It is also not unprecedented for an elemental of the 1st Echelon to absorb power over time and thus be counted among those of the 2nd Echelon. Note that Composite Elementals are nonexistent in this classification, due to the fact that the power to merge the energy of differently-attuned elemental nexuses is so great that the resulting elemental formed would be counted among the 2nd Echelon.&lt;br /&gt;
&lt;br /&gt;
Some specific qualities of each elemental are listed below.&lt;br /&gt;
&lt;br /&gt;
====Fire====&lt;br /&gt;
While fire elementals in general are among the most chaotic and destructive elementals, those of the 1st Echelon tend to be far more docile than their more powerful kin. Often described as flames no smaller than that of a candle and no bigger than a common campfire, they tend to be quite shy as they cannot manifest in a powerful form. Additionally, study of the fire elementals of the 1st Echelon points that they are among the most quick-witted of their type, this may be due to fire&#039;s natural urge to consume being suppressed out of need to survive until they become greater in power. Most all fire elementals need a source to sustain themselves, so you will seldom find one outside of a volcano or other source of heat.&lt;br /&gt;
====Earth====&lt;br /&gt;
&lt;br /&gt;
Earth elementals of the 1st Echelon are one of the rarest sights anyone might see. Often retreating to the depths of the earth itself, little is known about them. Like all elementals of earth, they are undoubtedly wise in the ways of the world, but tend to leave themselves out of affairs of the surface, content to reside forever within the rock that breathed some semblance of life into them. They are usually found at the base of mountains or within them, however, there have been reports of others being found within hills.&lt;br /&gt;
====Water====&lt;br /&gt;
Water elementals of the 1st Echelon tend to be more commonly seen than their counterparts, many have attributed them a playful nature, like that of dolphins, and it is not uncommon to see one or even groups of them swimming alongside a ship for extended periods of time. They have been known to venture on land every once in a great while, and this may be due to their inquisitive nature. They tend to dwell near the coast or in rivers and lakes.&lt;br /&gt;
====Air====&lt;br /&gt;
Air elementals of the 1st Echelon differ from those of greater power in that they only take the form of gentle currents of wind. They are generally reclusive and are practically invisible unless they manifest themselves cloaked in mist. They are quite content to travel the skies unhindered, and will rarely take notice of what is beneath them.&lt;br /&gt;
&lt;br /&gt;
==Chapter 4: The Second Echelon==&lt;br /&gt;
&lt;br /&gt;
===Golems===&lt;br /&gt;
Golems of the 2nd Echelon are somewhat more versatile then their lower cousins, and depending on the skill of their creator, they can be set to a task and make somewhat intelligent decisions. Thus, they do not need to be given explicit instructions as their lower kin must. They are, of course, also able to handle the element they are crafted of far better than those of the lower Echelon.&lt;br /&gt;
===Elementals===&lt;br /&gt;
Elementals of the 2nd Echelon are the most commonly seen of elementals, usually being termed by most as lesser/greater or minor/major elementals. They often fiercely protect their area of origin. They have little concern for our kind, and some are considered mindless automatons, and indeed, some certainly can be. Others possess a rudimentary intelligence that can range from that of simple beasts to a cunning that rivals the lesser humanoids. This intellect tends to vary based on the particular element, and, to some degree, upon the skill of the summoner, if said elemental is summoned. As an example, 2nd Echelon elementals of fire may possess intelligence, but the very nature of fire itself would gear this toward consuming anything within sight, while a 2nd Echelon elemental of water with the very same level of intelligence may be considered more intelligent due to its innately passive nature.&lt;br /&gt;
&lt;br /&gt;
====Fire====&lt;br /&gt;
Fire elementals of the 2nd Echelon are quite a dangerous sight to behold, usually their kind are found around volcanoes, and thus guard them more fiercely than any other of their kin - without it, they would cease to burn. They fight with decidedly more ferocity than most, and almost all fire elementals of the 2nd Echelon will consider anything not attuned to fire to be fuel.&lt;br /&gt;
&lt;br /&gt;
Commonly-seen threats:&lt;br /&gt;
[[fire elemental | Fire Elementals]], [[fire guardian | Fire Guardians]].&lt;br /&gt;
&lt;br /&gt;
====Earth====&lt;br /&gt;
&lt;br /&gt;
Earth elementals of the 2nd Echelon are more often seen then their lower kin, but are reclusive by nature. You will rarely catch a glimpse of one beyond the confines of a cave, or some other tunnel into the earth, and this gives them a very distinct advantage since you are within their very element. An extremely rare subclass of this type are primarily comprised of soil, and their strength is a far cry to those created of rock. The subclass of soil-based earth elementals are the least threatening of any elemental being, and elementals of this type are usually used by mages of varying cultures to aid in the cultivating of land. Mostly, earth elementals of the 2nd Echelon are content to leave us alone, preferring simply to stay within the embrace of the underground, but ware those who have encroached upon their domain and their peace, for they are fierce in combat.&lt;br /&gt;
&lt;br /&gt;
Commonly-seen threats:&lt;br /&gt;
[[greater krynch | Krynch]].&lt;br /&gt;
&lt;br /&gt;
====Water====&lt;br /&gt;
Water elementals of the 2nd Echelon are more rarely seen, as they, like most of their kin, stay within a localized area, and those elementals of this degree tend to make deeper water their home. The sheer variety of forms that pure water elementals of this power is amazing, they are able to mesh with their element completely - becoming a tentacle of water or a spinning whirlpool with equal ease. They are what we would consider peaceful for their kind, but should any violate or impede upon their homes in any fashion, they are known to retaliate - the term &amp;quot;the sea shows no mercy&amp;quot; may have been a result of a run-in with water elementals of the 2nd Echelon. An interesting facet of water elementals of this echelon is that they can venture upon land if they want. In such case, they usually take to high ground and become ice. There is little difference between the two except in terms of natural abilities, after all, you cannot create a whirlpool on land. Another notable difference is that water elementals that have turned to ice appear to be far more aggressive and protective than their water-bound kin.&lt;br /&gt;
&lt;br /&gt;
Commonly-seen threats:&lt;br /&gt;
Ice Elementals, Glacial Morphs, Animated Slushes, Glaceis.&lt;br /&gt;
&lt;br /&gt;
====Air====&lt;br /&gt;
Air elementals of the 2nd Echelon are most interesting, as they are closely tied to those of lightning. Thankfully, most people of Elanith have little dealings with these peculiar beings, as they rarely wish to concern themselves with any airships that may pass through their realm. Additionally, it is very hard to anger elementals of air, as the winds constantly move and never stay in one place for long, thus they count the whole sky as their home and seem oblivious to the occasional visitor. They are among the wisest of their kind, but rarely choose to deal with the affairs of the world below them. They can, when the need arises, join to form powerful storms that can literally destroy entire towns. Usually, it takes quite a great need for these usually very calm and peaceful beings to go to such drastic measures.&lt;br /&gt;
&lt;br /&gt;
There is an exception to this innately peaceful nature, however. As these elementals flow with the tides of wind in their careless fashion, they can whirl through storms, where they become extremely hostile. It is rumored that so many air elementals become &#039;trapped&#039;, for a lack of a better word, in this state, that these storms linger around one unfortunate (for any living beings underneath) spot for long periods of time. Cyclones and hurricanes have the same, if not more so, deadly effect on these beings. Interestingly enough, if these storms continue to churn with the presence of air elementals for extremely long periods of time, the site can become an elemental nexus where the power of the Prime Elemental Planes leaks through. It is thought that this is how air elementals normally manifest into this world, as intense power is needed to draw forth the power of the Planes. How they escape such a permanently violent place and flow with the winds of the world is unknown.&lt;br /&gt;
&lt;br /&gt;
Commonly-seen threats:&lt;br /&gt;
None.&lt;br /&gt;
&lt;br /&gt;
===Composite Elementals===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Though rare, composite elementals -- that is, elementals comprised of two differing powers of the Prime Elemental Planes -- are not unheard of. It is also possible, though even rarer, for elementals of two differing elements to form one of these composite elementals. They only exist in the 2nd Echelon and above, mainly because the power it takes to fuse two elementals together (especially those of opposing elements) far exceeds that of the 1st Echelon. The following produce these types of elementals:&lt;br /&gt;
&lt;br /&gt;
Air and Water		Lightning&lt;br /&gt;
Water and Earth	 	Mud&lt;br /&gt;
Earth and Fire	 	Lava&lt;br /&gt;
Fire and Water	 	Steam&lt;br /&gt;
&lt;br /&gt;
====Lava====&lt;br /&gt;
Lava elementals are a mesh of both fire and earth, and they are one of the more common composite elementals as fire and earth have some ties to one another. They usually manifest within volcanoes, often staying within the core and forever becoming one with the magma that spewed them forth. Occasionally, they will be seen outside their fiery womb, and woe to those who encounter them. While slow moving, they have acquired the deadliness of fire combined with the massive resistance of the earth.&lt;br /&gt;
&lt;br /&gt;
Commonly-seen threats: &lt;br /&gt;
Lava Golem.&lt;br /&gt;
&lt;br /&gt;
====Mud====&lt;br /&gt;
&lt;br /&gt;
Mud elementals are a mixing of both earth and water, and are usually found in bogs or some other type of wetland area. Though extremely unusual to find them out of these environments, they&#039;ve also been seen in deltas and muddy beaches. This mixture tends to produce a somewhat weak elemental - Earth&#039;s strength is worn away by Water, though it imparts some of the fluidity of water upon a land being, which can be seen as some advantage, though not extremely so. However, this does not mean one should not tread carefully in the presence of such a being. When one is in a swamp or a bog of some sort, mud elementals become a large concern, patiently waiting and blending into the surroundings to drag any trespassers down into the suffocating embrace of the earth for eternity.&lt;br /&gt;
&lt;br /&gt;
Commonly-seen threats:&lt;br /&gt;
None.&lt;br /&gt;
&lt;br /&gt;
====Steam====&lt;br /&gt;
Steam elementals, manifested from the opposing powers of Fire and Water, are usually found in lava tubes that have reached a shoreline, or bubbling geysers found near mountains. They are extremely rare due to the fact that their sole creation relies on the clashing of the Prime Elemental Planes, and to find two opposing intersections so close to each other is nearly unheard of. They cannot move from whatever place they first manifest, as the fragile balance of two vastly different elements can be upset very easily, thus destroying them in the process. They are usually only summoned by mages for numerous purposes.&lt;br /&gt;
&lt;br /&gt;
Commonly-seen threats:&lt;br /&gt;
None.&lt;br /&gt;
&lt;br /&gt;
====Lightning====&lt;br /&gt;
Lightning elementals can almost be considered very common compared to other composite elementals, though in fact they are quite rare overall. Their only known forms are classified among the 2nd and higher Echelons. Due to their nature, it is not exactly known how they are so common compared to their Prime counterparts, but tales of air elementals causing intense raging storms out at sea in order to create these powerful beings are widely told, though the reason why is not known. They are the most unpredictable of elementals, and doubtlessly possess an uncanny strength, but their weakness is in their expenditure of energy. Also, lightning elementals of the 2nd Echelon have been known to destroy themselves in the process of attacking. Powerful, quick, and quite deadly, this is their downfall - they have no stable element to sustain their massive power for extended periods of time.&lt;br /&gt;
&lt;br /&gt;
Commonly-seen threats:&lt;br /&gt;
None.&lt;br /&gt;
&lt;br /&gt;
==Chapter 5: The Third Echelon==&lt;br /&gt;
&lt;br /&gt;
===Elementals===&lt;br /&gt;
Elementals of the 3rd Echelon are among the most rare anyone might ever encounter, and are indeed among the most powerful of their kin. It is here that we note that elementals do not age by our standards, they merely exist until their source of power is extinguished, and as long as they might live, they continue to absorb the energy of their own element. Golems of the 3rd Echelon are nonexistent, as the extensive intelligence of 3rd Echelon elementals has far surpassed anything that can be mimicked through magical creation, though elementals of the 3rd Echelon can be summoned from the Prime Elemental Plane with a huge risk even to the most knowledgeable of mages. Due to this fact, elementals of the 3rd Echelon are not considered mindless automatons by those who know their kind.&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
====Fire====&lt;br /&gt;
Fire elementals of the 3rd Echelon often live within the very crater of a volcano, making them, thankfully, a rare sight to most adventurers. It is rumored that 3rd Echelon fire elementals use these volcanoes to travel to the very core of the world itself where they join their kin. They are truly fearsome to behold, being completely and utterly in control of their element. Like their lower kin, these elementals tend to be highly scrutinizing of anything that is not of their own attunement, and will simply consume or destroy anything that is not of flame.&lt;br /&gt;
&lt;br /&gt;
====Earth====&lt;br /&gt;
&lt;br /&gt;
Earth elementals of the 3rd Echelon reside deep within the earth itself, and are almost never seen near mountains or anything about the surface. Only a few people have ever encountered one of these great creatures, and reports say they are rather patient when dealing with things not of their element. They are said to not take any form at all, simply meshing with a large expanse of rock underground and manipulating it as they wish. Legends say that particularly large earthquakes are caused by earth elementals of the 3rd Echelon. However, while they are quite capable of such feats, most earthquakes are not caused by these creatures.&lt;br /&gt;
&lt;br /&gt;
The subclass of earth elementals, the soil elementals, also are known to be powerful enough to be ranked among the 3rd Echelon. Even in this state, they are generally considered weak by the standards set by their other kin, but are capable of holding their own in a battle should the need arise. They are gentle-mannered and reclusive by nature, and show a very strong affinity to plant life of all kinds. These elementals are very aware of life around them, more so than any of their other kin, and most seek to nourish it through some means.&lt;br /&gt;
&lt;br /&gt;
====Water====&lt;br /&gt;
Water elementals of the 3rd Echelon prefer the mysterious depths of the ocean to any other body of water, and it is rare to find them in any other place. Though reclusive by nature, they are not averse to speaking with others not of their kind. Ware these water elementals when they have been angered, however, for they can destroy the most skilled fleet of ships on a whim. Angry water elementals of the 3rd Echelon are attributed with tidal waves, and they are certainly capable of such feats. However, the way of the elementals is not subtle in the least, one must remember, and it would be glaringly obvious as to why such destructive measures were taken.&lt;br /&gt;
====Air====&lt;br /&gt;
Air elementals of the 3rd Echelon are much like their lower counterparts, differing only in power. They are generally apathetic towards any other form of life, and at times are quite friendly. There is an otherworldly quality to these beings, and they are very wise. They can gather great storms with ease, and when angry it is not uncommon for them to be seen as a whirling vortex blotting most of the sky. Generally, though, they are content and free-spirited as their lower counterparts.&lt;br /&gt;
===Composite Elementals===&lt;br /&gt;
====Lava====&lt;br /&gt;
Lava elementals of the 3rd Echelon are rarely seen, but their existence is proven. Only glimpsed briefly in the craters of a fierce volcano, these beings are thought to be content to dwell within the magma itself, thus they are thankfully rarely ever seen beyond their preferential home. Even then, it takes a great need to rouse them, as the patience of earth is instilled within them, but ware to those who have angered a lava elemental of the 3rd Echelon. The only recorded account of one of these magnificent beings manifesting describes them as huge pillars of living lava that can ascend into the sky should they wish. Unfortunately, this was only a written account - there were no survivors other than the charred scrap of a journal left behind.&lt;br /&gt;
&lt;br /&gt;
====Mud====&lt;br /&gt;
&lt;br /&gt;
Mud elementals of the 3rd Echelon are the rarest of all Composite Elementals, as their natural source of power is usually in a state of constant change. They are, however, known to exist, and are a fabulous sight to behold. Often described as an entire bog or swamp, they spread themselves out everywhere within their domain, normally as deadly tentacles of mud which drag any would-be trespassers to their death. Up until recently, these were thought to be separate elementals themselves, but it is confirmed that usually they are part of one whole elemental that simply will not collect into one large mass as its other cousins normally do.&lt;br /&gt;
====Steam====&lt;br /&gt;
Steam elementals of the 3rd Echelon are considerably more mobile than their lower kin, able to leave their place of origin for long periods of time without fear of fading away due to the loss of their fragile source of power. Often being mistaken for wind elementals, these types of steam elementals can easily be mistaken for a cloud - woe to those who walk into this cloud, though, for a painful, if not fatal, experience awaits them.&lt;br /&gt;
&lt;br /&gt;
From the accounts I have read, these beings are usually docile and content to stay in their home, but when angered, can spread up to a mile to become a deadly boiling cloud. ~ Ulithian&lt;br /&gt;
&lt;br /&gt;
====Lightning====&lt;br /&gt;
Lightning elementals of the 3rd Echelon are rarely spoken of, but they do exist. They are a breathtaking sight, having lived in thunderstorms so long that they are simply an enormous mass of living light. They are immensely powerful, and rumors persist that they no longer face the dilemma of their lower kin, that they can sustain themselves indefinitely. They are mostly unconcerned with the world below, but when they are, be very wary.&lt;br /&gt;
&lt;br /&gt;
In my travels over the thousands of years of life, I have only encountered two. They are secretive about their origins and, when pushed, are quick to anger.&lt;br /&gt;
~ Ulithian&lt;br /&gt;
&lt;br /&gt;
==Chapter 6: Great Elementals==&lt;br /&gt;
Great Elementals are a degree of their own. They are, without a doubt, the most powerful of their kin outside of the Prime Elemental Planes. When they call, all those beneath them will follow. When they anger, all others beneath them anger. They are the most pure embodiment of their element to be found outside of the Prime Planes themselves. They are among the most varied of their classification, and are often attributed a name by those who are witness to their influence. This usually leads the named Great Elemental to regard those with bemusement, as they often take on their own name in a language of their own that is nearly unpronounceable to anyone. While they are powerful, they will normally only stay in a localized area and never venture further. This has lead to some primitive bands of civilization attributing them as local gods or spirits, but the educated know better. While they hold an awe-inspiring amount of power among their, for lack of a better word, home, it is found that it diminishes significantly if they venture away. There is a theory behind why this might happen: As with the elementals of the 3rd Echelon, Great Elementals are quite ancient due to their existence, and they are like any other in regards to the basic principles of elemental beings.&lt;br /&gt;
&lt;br /&gt;
However, it is thought that because they have lived so long in a general area, they become intrinsically attuned to their surroundings and the flows of elemental power within. This would give them incredible control and power over their element, and also account for their extreme rarity - most places change over time, thus their source of power may be extinguished.&lt;br /&gt;
&lt;br /&gt;
===Elementals===&lt;br /&gt;
====Fire====&lt;br /&gt;
Great Elementals of fire are a sight no one should ever wish to see. They possess an intelligence and a drive for destruction that is unmatched by any but the cursed undead. They are more scrutinous than any of their kind, and have a haughtiness about them and a blind cruelty to those not of the flame.&lt;br /&gt;
&lt;br /&gt;
=====Great Fire Elementals of Note=====&lt;br /&gt;
&lt;br /&gt;
======Avregol======&lt;br /&gt;
While wandering around the volcano on Teras Island, Avregol&#039;s forms shift between those of a towering pillar of flames and a dark fiery-robed figure. The mannerisms of this particular Great Elemental have lead scholars to label it as male.&lt;br /&gt;
&lt;br /&gt;
Once thought to be no more than a story told to children as a warning against straying far from the village at night, Avregol&#039;s existence was recently confirmed to be more than a mere rumor. The volcano on Teras Island overshadowing the dwarven mining colony of Kharam-Dzu surged with new activity, and creatures born of flame flowed down its slopes to attack the town. Like most Fire Elementals, Avregol takes a harsh view of those who are not &#039;of the flame&#039; as his kind is, and sought to scour the Isle clean of all other living things. Using the intense focal power of the volcano to increase his own energy, he was able to cause vast destruction during his time of greatest strength.&lt;br /&gt;
&lt;br /&gt;
Whispered tales and legends around Kharam-Dzu&#039;s taverns suggest that it was Avregol himself that originally created the island. The veracity of these tales may never be confirmed, as when the Great Fire Elemental does appear, he rarely speaks, choosing to either incinerate those who find him or observe from a distance in dignified silence.&lt;br /&gt;
&lt;br /&gt;
======Cingh======&lt;br /&gt;
Little is known about this Great Fire Elemental, however, there currently is research and study going into this elemental that will perhaps surface at another date.&lt;br /&gt;
====Earth====&lt;br /&gt;
&lt;br /&gt;
Great Elementals of earth have been said to manifest as entire mountains of rock, and it is clear that they could do so if they wish. They are unmoving, for the most part, barely taking any concerns than the thoughts that slowly drift through their minds. It is very, very hard to disturb such a powerful being, and they are usually very benevolent, but if a Great Earth Elemental is angered, beware, for there is no escape from them.&lt;br /&gt;
&lt;br /&gt;
=====Great Earth Elementals of Note=====&lt;br /&gt;
&lt;br /&gt;
======Ghatha======&lt;br /&gt;
In the far southern reaches of the DragonSpine Mountains, it is said there lives a Great Earth Elemental. Known to some as Ghatha, and to others as simply &amp;quot;The Earthen Father&amp;quot;, his only known form is that of a towering mountain in the DragonSpine range, whose spire ascends far into the sky.&lt;br /&gt;
&lt;br /&gt;
Historians and scholars became aware of Ghatha&#039;s existence due to a manifestation in Elemental form many years ago. A small village in the shadow of Ghatha&#039;s mountain was destroyed due to a tremendous avalanche with very few survivors. A recollection from one of those survivors is as follows:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;A face appeared one night in the mountain. Our Elders say it was the Earthen Father, a guardian who watched over our people. They say he would protect us from our enemies, and bring many prosperous years to our village. So wrong, oh so wrong they were. The Earthen Father came to us one night, a massive face formed within the cliffs of the mountain. Stony pupils gazed down upon our village as he just seemed to watch. Many of our people were afraid, some remained in their homes. We do not know what angered him, or what brought the destruction to us. We heard a great rumble, some thought the Earthen Father was laughing, but the rumble grew louder and the very ground began to shake. Many boulders came crashing down upon the village. A mighty avalanche besieged the village. Not many survived, my entire family lost. After the great avalanche stopped, some who survived say the Father looked sad, and disappeared back into the mountain cliffs. Why did he bring death to our village?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
This account can only show the magnitude of power a Great Elemental of Earth possesses. Since this incident, Ghatha remains dormant and has not shown his Elemental form, but the mountain still sits beneath the lofty clouds... perhaps one day Ghatha will return again.&lt;br /&gt;
&lt;br /&gt;
It is speculated that Ghatha did not intend to harm this village, and indeed what some thought was laughing truly was. Perhaps enjoyment or entertainment out of watching beings of flesh scurry around their daily lives amused this Great Elemental on some level. ~ Isymir&lt;br /&gt;
&lt;br /&gt;
====Water====&lt;br /&gt;
Great Elementals of water are very elusive, but are generally very neutral in their stance of non-elemental beings. They have an intrinsic understanding of the ways of the world, and are usually very patient and do not act drastically by elemental standards. They are known to drift with the currents of the ocean, and rarely venture into streams or rivers.&lt;br /&gt;
&lt;br /&gt;
=====Great Water Elementals of Note=====&lt;br /&gt;
&lt;br /&gt;
======Nelemar======&lt;br /&gt;
Nelemar often takes the form of a humanoid-shaped watery figure when manifesting to others on land. The mannerisms of this particular Great Elemental lead most to label it a male, and he certainly does not care one way or another.&lt;br /&gt;
&lt;br /&gt;
Nelemar is known to travel over the seas of Western Elanith, though the waters around Teras Island is thought to be his prime domain. He is very accommodating to other beings that are not of his element, and considers the area his charge and protects it in a very benevolent manner. It is said that he does know of Charl and respects his power within the seas, but it is clear his goals and that Arkati&#039;s are not the same, as the philosophies of the Elements rarely are the same as any Arkati&#039;s, though he will defer to Charl should he become interested in matters of his domain. He is content to stay out of the affairs of people unless his hand is forced or a great need arises. He and a plethora of lesser degrees of elementals are known to frequent the area, and it was not known until recently why such a large number of them dwelled there. An Elemental War broke out upon the small island of Teras Island, a clash between Nelemar and Avregol, a Great Fire Elemental. It appears that Nelemar had kept a close watch on the island, as he had known about the volcano&#039;s presence and Avregol for countless years and had been prepared to counter any move the Great Fire Elemental made.&lt;br /&gt;
&lt;br /&gt;
The ensuing struggle resulted in Nelemar&#039;s victory, and the activity of Avregol has since been drastically reduced upon the island. Little else is known of this Great Elemental, as he was usually pushed back during the war and rarely seeks out the company of those not of his kind.&lt;br /&gt;
&lt;br /&gt;
====Air====&lt;br /&gt;
Great Elementals of air are often indistinguishable from their lower kin, but when they make themselves known, it is very apparent. They are serene and most often feminine in appearance, which is an oddity among the elemental world as they usually have nothing in common with any gender, and any that do are usually attributed to them by other cultures. Great Elementals of wind are usually always seen as delicate-faced women with long white hair that flows behind them seemingly endlessly. They are very kind, but, as all their lower counterparts, generally unconcerned with things not affecting their own world. Due to their innately powerful nature, they are not affected by naturally-occurring storms in such a drastic way as those of lower Echelons, but they can certainly be angered. Woe to those who incur the wrath of Great Air Elementals, the storms they can gather can spread for miles and wreak havoc on the countryside.&lt;br /&gt;
&lt;br /&gt;
=====Great Air Elementals of Note=====&lt;br /&gt;
&lt;br /&gt;
======Celiel======&lt;br /&gt;
Celiel, sometimes referred to as The Watcher by those who honor her power as they would an Arkati, is a very mysterious Great Elemental. Her exact domain is not known, but it appears to be somewhere near the DragonSpine Mountains. She has not manifested for several centuries, but when she has, it has been a very impressive sight for any fortunate enough to witness it. Her face is a mask of expressionless and ethereal beauty, and the way in which she moves is the epitome of grace.&lt;br /&gt;
&lt;br /&gt;
When she has been seen, she has never been directly acting against or for anything. She has simply drifted carelessly by, often with an entourage of other air elementals. At other times her face has been seen gazing down at the ground, which has earned her the aforementioned title. Scattered villages situated at the feet of the DragonSpine have taken to honoring her regularly as they would an Arkati.&lt;br /&gt;
&lt;br /&gt;
===Composite Elementals===&lt;br /&gt;
Great Composite Elementals, due to their very nature, are considered to be nonexistent except for the confirmed presence of Veiki, a Great Lightning Elemental. Either way, Great Composite Elementals no longer exist in our world today, and if they do, they&#039;re very adept at hiding. Thus, the only listed below is the only confirmed Great Composite Elemental. &lt;br /&gt;
&lt;br /&gt;
====Lightning====&lt;br /&gt;
Great Elementals of lightning are almost completely unprecedented. All we have of them is one ancient legend in elven lore dated back to nearly the beginning of the Empire, roughly 50 thousand years ago, and it does not delve into the full extent of this truly extraordinary being. We can only assume that any of these are completely gone from the face of Elanthia, or are utterly secretive. Either way, as legend can provide the only information about this mysterious being, the legend is what shall be presented.&lt;br /&gt;
&lt;br /&gt;
=====Great Lightning Elementals of Note=====&lt;br /&gt;
&lt;br /&gt;
======Veiki======&lt;br /&gt;
Whispers of Veiki&#039;s origins point to many things, from the cataclysmic energies released from the Ur-Daemon War, to great storms called forth by the elementals of wind shortly after. Either way, Veiki has been among us for some time. Rarely is he seen, but when he travels, all know: the night sky becomes alight as the brightest of noons, and raging storms follow in his wake. I present to you the story that has been collected from various witnesses of his supposed disappearance.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;We saw a column of light strike the [DragonSpine] mountains, blue like the eyes of our fair kind. We knew it was Veiki. It could only be he. We watched as the light continually spun, and it was then we noticed that thousands of them [wind elementals] were swirling around the column, singing in their whispery, melodical voices that surrounded us like a fog. [Veiki] did not seem to be in pain at all, though he had not a face to look at, we could see that if he was trapped, he could have easily repelled them. But he stood, as that glowing pillar of blue light, and it began to ascend into the heavens. They [wind elementals] seemed to meld into the Great Elemental, and his form began to flatten out thinly, covering the entire area where we were camped out in an eerie blue light that flickered rapidly. Without any warning of what might happen next, [Veiki] suddenly was torn asunder, his form degenerating into countless lightning bolts that flung outwards across the sky and disappeared. We know not what has became of the [wind elementals] that were there, but no sign of them was left.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
This account was taken from a scouting patrol of Vaalorian elves, and they are the only ones to have documented this event. It is known that on the night of when this supposedly occurred, great storms began to rise across all of our ancestral land. A strange happening, indeed, and this is why it must be recorded and preserved.&lt;br /&gt;
&lt;br /&gt;
- Jisanlyrc Vin&#039;ziel, Scholar of Illistim&lt;br /&gt;
&lt;br /&gt;
It may be a simple coincidence, but other elementals of lightning were significantly fewer in number before this supposed destruction of Veiki than they are now. ~ Ulithian&lt;br /&gt;
&lt;br /&gt;
==Chapter 7: Elemental Wars==&lt;br /&gt;
Opposing elements have been known to war with one another. This is most prominently carried out by Water and Fire, with Air and Earth generally following suit.&lt;br /&gt;
&lt;br /&gt;
In all conflicts I have witnessed or heard accounts of, Water is usually allied Air, and Fire is usually allied with Earth. Rarely do Wind or Earth spearhead any conflicts between each other, and most often, they only work with Water or Fire respectively, not truly taking any real hand in actual battle should one arise. ~ Ulithian&lt;br /&gt;
&lt;br /&gt;
Elemental wars are different than any most sentient beings wage. Elementals have an innate understanding of the change of the world around them, they know and accept that this change can be violent. They know they are a unique embodiment of this world, and that they too must be part of the clash and changes. There is no animosity once a war is over, only a simple acceptance of the natural cycle of things. It is rare to witness such an event, as they most often take place on grounds that are primal and nearly inhospitable, but some have been seen and recorded. Woe to those who get caught in such a clash.&lt;/div&gt;</summary>
		<author><name>GS4-AVALUKA</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=History_of_Elementals&amp;diff=116535</id>
		<title>History of Elementals</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=History_of_Elementals&amp;diff=116535"/>
		<updated>2019-05-31T23:06:13Z</updated>

		<summary type="html">&lt;p&gt;GS4-AVALUKA: /* Fire */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{official-document}}&lt;br /&gt;
&lt;br /&gt;
Elementals - the children of the Planes. They fill tales of myth and legend, and many regard them as beasts - but they are no mere beasts. They are the purest embodiment of the primal energies, and there is a method to their power, a power which can grow to the strength of even the lesser spirits of reknown. Delve into the secrets of the elementals, and know their ways as you have never known them before.&lt;br /&gt;
&lt;br /&gt;
==Chapter 1: Origins==&lt;br /&gt;
It Begins in Darkness…&lt;br /&gt;
&lt;br /&gt;
No one knows for certain how they came about. Elven legends tell of a Power that created the world, and all life connected to it, that such a Will brought sentience to the components that make up the very land…&lt;br /&gt;
&lt;br /&gt;
Before the dawn of the lesser races, and even before the birth of all life itself, the world was just beginning to form. Earth, the very soil and foundation for which all life would grow was the first to be created. A balance had to be retained, however, thus Air was next. The breath of all living things, and counterpart to Earth, Air would ensure that the ground would stay in its given form by slowly wearing away parts where it outgrew.&lt;br /&gt;
&lt;br /&gt;
A great thirst befell the dry, harsh land, and signaled the next creation. A clear liquid which would cover most of the world, and was said that would sustain all life. Water would quell the thirst of the world, yet a fear of it consuming the planet prepared the next component. This was the deadliest of all the elements, and by far the most volatile. Deep within the world, a spark ignited the fourth element, a raging inferno that would become known as Fire. Unstable, and unprejudiced at what it consumed, Fire kept Water within the balance as it slowly spread across the land.&lt;br /&gt;
&lt;br /&gt;
It is stated among studiers of the Elementals, as well as this legend, that the First Elementals created the Prime Elemental Planes with the ritual at the legend&#039;s end. Whether this is fact or not, is hard to say. However, this legend has lead to many curious sorts to seek out the Planes in search for answers.&lt;br /&gt;
&lt;br /&gt;
~ Isymir&lt;br /&gt;
&lt;br /&gt;
Now the New World was complete, all the elements within harmony, and ready for new life to grow upon its surface. However, this is where this historian deviates from others, as the first creation to be placed upon the world is not what other legends tell. It is said among certain cultures that the Power which created the world placed a sentience within each of the Elements, we truly do not know why - perhaps it felt the world needed Guardians to protect the balance. Thus, the First Elementals were formed.&lt;br /&gt;
&lt;br /&gt;
The First Elementals rose up from their collective facets, gazing at the New World with intrigue. The sentience instilled within these beings was of great wisdom and knowledge of the New World&#039;s balance, and their purpose henceforth. However, all the First knew was their element. Fire raged against the land, creating numerous volcanoes. Earth split the ground asunder, forming vast chasms and tall mountains. Water simply expanded itself, causing many new oceans and lakes to form, and Wind… Wind slowly refined the shape of the land as Earth grew. Like most things, however, the First Elementals grew tired of sculpting the world on their own. Each of the First Elementals started creating lesser kin, and establishing a hierarchy of things to come. These lesser kin Elementals would not be as knowledgeable, or powerful, as they were created by the First.&lt;br /&gt;
&lt;br /&gt;
Colonies, often referred to in an insect-like nature as hives, began to form within localized areas across the planet, some say each contained hundreds and others say thousands of Elemental types. It is here that the hierarchy established was put to use, the lesser forms of the ladder were put to laboring the New World and foraging for new habitats to live in while those on the higher end simply took to command and inserted orders underneath the First. The First Elementals, however, didn&#039;t care, they knew they could still control the lesser kin when needed, and simply watched as the New World teemed with their creation.&lt;br /&gt;
&lt;br /&gt;
It wasn&#039;t long, however, until the lesser kin of each Element discovered each other, and these meetings were never a light occasion especially when between those of opposing forces. While the First Elementals knew and tolerated one another, the same thing cannot be said about their lesser kin. Battles often broke out between those of opposing Elements, and only ended when either side was extinguished or one of the First intervened. The New World, however, suffered greatly from these fights which often created vast craters, valleys and broke off parts of land masses forming new islands. The power the First held over their lesser creations was faltering, and what next occurred confirmed this thought.&lt;br /&gt;
&lt;br /&gt;
Without warning or provocation, another battle befell the New World, between the lesser kin of Fire and Water. Certain cultures tell legends of this battle, the one that could have brought the New World to an end before it even started. Although no legend tells how it supposedly began, it encompassed all of the Elements. The lesser kin of Earth sided with Fire, and the lesser kin of Wind sided with Water. Volcanoes spewed forth minions of the Flame, the lakes and seas swelled with tidal waves that crashed upon the land, the earth violently shook, causing fissures to snake along the surface, and the winds formed fierce tornados that wreaked havoc upon the ground below. Some say the battles raged on for millennia, many of the lesser Elementals became extinguished, and the New World was torn asunder. Great mountains formed where none were before, possibly for barriers, and valleys turned into lakes that housed thousands of the lesser kin of Water for strategic attacks.&lt;br /&gt;
&lt;br /&gt;
The First tried to intervene, to regain their throne over the lesser kin and cease the tearing of the New World, but none would listen. All they knew was their Element, and those of the opposing Element must be annihilated. It was during this battle that the First Elementals, having lost utter control of their lower minions, finally understood reasoning for their creation. The New World was not for them, for while the First remained in harmony, the lesser kin were unable to fully comprehend the harmony of balance, instead becoming embodiments of its constantly-shifting scales.&lt;br /&gt;
&lt;br /&gt;
As the ground continued to shake, the winds howled with the ferocity of dire-wolves, and the clash of Fire against Water raged on, the First began their plan. Perhaps a small bit of knowledge implanted by the Power that gave them sentience, they knew their goal on the New World had come to an end. The First Elementals walked together into the battlefield, amongst the battling lesser kin. They watched for a moment at the harsh damage they were bringing to each other, and the planet. Ultimately, they knew what they had decided was best, for both their kin and the New World.&lt;br /&gt;
&lt;br /&gt;
Within the center of destruction, the First Elementals formed a circle and in unison spoke aloud in a voice only understandable to their kind. As they continued to speak, their forms glowed bright which caused the raging lesser kin to halt in their actions and gaze at their creators. The First Elementals&#039; forms flickered as small motes began to unravel from their image and drift toward the heavens. Clouds slowly started circling above the First, forming four small whirlpool-like vortexes. As the First Elementals raised their unified voices, the motes began streaming with energy of the intoning Elementals.&lt;br /&gt;
&lt;br /&gt;
Slowly, a lesser Fire elemental was drawn to its creator, and as it neared the First it began to unravel and spiraled up towards the whirlpools in the sky. One by one, the lesser kin began to gather around their creator, oblivious to the battle that was occurring just a few moments ago, and one by one they too unraveled and ascended towards the heavens. As the last of the lesser kin ascended into the sky, the First Elementals continued their intoning to keep the pathway open as they gazed at the world their kind had sculpted.&lt;br /&gt;
&lt;br /&gt;
At last, the First Elementals themselves ascended into the skies, their forms pulsating brightly and unraveling into the motes of energy as they neared the vortexes. Their voices still rung outward into the skies until they fully enter within the whirlpools, and were gone. A stillness overcame the New World as the whirlpools simply vanished upon the wind, and it held a proverbial breath for what was to come.&lt;br /&gt;
&lt;br /&gt;
And the One smiled far above the New World, for Those Who Would Build had completed their work. The world teemed with Potential, thus a balance was needed - it needed Life to fill the Potential.&lt;br /&gt;
&lt;br /&gt;
==Chapter 2: Overview of Elementals==&lt;br /&gt;
&lt;br /&gt;
To understand the nature of elementals, one must understand the method in which they enter our world. Planar studies tend to be very complicated, and to keep a sense of brevity, we will not go into miniscule details. Our world is surrounded by a dimensional veil, separating other worlds that overlap our own, and each &amp;quot;veil&amp;quot; is continually pushed and pulled back and forth as these Planes shift throughout the ages. There are many planes and realms beyond our own, most too hazardous to explore, but the ones we are well aware of, and well-accustomed to, are the Prime Elemental Planes, each a whole world unto their own. Four of them represent each Prime Element - Earth, Air, Fire and Water. They are the purest embodiment of each element, and a mage must be either extremely foolhardy or completely in grasp of an element to walk the planes of the Prime Elements and survive. While they might resemble our world in some ways, they are decidedly alien and far more dangerous than one would first imagine.&lt;br /&gt;
&lt;br /&gt;
As these planes continually shift and grate against our own, at times they can intersect one another, allowing the raw power of one world to leak into another, and vice versa. This is how elementals are formed; they are a manifestation of this power, and must sustain themselves on the decidedly weaker source of our own world. Interestingly enough, unlike most outerplanar beings, namely demons, elementals have no intense hatred of life, nor do they regret the fact that they have been shut off from their true world - they simply are what they are, and accept it. It is theorized that places of intense elemental forces (e.g., a particularly large, active volcano) attract these intersections and sustain them, allowing a steady trickle of the energy of a Prime Elemental Plane to leak through. Portals to the Prime Elemental Planes can also be opened to allow a controlled flow of energy to seep through for experimental purposes, however, extreme measures must be taken to ensure that the portal is stabilized, as disastrous results can occur when such a gateway &amp;quot;floods&amp;quot; the area with elemental energy. It is thought that these places, which we call an elemental nexus, attract, or possibly change creatures of our own world. [[wind witch | Wind witches]], [[thunder troll | thunder trolls]], [[frost giant | frost giants]], [[fire sprite | fire sprites]] and [[krag dweller | krag dwellers]] are just a few examples of creatures that are certainly attracted to such a focus of power, and it is theorized that some of their development could have been aided by such a nexus, though it has never been proven. Creatures like those listed above, therefore, are not considered to be true elementals, rather they are considered to have been born of the natural world and then have been attuned to a certain element through a variety of ways.&lt;br /&gt;
&lt;br /&gt;
Most elementals have the spark of sentience within them to a varying degree partially dependant on their plane of origin. It is here we note that not all elemental beings are formed on the Prime Elemental Planes - Golems, in their many possible bases for construction, are able to be crafted from the existing elemental power in our own realm, but they do not occur naturally through the power of an elemental nexus. Pure elementals must be summoned from the Prime Elemental Planes themselves, and this is a very dangerous undertaking unless one has a vast amount of skill in the processes involved. Thus, all elementals described herein are those formed by the Prime Elemental Planes in the wilderness of the world, they are considered the standard by which to measure. Golems are touched upon briefly in our writings only for the fact that they are commonly associated with elementals - and one should remember not to confuse the two, for they are vastly different in many aspects.&lt;br /&gt;
&lt;br /&gt;
A side-effect of an elemental nexus, and admittedly a rare one, is that when two are within close proximity to each other, their powers can merge and create what is classified as a Composite Elemental, that is, a mix of two elements. While powerful, they are lesser in number than their purer counterparts - the Prime Elementals, mainly due to the sheer rarity of two elemental nexuses located so closely together.&lt;br /&gt;
&lt;br /&gt;
The breakdown of elemental beings are through raw power, as this is a standard in measuring a creature&#039;s threat.&lt;br /&gt;
&lt;br /&gt;
~ Lord Ulithian Feras&lt;br /&gt;
~ Lord Isymir Ril-Galad&lt;br /&gt;
&lt;br /&gt;
==Chapter 3: The First Echelon==&lt;br /&gt;
===Golems===&lt;br /&gt;
Elementally-attuned golems are, by their very nature, creations of another outside force. Though usually crafted by mages to do a certain task over and over, it is not unheard of to encounter a golem formed by an elemental itself in order to aid in the protection of its domain. In the latter case, the area wherein the golem has formed is doubtlessly an area of intense elemental and often magical forces, so tread lightly. Golems are, for the most part, brainless and set on the task they were intended to do. They will do this without thought for anything but the task itself, and will mindlessly carry it out until they are destroyed, instructed by their masters to cease, or are overpowered by another force versed in the arts of golems. It is here that we must note that elemental golems are never the pure embodiment of the Planes as elementals are - rather, they are created, whether by an elemental or a mage, they are always created. They are a mixture of both the residual power of the Prime Elemental Planes and the elemental power of our own world. This is always the case when it comes to dealing with golems based upon a particular element, no matter the origins or power of their creator.&lt;br /&gt;
===Elementals===&lt;br /&gt;
Elementals of the 1st Echelon are more likely to be seen as magical animals, as they possess a rudimentary intelligence and do act with what can be classified as a will of their own. They are usually seen only in areas of elemental power where they manifest, and may be quite hostile when something not of their element enters the place of their &amp;quot;birth&amp;quot;. The only constant among elementals of the 1st Echelon is that they harbor a deep love for whatever place spawned them. They can be influenced partially by those practiced in elemental lore and greatly influenced by elementals of their own nature that are of higher power.&lt;br /&gt;
&lt;br /&gt;
1st Echelon elementals are somewhat common, though usually unnoticed by most due to their very nature. Due to the inexact trickling of powers through an elemental nexus, it is thought that the smallest bits of this energy manifest as an elemental of the 1st Echelon, even though most nexuses have more than enough energy to bring the spark of animation to a being of higher power. It is also not unprecedented for an elemental of the 1st Echelon to absorb power over time and thus be counted among those of the 2nd Echelon. Note that Composite Elementals are nonexistent in this classification, due to the fact that the power to merge the energy of differently-attuned elemental nexuses is so great that the resulting elemental formed would be counted among the 2nd Echelon.&lt;br /&gt;
&lt;br /&gt;
Some specific qualities of each elemental are listed below.&lt;br /&gt;
&lt;br /&gt;
====Fire====&lt;br /&gt;
While fire elementals in general are among the most chaotic and destructive elementals, those of the 1st Echelon tend to be far more docile than their more powerful kin. Often described as flames no smaller than that of a candle and no bigger than a common campfire, they tend to be quite shy as they cannot manifest in a powerful form. Additionally, study of the fire elementals of the 1st Echelon points that they are among the most quick-witted of their type, this may be due to fire&#039;s natural urge to consume being suppressed out of need to survive until they become greater in power. Most all fire elementals need a source to sustain themselves, so you will seldom find one outside of a volcano or other source of heat.&lt;br /&gt;
====Earth====&lt;br /&gt;
&lt;br /&gt;
Earth elementals of the 1st Echelon are one of the rarest sights anyone might see. Often retreating to the depths of the earth itself, little is known about them. Like all elementals of earth, they are undoubtedly wise in the ways of the world, but tend to leave themselves out of affairs of the surface, content to reside forever within the rock that breathed some semblance of life into them. They are usually found at the base of mountains or within them, however, there have been reports of others being found within hills.&lt;br /&gt;
====Water====&lt;br /&gt;
Water elementals of the 1st Echelon tend to be more commonly seen than their counterparts, many have attributed them a playful nature, like that of dolphins, and it is not uncommon to see one or even groups of them swimming alongside a ship for extended periods of time. They have been known to venture on land every once in a great while, and this may be due to their inquisitive nature. They tend to dwell near the coast or in rivers and lakes.&lt;br /&gt;
====Air====&lt;br /&gt;
Air elementals of the 1st Echelon differ from those of greater power in that they only take the form of gentle currents of wind. They are generally reclusive and are practically invisible unless they manifest themselves cloaked in mist. They are quite content to travel the skies unhindered, and will rarely take notice of what is beneath them.&lt;br /&gt;
&lt;br /&gt;
==Chapter 4: The Second Echelon==&lt;br /&gt;
&lt;br /&gt;
===Golems===&lt;br /&gt;
Golems of the 2nd Echelon are somewhat more versatile then their lower cousins, and depending on the skill of their creator, they can be set to a task and make somewhat intelligent decisions. Thus, they do not need to be given explicit instructions as their lower kin must. They are, of course, also able to handle the element they are crafted of far better than those of the lower Echelon.&lt;br /&gt;
===Elementals===&lt;br /&gt;
Elementals of the 2nd Echelon are the most commonly seen of elementals, usually being termed by most as lesser/greater or minor/major elementals. They often fiercely protect their area of origin. They have little concern for our kind, and some are considered mindless automatons, and indeed, some certainly can be. Others possess a rudimentary intelligence that can range from that of simple beasts to a cunning that rivals the lesser humanoids. This intellect tends to vary based on the particular element, and, to some degree, upon the skill of the summoner, if said elemental is summoned. As an example, 2nd Echelon elementals of fire may possess intelligence, but the very nature of fire itself would gear this toward consuming anything within sight, while a 2nd Echelon elemental of water with the very same level of intelligence may be considered more intelligent due to its innately passive nature.&lt;br /&gt;
&lt;br /&gt;
====Fire====&lt;br /&gt;
Fire elementals of the 2nd Echelon are quite a dangerous sight to behold, usually their kind are found around volcanoes, and thus guard them more fiercely than any other of their kin - without it, they would cease to burn. They fight with decidedly more ferocity than most, and almost all fire elementals of the 2nd Echelon will consider anything not attuned to fire to be fuel.&lt;br /&gt;
&lt;br /&gt;
Commonly-seen threats:&lt;br /&gt;
[[fire elemental | Fire Elementals]], [[fire guardian | Fire Guardians]].&lt;br /&gt;
&lt;br /&gt;
====Earth====&lt;br /&gt;
&lt;br /&gt;
Earth elementals of the 2nd Echelon are more often seen then their lower kin, but are reclusive by nature. You will rarely catch a glimpse of one beyond the confines of a cave, or some other tunnel into the earth, and this gives them a very distinct advantage since you are within their very element. An extremely rare subclass of this type are primarily comprised of soil, and their strength is a far cry to those created of rock. The subclass of soil-based earth elementals are the least threatening of any elemental being, and elementals of this type are usually used by mages of varying cultures to aid in the cultivating of land. Mostly, earth elementals of the 2nd Echelon are content to leave us alone, preferring simply to stay within the embrace of the underground, but ware those who have encroached upon their domain and their peace, for they are fierce in combat.&lt;br /&gt;
&lt;br /&gt;
Commonly-seen threats:&lt;br /&gt;
Krynch.&lt;br /&gt;
&lt;br /&gt;
====Water====&lt;br /&gt;
Water elementals of the 2nd Echelon are more rarely seen, as they, like most of their kin, stay within a localized area, and those elementals of this degree tend to make deeper water their home. The sheer variety of forms that pure water elementals of this power is amazing, they are able to mesh with their element completely - becoming a tentacle of water or a spinning whirlpool with equal ease. They are what we would consider peaceful for their kind, but should any violate or impede upon their homes in any fashion, they are known to retaliate - the term &amp;quot;the sea shows no mercy&amp;quot; may have been a result of a run-in with water elementals of the 2nd Echelon. An interesting facet of water elementals of this echelon is that they can venture upon land if they want. In such case, they usually take to high ground and become ice. There is little difference between the two except in terms of natural abilities, after all, you cannot create a whirlpool on land. Another notable difference is that water elementals that have turned to ice appear to be far more aggressive and protective than their water-bound kin.&lt;br /&gt;
&lt;br /&gt;
Commonly-seen threats:&lt;br /&gt;
Ice Elementals, Glacial Morphs, Animated Slushes, Glaceis.&lt;br /&gt;
&lt;br /&gt;
====Air====&lt;br /&gt;
Air elementals of the 2nd Echelon are most interesting, as they are closely tied to those of lightning. Thankfully, most people of Elanith have little dealings with these peculiar beings, as they rarely wish to concern themselves with any airships that may pass through their realm. Additionally, it is very hard to anger elementals of air, as the winds constantly move and never stay in one place for long, thus they count the whole sky as their home and seem oblivious to the occasional visitor. They are among the wisest of their kind, but rarely choose to deal with the affairs of the world below them. They can, when the need arises, join to form powerful storms that can literally destroy entire towns. Usually, it takes quite a great need for these usually very calm and peaceful beings to go to such drastic measures.&lt;br /&gt;
&lt;br /&gt;
There is an exception to this innately peaceful nature, however. As these elementals flow with the tides of wind in their careless fashion, they can whirl through storms, where they become extremely hostile. It is rumored that so many air elementals become &#039;trapped&#039;, for a lack of a better word, in this state, that these storms linger around one unfortunate (for any living beings underneath) spot for long periods of time. Cyclones and hurricanes have the same, if not more so, deadly effect on these beings. Interestingly enough, if these storms continue to churn with the presence of air elementals for extremely long periods of time, the site can become an elemental nexus where the power of the Prime Elemental Planes leaks through. It is thought that this is how air elementals normally manifest into this world, as intense power is needed to draw forth the power of the Planes. How they escape such a permanently violent place and flow with the winds of the world is unknown.&lt;br /&gt;
&lt;br /&gt;
Commonly-seen threats:&lt;br /&gt;
None.&lt;br /&gt;
&lt;br /&gt;
===Composite Elementals===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Though rare, composite elementals -- that is, elementals comprised of two differing powers of the Prime Elemental Planes -- are not unheard of. It is also possible, though even rarer, for elementals of two differing elements to form one of these composite elementals. They only exist in the 2nd Echelon and above, mainly because the power it takes to fuse two elementals together (especially those of opposing elements) far exceeds that of the 1st Echelon. The following produce these types of elementals:&lt;br /&gt;
&lt;br /&gt;
Air and Water		Lightning&lt;br /&gt;
Water and Earth	 	Mud&lt;br /&gt;
Earth and Fire	 	Lava&lt;br /&gt;
Fire and Water	 	Steam&lt;br /&gt;
&lt;br /&gt;
====Lava====&lt;br /&gt;
Lava elementals are a mesh of both fire and earth, and they are one of the more common composite elementals as fire and earth have some ties to one another. They usually manifest within volcanoes, often staying within the core and forever becoming one with the magma that spewed them forth. Occasionally, they will be seen outside their fiery womb, and woe to those who encounter them. While slow moving, they have acquired the deadliness of fire combined with the massive resistance of the earth.&lt;br /&gt;
&lt;br /&gt;
Commonly-seen threats: &lt;br /&gt;
Lava Golem.&lt;br /&gt;
&lt;br /&gt;
====Mud====&lt;br /&gt;
&lt;br /&gt;
Mud elementals are a mixing of both earth and water, and are usually found in bogs or some other type of wetland area. Though extremely unusual to find them out of these environments, they&#039;ve also been seen in deltas and muddy beaches. This mixture tends to produce a somewhat weak elemental - Earth&#039;s strength is worn away by Water, though it imparts some of the fluidity of water upon a land being, which can be seen as some advantage, though not extremely so. However, this does not mean one should not tread carefully in the presence of such a being. When one is in a swamp or a bog of some sort, mud elementals become a large concern, patiently waiting and blending into the surroundings to drag any trespassers down into the suffocating embrace of the earth for eternity.&lt;br /&gt;
&lt;br /&gt;
Commonly-seen threats:&lt;br /&gt;
None.&lt;br /&gt;
&lt;br /&gt;
====Steam====&lt;br /&gt;
Steam elementals, manifested from the opposing powers of Fire and Water, are usually found in lava tubes that have reached a shoreline, or bubbling geysers found near mountains. They are extremely rare due to the fact that their sole creation relies on the clashing of the Prime Elemental Planes, and to find two opposing intersections so close to each other is nearly unheard of. They cannot move from whatever place they first manifest, as the fragile balance of two vastly different elements can be upset very easily, thus destroying them in the process. They are usually only summoned by mages for numerous purposes.&lt;br /&gt;
&lt;br /&gt;
Commonly-seen threats:&lt;br /&gt;
None.&lt;br /&gt;
&lt;br /&gt;
====Lightning====&lt;br /&gt;
Lightning elementals can almost be considered very common compared to other composite elementals, though in fact they are quite rare overall. Their only known forms are classified among the 2nd and higher Echelons. Due to their nature, it is not exactly known how they are so common compared to their Prime counterparts, but tales of air elementals causing intense raging storms out at sea in order to create these powerful beings are widely told, though the reason why is not known. They are the most unpredictable of elementals, and doubtlessly possess an uncanny strength, but their weakness is in their expenditure of energy. Also, lightning elementals of the 2nd Echelon have been known to destroy themselves in the process of attacking. Powerful, quick, and quite deadly, this is their downfall - they have no stable element to sustain their massive power for extended periods of time.&lt;br /&gt;
&lt;br /&gt;
Commonly-seen threats:&lt;br /&gt;
None.&lt;br /&gt;
&lt;br /&gt;
==Chapter 5: The Third Echelon==&lt;br /&gt;
&lt;br /&gt;
===Elementals===&lt;br /&gt;
Elementals of the 3rd Echelon are among the most rare anyone might ever encounter, and are indeed among the most powerful of their kin. It is here that we note that elementals do not age by our standards, they merely exist until their source of power is extinguished, and as long as they might live, they continue to absorb the energy of their own element. Golems of the 3rd Echelon are nonexistent, as the extensive intelligence of 3rd Echelon elementals has far surpassed anything that can be mimicked through magical creation, though elementals of the 3rd Echelon can be summoned from the Prime Elemental Plane with a huge risk even to the most knowledgeable of mages. Due to this fact, elementals of the 3rd Echelon are not considered mindless automatons by those who know their kind.&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
====Fire====&lt;br /&gt;
Fire elementals of the 3rd Echelon often live within the very crater of a volcano, making them, thankfully, a rare sight to most adventurers. It is rumored that 3rd Echelon fire elementals use these volcanoes to travel to the very core of the world itself where they join their kin. They are truly fearsome to behold, being completely and utterly in control of their element. Like their lower kin, these elementals tend to be highly scrutinizing of anything that is not of their own attunement, and will simply consume or destroy anything that is not of flame.&lt;br /&gt;
&lt;br /&gt;
====Earth====&lt;br /&gt;
&lt;br /&gt;
Earth elementals of the 3rd Echelon reside deep within the earth itself, and are almost never seen near mountains or anything about the surface. Only a few people have ever encountered one of these great creatures, and reports say they are rather patient when dealing with things not of their element. They are said to not take any form at all, simply meshing with a large expanse of rock underground and manipulating it as they wish. Legends say that particularly large earthquakes are caused by earth elementals of the 3rd Echelon. However, while they are quite capable of such feats, most earthquakes are not caused by these creatures.&lt;br /&gt;
&lt;br /&gt;
The subclass of earth elementals, the soil elementals, also are known to be powerful enough to be ranked among the 3rd Echelon. Even in this state, they are generally considered weak by the standards set by their other kin, but are capable of holding their own in a battle should the need arise. They are gentle-mannered and reclusive by nature, and show a very strong affinity to plant life of all kinds. These elementals are very aware of life around them, more so than any of their other kin, and most seek to nourish it through some means.&lt;br /&gt;
&lt;br /&gt;
====Water====&lt;br /&gt;
Water elementals of the 3rd Echelon prefer the mysterious depths of the ocean to any other body of water, and it is rare to find them in any other place. Though reclusive by nature, they are not averse to speaking with others not of their kind. Ware these water elementals when they have been angered, however, for they can destroy the most skilled fleet of ships on a whim. Angry water elementals of the 3rd Echelon are attributed with tidal waves, and they are certainly capable of such feats. However, the way of the elementals is not subtle in the least, one must remember, and it would be glaringly obvious as to why such destructive measures were taken.&lt;br /&gt;
====Air====&lt;br /&gt;
Air elementals of the 3rd Echelon are much like their lower counterparts, differing only in power. They are generally apathetic towards any other form of life, and at times are quite friendly. There is an otherworldly quality to these beings, and they are very wise. They can gather great storms with ease, and when angry it is not uncommon for them to be seen as a whirling vortex blotting most of the sky. Generally, though, they are content and free-spirited as their lower counterparts.&lt;br /&gt;
===Composite Elementals===&lt;br /&gt;
====Lava====&lt;br /&gt;
Lava elementals of the 3rd Echelon are rarely seen, but their existence is proven. Only glimpsed briefly in the craters of a fierce volcano, these beings are thought to be content to dwell within the magma itself, thus they are thankfully rarely ever seen beyond their preferential home. Even then, it takes a great need to rouse them, as the patience of earth is instilled within them, but ware to those who have angered a lava elemental of the 3rd Echelon. The only recorded account of one of these magnificent beings manifesting describes them as huge pillars of living lava that can ascend into the sky should they wish. Unfortunately, this was only a written account - there were no survivors other than the charred scrap of a journal left behind.&lt;br /&gt;
&lt;br /&gt;
====Mud====&lt;br /&gt;
&lt;br /&gt;
Mud elementals of the 3rd Echelon are the rarest of all Composite Elementals, as their natural source of power is usually in a state of constant change. They are, however, known to exist, and are a fabulous sight to behold. Often described as an entire bog or swamp, they spread themselves out everywhere within their domain, normally as deadly tentacles of mud which drag any would-be trespassers to their death. Up until recently, these were thought to be separate elementals themselves, but it is confirmed that usually they are part of one whole elemental that simply will not collect into one large mass as its other cousins normally do.&lt;br /&gt;
====Steam====&lt;br /&gt;
Steam elementals of the 3rd Echelon are considerably more mobile than their lower kin, able to leave their place of origin for long periods of time without fear of fading away due to the loss of their fragile source of power. Often being mistaken for wind elementals, these types of steam elementals can easily be mistaken for a cloud - woe to those who walk into this cloud, though, for a painful, if not fatal, experience awaits them.&lt;br /&gt;
&lt;br /&gt;
From the accounts I have read, these beings are usually docile and content to stay in their home, but when angered, can spread up to a mile to become a deadly boiling cloud. ~ Ulithian&lt;br /&gt;
&lt;br /&gt;
====Lightning====&lt;br /&gt;
Lightning elementals of the 3rd Echelon are rarely spoken of, but they do exist. They are a breathtaking sight, having lived in thunderstorms so long that they are simply an enormous mass of living light. They are immensely powerful, and rumors persist that they no longer face the dilemma of their lower kin, that they can sustain themselves indefinitely. They are mostly unconcerned with the world below, but when they are, be very wary.&lt;br /&gt;
&lt;br /&gt;
In my travels over the thousands of years of life, I have only encountered two. They are secretive about their origins and, when pushed, are quick to anger.&lt;br /&gt;
~ Ulithian&lt;br /&gt;
&lt;br /&gt;
==Chapter 6: Great Elementals==&lt;br /&gt;
Great Elementals are a degree of their own. They are, without a doubt, the most powerful of their kin outside of the Prime Elemental Planes. When they call, all those beneath them will follow. When they anger, all others beneath them anger. They are the most pure embodiment of their element to be found outside of the Prime Planes themselves. They are among the most varied of their classification, and are often attributed a name by those who are witness to their influence. This usually leads the named Great Elemental to regard those with bemusement, as they often take on their own name in a language of their own that is nearly unpronounceable to anyone. While they are powerful, they will normally only stay in a localized area and never venture further. This has lead to some primitive bands of civilization attributing them as local gods or spirits, but the educated know better. While they hold an awe-inspiring amount of power among their, for lack of a better word, home, it is found that it diminishes significantly if they venture away. There is a theory behind why this might happen: As with the elementals of the 3rd Echelon, Great Elementals are quite ancient due to their existence, and they are like any other in regards to the basic principles of elemental beings.&lt;br /&gt;
&lt;br /&gt;
However, it is thought that because they have lived so long in a general area, they become intrinsically attuned to their surroundings and the flows of elemental power within. This would give them incredible control and power over their element, and also account for their extreme rarity - most places change over time, thus their source of power may be extinguished.&lt;br /&gt;
&lt;br /&gt;
===Elementals===&lt;br /&gt;
====Fire====&lt;br /&gt;
Great Elementals of fire are a sight no one should ever wish to see. They possess an intelligence and a drive for destruction that is unmatched by any but the cursed undead. They are more scrutinous than any of their kind, and have a haughtiness about them and a blind cruelty to those not of the flame.&lt;br /&gt;
&lt;br /&gt;
=====Great Fire Elementals of Note=====&lt;br /&gt;
&lt;br /&gt;
======Avregol======&lt;br /&gt;
While wandering around the volcano on Teras Island, Avregol&#039;s forms shift between those of a towering pillar of flames and a dark fiery-robed figure. The mannerisms of this particular Great Elemental have lead scholars to label it as male.&lt;br /&gt;
&lt;br /&gt;
Once thought to be no more than a story told to children as a warning against straying far from the village at night, Avregol&#039;s existence was recently confirmed to be more than a mere rumor. The volcano on Teras Island overshadowing the dwarven mining colony of Kharam-Dzu surged with new activity, and creatures born of flame flowed down its slopes to attack the town. Like most Fire Elementals, Avregol takes a harsh view of those who are not &#039;of the flame&#039; as his kind is, and sought to scour the Isle clean of all other living things. Using the intense focal power of the volcano to increase his own energy, he was able to cause vast destruction during his time of greatest strength.&lt;br /&gt;
&lt;br /&gt;
Whispered tales and legends around Kharam-Dzu&#039;s taverns suggest that it was Avregol himself that originally created the island. The veracity of these tales may never be confirmed, as when the Great Fire Elemental does appear, he rarely speaks, choosing to either incinerate those who find him or observe from a distance in dignified silence.&lt;br /&gt;
&lt;br /&gt;
======Cingh======&lt;br /&gt;
Little is known about this Great Fire Elemental, however, there currently is research and study going into this elemental that will perhaps surface at another date.&lt;br /&gt;
====Earth====&lt;br /&gt;
&lt;br /&gt;
Great Elementals of earth have been said to manifest as entire mountains of rock, and it is clear that they could do so if they wish. They are unmoving, for the most part, barely taking any concerns than the thoughts that slowly drift through their minds. It is very, very hard to disturb such a powerful being, and they are usually very benevolent, but if a Great Earth Elemental is angered, beware, for there is no escape from them.&lt;br /&gt;
&lt;br /&gt;
=====Great Earth Elementals of Note=====&lt;br /&gt;
&lt;br /&gt;
======Ghatha======&lt;br /&gt;
In the far southern reaches of the DragonSpine Mountains, it is said there lives a Great Earth Elemental. Known to some as Ghatha, and to others as simply &amp;quot;The Earthen Father&amp;quot;, his only known form is that of a towering mountain in the DragonSpine range, whose spire ascends far into the sky.&lt;br /&gt;
&lt;br /&gt;
Historians and scholars became aware of Ghatha&#039;s existence due to a manifestation in Elemental form many years ago. A small village in the shadow of Ghatha&#039;s mountain was destroyed due to a tremendous avalanche with very few survivors. A recollection from one of those survivors is as follows:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;A face appeared one night in the mountain. Our Elders say it was the Earthen Father, a guardian who watched over our people. They say he would protect us from our enemies, and bring many prosperous years to our village. So wrong, oh so wrong they were. The Earthen Father came to us one night, a massive face formed within the cliffs of the mountain. Stony pupils gazed down upon our village as he just seemed to watch. Many of our people were afraid, some remained in their homes. We do not know what angered him, or what brought the destruction to us. We heard a great rumble, some thought the Earthen Father was laughing, but the rumble grew louder and the very ground began to shake. Many boulders came crashing down upon the village. A mighty avalanche besieged the village. Not many survived, my entire family lost. After the great avalanche stopped, some who survived say the Father looked sad, and disappeared back into the mountain cliffs. Why did he bring death to our village?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
This account can only show the magnitude of power a Great Elemental of Earth possesses. Since this incident, Ghatha remains dormant and has not shown his Elemental form, but the mountain still sits beneath the lofty clouds... perhaps one day Ghatha will return again.&lt;br /&gt;
&lt;br /&gt;
It is speculated that Ghatha did not intend to harm this village, and indeed what some thought was laughing truly was. Perhaps enjoyment or entertainment out of watching beings of flesh scurry around their daily lives amused this Great Elemental on some level. ~ Isymir&lt;br /&gt;
&lt;br /&gt;
====Water====&lt;br /&gt;
Great Elementals of water are very elusive, but are generally very neutral in their stance of non-elemental beings. They have an intrinsic understanding of the ways of the world, and are usually very patient and do not act drastically by elemental standards. They are known to drift with the currents of the ocean, and rarely venture into streams or rivers.&lt;br /&gt;
&lt;br /&gt;
=====Great Water Elementals of Note=====&lt;br /&gt;
&lt;br /&gt;
======Nelemar======&lt;br /&gt;
Nelemar often takes the form of a humanoid-shaped watery figure when manifesting to others on land. The mannerisms of this particular Great Elemental lead most to label it a male, and he certainly does not care one way or another.&lt;br /&gt;
&lt;br /&gt;
Nelemar is known to travel over the seas of Western Elanith, though the waters around Teras Island is thought to be his prime domain. He is very accommodating to other beings that are not of his element, and considers the area his charge and protects it in a very benevolent manner. It is said that he does know of Charl and respects his power within the seas, but it is clear his goals and that Arkati&#039;s are not the same, as the philosophies of the Elements rarely are the same as any Arkati&#039;s, though he will defer to Charl should he become interested in matters of his domain. He is content to stay out of the affairs of people unless his hand is forced or a great need arises. He and a plethora of lesser degrees of elementals are known to frequent the area, and it was not known until recently why such a large number of them dwelled there. An Elemental War broke out upon the small island of Teras Island, a clash between Nelemar and Avregol, a Great Fire Elemental. It appears that Nelemar had kept a close watch on the island, as he had known about the volcano&#039;s presence and Avregol for countless years and had been prepared to counter any move the Great Fire Elemental made.&lt;br /&gt;
&lt;br /&gt;
The ensuing struggle resulted in Nelemar&#039;s victory, and the activity of Avregol has since been drastically reduced upon the island. Little else is known of this Great Elemental, as he was usually pushed back during the war and rarely seeks out the company of those not of his kind.&lt;br /&gt;
&lt;br /&gt;
====Air====&lt;br /&gt;
Great Elementals of air are often indistinguishable from their lower kin, but when they make themselves known, it is very apparent. They are serene and most often feminine in appearance, which is an oddity among the elemental world as they usually have nothing in common with any gender, and any that do are usually attributed to them by other cultures. Great Elementals of wind are usually always seen as delicate-faced women with long white hair that flows behind them seemingly endlessly. They are very kind, but, as all their lower counterparts, generally unconcerned with things not affecting their own world. Due to their innately powerful nature, they are not affected by naturally-occurring storms in such a drastic way as those of lower Echelons, but they can certainly be angered. Woe to those who incur the wrath of Great Air Elementals, the storms they can gather can spread for miles and wreak havoc on the countryside.&lt;br /&gt;
&lt;br /&gt;
=====Great Air Elementals of Note=====&lt;br /&gt;
&lt;br /&gt;
======Celiel======&lt;br /&gt;
Celiel, sometimes referred to as The Watcher by those who honor her power as they would an Arkati, is a very mysterious Great Elemental. Her exact domain is not known, but it appears to be somewhere near the DragonSpine Mountains. She has not manifested for several centuries, but when she has, it has been a very impressive sight for any fortunate enough to witness it. Her face is a mask of expressionless and ethereal beauty, and the way in which she moves is the epitome of grace.&lt;br /&gt;
&lt;br /&gt;
When she has been seen, she has never been directly acting against or for anything. She has simply drifted carelessly by, often with an entourage of other air elementals. At other times her face has been seen gazing down at the ground, which has earned her the aforementioned title. Scattered villages situated at the feet of the DragonSpine have taken to honoring her regularly as they would an Arkati.&lt;br /&gt;
&lt;br /&gt;
===Composite Elementals===&lt;br /&gt;
Great Composite Elementals, due to their very nature, are considered to be nonexistent except for the confirmed presence of Veiki, a Great Lightning Elemental. Either way, Great Composite Elementals no longer exist in our world today, and if they do, they&#039;re very adept at hiding. Thus, the only listed below is the only confirmed Great Composite Elemental. &lt;br /&gt;
&lt;br /&gt;
====Lightning====&lt;br /&gt;
Great Elementals of lightning are almost completely unprecedented. All we have of them is one ancient legend in elven lore dated back to nearly the beginning of the Empire, roughly 50 thousand years ago, and it does not delve into the full extent of this truly extraordinary being. We can only assume that any of these are completely gone from the face of Elanthia, or are utterly secretive. Either way, as legend can provide the only information about this mysterious being, the legend is what shall be presented.&lt;br /&gt;
&lt;br /&gt;
=====Great Lightning Elementals of Note=====&lt;br /&gt;
&lt;br /&gt;
======Veiki======&lt;br /&gt;
Whispers of Veiki&#039;s origins point to many things, from the cataclysmic energies released from the Ur-Daemon War, to great storms called forth by the elementals of wind shortly after. Either way, Veiki has been among us for some time. Rarely is he seen, but when he travels, all know: the night sky becomes alight as the brightest of noons, and raging storms follow in his wake. I present to you the story that has been collected from various witnesses of his supposed disappearance.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;We saw a column of light strike the [DragonSpine] mountains, blue like the eyes of our fair kind. We knew it was Veiki. It could only be he. We watched as the light continually spun, and it was then we noticed that thousands of them [wind elementals] were swirling around the column, singing in their whispery, melodical voices that surrounded us like a fog. [Veiki] did not seem to be in pain at all, though he had not a face to look at, we could see that if he was trapped, he could have easily repelled them. But he stood, as that glowing pillar of blue light, and it began to ascend into the heavens. They [wind elementals] seemed to meld into the Great Elemental, and his form began to flatten out thinly, covering the entire area where we were camped out in an eerie blue light that flickered rapidly. Without any warning of what might happen next, [Veiki] suddenly was torn asunder, his form degenerating into countless lightning bolts that flung outwards across the sky and disappeared. We know not what has became of the [wind elementals] that were there, but no sign of them was left.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
This account was taken from a scouting patrol of Vaalorian elves, and they are the only ones to have documented this event. It is known that on the night of when this supposedly occurred, great storms began to rise across all of our ancestral land. A strange happening, indeed, and this is why it must be recorded and preserved.&lt;br /&gt;
&lt;br /&gt;
- Jisanlyrc Vin&#039;ziel, Scholar of Illistim&lt;br /&gt;
&lt;br /&gt;
It may be a simple coincidence, but other elementals of lightning were significantly fewer in number before this supposed destruction of Veiki than they are now. ~ Ulithian&lt;br /&gt;
&lt;br /&gt;
==Chapter 7: Elemental Wars==&lt;br /&gt;
Opposing elements have been known to war with one another. This is most prominently carried out by Water and Fire, with Air and Earth generally following suit.&lt;br /&gt;
&lt;br /&gt;
In all conflicts I have witnessed or heard accounts of, Water is usually allied Air, and Fire is usually allied with Earth. Rarely do Wind or Earth spearhead any conflicts between each other, and most often, they only work with Water or Fire respectively, not truly taking any real hand in actual battle should one arise. ~ Ulithian&lt;br /&gt;
&lt;br /&gt;
Elemental wars are different than any most sentient beings wage. Elementals have an innate understanding of the change of the world around them, they know and accept that this change can be violent. They know they are a unique embodiment of this world, and that they too must be part of the clash and changes. There is no animosity once a war is over, only a simple acceptance of the natural cycle of things. It is rare to witness such an event, as they most often take place on grounds that are primal and nearly inhospitable, but some have been seen and recorded. Woe to those who get caught in such a clash.&lt;/div&gt;</summary>
		<author><name>GS4-AVALUKA</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=History_of_Elementals&amp;diff=116534</id>
		<title>History of Elementals</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=History_of_Elementals&amp;diff=116534"/>
		<updated>2019-05-31T23:01:56Z</updated>

		<summary type="html">&lt;p&gt;GS4-AVALUKA: /* Chapter 2: Overview of Elementals */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{official-document}}&lt;br /&gt;
&lt;br /&gt;
Elementals - the children of the Planes. They fill tales of myth and legend, and many regard them as beasts - but they are no mere beasts. They are the purest embodiment of the primal energies, and there is a method to their power, a power which can grow to the strength of even the lesser spirits of reknown. Delve into the secrets of the elementals, and know their ways as you have never known them before.&lt;br /&gt;
&lt;br /&gt;
==Chapter 1: Origins==&lt;br /&gt;
It Begins in Darkness…&lt;br /&gt;
&lt;br /&gt;
No one knows for certain how they came about. Elven legends tell of a Power that created the world, and all life connected to it, that such a Will brought sentience to the components that make up the very land…&lt;br /&gt;
&lt;br /&gt;
Before the dawn of the lesser races, and even before the birth of all life itself, the world was just beginning to form. Earth, the very soil and foundation for which all life would grow was the first to be created. A balance had to be retained, however, thus Air was next. The breath of all living things, and counterpart to Earth, Air would ensure that the ground would stay in its given form by slowly wearing away parts where it outgrew.&lt;br /&gt;
&lt;br /&gt;
A great thirst befell the dry, harsh land, and signaled the next creation. A clear liquid which would cover most of the world, and was said that would sustain all life. Water would quell the thirst of the world, yet a fear of it consuming the planet prepared the next component. This was the deadliest of all the elements, and by far the most volatile. Deep within the world, a spark ignited the fourth element, a raging inferno that would become known as Fire. Unstable, and unprejudiced at what it consumed, Fire kept Water within the balance as it slowly spread across the land.&lt;br /&gt;
&lt;br /&gt;
It is stated among studiers of the Elementals, as well as this legend, that the First Elementals created the Prime Elemental Planes with the ritual at the legend&#039;s end. Whether this is fact or not, is hard to say. However, this legend has lead to many curious sorts to seek out the Planes in search for answers.&lt;br /&gt;
&lt;br /&gt;
~ Isymir&lt;br /&gt;
&lt;br /&gt;
Now the New World was complete, all the elements within harmony, and ready for new life to grow upon its surface. However, this is where this historian deviates from others, as the first creation to be placed upon the world is not what other legends tell. It is said among certain cultures that the Power which created the world placed a sentience within each of the Elements, we truly do not know why - perhaps it felt the world needed Guardians to protect the balance. Thus, the First Elementals were formed.&lt;br /&gt;
&lt;br /&gt;
The First Elementals rose up from their collective facets, gazing at the New World with intrigue. The sentience instilled within these beings was of great wisdom and knowledge of the New World&#039;s balance, and their purpose henceforth. However, all the First knew was their element. Fire raged against the land, creating numerous volcanoes. Earth split the ground asunder, forming vast chasms and tall mountains. Water simply expanded itself, causing many new oceans and lakes to form, and Wind… Wind slowly refined the shape of the land as Earth grew. Like most things, however, the First Elementals grew tired of sculpting the world on their own. Each of the First Elementals started creating lesser kin, and establishing a hierarchy of things to come. These lesser kin Elementals would not be as knowledgeable, or powerful, as they were created by the First.&lt;br /&gt;
&lt;br /&gt;
Colonies, often referred to in an insect-like nature as hives, began to form within localized areas across the planet, some say each contained hundreds and others say thousands of Elemental types. It is here that the hierarchy established was put to use, the lesser forms of the ladder were put to laboring the New World and foraging for new habitats to live in while those on the higher end simply took to command and inserted orders underneath the First. The First Elementals, however, didn&#039;t care, they knew they could still control the lesser kin when needed, and simply watched as the New World teemed with their creation.&lt;br /&gt;
&lt;br /&gt;
It wasn&#039;t long, however, until the lesser kin of each Element discovered each other, and these meetings were never a light occasion especially when between those of opposing forces. While the First Elementals knew and tolerated one another, the same thing cannot be said about their lesser kin. Battles often broke out between those of opposing Elements, and only ended when either side was extinguished or one of the First intervened. The New World, however, suffered greatly from these fights which often created vast craters, valleys and broke off parts of land masses forming new islands. The power the First held over their lesser creations was faltering, and what next occurred confirmed this thought.&lt;br /&gt;
&lt;br /&gt;
Without warning or provocation, another battle befell the New World, between the lesser kin of Fire and Water. Certain cultures tell legends of this battle, the one that could have brought the New World to an end before it even started. Although no legend tells how it supposedly began, it encompassed all of the Elements. The lesser kin of Earth sided with Fire, and the lesser kin of Wind sided with Water. Volcanoes spewed forth minions of the Flame, the lakes and seas swelled with tidal waves that crashed upon the land, the earth violently shook, causing fissures to snake along the surface, and the winds formed fierce tornados that wreaked havoc upon the ground below. Some say the battles raged on for millennia, many of the lesser Elementals became extinguished, and the New World was torn asunder. Great mountains formed where none were before, possibly for barriers, and valleys turned into lakes that housed thousands of the lesser kin of Water for strategic attacks.&lt;br /&gt;
&lt;br /&gt;
The First tried to intervene, to regain their throne over the lesser kin and cease the tearing of the New World, but none would listen. All they knew was their Element, and those of the opposing Element must be annihilated. It was during this battle that the First Elementals, having lost utter control of their lower minions, finally understood reasoning for their creation. The New World was not for them, for while the First remained in harmony, the lesser kin were unable to fully comprehend the harmony of balance, instead becoming embodiments of its constantly-shifting scales.&lt;br /&gt;
&lt;br /&gt;
As the ground continued to shake, the winds howled with the ferocity of dire-wolves, and the clash of Fire against Water raged on, the First began their plan. Perhaps a small bit of knowledge implanted by the Power that gave them sentience, they knew their goal on the New World had come to an end. The First Elementals walked together into the battlefield, amongst the battling lesser kin. They watched for a moment at the harsh damage they were bringing to each other, and the planet. Ultimately, they knew what they had decided was best, for both their kin and the New World.&lt;br /&gt;
&lt;br /&gt;
Within the center of destruction, the First Elementals formed a circle and in unison spoke aloud in a voice only understandable to their kind. As they continued to speak, their forms glowed bright which caused the raging lesser kin to halt in their actions and gaze at their creators. The First Elementals&#039; forms flickered as small motes began to unravel from their image and drift toward the heavens. Clouds slowly started circling above the First, forming four small whirlpool-like vortexes. As the First Elementals raised their unified voices, the motes began streaming with energy of the intoning Elementals.&lt;br /&gt;
&lt;br /&gt;
Slowly, a lesser Fire elemental was drawn to its creator, and as it neared the First it began to unravel and spiraled up towards the whirlpools in the sky. One by one, the lesser kin began to gather around their creator, oblivious to the battle that was occurring just a few moments ago, and one by one they too unraveled and ascended towards the heavens. As the last of the lesser kin ascended into the sky, the First Elementals continued their intoning to keep the pathway open as they gazed at the world their kind had sculpted.&lt;br /&gt;
&lt;br /&gt;
At last, the First Elementals themselves ascended into the skies, their forms pulsating brightly and unraveling into the motes of energy as they neared the vortexes. Their voices still rung outward into the skies until they fully enter within the whirlpools, and were gone. A stillness overcame the New World as the whirlpools simply vanished upon the wind, and it held a proverbial breath for what was to come.&lt;br /&gt;
&lt;br /&gt;
And the One smiled far above the New World, for Those Who Would Build had completed their work. The world teemed with Potential, thus a balance was needed - it needed Life to fill the Potential.&lt;br /&gt;
&lt;br /&gt;
==Chapter 2: Overview of Elementals==&lt;br /&gt;
&lt;br /&gt;
To understand the nature of elementals, one must understand the method in which they enter our world. Planar studies tend to be very complicated, and to keep a sense of brevity, we will not go into miniscule details. Our world is surrounded by a dimensional veil, separating other worlds that overlap our own, and each &amp;quot;veil&amp;quot; is continually pushed and pulled back and forth as these Planes shift throughout the ages. There are many planes and realms beyond our own, most too hazardous to explore, but the ones we are well aware of, and well-accustomed to, are the Prime Elemental Planes, each a whole world unto their own. Four of them represent each Prime Element - Earth, Air, Fire and Water. They are the purest embodiment of each element, and a mage must be either extremely foolhardy or completely in grasp of an element to walk the planes of the Prime Elements and survive. While they might resemble our world in some ways, they are decidedly alien and far more dangerous than one would first imagine.&lt;br /&gt;
&lt;br /&gt;
As these planes continually shift and grate against our own, at times they can intersect one another, allowing the raw power of one world to leak into another, and vice versa. This is how elementals are formed; they are a manifestation of this power, and must sustain themselves on the decidedly weaker source of our own world. Interestingly enough, unlike most outerplanar beings, namely demons, elementals have no intense hatred of life, nor do they regret the fact that they have been shut off from their true world - they simply are what they are, and accept it. It is theorized that places of intense elemental forces (e.g., a particularly large, active volcano) attract these intersections and sustain them, allowing a steady trickle of the energy of a Prime Elemental Plane to leak through. Portals to the Prime Elemental Planes can also be opened to allow a controlled flow of energy to seep through for experimental purposes, however, extreme measures must be taken to ensure that the portal is stabilized, as disastrous results can occur when such a gateway &amp;quot;floods&amp;quot; the area with elemental energy. It is thought that these places, which we call an elemental nexus, attract, or possibly change creatures of our own world. [[wind witch | Wind witches]], [[thunder troll | thunder trolls]], [[frost giant | frost giants]], [[fire sprite | fire sprites]] and [[krag dweller | krag dwellers]] are just a few examples of creatures that are certainly attracted to such a focus of power, and it is theorized that some of their development could have been aided by such a nexus, though it has never been proven. Creatures like those listed above, therefore, are not considered to be true elementals, rather they are considered to have been born of the natural world and then have been attuned to a certain element through a variety of ways.&lt;br /&gt;
&lt;br /&gt;
Most elementals have the spark of sentience within them to a varying degree partially dependant on their plane of origin. It is here we note that not all elemental beings are formed on the Prime Elemental Planes - Golems, in their many possible bases for construction, are able to be crafted from the existing elemental power in our own realm, but they do not occur naturally through the power of an elemental nexus. Pure elementals must be summoned from the Prime Elemental Planes themselves, and this is a very dangerous undertaking unless one has a vast amount of skill in the processes involved. Thus, all elementals described herein are those formed by the Prime Elemental Planes in the wilderness of the world, they are considered the standard by which to measure. Golems are touched upon briefly in our writings only for the fact that they are commonly associated with elementals - and one should remember not to confuse the two, for they are vastly different in many aspects.&lt;br /&gt;
&lt;br /&gt;
A side-effect of an elemental nexus, and admittedly a rare one, is that when two are within close proximity to each other, their powers can merge and create what is classified as a Composite Elemental, that is, a mix of two elements. While powerful, they are lesser in number than their purer counterparts - the Prime Elementals, mainly due to the sheer rarity of two elemental nexuses located so closely together.&lt;br /&gt;
&lt;br /&gt;
The breakdown of elemental beings are through raw power, as this is a standard in measuring a creature&#039;s threat.&lt;br /&gt;
&lt;br /&gt;
~ Lord Ulithian Feras&lt;br /&gt;
~ Lord Isymir Ril-Galad&lt;br /&gt;
&lt;br /&gt;
==Chapter 3: The First Echelon==&lt;br /&gt;
===Golems===&lt;br /&gt;
Elementally-attuned golems are, by their very nature, creations of another outside force. Though usually crafted by mages to do a certain task over and over, it is not unheard of to encounter a golem formed by an elemental itself in order to aid in the protection of its domain. In the latter case, the area wherein the golem has formed is doubtlessly an area of intense elemental and often magical forces, so tread lightly. Golems are, for the most part, brainless and set on the task they were intended to do. They will do this without thought for anything but the task itself, and will mindlessly carry it out until they are destroyed, instructed by their masters to cease, or are overpowered by another force versed in the arts of golems. It is here that we must note that elemental golems are never the pure embodiment of the Planes as elementals are - rather, they are created, whether by an elemental or a mage, they are always created. They are a mixture of both the residual power of the Prime Elemental Planes and the elemental power of our own world. This is always the case when it comes to dealing with golems based upon a particular element, no matter the origins or power of their creator.&lt;br /&gt;
===Elementals===&lt;br /&gt;
Elementals of the 1st Echelon are more likely to be seen as magical animals, as they possess a rudimentary intelligence and do act with what can be classified as a will of their own. They are usually seen only in areas of elemental power where they manifest, and may be quite hostile when something not of their element enters the place of their &amp;quot;birth&amp;quot;. The only constant among elementals of the 1st Echelon is that they harbor a deep love for whatever place spawned them. They can be influenced partially by those practiced in elemental lore and greatly influenced by elementals of their own nature that are of higher power.&lt;br /&gt;
&lt;br /&gt;
1st Echelon elementals are somewhat common, though usually unnoticed by most due to their very nature. Due to the inexact trickling of powers through an elemental nexus, it is thought that the smallest bits of this energy manifest as an elemental of the 1st Echelon, even though most nexuses have more than enough energy to bring the spark of animation to a being of higher power. It is also not unprecedented for an elemental of the 1st Echelon to absorb power over time and thus be counted among those of the 2nd Echelon. Note that Composite Elementals are nonexistent in this classification, due to the fact that the power to merge the energy of differently-attuned elemental nexuses is so great that the resulting elemental formed would be counted among the 2nd Echelon.&lt;br /&gt;
&lt;br /&gt;
Some specific qualities of each elemental are listed below.&lt;br /&gt;
&lt;br /&gt;
====Fire====&lt;br /&gt;
While fire elementals in general are among the most chaotic and destructive elementals, those of the 1st Echelon tend to be far more docile than their more powerful kin. Often described as flames no smaller than that of a candle and no bigger than a common campfire, they tend to be quite shy as they cannot manifest in a powerful form. Additionally, study of the fire elementals of the 1st Echelon points that they are among the most quick-witted of their type, this may be due to fire&#039;s natural urge to consume being suppressed out of need to survive until they become greater in power. Most all fire elementals need a source to sustain themselves, so you will seldom find one outside of a volcano or other source of heat.&lt;br /&gt;
====Earth====&lt;br /&gt;
&lt;br /&gt;
Earth elementals of the 1st Echelon are one of the rarest sights anyone might see. Often retreating to the depths of the earth itself, little is known about them. Like all elementals of earth, they are undoubtedly wise in the ways of the world, but tend to leave themselves out of affairs of the surface, content to reside forever within the rock that breathed some semblance of life into them. They are usually found at the base of mountains or within them, however, there have been reports of others being found within hills.&lt;br /&gt;
====Water====&lt;br /&gt;
Water elementals of the 1st Echelon tend to be more commonly seen than their counterparts, many have attributed them a playful nature, like that of dolphins, and it is not uncommon to see one or even groups of them swimming alongside a ship for extended periods of time. They have been known to venture on land every once in a great while, and this may be due to their inquisitive nature. They tend to dwell near the coast or in rivers and lakes.&lt;br /&gt;
====Air====&lt;br /&gt;
Air elementals of the 1st Echelon differ from those of greater power in that they only take the form of gentle currents of wind. They are generally reclusive and are practically invisible unless they manifest themselves cloaked in mist. They are quite content to travel the skies unhindered, and will rarely take notice of what is beneath them.&lt;br /&gt;
&lt;br /&gt;
==Chapter 4: The Second Echelon==&lt;br /&gt;
&lt;br /&gt;
===Golems===&lt;br /&gt;
Golems of the 2nd Echelon are somewhat more versatile then their lower cousins, and depending on the skill of their creator, they can be set to a task and make somewhat intelligent decisions. Thus, they do not need to be given explicit instructions as their lower kin must. They are, of course, also able to handle the element they are crafted of far better than those of the lower Echelon.&lt;br /&gt;
===Elementals===&lt;br /&gt;
Elementals of the 2nd Echelon are the most commonly seen of elementals, usually being termed by most as lesser/greater or minor/major elementals. They often fiercely protect their area of origin. They have little concern for our kind, and some are considered mindless automatons, and indeed, some certainly can be. Others possess a rudimentary intelligence that can range from that of simple beasts to a cunning that rivals the lesser humanoids. This intellect tends to vary based on the particular element, and, to some degree, upon the skill of the summoner, if said elemental is summoned. As an example, 2nd Echelon elementals of fire may possess intelligence, but the very nature of fire itself would gear this toward consuming anything within sight, while a 2nd Echelon elemental of water with the very same level of intelligence may be considered more intelligent due to its innately passive nature.&lt;br /&gt;
&lt;br /&gt;
====Fire====&lt;br /&gt;
Fire elementals of the 2nd Echelon are quite a dangerous sight to behold, usually their kind are found around volcanoes, and thus guard them more fiercely than any other of their kin - without it, they would cease to burn. They fight with decidedly more ferocity than most, and almost all fire elementals of the 2nd Echelon will consider anything not attuned to fire to be fuel.&lt;br /&gt;
&lt;br /&gt;
Commonly-seen threats:&lt;br /&gt;
Fire Elementals, Fire Guardians.&lt;br /&gt;
====Earth====&lt;br /&gt;
&lt;br /&gt;
Earth elementals of the 2nd Echelon are more often seen then their lower kin, but are reclusive by nature. You will rarely catch a glimpse of one beyond the confines of a cave, or some other tunnel into the earth, and this gives them a very distinct advantage since you are within their very element. An extremely rare subclass of this type are primarily comprised of soil, and their strength is a far cry to those created of rock. The subclass of soil-based earth elementals are the least threatening of any elemental being, and elementals of this type are usually used by mages of varying cultures to aid in the cultivating of land. Mostly, earth elementals of the 2nd Echelon are content to leave us alone, preferring simply to stay within the embrace of the underground, but ware those who have encroached upon their domain and their peace, for they are fierce in combat.&lt;br /&gt;
&lt;br /&gt;
Commonly-seen threats:&lt;br /&gt;
Krynch.&lt;br /&gt;
&lt;br /&gt;
====Water====&lt;br /&gt;
Water elementals of the 2nd Echelon are more rarely seen, as they, like most of their kin, stay within a localized area, and those elementals of this degree tend to make deeper water their home. The sheer variety of forms that pure water elementals of this power is amazing, they are able to mesh with their element completely - becoming a tentacle of water or a spinning whirlpool with equal ease. They are what we would consider peaceful for their kind, but should any violate or impede upon their homes in any fashion, they are known to retaliate - the term &amp;quot;the sea shows no mercy&amp;quot; may have been a result of a run-in with water elementals of the 2nd Echelon. An interesting facet of water elementals of this echelon is that they can venture upon land if they want. In such case, they usually take to high ground and become ice. There is little difference between the two except in terms of natural abilities, after all, you cannot create a whirlpool on land. Another notable difference is that water elementals that have turned to ice appear to be far more aggressive and protective than their water-bound kin.&lt;br /&gt;
&lt;br /&gt;
Commonly-seen threats:&lt;br /&gt;
Ice Elementals, Glacial Morphs, Animated Slushes, Glaceis.&lt;br /&gt;
&lt;br /&gt;
====Air====&lt;br /&gt;
Air elementals of the 2nd Echelon are most interesting, as they are closely tied to those of lightning. Thankfully, most people of Elanith have little dealings with these peculiar beings, as they rarely wish to concern themselves with any airships that may pass through their realm. Additionally, it is very hard to anger elementals of air, as the winds constantly move and never stay in one place for long, thus they count the whole sky as their home and seem oblivious to the occasional visitor. They are among the wisest of their kind, but rarely choose to deal with the affairs of the world below them. They can, when the need arises, join to form powerful storms that can literally destroy entire towns. Usually, it takes quite a great need for these usually very calm and peaceful beings to go to such drastic measures.&lt;br /&gt;
&lt;br /&gt;
There is an exception to this innately peaceful nature, however. As these elementals flow with the tides of wind in their careless fashion, they can whirl through storms, where they become extremely hostile. It is rumored that so many air elementals become &#039;trapped&#039;, for a lack of a better word, in this state, that these storms linger around one unfortunate (for any living beings underneath) spot for long periods of time. Cyclones and hurricanes have the same, if not more so, deadly effect on these beings. Interestingly enough, if these storms continue to churn with the presence of air elementals for extremely long periods of time, the site can become an elemental nexus where the power of the Prime Elemental Planes leaks through. It is thought that this is how air elementals normally manifest into this world, as intense power is needed to draw forth the power of the Planes. How they escape such a permanently violent place and flow with the winds of the world is unknown.&lt;br /&gt;
&lt;br /&gt;
Commonly-seen threats:&lt;br /&gt;
None.&lt;br /&gt;
&lt;br /&gt;
===Composite Elementals===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Though rare, composite elementals -- that is, elementals comprised of two differing powers of the Prime Elemental Planes -- are not unheard of. It is also possible, though even rarer, for elementals of two differing elements to form one of these composite elementals. They only exist in the 2nd Echelon and above, mainly because the power it takes to fuse two elementals together (especially those of opposing elements) far exceeds that of the 1st Echelon. The following produce these types of elementals:&lt;br /&gt;
&lt;br /&gt;
Air and Water		Lightning&lt;br /&gt;
Water and Earth	 	Mud&lt;br /&gt;
Earth and Fire	 	Lava&lt;br /&gt;
Fire and Water	 	Steam&lt;br /&gt;
&lt;br /&gt;
====Lava====&lt;br /&gt;
Lava elementals are a mesh of both fire and earth, and they are one of the more common composite elementals as fire and earth have some ties to one another. They usually manifest within volcanoes, often staying within the core and forever becoming one with the magma that spewed them forth. Occasionally, they will be seen outside their fiery womb, and woe to those who encounter them. While slow moving, they have acquired the deadliness of fire combined with the massive resistance of the earth.&lt;br /&gt;
&lt;br /&gt;
Commonly-seen threats: &lt;br /&gt;
Lava Golem.&lt;br /&gt;
&lt;br /&gt;
====Mud====&lt;br /&gt;
&lt;br /&gt;
Mud elementals are a mixing of both earth and water, and are usually found in bogs or some other type of wetland area. Though extremely unusual to find them out of these environments, they&#039;ve also been seen in deltas and muddy beaches. This mixture tends to produce a somewhat weak elemental - Earth&#039;s strength is worn away by Water, though it imparts some of the fluidity of water upon a land being, which can be seen as some advantage, though not extremely so. However, this does not mean one should not tread carefully in the presence of such a being. When one is in a swamp or a bog of some sort, mud elementals become a large concern, patiently waiting and blending into the surroundings to drag any trespassers down into the suffocating embrace of the earth for eternity.&lt;br /&gt;
&lt;br /&gt;
Commonly-seen threats:&lt;br /&gt;
None.&lt;br /&gt;
&lt;br /&gt;
====Steam====&lt;br /&gt;
Steam elementals, manifested from the opposing powers of Fire and Water, are usually found in lava tubes that have reached a shoreline, or bubbling geysers found near mountains. They are extremely rare due to the fact that their sole creation relies on the clashing of the Prime Elemental Planes, and to find two opposing intersections so close to each other is nearly unheard of. They cannot move from whatever place they first manifest, as the fragile balance of two vastly different elements can be upset very easily, thus destroying them in the process. They are usually only summoned by mages for numerous purposes.&lt;br /&gt;
&lt;br /&gt;
Commonly-seen threats:&lt;br /&gt;
None.&lt;br /&gt;
&lt;br /&gt;
====Lightning====&lt;br /&gt;
Lightning elementals can almost be considered very common compared to other composite elementals, though in fact they are quite rare overall. Their only known forms are classified among the 2nd and higher Echelons. Due to their nature, it is not exactly known how they are so common compared to their Prime counterparts, but tales of air elementals causing intense raging storms out at sea in order to create these powerful beings are widely told, though the reason why is not known. They are the most unpredictable of elementals, and doubtlessly possess an uncanny strength, but their weakness is in their expenditure of energy. Also, lightning elementals of the 2nd Echelon have been known to destroy themselves in the process of attacking. Powerful, quick, and quite deadly, this is their downfall - they have no stable element to sustain their massive power for extended periods of time.&lt;br /&gt;
&lt;br /&gt;
Commonly-seen threats:&lt;br /&gt;
None.&lt;br /&gt;
&lt;br /&gt;
==Chapter 5: The Third Echelon==&lt;br /&gt;
&lt;br /&gt;
===Elementals===&lt;br /&gt;
Elementals of the 3rd Echelon are among the most rare anyone might ever encounter, and are indeed among the most powerful of their kin. It is here that we note that elementals do not age by our standards, they merely exist until their source of power is extinguished, and as long as they might live, they continue to absorb the energy of their own element. Golems of the 3rd Echelon are nonexistent, as the extensive intelligence of 3rd Echelon elementals has far surpassed anything that can be mimicked through magical creation, though elementals of the 3rd Echelon can be summoned from the Prime Elemental Plane with a huge risk even to the most knowledgeable of mages. Due to this fact, elementals of the 3rd Echelon are not considered mindless automatons by those who know their kind.&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
====Fire====&lt;br /&gt;
Fire elementals of the 3rd Echelon often live within the very crater of a volcano, making them, thankfully, a rare sight to most adventurers. It is rumored that 3rd Echelon fire elementals use these volcanoes to travel to the very core of the world itself where they join their kin. They are truly fearsome to behold, being completely and utterly in control of their element. Like their lower kin, these elementals tend to be highly scrutinizing of anything that is not of their own attunement, and will simply consume or destroy anything that is not of flame.&lt;br /&gt;
&lt;br /&gt;
====Earth====&lt;br /&gt;
&lt;br /&gt;
Earth elementals of the 3rd Echelon reside deep within the earth itself, and are almost never seen near mountains or anything about the surface. Only a few people have ever encountered one of these great creatures, and reports say they are rather patient when dealing with things not of their element. They are said to not take any form at all, simply meshing with a large expanse of rock underground and manipulating it as they wish. Legends say that particularly large earthquakes are caused by earth elementals of the 3rd Echelon. However, while they are quite capable of such feats, most earthquakes are not caused by these creatures.&lt;br /&gt;
&lt;br /&gt;
The subclass of earth elementals, the soil elementals, also are known to be powerful enough to be ranked among the 3rd Echelon. Even in this state, they are generally considered weak by the standards set by their other kin, but are capable of holding their own in a battle should the need arise. They are gentle-mannered and reclusive by nature, and show a very strong affinity to plant life of all kinds. These elementals are very aware of life around them, more so than any of their other kin, and most seek to nourish it through some means.&lt;br /&gt;
&lt;br /&gt;
====Water====&lt;br /&gt;
Water elementals of the 3rd Echelon prefer the mysterious depths of the ocean to any other body of water, and it is rare to find them in any other place. Though reclusive by nature, they are not averse to speaking with others not of their kind. Ware these water elementals when they have been angered, however, for they can destroy the most skilled fleet of ships on a whim. Angry water elementals of the 3rd Echelon are attributed with tidal waves, and they are certainly capable of such feats. However, the way of the elementals is not subtle in the least, one must remember, and it would be glaringly obvious as to why such destructive measures were taken.&lt;br /&gt;
====Air====&lt;br /&gt;
Air elementals of the 3rd Echelon are much like their lower counterparts, differing only in power. They are generally apathetic towards any other form of life, and at times are quite friendly. There is an otherworldly quality to these beings, and they are very wise. They can gather great storms with ease, and when angry it is not uncommon for them to be seen as a whirling vortex blotting most of the sky. Generally, though, they are content and free-spirited as their lower counterparts.&lt;br /&gt;
===Composite Elementals===&lt;br /&gt;
====Lava====&lt;br /&gt;
Lava elementals of the 3rd Echelon are rarely seen, but their existence is proven. Only glimpsed briefly in the craters of a fierce volcano, these beings are thought to be content to dwell within the magma itself, thus they are thankfully rarely ever seen beyond their preferential home. Even then, it takes a great need to rouse them, as the patience of earth is instilled within them, but ware to those who have angered a lava elemental of the 3rd Echelon. The only recorded account of one of these magnificent beings manifesting describes them as huge pillars of living lava that can ascend into the sky should they wish. Unfortunately, this was only a written account - there were no survivors other than the charred scrap of a journal left behind.&lt;br /&gt;
&lt;br /&gt;
====Mud====&lt;br /&gt;
&lt;br /&gt;
Mud elementals of the 3rd Echelon are the rarest of all Composite Elementals, as their natural source of power is usually in a state of constant change. They are, however, known to exist, and are a fabulous sight to behold. Often described as an entire bog or swamp, they spread themselves out everywhere within their domain, normally as deadly tentacles of mud which drag any would-be trespassers to their death. Up until recently, these were thought to be separate elementals themselves, but it is confirmed that usually they are part of one whole elemental that simply will not collect into one large mass as its other cousins normally do.&lt;br /&gt;
====Steam====&lt;br /&gt;
Steam elementals of the 3rd Echelon are considerably more mobile than their lower kin, able to leave their place of origin for long periods of time without fear of fading away due to the loss of their fragile source of power. Often being mistaken for wind elementals, these types of steam elementals can easily be mistaken for a cloud - woe to those who walk into this cloud, though, for a painful, if not fatal, experience awaits them.&lt;br /&gt;
&lt;br /&gt;
From the accounts I have read, these beings are usually docile and content to stay in their home, but when angered, can spread up to a mile to become a deadly boiling cloud. ~ Ulithian&lt;br /&gt;
&lt;br /&gt;
====Lightning====&lt;br /&gt;
Lightning elementals of the 3rd Echelon are rarely spoken of, but they do exist. They are a breathtaking sight, having lived in thunderstorms so long that they are simply an enormous mass of living light. They are immensely powerful, and rumors persist that they no longer face the dilemma of their lower kin, that they can sustain themselves indefinitely. They are mostly unconcerned with the world below, but when they are, be very wary.&lt;br /&gt;
&lt;br /&gt;
In my travels over the thousands of years of life, I have only encountered two. They are secretive about their origins and, when pushed, are quick to anger.&lt;br /&gt;
~ Ulithian&lt;br /&gt;
&lt;br /&gt;
==Chapter 6: Great Elementals==&lt;br /&gt;
Great Elementals are a degree of their own. They are, without a doubt, the most powerful of their kin outside of the Prime Elemental Planes. When they call, all those beneath them will follow. When they anger, all others beneath them anger. They are the most pure embodiment of their element to be found outside of the Prime Planes themselves. They are among the most varied of their classification, and are often attributed a name by those who are witness to their influence. This usually leads the named Great Elemental to regard those with bemusement, as they often take on their own name in a language of their own that is nearly unpronounceable to anyone. While they are powerful, they will normally only stay in a localized area and never venture further. This has lead to some primitive bands of civilization attributing them as local gods or spirits, but the educated know better. While they hold an awe-inspiring amount of power among their, for lack of a better word, home, it is found that it diminishes significantly if they venture away. There is a theory behind why this might happen: As with the elementals of the 3rd Echelon, Great Elementals are quite ancient due to their existence, and they are like any other in regards to the basic principles of elemental beings.&lt;br /&gt;
&lt;br /&gt;
However, it is thought that because they have lived so long in a general area, they become intrinsically attuned to their surroundings and the flows of elemental power within. This would give them incredible control and power over their element, and also account for their extreme rarity - most places change over time, thus their source of power may be extinguished.&lt;br /&gt;
&lt;br /&gt;
===Elementals===&lt;br /&gt;
====Fire====&lt;br /&gt;
Great Elementals of fire are a sight no one should ever wish to see. They possess an intelligence and a drive for destruction that is unmatched by any but the cursed undead. They are more scrutinous than any of their kind, and have a haughtiness about them and a blind cruelty to those not of the flame.&lt;br /&gt;
&lt;br /&gt;
=====Great Fire Elementals of Note=====&lt;br /&gt;
&lt;br /&gt;
======Avregol======&lt;br /&gt;
While wandering around the volcano on Teras Island, Avregol&#039;s forms shift between those of a towering pillar of flames and a dark fiery-robed figure. The mannerisms of this particular Great Elemental have lead scholars to label it as male.&lt;br /&gt;
&lt;br /&gt;
Once thought to be no more than a story told to children as a warning against straying far from the village at night, Avregol&#039;s existence was recently confirmed to be more than a mere rumor. The volcano on Teras Island overshadowing the dwarven mining colony of Kharam-Dzu surged with new activity, and creatures born of flame flowed down its slopes to attack the town. Like most Fire Elementals, Avregol takes a harsh view of those who are not &#039;of the flame&#039; as his kind is, and sought to scour the Isle clean of all other living things. Using the intense focal power of the volcano to increase his own energy, he was able to cause vast destruction during his time of greatest strength.&lt;br /&gt;
&lt;br /&gt;
Whispered tales and legends around Kharam-Dzu&#039;s taverns suggest that it was Avregol himself that originally created the island. The veracity of these tales may never be confirmed, as when the Great Fire Elemental does appear, he rarely speaks, choosing to either incinerate those who find him or observe from a distance in dignified silence.&lt;br /&gt;
&lt;br /&gt;
======Cingh======&lt;br /&gt;
Little is known about this Great Fire Elemental, however, there currently is research and study going into this elemental that will perhaps surface at another date.&lt;br /&gt;
====Earth====&lt;br /&gt;
&lt;br /&gt;
Great Elementals of earth have been said to manifest as entire mountains of rock, and it is clear that they could do so if they wish. They are unmoving, for the most part, barely taking any concerns than the thoughts that slowly drift through their minds. It is very, very hard to disturb such a powerful being, and they are usually very benevolent, but if a Great Earth Elemental is angered, beware, for there is no escape from them.&lt;br /&gt;
&lt;br /&gt;
=====Great Earth Elementals of Note=====&lt;br /&gt;
&lt;br /&gt;
======Ghatha======&lt;br /&gt;
In the far southern reaches of the DragonSpine Mountains, it is said there lives a Great Earth Elemental. Known to some as Ghatha, and to others as simply &amp;quot;The Earthen Father&amp;quot;, his only known form is that of a towering mountain in the DragonSpine range, whose spire ascends far into the sky.&lt;br /&gt;
&lt;br /&gt;
Historians and scholars became aware of Ghatha&#039;s existence due to a manifestation in Elemental form many years ago. A small village in the shadow of Ghatha&#039;s mountain was destroyed due to a tremendous avalanche with very few survivors. A recollection from one of those survivors is as follows:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;A face appeared one night in the mountain. Our Elders say it was the Earthen Father, a guardian who watched over our people. They say he would protect us from our enemies, and bring many prosperous years to our village. So wrong, oh so wrong they were. The Earthen Father came to us one night, a massive face formed within the cliffs of the mountain. Stony pupils gazed down upon our village as he just seemed to watch. Many of our people were afraid, some remained in their homes. We do not know what angered him, or what brought the destruction to us. We heard a great rumble, some thought the Earthen Father was laughing, but the rumble grew louder and the very ground began to shake. Many boulders came crashing down upon the village. A mighty avalanche besieged the village. Not many survived, my entire family lost. After the great avalanche stopped, some who survived say the Father looked sad, and disappeared back into the mountain cliffs. Why did he bring death to our village?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
This account can only show the magnitude of power a Great Elemental of Earth possesses. Since this incident, Ghatha remains dormant and has not shown his Elemental form, but the mountain still sits beneath the lofty clouds... perhaps one day Ghatha will return again.&lt;br /&gt;
&lt;br /&gt;
It is speculated that Ghatha did not intend to harm this village, and indeed what some thought was laughing truly was. Perhaps enjoyment or entertainment out of watching beings of flesh scurry around their daily lives amused this Great Elemental on some level. ~ Isymir&lt;br /&gt;
&lt;br /&gt;
====Water====&lt;br /&gt;
Great Elementals of water are very elusive, but are generally very neutral in their stance of non-elemental beings. They have an intrinsic understanding of the ways of the world, and are usually very patient and do not act drastically by elemental standards. They are known to drift with the currents of the ocean, and rarely venture into streams or rivers.&lt;br /&gt;
&lt;br /&gt;
=====Great Water Elementals of Note=====&lt;br /&gt;
&lt;br /&gt;
======Nelemar======&lt;br /&gt;
Nelemar often takes the form of a humanoid-shaped watery figure when manifesting to others on land. The mannerisms of this particular Great Elemental lead most to label it a male, and he certainly does not care one way or another.&lt;br /&gt;
&lt;br /&gt;
Nelemar is known to travel over the seas of Western Elanith, though the waters around Teras Island is thought to be his prime domain. He is very accommodating to other beings that are not of his element, and considers the area his charge and protects it in a very benevolent manner. It is said that he does know of Charl and respects his power within the seas, but it is clear his goals and that Arkati&#039;s are not the same, as the philosophies of the Elements rarely are the same as any Arkati&#039;s, though he will defer to Charl should he become interested in matters of his domain. He is content to stay out of the affairs of people unless his hand is forced or a great need arises. He and a plethora of lesser degrees of elementals are known to frequent the area, and it was not known until recently why such a large number of them dwelled there. An Elemental War broke out upon the small island of Teras Island, a clash between Nelemar and Avregol, a Great Fire Elemental. It appears that Nelemar had kept a close watch on the island, as he had known about the volcano&#039;s presence and Avregol for countless years and had been prepared to counter any move the Great Fire Elemental made.&lt;br /&gt;
&lt;br /&gt;
The ensuing struggle resulted in Nelemar&#039;s victory, and the activity of Avregol has since been drastically reduced upon the island. Little else is known of this Great Elemental, as he was usually pushed back during the war and rarely seeks out the company of those not of his kind.&lt;br /&gt;
&lt;br /&gt;
====Air====&lt;br /&gt;
Great Elementals of air are often indistinguishable from their lower kin, but when they make themselves known, it is very apparent. They are serene and most often feminine in appearance, which is an oddity among the elemental world as they usually have nothing in common with any gender, and any that do are usually attributed to them by other cultures. Great Elementals of wind are usually always seen as delicate-faced women with long white hair that flows behind them seemingly endlessly. They are very kind, but, as all their lower counterparts, generally unconcerned with things not affecting their own world. Due to their innately powerful nature, they are not affected by naturally-occurring storms in such a drastic way as those of lower Echelons, but they can certainly be angered. Woe to those who incur the wrath of Great Air Elementals, the storms they can gather can spread for miles and wreak havoc on the countryside.&lt;br /&gt;
&lt;br /&gt;
=====Great Air Elementals of Note=====&lt;br /&gt;
&lt;br /&gt;
======Celiel======&lt;br /&gt;
Celiel, sometimes referred to as The Watcher by those who honor her power as they would an Arkati, is a very mysterious Great Elemental. Her exact domain is not known, but it appears to be somewhere near the DragonSpine Mountains. She has not manifested for several centuries, but when she has, it has been a very impressive sight for any fortunate enough to witness it. Her face is a mask of expressionless and ethereal beauty, and the way in which she moves is the epitome of grace.&lt;br /&gt;
&lt;br /&gt;
When she has been seen, she has never been directly acting against or for anything. She has simply drifted carelessly by, often with an entourage of other air elementals. At other times her face has been seen gazing down at the ground, which has earned her the aforementioned title. Scattered villages situated at the feet of the DragonSpine have taken to honoring her regularly as they would an Arkati.&lt;br /&gt;
&lt;br /&gt;
===Composite Elementals===&lt;br /&gt;
Great Composite Elementals, due to their very nature, are considered to be nonexistent except for the confirmed presence of Veiki, a Great Lightning Elemental. Either way, Great Composite Elementals no longer exist in our world today, and if they do, they&#039;re very adept at hiding. Thus, the only listed below is the only confirmed Great Composite Elemental. &lt;br /&gt;
&lt;br /&gt;
====Lightning====&lt;br /&gt;
Great Elementals of lightning are almost completely unprecedented. All we have of them is one ancient legend in elven lore dated back to nearly the beginning of the Empire, roughly 50 thousand years ago, and it does not delve into the full extent of this truly extraordinary being. We can only assume that any of these are completely gone from the face of Elanthia, or are utterly secretive. Either way, as legend can provide the only information about this mysterious being, the legend is what shall be presented.&lt;br /&gt;
&lt;br /&gt;
=====Great Lightning Elementals of Note=====&lt;br /&gt;
&lt;br /&gt;
======Veiki======&lt;br /&gt;
Whispers of Veiki&#039;s origins point to many things, from the cataclysmic energies released from the Ur-Daemon War, to great storms called forth by the elementals of wind shortly after. Either way, Veiki has been among us for some time. Rarely is he seen, but when he travels, all know: the night sky becomes alight as the brightest of noons, and raging storms follow in his wake. I present to you the story that has been collected from various witnesses of his supposed disappearance.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;We saw a column of light strike the [DragonSpine] mountains, blue like the eyes of our fair kind. We knew it was Veiki. It could only be he. We watched as the light continually spun, and it was then we noticed that thousands of them [wind elementals] were swirling around the column, singing in their whispery, melodical voices that surrounded us like a fog. [Veiki] did not seem to be in pain at all, though he had not a face to look at, we could see that if he was trapped, he could have easily repelled them. But he stood, as that glowing pillar of blue light, and it began to ascend into the heavens. They [wind elementals] seemed to meld into the Great Elemental, and his form began to flatten out thinly, covering the entire area where we were camped out in an eerie blue light that flickered rapidly. Without any warning of what might happen next, [Veiki] suddenly was torn asunder, his form degenerating into countless lightning bolts that flung outwards across the sky and disappeared. We know not what has became of the [wind elementals] that were there, but no sign of them was left.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
This account was taken from a scouting patrol of Vaalorian elves, and they are the only ones to have documented this event. It is known that on the night of when this supposedly occurred, great storms began to rise across all of our ancestral land. A strange happening, indeed, and this is why it must be recorded and preserved.&lt;br /&gt;
&lt;br /&gt;
- Jisanlyrc Vin&#039;ziel, Scholar of Illistim&lt;br /&gt;
&lt;br /&gt;
It may be a simple coincidence, but other elementals of lightning were significantly fewer in number before this supposed destruction of Veiki than they are now. ~ Ulithian&lt;br /&gt;
&lt;br /&gt;
==Chapter 7: Elemental Wars==&lt;br /&gt;
Opposing elements have been known to war with one another. This is most prominently carried out by Water and Fire, with Air and Earth generally following suit.&lt;br /&gt;
&lt;br /&gt;
In all conflicts I have witnessed or heard accounts of, Water is usually allied Air, and Fire is usually allied with Earth. Rarely do Wind or Earth spearhead any conflicts between each other, and most often, they only work with Water or Fire respectively, not truly taking any real hand in actual battle should one arise. ~ Ulithian&lt;br /&gt;
&lt;br /&gt;
Elemental wars are different than any most sentient beings wage. Elementals have an innate understanding of the change of the world around them, they know and accept that this change can be violent. They know they are a unique embodiment of this world, and that they too must be part of the clash and changes. There is no animosity once a war is over, only a simple acceptance of the natural cycle of things. It is rare to witness such an event, as they most often take place on grounds that are primal and nearly inhospitable, but some have been seen and recorded. Woe to those who get caught in such a clash.&lt;/div&gt;</summary>
		<author><name>GS4-AVALUKA</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=History_of_Elementals&amp;diff=116533</id>
		<title>History of Elementals</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=History_of_Elementals&amp;diff=116533"/>
		<updated>2019-05-31T22:51:29Z</updated>

		<summary type="html">&lt;p&gt;GS4-AVALUKA: Created page with &amp;quot;{{official-document}}  Elementals - the children of the Planes. They fill tales of myth and legend, and many regard them as beasts - but they are no mere beasts. They are the...&amp;quot;&lt;/p&gt;
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&lt;div&gt;{{official-document}}&lt;br /&gt;
&lt;br /&gt;
Elementals - the children of the Planes. They fill tales of myth and legend, and many regard them as beasts - but they are no mere beasts. They are the purest embodiment of the primal energies, and there is a method to their power, a power which can grow to the strength of even the lesser spirits of reknown. Delve into the secrets of the elementals, and know their ways as you have never known them before.&lt;br /&gt;
&lt;br /&gt;
==Chapter 1: Origins==&lt;br /&gt;
It Begins in Darkness…&lt;br /&gt;
&lt;br /&gt;
No one knows for certain how they came about. Elven legends tell of a Power that created the world, and all life connected to it, that such a Will brought sentience to the components that make up the very land…&lt;br /&gt;
&lt;br /&gt;
Before the dawn of the lesser races, and even before the birth of all life itself, the world was just beginning to form. Earth, the very soil and foundation for which all life would grow was the first to be created. A balance had to be retained, however, thus Air was next. The breath of all living things, and counterpart to Earth, Air would ensure that the ground would stay in its given form by slowly wearing away parts where it outgrew.&lt;br /&gt;
&lt;br /&gt;
A great thirst befell the dry, harsh land, and signaled the next creation. A clear liquid which would cover most of the world, and was said that would sustain all life. Water would quell the thirst of the world, yet a fear of it consuming the planet prepared the next component. This was the deadliest of all the elements, and by far the most volatile. Deep within the world, a spark ignited the fourth element, a raging inferno that would become known as Fire. Unstable, and unprejudiced at what it consumed, Fire kept Water within the balance as it slowly spread across the land.&lt;br /&gt;
&lt;br /&gt;
It is stated among studiers of the Elementals, as well as this legend, that the First Elementals created the Prime Elemental Planes with the ritual at the legend&#039;s end. Whether this is fact or not, is hard to say. However, this legend has lead to many curious sorts to seek out the Planes in search for answers.&lt;br /&gt;
&lt;br /&gt;
~ Isymir&lt;br /&gt;
&lt;br /&gt;
Now the New World was complete, all the elements within harmony, and ready for new life to grow upon its surface. However, this is where this historian deviates from others, as the first creation to be placed upon the world is not what other legends tell. It is said among certain cultures that the Power which created the world placed a sentience within each of the Elements, we truly do not know why - perhaps it felt the world needed Guardians to protect the balance. Thus, the First Elementals were formed.&lt;br /&gt;
&lt;br /&gt;
The First Elementals rose up from their collective facets, gazing at the New World with intrigue. The sentience instilled within these beings was of great wisdom and knowledge of the New World&#039;s balance, and their purpose henceforth. However, all the First knew was their element. Fire raged against the land, creating numerous volcanoes. Earth split the ground asunder, forming vast chasms and tall mountains. Water simply expanded itself, causing many new oceans and lakes to form, and Wind… Wind slowly refined the shape of the land as Earth grew. Like most things, however, the First Elementals grew tired of sculpting the world on their own. Each of the First Elementals started creating lesser kin, and establishing a hierarchy of things to come. These lesser kin Elementals would not be as knowledgeable, or powerful, as they were created by the First.&lt;br /&gt;
&lt;br /&gt;
Colonies, often referred to in an insect-like nature as hives, began to form within localized areas across the planet, some say each contained hundreds and others say thousands of Elemental types. It is here that the hierarchy established was put to use, the lesser forms of the ladder were put to laboring the New World and foraging for new habitats to live in while those on the higher end simply took to command and inserted orders underneath the First. The First Elementals, however, didn&#039;t care, they knew they could still control the lesser kin when needed, and simply watched as the New World teemed with their creation.&lt;br /&gt;
&lt;br /&gt;
It wasn&#039;t long, however, until the lesser kin of each Element discovered each other, and these meetings were never a light occasion especially when between those of opposing forces. While the First Elementals knew and tolerated one another, the same thing cannot be said about their lesser kin. Battles often broke out between those of opposing Elements, and only ended when either side was extinguished or one of the First intervened. The New World, however, suffered greatly from these fights which often created vast craters, valleys and broke off parts of land masses forming new islands. The power the First held over their lesser creations was faltering, and what next occurred confirmed this thought.&lt;br /&gt;
&lt;br /&gt;
Without warning or provocation, another battle befell the New World, between the lesser kin of Fire and Water. Certain cultures tell legends of this battle, the one that could have brought the New World to an end before it even started. Although no legend tells how it supposedly began, it encompassed all of the Elements. The lesser kin of Earth sided with Fire, and the lesser kin of Wind sided with Water. Volcanoes spewed forth minions of the Flame, the lakes and seas swelled with tidal waves that crashed upon the land, the earth violently shook, causing fissures to snake along the surface, and the winds formed fierce tornados that wreaked havoc upon the ground below. Some say the battles raged on for millennia, many of the lesser Elementals became extinguished, and the New World was torn asunder. Great mountains formed where none were before, possibly for barriers, and valleys turned into lakes that housed thousands of the lesser kin of Water for strategic attacks.&lt;br /&gt;
&lt;br /&gt;
The First tried to intervene, to regain their throne over the lesser kin and cease the tearing of the New World, but none would listen. All they knew was their Element, and those of the opposing Element must be annihilated. It was during this battle that the First Elementals, having lost utter control of their lower minions, finally understood reasoning for their creation. The New World was not for them, for while the First remained in harmony, the lesser kin were unable to fully comprehend the harmony of balance, instead becoming embodiments of its constantly-shifting scales.&lt;br /&gt;
&lt;br /&gt;
As the ground continued to shake, the winds howled with the ferocity of dire-wolves, and the clash of Fire against Water raged on, the First began their plan. Perhaps a small bit of knowledge implanted by the Power that gave them sentience, they knew their goal on the New World had come to an end. The First Elementals walked together into the battlefield, amongst the battling lesser kin. They watched for a moment at the harsh damage they were bringing to each other, and the planet. Ultimately, they knew what they had decided was best, for both their kin and the New World.&lt;br /&gt;
&lt;br /&gt;
Within the center of destruction, the First Elementals formed a circle and in unison spoke aloud in a voice only understandable to their kind. As they continued to speak, their forms glowed bright which caused the raging lesser kin to halt in their actions and gaze at their creators. The First Elementals&#039; forms flickered as small motes began to unravel from their image and drift toward the heavens. Clouds slowly started circling above the First, forming four small whirlpool-like vortexes. As the First Elementals raised their unified voices, the motes began streaming with energy of the intoning Elementals.&lt;br /&gt;
&lt;br /&gt;
Slowly, a lesser Fire elemental was drawn to its creator, and as it neared the First it began to unravel and spiraled up towards the whirlpools in the sky. One by one, the lesser kin began to gather around their creator, oblivious to the battle that was occurring just a few moments ago, and one by one they too unraveled and ascended towards the heavens. As the last of the lesser kin ascended into the sky, the First Elementals continued their intoning to keep the pathway open as they gazed at the world their kind had sculpted.&lt;br /&gt;
&lt;br /&gt;
At last, the First Elementals themselves ascended into the skies, their forms pulsating brightly and unraveling into the motes of energy as they neared the vortexes. Their voices still rung outward into the skies until they fully enter within the whirlpools, and were gone. A stillness overcame the New World as the whirlpools simply vanished upon the wind, and it held a proverbial breath for what was to come.&lt;br /&gt;
&lt;br /&gt;
And the One smiled far above the New World, for Those Who Would Build had completed their work. The world teemed with Potential, thus a balance was needed - it needed Life to fill the Potential.&lt;br /&gt;
&lt;br /&gt;
==Chapter 2: Overview of Elementals==&lt;br /&gt;
&lt;br /&gt;
To understand the nature of elementals, one must understand the method in which they enter our world. Planar studies tend to be very complicated, and to keep a sense of brevity, we will not go into miniscule details. Our world is surrounded by a dimensional veil, separating other worlds that overlap our own, and each &amp;quot;veil&amp;quot; is continually pushed and pulled back and forth as these Planes shift throughout the ages. There are many planes and realms beyond our own, most too hazardous to explore, but the ones we are well aware of, and well-accustomed to, are the Prime Elemental Planes, each a whole world unto their own. Four of them represent each Prime Element - Earth, Air, Fire and Water. They are the purest embodiment of each element, and a mage must be either extremely foolhardy or completely in grasp of an element to walk the planes of the Prime Elements and survive. While they might resemble our world in some ways, they are decidedly alien and far more dangerous than one would first imagine.&lt;br /&gt;
&lt;br /&gt;
As these planes continually shift and grate against our own, at times they can intersect one another, allowing the raw power of one world to leak into another, and vice versa. This is how elementals are formed; they are a manifestation of this power, and must sustain themselves on the decidedly weaker source of our own world. Interestingly enough, unlike most outerplanar beings, namely demons, elementals have no intense hatred of life, nor do they regret the fact that they have been shut off from their true world - they simply are what they are, and accept it. It is theorized that places of intense elemental forces (e.g., a particularly large, active volcano) attract these intersections and sustain them, allowing a steady trickle of the energy of a Prime Elemental Plane to leak through. Portals to the Prime Elemental Planes can also be opened to allow a controlled flow of energy to seep through for experimental purposes, however, extreme measures must be taken to ensure that the portal is stabilized, as disastrous results can occur when such a gateway &amp;quot;floods&amp;quot; the area with elemental energy. It is thought that these places, which we call an elemental nexus, attract, or possibly change creatures of our own world. Wind witches, thunder trolls, frost giants, fire sprites and krag dwellers are just a few examples of creatures that are certainly attracted to such a focus of power, and it is theorized that some of their development could have been aided by such a nexus, though it has never been proven. Creatures like those listed above, therefore, are not considered to be true elementals, rather they are considered to have been born of the natural world and then have been attuned to a certain element through a variety of ways.&lt;br /&gt;
&lt;br /&gt;
Most elementals have the spark of sentience within them to a varying degree partially dependant on their plane of origin. It is here we note that not all elemental beings are formed on the Prime Elemental Planes - Golems, in their many possible bases for construction, are able to be crafted from the existing elemental power in our own realm, but they do not occur naturally through the power of an elemental nexus. Pure elementals must be summoned from the Prime Elemental Planes themselves, and this is a very dangerous undertaking unless one has a vast amount of skill in the processes involved. Thus, all elementals described herein are those formed by the Prime Elemental Planes in the wilderness of the world, they are considered the standard by which to measure. Golems are touched upon briefly in our writings only for the fact that they are commonly associated with elementals - and one should remember not to confuse the two, for they are vastly different in many aspects.&lt;br /&gt;
&lt;br /&gt;
A side-effect of an elemental nexus, and admittedly a rare one, is that when two are within close proximity to each other, their powers can merge and create what is classified as a Composite Elemental, that is, a mix of two elements. While powerful, they are lesser in number than their purer counterparts - the Prime Elementals, mainly due to the sheer rarity of two elemental nexuses located so closely together.&lt;br /&gt;
&lt;br /&gt;
The breakdown of elemental beings are through raw power, as this is a standard in measuring a creature&#039;s threat.&lt;br /&gt;
&lt;br /&gt;
~ Lord Ulithian Feras&lt;br /&gt;
~ Lord Isymir Ril-Galad&lt;br /&gt;
&lt;br /&gt;
==Chapter 3: The First Echelon==&lt;br /&gt;
===Golems===&lt;br /&gt;
Elementally-attuned golems are, by their very nature, creations of another outside force. Though usually crafted by mages to do a certain task over and over, it is not unheard of to encounter a golem formed by an elemental itself in order to aid in the protection of its domain. In the latter case, the area wherein the golem has formed is doubtlessly an area of intense elemental and often magical forces, so tread lightly. Golems are, for the most part, brainless and set on the task they were intended to do. They will do this without thought for anything but the task itself, and will mindlessly carry it out until they are destroyed, instructed by their masters to cease, or are overpowered by another force versed in the arts of golems. It is here that we must note that elemental golems are never the pure embodiment of the Planes as elementals are - rather, they are created, whether by an elemental or a mage, they are always created. They are a mixture of both the residual power of the Prime Elemental Planes and the elemental power of our own world. This is always the case when it comes to dealing with golems based upon a particular element, no matter the origins or power of their creator.&lt;br /&gt;
===Elementals===&lt;br /&gt;
Elementals of the 1st Echelon are more likely to be seen as magical animals, as they possess a rudimentary intelligence and do act with what can be classified as a will of their own. They are usually seen only in areas of elemental power where they manifest, and may be quite hostile when something not of their element enters the place of their &amp;quot;birth&amp;quot;. The only constant among elementals of the 1st Echelon is that they harbor a deep love for whatever place spawned them. They can be influenced partially by those practiced in elemental lore and greatly influenced by elementals of their own nature that are of higher power.&lt;br /&gt;
&lt;br /&gt;
1st Echelon elementals are somewhat common, though usually unnoticed by most due to their very nature. Due to the inexact trickling of powers through an elemental nexus, it is thought that the smallest bits of this energy manifest as an elemental of the 1st Echelon, even though most nexuses have more than enough energy to bring the spark of animation to a being of higher power. It is also not unprecedented for an elemental of the 1st Echelon to absorb power over time and thus be counted among those of the 2nd Echelon. Note that Composite Elementals are nonexistent in this classification, due to the fact that the power to merge the energy of differently-attuned elemental nexuses is so great that the resulting elemental formed would be counted among the 2nd Echelon.&lt;br /&gt;
&lt;br /&gt;
Some specific qualities of each elemental are listed below.&lt;br /&gt;
&lt;br /&gt;
====Fire====&lt;br /&gt;
While fire elementals in general are among the most chaotic and destructive elementals, those of the 1st Echelon tend to be far more docile than their more powerful kin. Often described as flames no smaller than that of a candle and no bigger than a common campfire, they tend to be quite shy as they cannot manifest in a powerful form. Additionally, study of the fire elementals of the 1st Echelon points that they are among the most quick-witted of their type, this may be due to fire&#039;s natural urge to consume being suppressed out of need to survive until they become greater in power. Most all fire elementals need a source to sustain themselves, so you will seldom find one outside of a volcano or other source of heat.&lt;br /&gt;
====Earth====&lt;br /&gt;
&lt;br /&gt;
Earth elementals of the 1st Echelon are one of the rarest sights anyone might see. Often retreating to the depths of the earth itself, little is known about them. Like all elementals of earth, they are undoubtedly wise in the ways of the world, but tend to leave themselves out of affairs of the surface, content to reside forever within the rock that breathed some semblance of life into them. They are usually found at the base of mountains or within them, however, there have been reports of others being found within hills.&lt;br /&gt;
====Water====&lt;br /&gt;
Water elementals of the 1st Echelon tend to be more commonly seen than their counterparts, many have attributed them a playful nature, like that of dolphins, and it is not uncommon to see one or even groups of them swimming alongside a ship for extended periods of time. They have been known to venture on land every once in a great while, and this may be due to their inquisitive nature. They tend to dwell near the coast or in rivers and lakes.&lt;br /&gt;
====Air====&lt;br /&gt;
Air elementals of the 1st Echelon differ from those of greater power in that they only take the form of gentle currents of wind. They are generally reclusive and are practically invisible unless they manifest themselves cloaked in mist. They are quite content to travel the skies unhindered, and will rarely take notice of what is beneath them.&lt;br /&gt;
&lt;br /&gt;
==Chapter 4: The Second Echelon==&lt;br /&gt;
&lt;br /&gt;
===Golems===&lt;br /&gt;
Golems of the 2nd Echelon are somewhat more versatile then their lower cousins, and depending on the skill of their creator, they can be set to a task and make somewhat intelligent decisions. Thus, they do not need to be given explicit instructions as their lower kin must. They are, of course, also able to handle the element they are crafted of far better than those of the lower Echelon.&lt;br /&gt;
===Elementals===&lt;br /&gt;
Elementals of the 2nd Echelon are the most commonly seen of elementals, usually being termed by most as lesser/greater or minor/major elementals. They often fiercely protect their area of origin. They have little concern for our kind, and some are considered mindless automatons, and indeed, some certainly can be. Others possess a rudimentary intelligence that can range from that of simple beasts to a cunning that rivals the lesser humanoids. This intellect tends to vary based on the particular element, and, to some degree, upon the skill of the summoner, if said elemental is summoned. As an example, 2nd Echelon elementals of fire may possess intelligence, but the very nature of fire itself would gear this toward consuming anything within sight, while a 2nd Echelon elemental of water with the very same level of intelligence may be considered more intelligent due to its innately passive nature.&lt;br /&gt;
&lt;br /&gt;
====Fire====&lt;br /&gt;
Fire elementals of the 2nd Echelon are quite a dangerous sight to behold, usually their kind are found around volcanoes, and thus guard them more fiercely than any other of their kin - without it, they would cease to burn. They fight with decidedly more ferocity than most, and almost all fire elementals of the 2nd Echelon will consider anything not attuned to fire to be fuel.&lt;br /&gt;
&lt;br /&gt;
Commonly-seen threats:&lt;br /&gt;
Fire Elementals, Fire Guardians.&lt;br /&gt;
====Earth====&lt;br /&gt;
&lt;br /&gt;
Earth elementals of the 2nd Echelon are more often seen then their lower kin, but are reclusive by nature. You will rarely catch a glimpse of one beyond the confines of a cave, or some other tunnel into the earth, and this gives them a very distinct advantage since you are within their very element. An extremely rare subclass of this type are primarily comprised of soil, and their strength is a far cry to those created of rock. The subclass of soil-based earth elementals are the least threatening of any elemental being, and elementals of this type are usually used by mages of varying cultures to aid in the cultivating of land. Mostly, earth elementals of the 2nd Echelon are content to leave us alone, preferring simply to stay within the embrace of the underground, but ware those who have encroached upon their domain and their peace, for they are fierce in combat.&lt;br /&gt;
&lt;br /&gt;
Commonly-seen threats:&lt;br /&gt;
Krynch.&lt;br /&gt;
&lt;br /&gt;
====Water====&lt;br /&gt;
Water elementals of the 2nd Echelon are more rarely seen, as they, like most of their kin, stay within a localized area, and those elementals of this degree tend to make deeper water their home. The sheer variety of forms that pure water elementals of this power is amazing, they are able to mesh with their element completely - becoming a tentacle of water or a spinning whirlpool with equal ease. They are what we would consider peaceful for their kind, but should any violate or impede upon their homes in any fashion, they are known to retaliate - the term &amp;quot;the sea shows no mercy&amp;quot; may have been a result of a run-in with water elementals of the 2nd Echelon. An interesting facet of water elementals of this echelon is that they can venture upon land if they want. In such case, they usually take to high ground and become ice. There is little difference between the two except in terms of natural abilities, after all, you cannot create a whirlpool on land. Another notable difference is that water elementals that have turned to ice appear to be far more aggressive and protective than their water-bound kin.&lt;br /&gt;
&lt;br /&gt;
Commonly-seen threats:&lt;br /&gt;
Ice Elementals, Glacial Morphs, Animated Slushes, Glaceis.&lt;br /&gt;
&lt;br /&gt;
====Air====&lt;br /&gt;
Air elementals of the 2nd Echelon are most interesting, as they are closely tied to those of lightning. Thankfully, most people of Elanith have little dealings with these peculiar beings, as they rarely wish to concern themselves with any airships that may pass through their realm. Additionally, it is very hard to anger elementals of air, as the winds constantly move and never stay in one place for long, thus they count the whole sky as their home and seem oblivious to the occasional visitor. They are among the wisest of their kind, but rarely choose to deal with the affairs of the world below them. They can, when the need arises, join to form powerful storms that can literally destroy entire towns. Usually, it takes quite a great need for these usually very calm and peaceful beings to go to such drastic measures.&lt;br /&gt;
&lt;br /&gt;
There is an exception to this innately peaceful nature, however. As these elementals flow with the tides of wind in their careless fashion, they can whirl through storms, where they become extremely hostile. It is rumored that so many air elementals become &#039;trapped&#039;, for a lack of a better word, in this state, that these storms linger around one unfortunate (for any living beings underneath) spot for long periods of time. Cyclones and hurricanes have the same, if not more so, deadly effect on these beings. Interestingly enough, if these storms continue to churn with the presence of air elementals for extremely long periods of time, the site can become an elemental nexus where the power of the Prime Elemental Planes leaks through. It is thought that this is how air elementals normally manifest into this world, as intense power is needed to draw forth the power of the Planes. How they escape such a permanently violent place and flow with the winds of the world is unknown.&lt;br /&gt;
&lt;br /&gt;
Commonly-seen threats:&lt;br /&gt;
None.&lt;br /&gt;
&lt;br /&gt;
===Composite Elementals===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Though rare, composite elementals -- that is, elementals comprised of two differing powers of the Prime Elemental Planes -- are not unheard of. It is also possible, though even rarer, for elementals of two differing elements to form one of these composite elementals. They only exist in the 2nd Echelon and above, mainly because the power it takes to fuse two elementals together (especially those of opposing elements) far exceeds that of the 1st Echelon. The following produce these types of elementals:&lt;br /&gt;
&lt;br /&gt;
Air and Water		Lightning&lt;br /&gt;
Water and Earth	 	Mud&lt;br /&gt;
Earth and Fire	 	Lava&lt;br /&gt;
Fire and Water	 	Steam&lt;br /&gt;
&lt;br /&gt;
====Lava====&lt;br /&gt;
Lava elementals are a mesh of both fire and earth, and they are one of the more common composite elementals as fire and earth have some ties to one another. They usually manifest within volcanoes, often staying within the core and forever becoming one with the magma that spewed them forth. Occasionally, they will be seen outside their fiery womb, and woe to those who encounter them. While slow moving, they have acquired the deadliness of fire combined with the massive resistance of the earth.&lt;br /&gt;
&lt;br /&gt;
Commonly-seen threats: &lt;br /&gt;
Lava Golem.&lt;br /&gt;
&lt;br /&gt;
====Mud====&lt;br /&gt;
&lt;br /&gt;
Mud elementals are a mixing of both earth and water, and are usually found in bogs or some other type of wetland area. Though extremely unusual to find them out of these environments, they&#039;ve also been seen in deltas and muddy beaches. This mixture tends to produce a somewhat weak elemental - Earth&#039;s strength is worn away by Water, though it imparts some of the fluidity of water upon a land being, which can be seen as some advantage, though not extremely so. However, this does not mean one should not tread carefully in the presence of such a being. When one is in a swamp or a bog of some sort, mud elementals become a large concern, patiently waiting and blending into the surroundings to drag any trespassers down into the suffocating embrace of the earth for eternity.&lt;br /&gt;
&lt;br /&gt;
Commonly-seen threats:&lt;br /&gt;
None.&lt;br /&gt;
&lt;br /&gt;
====Steam====&lt;br /&gt;
Steam elementals, manifested from the opposing powers of Fire and Water, are usually found in lava tubes that have reached a shoreline, or bubbling geysers found near mountains. They are extremely rare due to the fact that their sole creation relies on the clashing of the Prime Elemental Planes, and to find two opposing intersections so close to each other is nearly unheard of. They cannot move from whatever place they first manifest, as the fragile balance of two vastly different elements can be upset very easily, thus destroying them in the process. They are usually only summoned by mages for numerous purposes.&lt;br /&gt;
&lt;br /&gt;
Commonly-seen threats:&lt;br /&gt;
None.&lt;br /&gt;
&lt;br /&gt;
====Lightning====&lt;br /&gt;
Lightning elementals can almost be considered very common compared to other composite elementals, though in fact they are quite rare overall. Their only known forms are classified among the 2nd and higher Echelons. Due to their nature, it is not exactly known how they are so common compared to their Prime counterparts, but tales of air elementals causing intense raging storms out at sea in order to create these powerful beings are widely told, though the reason why is not known. They are the most unpredictable of elementals, and doubtlessly possess an uncanny strength, but their weakness is in their expenditure of energy. Also, lightning elementals of the 2nd Echelon have been known to destroy themselves in the process of attacking. Powerful, quick, and quite deadly, this is their downfall - they have no stable element to sustain their massive power for extended periods of time.&lt;br /&gt;
&lt;br /&gt;
Commonly-seen threats:&lt;br /&gt;
None.&lt;br /&gt;
&lt;br /&gt;
==Chapter 5: The Third Echelon==&lt;br /&gt;
&lt;br /&gt;
===Elementals===&lt;br /&gt;
Elementals of the 3rd Echelon are among the most rare anyone might ever encounter, and are indeed among the most powerful of their kin. It is here that we note that elementals do not age by our standards, they merely exist until their source of power is extinguished, and as long as they might live, they continue to absorb the energy of their own element. Golems of the 3rd Echelon are nonexistent, as the extensive intelligence of 3rd Echelon elementals has far surpassed anything that can be mimicked through magical creation, though elementals of the 3rd Echelon can be summoned from the Prime Elemental Plane with a huge risk even to the most knowledgeable of mages. Due to this fact, elementals of the 3rd Echelon are not considered mindless automatons by those who know their kind.&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
====Fire====&lt;br /&gt;
Fire elementals of the 3rd Echelon often live within the very crater of a volcano, making them, thankfully, a rare sight to most adventurers. It is rumored that 3rd Echelon fire elementals use these volcanoes to travel to the very core of the world itself where they join their kin. They are truly fearsome to behold, being completely and utterly in control of their element. Like their lower kin, these elementals tend to be highly scrutinizing of anything that is not of their own attunement, and will simply consume or destroy anything that is not of flame.&lt;br /&gt;
&lt;br /&gt;
====Earth====&lt;br /&gt;
&lt;br /&gt;
Earth elementals of the 3rd Echelon reside deep within the earth itself, and are almost never seen near mountains or anything about the surface. Only a few people have ever encountered one of these great creatures, and reports say they are rather patient when dealing with things not of their element. They are said to not take any form at all, simply meshing with a large expanse of rock underground and manipulating it as they wish. Legends say that particularly large earthquakes are caused by earth elementals of the 3rd Echelon. However, while they are quite capable of such feats, most earthquakes are not caused by these creatures.&lt;br /&gt;
&lt;br /&gt;
The subclass of earth elementals, the soil elementals, also are known to be powerful enough to be ranked among the 3rd Echelon. Even in this state, they are generally considered weak by the standards set by their other kin, but are capable of holding their own in a battle should the need arise. They are gentle-mannered and reclusive by nature, and show a very strong affinity to plant life of all kinds. These elementals are very aware of life around them, more so than any of their other kin, and most seek to nourish it through some means.&lt;br /&gt;
&lt;br /&gt;
====Water====&lt;br /&gt;
Water elementals of the 3rd Echelon prefer the mysterious depths of the ocean to any other body of water, and it is rare to find them in any other place. Though reclusive by nature, they are not averse to speaking with others not of their kind. Ware these water elementals when they have been angered, however, for they can destroy the most skilled fleet of ships on a whim. Angry water elementals of the 3rd Echelon are attributed with tidal waves, and they are certainly capable of such feats. However, the way of the elementals is not subtle in the least, one must remember, and it would be glaringly obvious as to why such destructive measures were taken.&lt;br /&gt;
====Air====&lt;br /&gt;
Air elementals of the 3rd Echelon are much like their lower counterparts, differing only in power. They are generally apathetic towards any other form of life, and at times are quite friendly. There is an otherworldly quality to these beings, and they are very wise. They can gather great storms with ease, and when angry it is not uncommon for them to be seen as a whirling vortex blotting most of the sky. Generally, though, they are content and free-spirited as their lower counterparts.&lt;br /&gt;
===Composite Elementals===&lt;br /&gt;
====Lava====&lt;br /&gt;
Lava elementals of the 3rd Echelon are rarely seen, but their existence is proven. Only glimpsed briefly in the craters of a fierce volcano, these beings are thought to be content to dwell within the magma itself, thus they are thankfully rarely ever seen beyond their preferential home. Even then, it takes a great need to rouse them, as the patience of earth is instilled within them, but ware to those who have angered a lava elemental of the 3rd Echelon. The only recorded account of one of these magnificent beings manifesting describes them as huge pillars of living lava that can ascend into the sky should they wish. Unfortunately, this was only a written account - there were no survivors other than the charred scrap of a journal left behind.&lt;br /&gt;
&lt;br /&gt;
====Mud====&lt;br /&gt;
&lt;br /&gt;
Mud elementals of the 3rd Echelon are the rarest of all Composite Elementals, as their natural source of power is usually in a state of constant change. They are, however, known to exist, and are a fabulous sight to behold. Often described as an entire bog or swamp, they spread themselves out everywhere within their domain, normally as deadly tentacles of mud which drag any would-be trespassers to their death. Up until recently, these were thought to be separate elementals themselves, but it is confirmed that usually they are part of one whole elemental that simply will not collect into one large mass as its other cousins normally do.&lt;br /&gt;
====Steam====&lt;br /&gt;
Steam elementals of the 3rd Echelon are considerably more mobile than their lower kin, able to leave their place of origin for long periods of time without fear of fading away due to the loss of their fragile source of power. Often being mistaken for wind elementals, these types of steam elementals can easily be mistaken for a cloud - woe to those who walk into this cloud, though, for a painful, if not fatal, experience awaits them.&lt;br /&gt;
&lt;br /&gt;
From the accounts I have read, these beings are usually docile and content to stay in their home, but when angered, can spread up to a mile to become a deadly boiling cloud. ~ Ulithian&lt;br /&gt;
&lt;br /&gt;
====Lightning====&lt;br /&gt;
Lightning elementals of the 3rd Echelon are rarely spoken of, but they do exist. They are a breathtaking sight, having lived in thunderstorms so long that they are simply an enormous mass of living light. They are immensely powerful, and rumors persist that they no longer face the dilemma of their lower kin, that they can sustain themselves indefinitely. They are mostly unconcerned with the world below, but when they are, be very wary.&lt;br /&gt;
&lt;br /&gt;
In my travels over the thousands of years of life, I have only encountered two. They are secretive about their origins and, when pushed, are quick to anger.&lt;br /&gt;
~ Ulithian&lt;br /&gt;
&lt;br /&gt;
==Chapter 6: Great Elementals==&lt;br /&gt;
Great Elementals are a degree of their own. They are, without a doubt, the most powerful of their kin outside of the Prime Elemental Planes. When they call, all those beneath them will follow. When they anger, all others beneath them anger. They are the most pure embodiment of their element to be found outside of the Prime Planes themselves. They are among the most varied of their classification, and are often attributed a name by those who are witness to their influence. This usually leads the named Great Elemental to regard those with bemusement, as they often take on their own name in a language of their own that is nearly unpronounceable to anyone. While they are powerful, they will normally only stay in a localized area and never venture further. This has lead to some primitive bands of civilization attributing them as local gods or spirits, but the educated know better. While they hold an awe-inspiring amount of power among their, for lack of a better word, home, it is found that it diminishes significantly if they venture away. There is a theory behind why this might happen: As with the elementals of the 3rd Echelon, Great Elementals are quite ancient due to their existence, and they are like any other in regards to the basic principles of elemental beings.&lt;br /&gt;
&lt;br /&gt;
However, it is thought that because they have lived so long in a general area, they become intrinsically attuned to their surroundings and the flows of elemental power within. This would give them incredible control and power over their element, and also account for their extreme rarity - most places change over time, thus their source of power may be extinguished.&lt;br /&gt;
&lt;br /&gt;
===Elementals===&lt;br /&gt;
====Fire====&lt;br /&gt;
Great Elementals of fire are a sight no one should ever wish to see. They possess an intelligence and a drive for destruction that is unmatched by any but the cursed undead. They are more scrutinous than any of their kind, and have a haughtiness about them and a blind cruelty to those not of the flame.&lt;br /&gt;
&lt;br /&gt;
=====Great Fire Elementals of Note=====&lt;br /&gt;
&lt;br /&gt;
======Avregol======&lt;br /&gt;
While wandering around the volcano on Teras Island, Avregol&#039;s forms shift between those of a towering pillar of flames and a dark fiery-robed figure. The mannerisms of this particular Great Elemental have lead scholars to label it as male.&lt;br /&gt;
&lt;br /&gt;
Once thought to be no more than a story told to children as a warning against straying far from the village at night, Avregol&#039;s existence was recently confirmed to be more than a mere rumor. The volcano on Teras Island overshadowing the dwarven mining colony of Kharam-Dzu surged with new activity, and creatures born of flame flowed down its slopes to attack the town. Like most Fire Elementals, Avregol takes a harsh view of those who are not &#039;of the flame&#039; as his kind is, and sought to scour the Isle clean of all other living things. Using the intense focal power of the volcano to increase his own energy, he was able to cause vast destruction during his time of greatest strength.&lt;br /&gt;
&lt;br /&gt;
Whispered tales and legends around Kharam-Dzu&#039;s taverns suggest that it was Avregol himself that originally created the island. The veracity of these tales may never be confirmed, as when the Great Fire Elemental does appear, he rarely speaks, choosing to either incinerate those who find him or observe from a distance in dignified silence.&lt;br /&gt;
&lt;br /&gt;
======Cingh======&lt;br /&gt;
Little is known about this Great Fire Elemental, however, there currently is research and study going into this elemental that will perhaps surface at another date.&lt;br /&gt;
====Earth====&lt;br /&gt;
&lt;br /&gt;
Great Elementals of earth have been said to manifest as entire mountains of rock, and it is clear that they could do so if they wish. They are unmoving, for the most part, barely taking any concerns than the thoughts that slowly drift through their minds. It is very, very hard to disturb such a powerful being, and they are usually very benevolent, but if a Great Earth Elemental is angered, beware, for there is no escape from them.&lt;br /&gt;
&lt;br /&gt;
=====Great Earth Elementals of Note=====&lt;br /&gt;
&lt;br /&gt;
======Ghatha======&lt;br /&gt;
In the far southern reaches of the DragonSpine Mountains, it is said there lives a Great Earth Elemental. Known to some as Ghatha, and to others as simply &amp;quot;The Earthen Father&amp;quot;, his only known form is that of a towering mountain in the DragonSpine range, whose spire ascends far into the sky.&lt;br /&gt;
&lt;br /&gt;
Historians and scholars became aware of Ghatha&#039;s existence due to a manifestation in Elemental form many years ago. A small village in the shadow of Ghatha&#039;s mountain was destroyed due to a tremendous avalanche with very few survivors. A recollection from one of those survivors is as follows:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;A face appeared one night in the mountain. Our Elders say it was the Earthen Father, a guardian who watched over our people. They say he would protect us from our enemies, and bring many prosperous years to our village. So wrong, oh so wrong they were. The Earthen Father came to us one night, a massive face formed within the cliffs of the mountain. Stony pupils gazed down upon our village as he just seemed to watch. Many of our people were afraid, some remained in their homes. We do not know what angered him, or what brought the destruction to us. We heard a great rumble, some thought the Earthen Father was laughing, but the rumble grew louder and the very ground began to shake. Many boulders came crashing down upon the village. A mighty avalanche besieged the village. Not many survived, my entire family lost. After the great avalanche stopped, some who survived say the Father looked sad, and disappeared back into the mountain cliffs. Why did he bring death to our village?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
This account can only show the magnitude of power a Great Elemental of Earth possesses. Since this incident, Ghatha remains dormant and has not shown his Elemental form, but the mountain still sits beneath the lofty clouds... perhaps one day Ghatha will return again.&lt;br /&gt;
&lt;br /&gt;
It is speculated that Ghatha did not intend to harm this village, and indeed what some thought was laughing truly was. Perhaps enjoyment or entertainment out of watching beings of flesh scurry around their daily lives amused this Great Elemental on some level. ~ Isymir&lt;br /&gt;
&lt;br /&gt;
====Water====&lt;br /&gt;
Great Elementals of water are very elusive, but are generally very neutral in their stance of non-elemental beings. They have an intrinsic understanding of the ways of the world, and are usually very patient and do not act drastically by elemental standards. They are known to drift with the currents of the ocean, and rarely venture into streams or rivers.&lt;br /&gt;
&lt;br /&gt;
=====Great Water Elementals of Note=====&lt;br /&gt;
&lt;br /&gt;
======Nelemar======&lt;br /&gt;
Nelemar often takes the form of a humanoid-shaped watery figure when manifesting to others on land. The mannerisms of this particular Great Elemental lead most to label it a male, and he certainly does not care one way or another.&lt;br /&gt;
&lt;br /&gt;
Nelemar is known to travel over the seas of Western Elanith, though the waters around Teras Island is thought to be his prime domain. He is very accommodating to other beings that are not of his element, and considers the area his charge and protects it in a very benevolent manner. It is said that he does know of Charl and respects his power within the seas, but it is clear his goals and that Arkati&#039;s are not the same, as the philosophies of the Elements rarely are the same as any Arkati&#039;s, though he will defer to Charl should he become interested in matters of his domain. He is content to stay out of the affairs of people unless his hand is forced or a great need arises. He and a plethora of lesser degrees of elementals are known to frequent the area, and it was not known until recently why such a large number of them dwelled there. An Elemental War broke out upon the small island of Teras Island, a clash between Nelemar and Avregol, a Great Fire Elemental. It appears that Nelemar had kept a close watch on the island, as he had known about the volcano&#039;s presence and Avregol for countless years and had been prepared to counter any move the Great Fire Elemental made.&lt;br /&gt;
&lt;br /&gt;
The ensuing struggle resulted in Nelemar&#039;s victory, and the activity of Avregol has since been drastically reduced upon the island. Little else is known of this Great Elemental, as he was usually pushed back during the war and rarely seeks out the company of those not of his kind.&lt;br /&gt;
&lt;br /&gt;
====Air====&lt;br /&gt;
Great Elementals of air are often indistinguishable from their lower kin, but when they make themselves known, it is very apparent. They are serene and most often feminine in appearance, which is an oddity among the elemental world as they usually have nothing in common with any gender, and any that do are usually attributed to them by other cultures. Great Elementals of wind are usually always seen as delicate-faced women with long white hair that flows behind them seemingly endlessly. They are very kind, but, as all their lower counterparts, generally unconcerned with things not affecting their own world. Due to their innately powerful nature, they are not affected by naturally-occurring storms in such a drastic way as those of lower Echelons, but they can certainly be angered. Woe to those who incur the wrath of Great Air Elementals, the storms they can gather can spread for miles and wreak havoc on the countryside.&lt;br /&gt;
&lt;br /&gt;
=====Great Air Elementals of Note=====&lt;br /&gt;
&lt;br /&gt;
======Celiel======&lt;br /&gt;
Celiel, sometimes referred to as The Watcher by those who honor her power as they would an Arkati, is a very mysterious Great Elemental. Her exact domain is not known, but it appears to be somewhere near the DragonSpine Mountains. She has not manifested for several centuries, but when she has, it has been a very impressive sight for any fortunate enough to witness it. Her face is a mask of expressionless and ethereal beauty, and the way in which she moves is the epitome of grace.&lt;br /&gt;
&lt;br /&gt;
When she has been seen, she has never been directly acting against or for anything. She has simply drifted carelessly by, often with an entourage of other air elementals. At other times her face has been seen gazing down at the ground, which has earned her the aforementioned title. Scattered villages situated at the feet of the DragonSpine have taken to honoring her regularly as they would an Arkati.&lt;br /&gt;
&lt;br /&gt;
===Composite Elementals===&lt;br /&gt;
Great Composite Elementals, due to their very nature, are considered to be nonexistent except for the confirmed presence of Veiki, a Great Lightning Elemental. Either way, Great Composite Elementals no longer exist in our world today, and if they do, they&#039;re very adept at hiding. Thus, the only listed below is the only confirmed Great Composite Elemental. &lt;br /&gt;
&lt;br /&gt;
====Lightning====&lt;br /&gt;
Great Elementals of lightning are almost completely unprecedented. All we have of them is one ancient legend in elven lore dated back to nearly the beginning of the Empire, roughly 50 thousand years ago, and it does not delve into the full extent of this truly extraordinary being. We can only assume that any of these are completely gone from the face of Elanthia, or are utterly secretive. Either way, as legend can provide the only information about this mysterious being, the legend is what shall be presented.&lt;br /&gt;
&lt;br /&gt;
=====Great Lightning Elementals of Note=====&lt;br /&gt;
&lt;br /&gt;
======Veiki======&lt;br /&gt;
Whispers of Veiki&#039;s origins point to many things, from the cataclysmic energies released from the Ur-Daemon War, to great storms called forth by the elementals of wind shortly after. Either way, Veiki has been among us for some time. Rarely is he seen, but when he travels, all know: the night sky becomes alight as the brightest of noons, and raging storms follow in his wake. I present to you the story that has been collected from various witnesses of his supposed disappearance.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;We saw a column of light strike the [DragonSpine] mountains, blue like the eyes of our fair kind. We knew it was Veiki. It could only be he. We watched as the light continually spun, and it was then we noticed that thousands of them [wind elementals] were swirling around the column, singing in their whispery, melodical voices that surrounded us like a fog. [Veiki] did not seem to be in pain at all, though he had not a face to look at, we could see that if he was trapped, he could have easily repelled them. But he stood, as that glowing pillar of blue light, and it began to ascend into the heavens. They [wind elementals] seemed to meld into the Great Elemental, and his form began to flatten out thinly, covering the entire area where we were camped out in an eerie blue light that flickered rapidly. Without any warning of what might happen next, [Veiki] suddenly was torn asunder, his form degenerating into countless lightning bolts that flung outwards across the sky and disappeared. We know not what has became of the [wind elementals] that were there, but no sign of them was left.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
This account was taken from a scouting patrol of Vaalorian elves, and they are the only ones to have documented this event. It is known that on the night of when this supposedly occurred, great storms began to rise across all of our ancestral land. A strange happening, indeed, and this is why it must be recorded and preserved.&lt;br /&gt;
&lt;br /&gt;
- Jisanlyrc Vin&#039;ziel, Scholar of Illistim&lt;br /&gt;
&lt;br /&gt;
It may be a simple coincidence, but other elementals of lightning were significantly fewer in number before this supposed destruction of Veiki than they are now. ~ Ulithian&lt;br /&gt;
&lt;br /&gt;
==Chapter 7: Elemental Wars==&lt;br /&gt;
Opposing elements have been known to war with one another. This is most prominently carried out by Water and Fire, with Air and Earth generally following suit.&lt;br /&gt;
&lt;br /&gt;
In all conflicts I have witnessed or heard accounts of, Water is usually allied Air, and Fire is usually allied with Earth. Rarely do Wind or Earth spearhead any conflicts between each other, and most often, they only work with Water or Fire respectively, not truly taking any real hand in actual battle should one arise. ~ Ulithian&lt;br /&gt;
&lt;br /&gt;
Elemental wars are different than any most sentient beings wage. Elementals have an innate understanding of the change of the world around them, they know and accept that this change can be violent. They know they are a unique embodiment of this world, and that they too must be part of the clash and changes. There is no animosity once a war is over, only a simple acceptance of the natural cycle of things. It is rare to witness such an event, as they most often take place on grounds that are primal and nearly inhospitable, but some have been seen and recorded. Woe to those who get caught in such a clash.&lt;/div&gt;</summary>
		<author><name>GS4-AVALUKA</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Sylvankind&amp;diff=116532</id>
		<title>Sylvankind</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Sylvankind&amp;diff=116532"/>
		<updated>2019-05-31T22:02:42Z</updated>

		<summary type="html">&lt;p&gt;GS4-AVALUKA: /* Lassaran D&amp;#039;ahranal */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{race&lt;br /&gt;
| [[File:Sylvankind.gif|center]]&lt;br /&gt;
| decay = 10 minutes&lt;br /&gt;
| regen = 1 per 4 min&lt;br /&gt;
| height = 5.5&#039; to 6&#039;, max 6.5&#039;&lt;br /&gt;
| weight = 72 to 217 lbs. &lt;br /&gt;
| language = Common, Sylvan, Elven}}&lt;br /&gt;
Long ago, as the [[elves]] moved from the forests to build their [[Elven Empire|Seven Cities]], some remained and became what are now &#039;&#039;&#039;Sylvans&#039;&#039;&#039;. Sylvankind are extremely rare outside of the forest, as few ever leave their wooded homes. Females are the most numerous, though males are not unheard of. They are slight and lithe, with pale complexions, sandy hair and light eyes. Sylvans move about the woodlands and hills virtually undetected, often garbed in forest green or brown.&lt;br /&gt;
&lt;br /&gt;
Sylvans make their home high up in the trees, often building massive tree-cities hanging from the branches. These cities in the tree tops not only provide safety to the Sylvans, but also an incredible view of their treasured woodland surroundings. Some of these cities have hundreds, even thousands, of rooms where they have been hidden from the outside world for centuries.&lt;br /&gt;
{{TOC limit|2}}&lt;br /&gt;
== Statistics ==&lt;br /&gt;
&lt;br /&gt;
{{Race stats&lt;br /&gt;
|str  = 0|con  = 0|dex  = +10|agi  = +5|dis  = -5|aur  = +5|log  = 0|int  = 0|wis  = 0|inf  = 0}}&lt;br /&gt;
&lt;br /&gt;
For [[statistic growth rate]]s by [[profession]], see [[List of statistic growth rates#Sylvankind]].&lt;br /&gt;
&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|+ &#039;&#039;&#039;Other Characteristics&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!Spirit Regeneration&lt;br /&gt;
| 1 per 4 min&lt;br /&gt;
!Decay Timer&lt;br /&gt;
| 10 min&lt;br /&gt;
|-&lt;br /&gt;
!Max Health&lt;br /&gt;
| 130&lt;br /&gt;
!Base Regeneration&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
!Weight Factor&lt;br /&gt;
| 0.7233&lt;br /&gt;
!Encumbrance Factor&lt;br /&gt;
| 0.81&lt;br /&gt;
|-&lt;br /&gt;
!Maneuver Bonus&lt;br /&gt;
| Good&lt;br /&gt;
!Elemental TD&lt;br /&gt;
| -5&lt;br /&gt;
|-&lt;br /&gt;
!Spiritual TD&lt;br /&gt;
| -5&lt;br /&gt;
!Mental TD&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
!Sorcerer TD&lt;br /&gt;
| -5&lt;br /&gt;
!Poison TD&lt;br /&gt;
| +10&lt;br /&gt;
|-&lt;br /&gt;
!Disease TD&lt;br /&gt;
| +100&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Sylvans receive a large [[stealth|hiding]] bonus in the forest, a penalty to [[crafting]] and a small penalty to [[forging]].&lt;br /&gt;
&lt;br /&gt;
== Cultures ==&lt;br /&gt;
&lt;br /&gt;
Sylvankind spring from the same roots as the Elves, but they chose a different path. As the Elves moved from their forests to build the Seven Cities, some stayed behind. These are the Sylvans. The Sylvankind care little for the world outside their forests. For them, the forests are the world. They retain a love and closeness to the land that approaches unity.&lt;br /&gt;
&lt;br /&gt;
Having a [[The History of the Sylvan Elves#Chapter Four - The Sylvan High Council|hierophant governing system]], it is natural that the Sylvans would utilize a diplomatic system to designate divisions, or groups, among their populace. Their &amp;quot;D&#039;ahranals&amp;quot; can be compared to Guilds elsewhere.&lt;br /&gt;
&lt;br /&gt;
It should be noted that many Sylvans not only are great archers and warriors, but fine artisans and civic leaders as well. The decision of which D&#039;ahranal a child is invited to join falls to the child and his/her patron. Generally, the child will join the D&#039;ahranal of her patron, and in fact the patron is found based on the child&#039;s foremost interest. However, as a child grows, interests sometimes change; in that case, the Patron helps the youth choose the appropriate D&#039;ahranal and usually also finds a mature guide within it to direct the youth&#039;s development. On a youth&#039;s &#039;coming of age&#039; day, a ceremony is held to induct them into their new D&#039;ahranal. They remain a part of it for the rest of their life, and the membership bonds are held to be as important as that of family.&lt;br /&gt;
&lt;br /&gt;
There are four known D&#039;ahranals:&lt;br /&gt;
&lt;br /&gt;
===Kytawa D&#039;ahranal===&lt;br /&gt;
&lt;br /&gt;
{{main|Kytawa}}&lt;br /&gt;
&lt;br /&gt;
Pronounced: KEE-ta-wa&lt;br /&gt;
&lt;br /&gt;
This is a group of Sylvans whose talents suit them for leadership or public service roles. Most of the population&#039;s leaders, called Councilors, are numbered among this group, however the governing body does number some Artisans among them as well, mostly in an Advisory role. The symbol of this group is a pelican.&lt;br /&gt;
&lt;br /&gt;
===Fresiawn D&#039;ahranal===&lt;br /&gt;
&lt;br /&gt;
{{main|Fresiawn}}&lt;br /&gt;
&lt;br /&gt;
Pronounced: FREE-si-awn&lt;br /&gt;
&lt;br /&gt;
This is a group that includes architects, artisans, craftsmen, musicians and artists, as well as cooks, brewers and anything that pertains to the creation of something. At the top of this group are those associated with Arts &amp;amp; Sciences, a calling much esteemed among the Sylvans. Their symbol is a doe.&lt;br /&gt;
&lt;br /&gt;
===Tyesteron D&#039;ahranal===&lt;br /&gt;
&lt;br /&gt;
{{main|Tyesteron}}&lt;br /&gt;
&lt;br /&gt;
Pronounced: ty-ESS-ter-on&lt;br /&gt;
&lt;br /&gt;
This group includes all those who specialize in physical and magical martial arts. It includes the great number of superb archers among the Sylvans, as well as warriors and magic-users. The group serves as protectors of the homeland as well as hunters who bring in game to feed the tree-cities. They are known for the mithril or silver linked belt and armband they wear, rather than a particular symbol. Additionally, the archers among the group form a subgroup called [[Ki&#039;Tyesteron]]s, and will have the image of an arrow incised upon the armband. This group might also wear other arrow-themed ornaments. It is not uncommon for a particularly gifted weapon/armor maker or fletcher to be made an honorary Tyesteron, even though the artisan is also a member of the Fresiawns.&lt;br /&gt;
&lt;br /&gt;
===Lassaran D&#039;ahranal===&lt;br /&gt;
&lt;br /&gt;
{{main|Lassaran}}&lt;br /&gt;
&lt;br /&gt;
Pronounced: LAS-sa-ran&lt;br /&gt;
&lt;br /&gt;
The last group is really a conglomerate group of all three of the others. The main distinction of these Sylvans is that they have gone against normal tendencies and left the Homeland, to wander the world among other races, beyond the protection of the great trees. The symbol of these Sylvans is a hawk.&lt;br /&gt;
&lt;br /&gt;
== Background ==&lt;br /&gt;
&lt;br /&gt;
=== Language ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;This section is partly hypothetical based on fragments of official documentation.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The language spoken by the sylvans of [[Yuriqen]] has been preserved almost exactly as it was spoken over 40,000 years ago due to the unbroken chain of ancestral hierophantic memory. To modern elven listeners, it sounds so archaic as to be nearly impossible to understand. Most contemporary sylvans living in the wider world have found it easy to pick up the modern elven language, though on occasion they may use some bafflingly antiquated phrasing.&lt;br /&gt;
&lt;br /&gt;
The common term &amp;quot;sylvan&amp;quot; comes from &#039;&#039;sylvisterai&#039;&#039;, meaning &amp;quot;one who embraces, or marries, the forest&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The sylvan writing system is credited to the scholar Raolawei Ly&#039;Setta, who exchanged his knowledge of early elven scripts for permission to live among the sylvans of Ithnishmyn for the rest of his life. Elven archaeologists believe that much of the first sylvan writings were hidden away when the sylvans left Ithnishmyn, having committed all their knowledge to memory to be passed down through oral tradition.&lt;br /&gt;
&lt;br /&gt;
=== Religion ===&lt;br /&gt;
&lt;br /&gt;
Most sylvans practice a religion dedicated to [[Imaera]], the [[Arkati]] most closely aligned with nature, and among sylvans she is often called the Mother Goddess. Festivals are held at the start of every season to celebrate her with song and prayer. Many of the unusual magics known to sylvan hierophants are said to come from a special connection to the goddess.&lt;br /&gt;
&lt;br /&gt;
While many traditions are based on worship of Imaera, sylvans also recognize the balance between Light and Dark, and honor all of the Arkati for their roles. [[Gosaena]], as the personification of eternal death and the end of the cycle of life, holds a special place in the pantheon.&lt;br /&gt;
&lt;br /&gt;
== Verbs ==&lt;br /&gt;
&amp;lt;section begin=verbs /&amp;gt;&lt;br /&gt;
{| cellpadding=&amp;quot;4&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;margin: 1em 1em 1em 1em; font-size: 95%; outline-style: solid; outline-width: 1px; outline-color: #aaa; background: #none; border: none; border-collapse: collapse;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;vertical-align: text-top;&amp;quot;&lt;br /&gt;
| [[LISTEN]]&lt;br /&gt;
| -&lt;br /&gt;
| You incline your ear in the direction of the natural air currents and intently focus on the slightest sound within your environment.&lt;br /&gt;
| -&lt;br /&gt;
| Sylvan&#039;s concentration shifts and becomes more focused as he slightly tilts an ear in a particular direction.&lt;br /&gt;
|- style=&amp;quot;vertical-align: text-top;&amp;quot;&lt;br /&gt;
| LISTEN {self}&lt;br /&gt;
| -&lt;br /&gt;
| You listen quietly to the sounds of nature all around you, letting your heartbeat slow to join in perfect time with the pulsating rhythm of life.&lt;br /&gt;
| -&lt;br /&gt;
| Sylvan lowers his arms to his sides, breathing slowly and rhythmically, as a soft sigh escapes his lips.&lt;br /&gt;
|- style=&amp;quot;vertical-align: text-top;&amp;quot;&lt;br /&gt;
| LISTEN {person}&lt;br /&gt;
| -&lt;br /&gt;
| You tilt your head slightly toward (target), noting the subtle changes in his muscles and breathing.&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|- style=&amp;quot;vertical-align: text-top;&amp;quot;&lt;br /&gt;
|LISTEN {person} (dead)&lt;br /&gt;
| -&lt;br /&gt;
| You tilt your head slightly toward (target), noting the absence of breath in the body.&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|- style=&amp;quot;vertical-align: text-top;&amp;quot;&lt;br /&gt;
| LISTEN {creature}&lt;br /&gt;
| -&lt;br /&gt;
| Raising the tips of your fingers briefly to one earlobe, you focus your hearing on the minute sounds of (target)&#039;s internal life force.&lt;br /&gt;
| -&lt;br /&gt;
| Raising the tips of her fingers briefly to one earlobe, Sylvan seems to be channeling sounds from (target)&#039;s very being.&lt;br /&gt;
|- style=&amp;quot;vertical-align: text-top;&amp;quot;&lt;br /&gt;
| LISTEN {object} (not held)&lt;br /&gt;
| -&lt;br /&gt;
| You lean in toward (target), pricking up your ears in an attempt to register every sound (target) emits from the play of environmental forces upon it.&lt;br /&gt;
| -&lt;br /&gt;
| Sylvan leans in toward (target), his pointed ears raised ever so slightly.&lt;br /&gt;
|- style=&amp;quot;vertical-align: text-top;&amp;quot;&lt;br /&gt;
|[[OBSERVE]]&lt;br /&gt;
| -&lt;br /&gt;
| You observe your surroundings carefully, taking in every last detail.&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|- style=&amp;quot;vertical-align: text-top;&amp;quot;&lt;br /&gt;
|OBSERVE {self}&lt;br /&gt;
| -&lt;br /&gt;
|You observe your own condition, expanding your awareness of yourself as a part of your environment.&lt;br /&gt;
| -&lt;br /&gt;
| Sylvan becomes observantly introspective.&lt;br /&gt;
|- style=&amp;quot;vertical-align: text-top;&amp;quot;&lt;br /&gt;
| OBSERVE DOUBT&lt;br /&gt;
| -&lt;br /&gt;
| Looking around, you can&#039;t help but feel that something is wrong with your surroundings.&lt;br /&gt;
| -&lt;br /&gt;
| Sylvan looks around with concern.&lt;br /&gt;
|- style=&amp;quot;vertical-align: text-top;&amp;quot;&lt;br /&gt;
| OBSERVE ENEMY&lt;br /&gt;
| -&lt;br /&gt;
| You look around, every sense on the alert for possible foes.&lt;br /&gt;
| -&lt;br /&gt;
| Sylvan surveys his surroundings warily.&lt;br /&gt;
|- style=&amp;quot;vertical-align: text-top;&amp;quot;&lt;br /&gt;
|OBSERVE LIFE&lt;br /&gt;
| -&lt;br /&gt;
| You look around, taking note of all the signs of life nearby.&lt;br /&gt;
| -&lt;br /&gt;
| Sylvan looks around, a serene expression on his face.&lt;br /&gt;
|- style=&amp;quot;vertical-align: text-top;&amp;quot;&lt;br /&gt;
|OBSERVE LIFE &amp;lt;br&amp;gt;(creatures present)&lt;br /&gt;
| -&lt;br /&gt;
|You look around, and can&#039;t help but focus on the creatures nearby.&lt;br /&gt;
| -&lt;br /&gt;
| Sylvan looks around, a disturbed expression on his face.&lt;br /&gt;
|- style=&amp;quot;vertical-align: text-top;&amp;quot;&lt;br /&gt;
|OBSERVE QUICK&lt;br /&gt;
| -&lt;br /&gt;
|You quickly scan your surroundings, taking keen note of the flora and fauna in the area.&lt;br /&gt;
| -&lt;br /&gt;
| Sylvan glances around, his eyes falling briefly on each aspect of his surroundings.&lt;br /&gt;
|- style=&amp;quot;vertical-align: text-top;&amp;quot;&lt;br /&gt;
|OBSERVE SLOW&lt;br /&gt;
| -&lt;br /&gt;
| You observe your surroundings very slowly, not wanting to miss a single detail.&lt;br /&gt;
| -&lt;br /&gt;
| Sylvan observes his surroundings with an almost excruciating slowness.&lt;br /&gt;
|- style=&amp;quot;vertical-align: text-top;&amp;quot;&lt;br /&gt;
|OBSERVE GROUND (outside)&lt;br /&gt;
| -&lt;br /&gt;
|You observe the ground, searching for tracks.&lt;br /&gt;
|- style=&amp;quot;vertical-align: text-top;&amp;quot;&lt;br /&gt;
|OBSERVE GROUND (inside)&lt;br /&gt;
| -&lt;br /&gt;
|You examine the ground in a futile search for tracks.&lt;br /&gt;
|- style=&amp;quot;vertical-align: text-top;&amp;quot;&lt;br /&gt;
|OBSERVE SKY (daytime)&lt;br /&gt;
| -&lt;br /&gt;
|You look up at the sky, taking note of the position of the sun.&lt;br /&gt;
|- style=&amp;quot;vertical-align: text-top;&amp;quot;&lt;br /&gt;
|OBSERVE SKY (nighttime)&lt;br /&gt;
| -&lt;br /&gt;
|Your eyes scan the heavens, reading stories in the stars.&lt;br /&gt;
|- style=&amp;quot;vertical-align: text-top;&amp;quot;&lt;br /&gt;
|OBSERVE SKY (inside)&lt;br /&gt;
| -&lt;br /&gt;
|You look up, but are unable to see the sky from in here.&lt;br /&gt;
|- style=&amp;quot;vertical-align: text-top;&amp;quot;&lt;br /&gt;
|OBSERVE AIR&lt;br /&gt;
| -&lt;br /&gt;
|You observe every detail of the air, from its scent to its direction to its ambient temperature.&lt;br /&gt;
| -&lt;br /&gt;
| Sylvan pauses in an observational trance.&lt;br /&gt;
|- style=&amp;quot;vertical-align: text-top;&amp;quot;&lt;br /&gt;
|OBSERVE ENVIRONMENT &amp;lt;br&amp;gt; (forested terrain)&lt;br /&gt;
| -&lt;br /&gt;
|You observe the comfortingly natural feel of your environment.&lt;br /&gt;
| -&lt;br /&gt;
| Sylvan relaxes as he observes his environment.&lt;br /&gt;
|- style=&amp;quot;vertical-align: text-top;&amp;quot;&lt;br /&gt;
|OBSERVE ENVIRONMENT &amp;lt;br&amp;gt; (treeless terrain)&lt;br /&gt;
| -&lt;br /&gt;
|You observe the details of your environment and do your best to adapt.&lt;br /&gt;
| -&lt;br /&gt;
| Sylvan observes his environment carefully.&lt;br /&gt;
|- style=&amp;quot;vertical-align: text-top;&amp;quot;&lt;br /&gt;
|OBSERVE ENVIRONMENT &amp;lt;br&amp;gt; (in town)&lt;br /&gt;
| -&lt;br /&gt;
|You observe the inherently foreign nature of your environment.&lt;br /&gt;
| -&lt;br /&gt;
| Sylvan appears uncomfortable as he observes his environment.&lt;br /&gt;
|- style=&amp;quot;vertical-align: text-top;&amp;quot;&lt;br /&gt;
|OBSERVE ESCAPE&lt;br /&gt;
| -&lt;br /&gt;
|You look around for possible escape routes.&lt;br /&gt;
| -&lt;br /&gt;
| Sylvan looks around nervously, ready to bolt.&lt;br /&gt;
|}&amp;lt;section end=verbs /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Resources ==&lt;br /&gt;
*[[The History of the Sylvan Elves]]&lt;br /&gt;
*[[Elanthian Divination: Sylvans]]&lt;br /&gt;
*[[Pledged for Many Summers: Wedding Traditions of the Sylvan People|Wedding Traditions of the Sylvan People]]&lt;br /&gt;
*[[World Costume for Theatrical Productions#Sylvans|World Costume for Theatrical Productions]]&lt;br /&gt;
*[[Sylvankind Gemology Guide]]&lt;br /&gt;
*[http://www.play.net/gs4/info/races/sylvan.asp Races: Sylvankind], on Play.net&lt;br /&gt;
*[[Clothing of the Lassaran - A Study of Transitional Culture]]&lt;br /&gt;
*[http://forums.play.net/forums/GemStone%20IV/Races/Sylvankind/view Officials folder]&lt;br /&gt;
&lt;br /&gt;
{{Sylvans}}&lt;br /&gt;
{{Races}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Races and Cultures]]&lt;/div&gt;</summary>
		<author><name>GS4-AVALUKA</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Sylvankind&amp;diff=116531</id>
		<title>Sylvankind</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Sylvankind&amp;diff=116531"/>
		<updated>2019-05-31T22:01:47Z</updated>

		<summary type="html">&lt;p&gt;GS4-AVALUKA: /* Tyesteron D&amp;#039;ahranal */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{race&lt;br /&gt;
| [[File:Sylvankind.gif|center]]&lt;br /&gt;
| decay = 10 minutes&lt;br /&gt;
| regen = 1 per 4 min&lt;br /&gt;
| height = 5.5&#039; to 6&#039;, max 6.5&#039;&lt;br /&gt;
| weight = 72 to 217 lbs. &lt;br /&gt;
| language = Common, Sylvan, Elven}}&lt;br /&gt;
Long ago, as the [[elves]] moved from the forests to build their [[Elven Empire|Seven Cities]], some remained and became what are now &#039;&#039;&#039;Sylvans&#039;&#039;&#039;. Sylvankind are extremely rare outside of the forest, as few ever leave their wooded homes. Females are the most numerous, though males are not unheard of. They are slight and lithe, with pale complexions, sandy hair and light eyes. Sylvans move about the woodlands and hills virtually undetected, often garbed in forest green or brown.&lt;br /&gt;
&lt;br /&gt;
Sylvans make their home high up in the trees, often building massive tree-cities hanging from the branches. These cities in the tree tops not only provide safety to the Sylvans, but also an incredible view of their treasured woodland surroundings. Some of these cities have hundreds, even thousands, of rooms where they have been hidden from the outside world for centuries.&lt;br /&gt;
{{TOC limit|2}}&lt;br /&gt;
== Statistics ==&lt;br /&gt;
&lt;br /&gt;
{{Race stats&lt;br /&gt;
|str  = 0|con  = 0|dex  = +10|agi  = +5|dis  = -5|aur  = +5|log  = 0|int  = 0|wis  = 0|inf  = 0}}&lt;br /&gt;
&lt;br /&gt;
For [[statistic growth rate]]s by [[profession]], see [[List of statistic growth rates#Sylvankind]].&lt;br /&gt;
&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|+ &#039;&#039;&#039;Other Characteristics&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!Spirit Regeneration&lt;br /&gt;
| 1 per 4 min&lt;br /&gt;
!Decay Timer&lt;br /&gt;
| 10 min&lt;br /&gt;
|-&lt;br /&gt;
!Max Health&lt;br /&gt;
| 130&lt;br /&gt;
!Base Regeneration&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
!Weight Factor&lt;br /&gt;
| 0.7233&lt;br /&gt;
!Encumbrance Factor&lt;br /&gt;
| 0.81&lt;br /&gt;
|-&lt;br /&gt;
!Maneuver Bonus&lt;br /&gt;
| Good&lt;br /&gt;
!Elemental TD&lt;br /&gt;
| -5&lt;br /&gt;
|-&lt;br /&gt;
!Spiritual TD&lt;br /&gt;
| -5&lt;br /&gt;
!Mental TD&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
!Sorcerer TD&lt;br /&gt;
| -5&lt;br /&gt;
!Poison TD&lt;br /&gt;
| +10&lt;br /&gt;
|-&lt;br /&gt;
!Disease TD&lt;br /&gt;
| +100&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Sylvans receive a large [[stealth|hiding]] bonus in the forest, a penalty to [[crafting]] and a small penalty to [[forging]].&lt;br /&gt;
&lt;br /&gt;
== Cultures ==&lt;br /&gt;
&lt;br /&gt;
Sylvankind spring from the same roots as the Elves, but they chose a different path. As the Elves moved from their forests to build the Seven Cities, some stayed behind. These are the Sylvans. The Sylvankind care little for the world outside their forests. For them, the forests are the world. They retain a love and closeness to the land that approaches unity.&lt;br /&gt;
&lt;br /&gt;
Having a [[The History of the Sylvan Elves#Chapter Four - The Sylvan High Council|hierophant governing system]], it is natural that the Sylvans would utilize a diplomatic system to designate divisions, or groups, among their populace. Their &amp;quot;D&#039;ahranals&amp;quot; can be compared to Guilds elsewhere.&lt;br /&gt;
&lt;br /&gt;
It should be noted that many Sylvans not only are great archers and warriors, but fine artisans and civic leaders as well. The decision of which D&#039;ahranal a child is invited to join falls to the child and his/her patron. Generally, the child will join the D&#039;ahranal of her patron, and in fact the patron is found based on the child&#039;s foremost interest. However, as a child grows, interests sometimes change; in that case, the Patron helps the youth choose the appropriate D&#039;ahranal and usually also finds a mature guide within it to direct the youth&#039;s development. On a youth&#039;s &#039;coming of age&#039; day, a ceremony is held to induct them into their new D&#039;ahranal. They remain a part of it for the rest of their life, and the membership bonds are held to be as important as that of family.&lt;br /&gt;
&lt;br /&gt;
There are four known D&#039;ahranals:&lt;br /&gt;
&lt;br /&gt;
===Kytawa D&#039;ahranal===&lt;br /&gt;
&lt;br /&gt;
{{main|Kytawa}}&lt;br /&gt;
&lt;br /&gt;
Pronounced: KEE-ta-wa&lt;br /&gt;
&lt;br /&gt;
This is a group of Sylvans whose talents suit them for leadership or public service roles. Most of the population&#039;s leaders, called Councilors, are numbered among this group, however the governing body does number some Artisans among them as well, mostly in an Advisory role. The symbol of this group is a pelican.&lt;br /&gt;
&lt;br /&gt;
===Fresiawn D&#039;ahranal===&lt;br /&gt;
&lt;br /&gt;
{{main|Fresiawn}}&lt;br /&gt;
&lt;br /&gt;
Pronounced: FREE-si-awn&lt;br /&gt;
&lt;br /&gt;
This is a group that includes architects, artisans, craftsmen, musicians and artists, as well as cooks, brewers and anything that pertains to the creation of something. At the top of this group are those associated with Arts &amp;amp; Sciences, a calling much esteemed among the Sylvans. Their symbol is a doe.&lt;br /&gt;
&lt;br /&gt;
===Tyesteron D&#039;ahranal===&lt;br /&gt;
&lt;br /&gt;
{{main|Tyesteron}}&lt;br /&gt;
&lt;br /&gt;
Pronounced: ty-ESS-ter-on&lt;br /&gt;
&lt;br /&gt;
This group includes all those who specialize in physical and magical martial arts. It includes the great number of superb archers among the Sylvans, as well as warriors and magic-users. The group serves as protectors of the homeland as well as hunters who bring in game to feed the tree-cities. They are known for the mithril or silver linked belt and armband they wear, rather than a particular symbol. Additionally, the archers among the group form a subgroup called [[Ki&#039;Tyesteron]]s, and will have the image of an arrow incised upon the armband. This group might also wear other arrow-themed ornaments. It is not uncommon for a particularly gifted weapon/armor maker or fletcher to be made an honorary Tyesteron, even though the artisan is also a member of the Fresiawns.&lt;br /&gt;
&lt;br /&gt;
===Lassaran D&#039;ahranal===&lt;br /&gt;
&lt;br /&gt;
{{main|Lassaran}}&lt;br /&gt;
&lt;br /&gt;
The last group is really a conglomerate group of all three of the others. The main distinction of these Sylvans is that they have gone against normal tendencies and left the Homeland, to wander the world among other races, beyond the protection of the great trees. The symbol of these Sylvans is a hawk.&lt;br /&gt;
&lt;br /&gt;
== Background ==&lt;br /&gt;
&lt;br /&gt;
=== Language ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;This section is partly hypothetical based on fragments of official documentation.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The language spoken by the sylvans of [[Yuriqen]] has been preserved almost exactly as it was spoken over 40,000 years ago due to the unbroken chain of ancestral hierophantic memory. To modern elven listeners, it sounds so archaic as to be nearly impossible to understand. Most contemporary sylvans living in the wider world have found it easy to pick up the modern elven language, though on occasion they may use some bafflingly antiquated phrasing.&lt;br /&gt;
&lt;br /&gt;
The common term &amp;quot;sylvan&amp;quot; comes from &#039;&#039;sylvisterai&#039;&#039;, meaning &amp;quot;one who embraces, or marries, the forest&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The sylvan writing system is credited to the scholar Raolawei Ly&#039;Setta, who exchanged his knowledge of early elven scripts for permission to live among the sylvans of Ithnishmyn for the rest of his life. Elven archaeologists believe that much of the first sylvan writings were hidden away when the sylvans left Ithnishmyn, having committed all their knowledge to memory to be passed down through oral tradition.&lt;br /&gt;
&lt;br /&gt;
=== Religion ===&lt;br /&gt;
&lt;br /&gt;
Most sylvans practice a religion dedicated to [[Imaera]], the [[Arkati]] most closely aligned with nature, and among sylvans she is often called the Mother Goddess. Festivals are held at the start of every season to celebrate her with song and prayer. Many of the unusual magics known to sylvan hierophants are said to come from a special connection to the goddess.&lt;br /&gt;
&lt;br /&gt;
While many traditions are based on worship of Imaera, sylvans also recognize the balance between Light and Dark, and honor all of the Arkati for their roles. [[Gosaena]], as the personification of eternal death and the end of the cycle of life, holds a special place in the pantheon.&lt;br /&gt;
&lt;br /&gt;
== Verbs ==&lt;br /&gt;
&amp;lt;section begin=verbs /&amp;gt;&lt;br /&gt;
{| cellpadding=&amp;quot;4&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;margin: 1em 1em 1em 1em; font-size: 95%; outline-style: solid; outline-width: 1px; outline-color: #aaa; background: #none; border: none; border-collapse: collapse;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;vertical-align: text-top;&amp;quot;&lt;br /&gt;
| [[LISTEN]]&lt;br /&gt;
| -&lt;br /&gt;
| You incline your ear in the direction of the natural air currents and intently focus on the slightest sound within your environment.&lt;br /&gt;
| -&lt;br /&gt;
| Sylvan&#039;s concentration shifts and becomes more focused as he slightly tilts an ear in a particular direction.&lt;br /&gt;
|- style=&amp;quot;vertical-align: text-top;&amp;quot;&lt;br /&gt;
| LISTEN {self}&lt;br /&gt;
| -&lt;br /&gt;
| You listen quietly to the sounds of nature all around you, letting your heartbeat slow to join in perfect time with the pulsating rhythm of life.&lt;br /&gt;
| -&lt;br /&gt;
| Sylvan lowers his arms to his sides, breathing slowly and rhythmically, as a soft sigh escapes his lips.&lt;br /&gt;
|- style=&amp;quot;vertical-align: text-top;&amp;quot;&lt;br /&gt;
| LISTEN {person}&lt;br /&gt;
| -&lt;br /&gt;
| You tilt your head slightly toward (target), noting the subtle changes in his muscles and breathing.&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|- style=&amp;quot;vertical-align: text-top;&amp;quot;&lt;br /&gt;
|LISTEN {person} (dead)&lt;br /&gt;
| -&lt;br /&gt;
| You tilt your head slightly toward (target), noting the absence of breath in the body.&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|- style=&amp;quot;vertical-align: text-top;&amp;quot;&lt;br /&gt;
| LISTEN {creature}&lt;br /&gt;
| -&lt;br /&gt;
| Raising the tips of your fingers briefly to one earlobe, you focus your hearing on the minute sounds of (target)&#039;s internal life force.&lt;br /&gt;
| -&lt;br /&gt;
| Raising the tips of her fingers briefly to one earlobe, Sylvan seems to be channeling sounds from (target)&#039;s very being.&lt;br /&gt;
|- style=&amp;quot;vertical-align: text-top;&amp;quot;&lt;br /&gt;
| LISTEN {object} (not held)&lt;br /&gt;
| -&lt;br /&gt;
| You lean in toward (target), pricking up your ears in an attempt to register every sound (target) emits from the play of environmental forces upon it.&lt;br /&gt;
| -&lt;br /&gt;
| Sylvan leans in toward (target), his pointed ears raised ever so slightly.&lt;br /&gt;
|- style=&amp;quot;vertical-align: text-top;&amp;quot;&lt;br /&gt;
|[[OBSERVE]]&lt;br /&gt;
| -&lt;br /&gt;
| You observe your surroundings carefully, taking in every last detail.&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|- style=&amp;quot;vertical-align: text-top;&amp;quot;&lt;br /&gt;
|OBSERVE {self}&lt;br /&gt;
| -&lt;br /&gt;
|You observe your own condition, expanding your awareness of yourself as a part of your environment.&lt;br /&gt;
| -&lt;br /&gt;
| Sylvan becomes observantly introspective.&lt;br /&gt;
|- style=&amp;quot;vertical-align: text-top;&amp;quot;&lt;br /&gt;
| OBSERVE DOUBT&lt;br /&gt;
| -&lt;br /&gt;
| Looking around, you can&#039;t help but feel that something is wrong with your surroundings.&lt;br /&gt;
| -&lt;br /&gt;
| Sylvan looks around with concern.&lt;br /&gt;
|- style=&amp;quot;vertical-align: text-top;&amp;quot;&lt;br /&gt;
| OBSERVE ENEMY&lt;br /&gt;
| -&lt;br /&gt;
| You look around, every sense on the alert for possible foes.&lt;br /&gt;
| -&lt;br /&gt;
| Sylvan surveys his surroundings warily.&lt;br /&gt;
|- style=&amp;quot;vertical-align: text-top;&amp;quot;&lt;br /&gt;
|OBSERVE LIFE&lt;br /&gt;
| -&lt;br /&gt;
| You look around, taking note of all the signs of life nearby.&lt;br /&gt;
| -&lt;br /&gt;
| Sylvan looks around, a serene expression on his face.&lt;br /&gt;
|- style=&amp;quot;vertical-align: text-top;&amp;quot;&lt;br /&gt;
|OBSERVE LIFE &amp;lt;br&amp;gt;(creatures present)&lt;br /&gt;
| -&lt;br /&gt;
|You look around, and can&#039;t help but focus on the creatures nearby.&lt;br /&gt;
| -&lt;br /&gt;
| Sylvan looks around, a disturbed expression on his face.&lt;br /&gt;
|- style=&amp;quot;vertical-align: text-top;&amp;quot;&lt;br /&gt;
|OBSERVE QUICK&lt;br /&gt;
| -&lt;br /&gt;
|You quickly scan your surroundings, taking keen note of the flora and fauna in the area.&lt;br /&gt;
| -&lt;br /&gt;
| Sylvan glances around, his eyes falling briefly on each aspect of his surroundings.&lt;br /&gt;
|- style=&amp;quot;vertical-align: text-top;&amp;quot;&lt;br /&gt;
|OBSERVE SLOW&lt;br /&gt;
| -&lt;br /&gt;
| You observe your surroundings very slowly, not wanting to miss a single detail.&lt;br /&gt;
| -&lt;br /&gt;
| Sylvan observes his surroundings with an almost excruciating slowness.&lt;br /&gt;
|- style=&amp;quot;vertical-align: text-top;&amp;quot;&lt;br /&gt;
|OBSERVE GROUND (outside)&lt;br /&gt;
| -&lt;br /&gt;
|You observe the ground, searching for tracks.&lt;br /&gt;
|- style=&amp;quot;vertical-align: text-top;&amp;quot;&lt;br /&gt;
|OBSERVE GROUND (inside)&lt;br /&gt;
| -&lt;br /&gt;
|You examine the ground in a futile search for tracks.&lt;br /&gt;
|- style=&amp;quot;vertical-align: text-top;&amp;quot;&lt;br /&gt;
|OBSERVE SKY (daytime)&lt;br /&gt;
| -&lt;br /&gt;
|You look up at the sky, taking note of the position of the sun.&lt;br /&gt;
|- style=&amp;quot;vertical-align: text-top;&amp;quot;&lt;br /&gt;
|OBSERVE SKY (nighttime)&lt;br /&gt;
| -&lt;br /&gt;
|Your eyes scan the heavens, reading stories in the stars.&lt;br /&gt;
|- style=&amp;quot;vertical-align: text-top;&amp;quot;&lt;br /&gt;
|OBSERVE SKY (inside)&lt;br /&gt;
| -&lt;br /&gt;
|You look up, but are unable to see the sky from in here.&lt;br /&gt;
|- style=&amp;quot;vertical-align: text-top;&amp;quot;&lt;br /&gt;
|OBSERVE AIR&lt;br /&gt;
| -&lt;br /&gt;
|You observe every detail of the air, from its scent to its direction to its ambient temperature.&lt;br /&gt;
| -&lt;br /&gt;
| Sylvan pauses in an observational trance.&lt;br /&gt;
|- style=&amp;quot;vertical-align: text-top;&amp;quot;&lt;br /&gt;
|OBSERVE ENVIRONMENT &amp;lt;br&amp;gt; (forested terrain)&lt;br /&gt;
| -&lt;br /&gt;
|You observe the comfortingly natural feel of your environment.&lt;br /&gt;
| -&lt;br /&gt;
| Sylvan relaxes as he observes his environment.&lt;br /&gt;
|- style=&amp;quot;vertical-align: text-top;&amp;quot;&lt;br /&gt;
|OBSERVE ENVIRONMENT &amp;lt;br&amp;gt; (treeless terrain)&lt;br /&gt;
| -&lt;br /&gt;
|You observe the details of your environment and do your best to adapt.&lt;br /&gt;
| -&lt;br /&gt;
| Sylvan observes his environment carefully.&lt;br /&gt;
|- style=&amp;quot;vertical-align: text-top;&amp;quot;&lt;br /&gt;
|OBSERVE ENVIRONMENT &amp;lt;br&amp;gt; (in town)&lt;br /&gt;
| -&lt;br /&gt;
|You observe the inherently foreign nature of your environment.&lt;br /&gt;
| -&lt;br /&gt;
| Sylvan appears uncomfortable as he observes his environment.&lt;br /&gt;
|- style=&amp;quot;vertical-align: text-top;&amp;quot;&lt;br /&gt;
|OBSERVE ESCAPE&lt;br /&gt;
| -&lt;br /&gt;
|You look around for possible escape routes.&lt;br /&gt;
| -&lt;br /&gt;
| Sylvan looks around nervously, ready to bolt.&lt;br /&gt;
|}&amp;lt;section end=verbs /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Resources ==&lt;br /&gt;
*[[The History of the Sylvan Elves]]&lt;br /&gt;
*[[Elanthian Divination: Sylvans]]&lt;br /&gt;
*[[Pledged for Many Summers: Wedding Traditions of the Sylvan People|Wedding Traditions of the Sylvan People]]&lt;br /&gt;
*[[World Costume for Theatrical Productions#Sylvans|World Costume for Theatrical Productions]]&lt;br /&gt;
*[[Sylvankind Gemology Guide]]&lt;br /&gt;
*[http://www.play.net/gs4/info/races/sylvan.asp Races: Sylvankind], on Play.net&lt;br /&gt;
*[[Clothing of the Lassaran - A Study of Transitional Culture]]&lt;br /&gt;
*[http://forums.play.net/forums/GemStone%20IV/Races/Sylvankind/view Officials folder]&lt;br /&gt;
&lt;br /&gt;
{{Sylvans}}&lt;br /&gt;
{{Races}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Races and Cultures]]&lt;/div&gt;</summary>
		<author><name>GS4-AVALUKA</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Sylvankind&amp;diff=116530</id>
		<title>Sylvankind</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Sylvankind&amp;diff=116530"/>
		<updated>2019-05-31T22:00:59Z</updated>

		<summary type="html">&lt;p&gt;GS4-AVALUKA: /* Fresiawn D&amp;#039;ahranal */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{race&lt;br /&gt;
| [[File:Sylvankind.gif|center]]&lt;br /&gt;
| decay = 10 minutes&lt;br /&gt;
| regen = 1 per 4 min&lt;br /&gt;
| height = 5.5&#039; to 6&#039;, max 6.5&#039;&lt;br /&gt;
| weight = 72 to 217 lbs. &lt;br /&gt;
| language = Common, Sylvan, Elven}}&lt;br /&gt;
Long ago, as the [[elves]] moved from the forests to build their [[Elven Empire|Seven Cities]], some remained and became what are now &#039;&#039;&#039;Sylvans&#039;&#039;&#039;. Sylvankind are extremely rare outside of the forest, as few ever leave their wooded homes. Females are the most numerous, though males are not unheard of. They are slight and lithe, with pale complexions, sandy hair and light eyes. Sylvans move about the woodlands and hills virtually undetected, often garbed in forest green or brown.&lt;br /&gt;
&lt;br /&gt;
Sylvans make their home high up in the trees, often building massive tree-cities hanging from the branches. These cities in the tree tops not only provide safety to the Sylvans, but also an incredible view of their treasured woodland surroundings. Some of these cities have hundreds, even thousands, of rooms where they have been hidden from the outside world for centuries.&lt;br /&gt;
{{TOC limit|2}}&lt;br /&gt;
== Statistics ==&lt;br /&gt;
&lt;br /&gt;
{{Race stats&lt;br /&gt;
|str  = 0|con  = 0|dex  = +10|agi  = +5|dis  = -5|aur  = +5|log  = 0|int  = 0|wis  = 0|inf  = 0}}&lt;br /&gt;
&lt;br /&gt;
For [[statistic growth rate]]s by [[profession]], see [[List of statistic growth rates#Sylvankind]].&lt;br /&gt;
&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|+ &#039;&#039;&#039;Other Characteristics&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!Spirit Regeneration&lt;br /&gt;
| 1 per 4 min&lt;br /&gt;
!Decay Timer&lt;br /&gt;
| 10 min&lt;br /&gt;
|-&lt;br /&gt;
!Max Health&lt;br /&gt;
| 130&lt;br /&gt;
!Base Regeneration&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
!Weight Factor&lt;br /&gt;
| 0.7233&lt;br /&gt;
!Encumbrance Factor&lt;br /&gt;
| 0.81&lt;br /&gt;
|-&lt;br /&gt;
!Maneuver Bonus&lt;br /&gt;
| Good&lt;br /&gt;
!Elemental TD&lt;br /&gt;
| -5&lt;br /&gt;
|-&lt;br /&gt;
!Spiritual TD&lt;br /&gt;
| -5&lt;br /&gt;
!Mental TD&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
!Sorcerer TD&lt;br /&gt;
| -5&lt;br /&gt;
!Poison TD&lt;br /&gt;
| +10&lt;br /&gt;
|-&lt;br /&gt;
!Disease TD&lt;br /&gt;
| +100&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Sylvans receive a large [[stealth|hiding]] bonus in the forest, a penalty to [[crafting]] and a small penalty to [[forging]].&lt;br /&gt;
&lt;br /&gt;
== Cultures ==&lt;br /&gt;
&lt;br /&gt;
Sylvankind spring from the same roots as the Elves, but they chose a different path. As the Elves moved from their forests to build the Seven Cities, some stayed behind. These are the Sylvans. The Sylvankind care little for the world outside their forests. For them, the forests are the world. They retain a love and closeness to the land that approaches unity.&lt;br /&gt;
&lt;br /&gt;
Having a [[The History of the Sylvan Elves#Chapter Four - The Sylvan High Council|hierophant governing system]], it is natural that the Sylvans would utilize a diplomatic system to designate divisions, or groups, among their populace. Their &amp;quot;D&#039;ahranals&amp;quot; can be compared to Guilds elsewhere.&lt;br /&gt;
&lt;br /&gt;
It should be noted that many Sylvans not only are great archers and warriors, but fine artisans and civic leaders as well. The decision of which D&#039;ahranal a child is invited to join falls to the child and his/her patron. Generally, the child will join the D&#039;ahranal of her patron, and in fact the patron is found based on the child&#039;s foremost interest. However, as a child grows, interests sometimes change; in that case, the Patron helps the youth choose the appropriate D&#039;ahranal and usually also finds a mature guide within it to direct the youth&#039;s development. On a youth&#039;s &#039;coming of age&#039; day, a ceremony is held to induct them into their new D&#039;ahranal. They remain a part of it for the rest of their life, and the membership bonds are held to be as important as that of family.&lt;br /&gt;
&lt;br /&gt;
There are four known D&#039;ahranals:&lt;br /&gt;
&lt;br /&gt;
===Kytawa D&#039;ahranal===&lt;br /&gt;
&lt;br /&gt;
{{main|Kytawa}}&lt;br /&gt;
&lt;br /&gt;
Pronounced: KEE-ta-wa&lt;br /&gt;
&lt;br /&gt;
This is a group of Sylvans whose talents suit them for leadership or public service roles. Most of the population&#039;s leaders, called Councilors, are numbered among this group, however the governing body does number some Artisans among them as well, mostly in an Advisory role. The symbol of this group is a pelican.&lt;br /&gt;
&lt;br /&gt;
===Fresiawn D&#039;ahranal===&lt;br /&gt;
&lt;br /&gt;
{{main|Fresiawn}}&lt;br /&gt;
&lt;br /&gt;
Pronounced: FREE-si-awn&lt;br /&gt;
&lt;br /&gt;
This is a group that includes architects, artisans, craftsmen, musicians and artists, as well as cooks, brewers and anything that pertains to the creation of something. At the top of this group are those associated with Arts &amp;amp; Sciences, a calling much esteemed among the Sylvans. Their symbol is a doe.&lt;br /&gt;
&lt;br /&gt;
===Tyesteron D&#039;ahranal===&lt;br /&gt;
&lt;br /&gt;
{{main|Tyesteron}}&lt;br /&gt;
&lt;br /&gt;
This group includes all those who specialize in physical and magical martial arts. It includes the great number of superb archers among the Sylvans, as well as warriors and magic-users. The group serves as protectors of the homeland as well as hunters who bring in game to feed the tree-cities. They are known for the mithril or silver linked belt and armband they wear, rather than a particular symbol. Additionally, the archers among the group form a subgroup called [[Ki&#039;Tyesteron]]s, and will have the image of an arrow incised upon the armband. This group might also wear other arrow-themed ornaments. It is not uncommon for a particularly gifted weapon/armor maker or fletcher to be made an honorary Tyesteron, even though the artisan is also a member of the Fresiawns.&lt;br /&gt;
&lt;br /&gt;
===Lassaran D&#039;ahranal===&lt;br /&gt;
&lt;br /&gt;
{{main|Lassaran}}&lt;br /&gt;
&lt;br /&gt;
The last group is really a conglomerate group of all three of the others. The main distinction of these Sylvans is that they have gone against normal tendencies and left the Homeland, to wander the world among other races, beyond the protection of the great trees. The symbol of these Sylvans is a hawk.&lt;br /&gt;
&lt;br /&gt;
== Background ==&lt;br /&gt;
&lt;br /&gt;
=== Language ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;This section is partly hypothetical based on fragments of official documentation.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The language spoken by the sylvans of [[Yuriqen]] has been preserved almost exactly as it was spoken over 40,000 years ago due to the unbroken chain of ancestral hierophantic memory. To modern elven listeners, it sounds so archaic as to be nearly impossible to understand. Most contemporary sylvans living in the wider world have found it easy to pick up the modern elven language, though on occasion they may use some bafflingly antiquated phrasing.&lt;br /&gt;
&lt;br /&gt;
The common term &amp;quot;sylvan&amp;quot; comes from &#039;&#039;sylvisterai&#039;&#039;, meaning &amp;quot;one who embraces, or marries, the forest&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The sylvan writing system is credited to the scholar Raolawei Ly&#039;Setta, who exchanged his knowledge of early elven scripts for permission to live among the sylvans of Ithnishmyn for the rest of his life. Elven archaeologists believe that much of the first sylvan writings were hidden away when the sylvans left Ithnishmyn, having committed all their knowledge to memory to be passed down through oral tradition.&lt;br /&gt;
&lt;br /&gt;
=== Religion ===&lt;br /&gt;
&lt;br /&gt;
Most sylvans practice a religion dedicated to [[Imaera]], the [[Arkati]] most closely aligned with nature, and among sylvans she is often called the Mother Goddess. Festivals are held at the start of every season to celebrate her with song and prayer. Many of the unusual magics known to sylvan hierophants are said to come from a special connection to the goddess.&lt;br /&gt;
&lt;br /&gt;
While many traditions are based on worship of Imaera, sylvans also recognize the balance between Light and Dark, and honor all of the Arkati for their roles. [[Gosaena]], as the personification of eternal death and the end of the cycle of life, holds a special place in the pantheon.&lt;br /&gt;
&lt;br /&gt;
== Verbs ==&lt;br /&gt;
&amp;lt;section begin=verbs /&amp;gt;&lt;br /&gt;
{| cellpadding=&amp;quot;4&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;margin: 1em 1em 1em 1em; font-size: 95%; outline-style: solid; outline-width: 1px; outline-color: #aaa; background: #none; border: none; border-collapse: collapse;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;vertical-align: text-top;&amp;quot;&lt;br /&gt;
| [[LISTEN]]&lt;br /&gt;
| -&lt;br /&gt;
| You incline your ear in the direction of the natural air currents and intently focus on the slightest sound within your environment.&lt;br /&gt;
| -&lt;br /&gt;
| Sylvan&#039;s concentration shifts and becomes more focused as he slightly tilts an ear in a particular direction.&lt;br /&gt;
|- style=&amp;quot;vertical-align: text-top;&amp;quot;&lt;br /&gt;
| LISTEN {self}&lt;br /&gt;
| -&lt;br /&gt;
| You listen quietly to the sounds of nature all around you, letting your heartbeat slow to join in perfect time with the pulsating rhythm of life.&lt;br /&gt;
| -&lt;br /&gt;
| Sylvan lowers his arms to his sides, breathing slowly and rhythmically, as a soft sigh escapes his lips.&lt;br /&gt;
|- style=&amp;quot;vertical-align: text-top;&amp;quot;&lt;br /&gt;
| LISTEN {person}&lt;br /&gt;
| -&lt;br /&gt;
| You tilt your head slightly toward (target), noting the subtle changes in his muscles and breathing.&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|- style=&amp;quot;vertical-align: text-top;&amp;quot;&lt;br /&gt;
|LISTEN {person} (dead)&lt;br /&gt;
| -&lt;br /&gt;
| You tilt your head slightly toward (target), noting the absence of breath in the body.&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|- style=&amp;quot;vertical-align: text-top;&amp;quot;&lt;br /&gt;
| LISTEN {creature}&lt;br /&gt;
| -&lt;br /&gt;
| Raising the tips of your fingers briefly to one earlobe, you focus your hearing on the minute sounds of (target)&#039;s internal life force.&lt;br /&gt;
| -&lt;br /&gt;
| Raising the tips of her fingers briefly to one earlobe, Sylvan seems to be channeling sounds from (target)&#039;s very being.&lt;br /&gt;
|- style=&amp;quot;vertical-align: text-top;&amp;quot;&lt;br /&gt;
| LISTEN {object} (not held)&lt;br /&gt;
| -&lt;br /&gt;
| You lean in toward (target), pricking up your ears in an attempt to register every sound (target) emits from the play of environmental forces upon it.&lt;br /&gt;
| -&lt;br /&gt;
| Sylvan leans in toward (target), his pointed ears raised ever so slightly.&lt;br /&gt;
|- style=&amp;quot;vertical-align: text-top;&amp;quot;&lt;br /&gt;
|[[OBSERVE]]&lt;br /&gt;
| -&lt;br /&gt;
| You observe your surroundings carefully, taking in every last detail.&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|- style=&amp;quot;vertical-align: text-top;&amp;quot;&lt;br /&gt;
|OBSERVE {self}&lt;br /&gt;
| -&lt;br /&gt;
|You observe your own condition, expanding your awareness of yourself as a part of your environment.&lt;br /&gt;
| -&lt;br /&gt;
| Sylvan becomes observantly introspective.&lt;br /&gt;
|- style=&amp;quot;vertical-align: text-top;&amp;quot;&lt;br /&gt;
| OBSERVE DOUBT&lt;br /&gt;
| -&lt;br /&gt;
| Looking around, you can&#039;t help but feel that something is wrong with your surroundings.&lt;br /&gt;
| -&lt;br /&gt;
| Sylvan looks around with concern.&lt;br /&gt;
|- style=&amp;quot;vertical-align: text-top;&amp;quot;&lt;br /&gt;
| OBSERVE ENEMY&lt;br /&gt;
| -&lt;br /&gt;
| You look around, every sense on the alert for possible foes.&lt;br /&gt;
| -&lt;br /&gt;
| Sylvan surveys his surroundings warily.&lt;br /&gt;
|- style=&amp;quot;vertical-align: text-top;&amp;quot;&lt;br /&gt;
|OBSERVE LIFE&lt;br /&gt;
| -&lt;br /&gt;
| You look around, taking note of all the signs of life nearby.&lt;br /&gt;
| -&lt;br /&gt;
| Sylvan looks around, a serene expression on his face.&lt;br /&gt;
|- style=&amp;quot;vertical-align: text-top;&amp;quot;&lt;br /&gt;
|OBSERVE LIFE &amp;lt;br&amp;gt;(creatures present)&lt;br /&gt;
| -&lt;br /&gt;
|You look around, and can&#039;t help but focus on the creatures nearby.&lt;br /&gt;
| -&lt;br /&gt;
| Sylvan looks around, a disturbed expression on his face.&lt;br /&gt;
|- style=&amp;quot;vertical-align: text-top;&amp;quot;&lt;br /&gt;
|OBSERVE QUICK&lt;br /&gt;
| -&lt;br /&gt;
|You quickly scan your surroundings, taking keen note of the flora and fauna in the area.&lt;br /&gt;
| -&lt;br /&gt;
| Sylvan glances around, his eyes falling briefly on each aspect of his surroundings.&lt;br /&gt;
|- style=&amp;quot;vertical-align: text-top;&amp;quot;&lt;br /&gt;
|OBSERVE SLOW&lt;br /&gt;
| -&lt;br /&gt;
| You observe your surroundings very slowly, not wanting to miss a single detail.&lt;br /&gt;
| -&lt;br /&gt;
| Sylvan observes his surroundings with an almost excruciating slowness.&lt;br /&gt;
|- style=&amp;quot;vertical-align: text-top;&amp;quot;&lt;br /&gt;
|OBSERVE GROUND (outside)&lt;br /&gt;
| -&lt;br /&gt;
|You observe the ground, searching for tracks.&lt;br /&gt;
|- style=&amp;quot;vertical-align: text-top;&amp;quot;&lt;br /&gt;
|OBSERVE GROUND (inside)&lt;br /&gt;
| -&lt;br /&gt;
|You examine the ground in a futile search for tracks.&lt;br /&gt;
|- style=&amp;quot;vertical-align: text-top;&amp;quot;&lt;br /&gt;
|OBSERVE SKY (daytime)&lt;br /&gt;
| -&lt;br /&gt;
|You look up at the sky, taking note of the position of the sun.&lt;br /&gt;
|- style=&amp;quot;vertical-align: text-top;&amp;quot;&lt;br /&gt;
|OBSERVE SKY (nighttime)&lt;br /&gt;
| -&lt;br /&gt;
|Your eyes scan the heavens, reading stories in the stars.&lt;br /&gt;
|- style=&amp;quot;vertical-align: text-top;&amp;quot;&lt;br /&gt;
|OBSERVE SKY (inside)&lt;br /&gt;
| -&lt;br /&gt;
|You look up, but are unable to see the sky from in here.&lt;br /&gt;
|- style=&amp;quot;vertical-align: text-top;&amp;quot;&lt;br /&gt;
|OBSERVE AIR&lt;br /&gt;
| -&lt;br /&gt;
|You observe every detail of the air, from its scent to its direction to its ambient temperature.&lt;br /&gt;
| -&lt;br /&gt;
| Sylvan pauses in an observational trance.&lt;br /&gt;
|- style=&amp;quot;vertical-align: text-top;&amp;quot;&lt;br /&gt;
|OBSERVE ENVIRONMENT &amp;lt;br&amp;gt; (forested terrain)&lt;br /&gt;
| -&lt;br /&gt;
|You observe the comfortingly natural feel of your environment.&lt;br /&gt;
| -&lt;br /&gt;
| Sylvan relaxes as he observes his environment.&lt;br /&gt;
|- style=&amp;quot;vertical-align: text-top;&amp;quot;&lt;br /&gt;
|OBSERVE ENVIRONMENT &amp;lt;br&amp;gt; (treeless terrain)&lt;br /&gt;
| -&lt;br /&gt;
|You observe the details of your environment and do your best to adapt.&lt;br /&gt;
| -&lt;br /&gt;
| Sylvan observes his environment carefully.&lt;br /&gt;
|- style=&amp;quot;vertical-align: text-top;&amp;quot;&lt;br /&gt;
|OBSERVE ENVIRONMENT &amp;lt;br&amp;gt; (in town)&lt;br /&gt;
| -&lt;br /&gt;
|You observe the inherently foreign nature of your environment.&lt;br /&gt;
| -&lt;br /&gt;
| Sylvan appears uncomfortable as he observes his environment.&lt;br /&gt;
|- style=&amp;quot;vertical-align: text-top;&amp;quot;&lt;br /&gt;
|OBSERVE ESCAPE&lt;br /&gt;
| -&lt;br /&gt;
|You look around for possible escape routes.&lt;br /&gt;
| -&lt;br /&gt;
| Sylvan looks around nervously, ready to bolt.&lt;br /&gt;
|}&amp;lt;section end=verbs /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Resources ==&lt;br /&gt;
*[[The History of the Sylvan Elves]]&lt;br /&gt;
*[[Elanthian Divination: Sylvans]]&lt;br /&gt;
*[[Pledged for Many Summers: Wedding Traditions of the Sylvan People|Wedding Traditions of the Sylvan People]]&lt;br /&gt;
*[[World Costume for Theatrical Productions#Sylvans|World Costume for Theatrical Productions]]&lt;br /&gt;
*[[Sylvankind Gemology Guide]]&lt;br /&gt;
*[http://www.play.net/gs4/info/races/sylvan.asp Races: Sylvankind], on Play.net&lt;br /&gt;
*[[Clothing of the Lassaran - A Study of Transitional Culture]]&lt;br /&gt;
*[http://forums.play.net/forums/GemStone%20IV/Races/Sylvankind/view Officials folder]&lt;br /&gt;
&lt;br /&gt;
{{Sylvans}}&lt;br /&gt;
{{Races}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Races and Cultures]]&lt;/div&gt;</summary>
		<author><name>GS4-AVALUKA</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Sylvankind&amp;diff=116529</id>
		<title>Sylvankind</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Sylvankind&amp;diff=116529"/>
		<updated>2019-05-31T22:00:19Z</updated>

		<summary type="html">&lt;p&gt;GS4-AVALUKA: /* Kytawa D&amp;#039;ahranal */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{race&lt;br /&gt;
| [[File:Sylvankind.gif|center]]&lt;br /&gt;
| decay = 10 minutes&lt;br /&gt;
| regen = 1 per 4 min&lt;br /&gt;
| height = 5.5&#039; to 6&#039;, max 6.5&#039;&lt;br /&gt;
| weight = 72 to 217 lbs. &lt;br /&gt;
| language = Common, Sylvan, Elven}}&lt;br /&gt;
Long ago, as the [[elves]] moved from the forests to build their [[Elven Empire|Seven Cities]], some remained and became what are now &#039;&#039;&#039;Sylvans&#039;&#039;&#039;. Sylvankind are extremely rare outside of the forest, as few ever leave their wooded homes. Females are the most numerous, though males are not unheard of. They are slight and lithe, with pale complexions, sandy hair and light eyes. Sylvans move about the woodlands and hills virtually undetected, often garbed in forest green or brown.&lt;br /&gt;
&lt;br /&gt;
Sylvans make their home high up in the trees, often building massive tree-cities hanging from the branches. These cities in the tree tops not only provide safety to the Sylvans, but also an incredible view of their treasured woodland surroundings. Some of these cities have hundreds, even thousands, of rooms where they have been hidden from the outside world for centuries.&lt;br /&gt;
{{TOC limit|2}}&lt;br /&gt;
== Statistics ==&lt;br /&gt;
&lt;br /&gt;
{{Race stats&lt;br /&gt;
|str  = 0|con  = 0|dex  = +10|agi  = +5|dis  = -5|aur  = +5|log  = 0|int  = 0|wis  = 0|inf  = 0}}&lt;br /&gt;
&lt;br /&gt;
For [[statistic growth rate]]s by [[profession]], see [[List of statistic growth rates#Sylvankind]].&lt;br /&gt;
&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|+ &#039;&#039;&#039;Other Characteristics&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!Spirit Regeneration&lt;br /&gt;
| 1 per 4 min&lt;br /&gt;
!Decay Timer&lt;br /&gt;
| 10 min&lt;br /&gt;
|-&lt;br /&gt;
!Max Health&lt;br /&gt;
| 130&lt;br /&gt;
!Base Regeneration&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
!Weight Factor&lt;br /&gt;
| 0.7233&lt;br /&gt;
!Encumbrance Factor&lt;br /&gt;
| 0.81&lt;br /&gt;
|-&lt;br /&gt;
!Maneuver Bonus&lt;br /&gt;
| Good&lt;br /&gt;
!Elemental TD&lt;br /&gt;
| -5&lt;br /&gt;
|-&lt;br /&gt;
!Spiritual TD&lt;br /&gt;
| -5&lt;br /&gt;
!Mental TD&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
!Sorcerer TD&lt;br /&gt;
| -5&lt;br /&gt;
!Poison TD&lt;br /&gt;
| +10&lt;br /&gt;
|-&lt;br /&gt;
!Disease TD&lt;br /&gt;
| +100&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Sylvans receive a large [[stealth|hiding]] bonus in the forest, a penalty to [[crafting]] and a small penalty to [[forging]].&lt;br /&gt;
&lt;br /&gt;
== Cultures ==&lt;br /&gt;
&lt;br /&gt;
Sylvankind spring from the same roots as the Elves, but they chose a different path. As the Elves moved from their forests to build the Seven Cities, some stayed behind. These are the Sylvans. The Sylvankind care little for the world outside their forests. For them, the forests are the world. They retain a love and closeness to the land that approaches unity.&lt;br /&gt;
&lt;br /&gt;
Having a [[The History of the Sylvan Elves#Chapter Four - The Sylvan High Council|hierophant governing system]], it is natural that the Sylvans would utilize a diplomatic system to designate divisions, or groups, among their populace. Their &amp;quot;D&#039;ahranals&amp;quot; can be compared to Guilds elsewhere.&lt;br /&gt;
&lt;br /&gt;
It should be noted that many Sylvans not only are great archers and warriors, but fine artisans and civic leaders as well. The decision of which D&#039;ahranal a child is invited to join falls to the child and his/her patron. Generally, the child will join the D&#039;ahranal of her patron, and in fact the patron is found based on the child&#039;s foremost interest. However, as a child grows, interests sometimes change; in that case, the Patron helps the youth choose the appropriate D&#039;ahranal and usually also finds a mature guide within it to direct the youth&#039;s development. On a youth&#039;s &#039;coming of age&#039; day, a ceremony is held to induct them into their new D&#039;ahranal. They remain a part of it for the rest of their life, and the membership bonds are held to be as important as that of family.&lt;br /&gt;
&lt;br /&gt;
There are four known D&#039;ahranals:&lt;br /&gt;
&lt;br /&gt;
===Kytawa D&#039;ahranal===&lt;br /&gt;
&lt;br /&gt;
{{main|Kytawa}}&lt;br /&gt;
&lt;br /&gt;
Pronounced: KEE-ta-wa&lt;br /&gt;
&lt;br /&gt;
This is a group of Sylvans whose talents suit them for leadership or public service roles. Most of the population&#039;s leaders, called Councilors, are numbered among this group, however the governing body does number some Artisans among them as well, mostly in an Advisory role. The symbol of this group is a pelican.&lt;br /&gt;
&lt;br /&gt;
===Fresiawn D&#039;ahranal===&lt;br /&gt;
&lt;br /&gt;
{{main|Fresiawn}}&lt;br /&gt;
&lt;br /&gt;
This is a group that includes architects, artisans, craftsmen, musicians and artists, as well as cooks, brewers and anything that pertains to the creation of something. At the top of this group are those associated with Arts &amp;amp; Sciences, a calling much esteemed among the Sylvans. Their symbol is a doe.&lt;br /&gt;
&lt;br /&gt;
===Tyesteron D&#039;ahranal===&lt;br /&gt;
&lt;br /&gt;
{{main|Tyesteron}}&lt;br /&gt;
&lt;br /&gt;
This group includes all those who specialize in physical and magical martial arts. It includes the great number of superb archers among the Sylvans, as well as warriors and magic-users. The group serves as protectors of the homeland as well as hunters who bring in game to feed the tree-cities. They are known for the mithril or silver linked belt and armband they wear, rather than a particular symbol. Additionally, the archers among the group form a subgroup called [[Ki&#039;Tyesteron]]s, and will have the image of an arrow incised upon the armband. This group might also wear other arrow-themed ornaments. It is not uncommon for a particularly gifted weapon/armor maker or fletcher to be made an honorary Tyesteron, even though the artisan is also a member of the Fresiawns.&lt;br /&gt;
&lt;br /&gt;
===Lassaran D&#039;ahranal===&lt;br /&gt;
&lt;br /&gt;
{{main|Lassaran}}&lt;br /&gt;
&lt;br /&gt;
The last group is really a conglomerate group of all three of the others. The main distinction of these Sylvans is that they have gone against normal tendencies and left the Homeland, to wander the world among other races, beyond the protection of the great trees. The symbol of these Sylvans is a hawk.&lt;br /&gt;
&lt;br /&gt;
== Background ==&lt;br /&gt;
&lt;br /&gt;
=== Language ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;This section is partly hypothetical based on fragments of official documentation.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The language spoken by the sylvans of [[Yuriqen]] has been preserved almost exactly as it was spoken over 40,000 years ago due to the unbroken chain of ancestral hierophantic memory. To modern elven listeners, it sounds so archaic as to be nearly impossible to understand. Most contemporary sylvans living in the wider world have found it easy to pick up the modern elven language, though on occasion they may use some bafflingly antiquated phrasing.&lt;br /&gt;
&lt;br /&gt;
The common term &amp;quot;sylvan&amp;quot; comes from &#039;&#039;sylvisterai&#039;&#039;, meaning &amp;quot;one who embraces, or marries, the forest&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The sylvan writing system is credited to the scholar Raolawei Ly&#039;Setta, who exchanged his knowledge of early elven scripts for permission to live among the sylvans of Ithnishmyn for the rest of his life. Elven archaeologists believe that much of the first sylvan writings were hidden away when the sylvans left Ithnishmyn, having committed all their knowledge to memory to be passed down through oral tradition.&lt;br /&gt;
&lt;br /&gt;
=== Religion ===&lt;br /&gt;
&lt;br /&gt;
Most sylvans practice a religion dedicated to [[Imaera]], the [[Arkati]] most closely aligned with nature, and among sylvans she is often called the Mother Goddess. Festivals are held at the start of every season to celebrate her with song and prayer. Many of the unusual magics known to sylvan hierophants are said to come from a special connection to the goddess.&lt;br /&gt;
&lt;br /&gt;
While many traditions are based on worship of Imaera, sylvans also recognize the balance between Light and Dark, and honor all of the Arkati for their roles. [[Gosaena]], as the personification of eternal death and the end of the cycle of life, holds a special place in the pantheon.&lt;br /&gt;
&lt;br /&gt;
== Verbs ==&lt;br /&gt;
&amp;lt;section begin=verbs /&amp;gt;&lt;br /&gt;
{| cellpadding=&amp;quot;4&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;margin: 1em 1em 1em 1em; font-size: 95%; outline-style: solid; outline-width: 1px; outline-color: #aaa; background: #none; border: none; border-collapse: collapse;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;vertical-align: text-top;&amp;quot;&lt;br /&gt;
| [[LISTEN]]&lt;br /&gt;
| -&lt;br /&gt;
| You incline your ear in the direction of the natural air currents and intently focus on the slightest sound within your environment.&lt;br /&gt;
| -&lt;br /&gt;
| Sylvan&#039;s concentration shifts and becomes more focused as he slightly tilts an ear in a particular direction.&lt;br /&gt;
|- style=&amp;quot;vertical-align: text-top;&amp;quot;&lt;br /&gt;
| LISTEN {self}&lt;br /&gt;
| -&lt;br /&gt;
| You listen quietly to the sounds of nature all around you, letting your heartbeat slow to join in perfect time with the pulsating rhythm of life.&lt;br /&gt;
| -&lt;br /&gt;
| Sylvan lowers his arms to his sides, breathing slowly and rhythmically, as a soft sigh escapes his lips.&lt;br /&gt;
|- style=&amp;quot;vertical-align: text-top;&amp;quot;&lt;br /&gt;
| LISTEN {person}&lt;br /&gt;
| -&lt;br /&gt;
| You tilt your head slightly toward (target), noting the subtle changes in his muscles and breathing.&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|- style=&amp;quot;vertical-align: text-top;&amp;quot;&lt;br /&gt;
|LISTEN {person} (dead)&lt;br /&gt;
| -&lt;br /&gt;
| You tilt your head slightly toward (target), noting the absence of breath in the body.&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|- style=&amp;quot;vertical-align: text-top;&amp;quot;&lt;br /&gt;
| LISTEN {creature}&lt;br /&gt;
| -&lt;br /&gt;
| Raising the tips of your fingers briefly to one earlobe, you focus your hearing on the minute sounds of (target)&#039;s internal life force.&lt;br /&gt;
| -&lt;br /&gt;
| Raising the tips of her fingers briefly to one earlobe, Sylvan seems to be channeling sounds from (target)&#039;s very being.&lt;br /&gt;
|- style=&amp;quot;vertical-align: text-top;&amp;quot;&lt;br /&gt;
| LISTEN {object} (not held)&lt;br /&gt;
| -&lt;br /&gt;
| You lean in toward (target), pricking up your ears in an attempt to register every sound (target) emits from the play of environmental forces upon it.&lt;br /&gt;
| -&lt;br /&gt;
| Sylvan leans in toward (target), his pointed ears raised ever so slightly.&lt;br /&gt;
|- style=&amp;quot;vertical-align: text-top;&amp;quot;&lt;br /&gt;
|[[OBSERVE]]&lt;br /&gt;
| -&lt;br /&gt;
| You observe your surroundings carefully, taking in every last detail.&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|- style=&amp;quot;vertical-align: text-top;&amp;quot;&lt;br /&gt;
|OBSERVE {self}&lt;br /&gt;
| -&lt;br /&gt;
|You observe your own condition, expanding your awareness of yourself as a part of your environment.&lt;br /&gt;
| -&lt;br /&gt;
| Sylvan becomes observantly introspective.&lt;br /&gt;
|- style=&amp;quot;vertical-align: text-top;&amp;quot;&lt;br /&gt;
| OBSERVE DOUBT&lt;br /&gt;
| -&lt;br /&gt;
| Looking around, you can&#039;t help but feel that something is wrong with your surroundings.&lt;br /&gt;
| -&lt;br /&gt;
| Sylvan looks around with concern.&lt;br /&gt;
|- style=&amp;quot;vertical-align: text-top;&amp;quot;&lt;br /&gt;
| OBSERVE ENEMY&lt;br /&gt;
| -&lt;br /&gt;
| You look around, every sense on the alert for possible foes.&lt;br /&gt;
| -&lt;br /&gt;
| Sylvan surveys his surroundings warily.&lt;br /&gt;
|- style=&amp;quot;vertical-align: text-top;&amp;quot;&lt;br /&gt;
|OBSERVE LIFE&lt;br /&gt;
| -&lt;br /&gt;
| You look around, taking note of all the signs of life nearby.&lt;br /&gt;
| -&lt;br /&gt;
| Sylvan looks around, a serene expression on his face.&lt;br /&gt;
|- style=&amp;quot;vertical-align: text-top;&amp;quot;&lt;br /&gt;
|OBSERVE LIFE &amp;lt;br&amp;gt;(creatures present)&lt;br /&gt;
| -&lt;br /&gt;
|You look around, and can&#039;t help but focus on the creatures nearby.&lt;br /&gt;
| -&lt;br /&gt;
| Sylvan looks around, a disturbed expression on his face.&lt;br /&gt;
|- style=&amp;quot;vertical-align: text-top;&amp;quot;&lt;br /&gt;
|OBSERVE QUICK&lt;br /&gt;
| -&lt;br /&gt;
|You quickly scan your surroundings, taking keen note of the flora and fauna in the area.&lt;br /&gt;
| -&lt;br /&gt;
| Sylvan glances around, his eyes falling briefly on each aspect of his surroundings.&lt;br /&gt;
|- style=&amp;quot;vertical-align: text-top;&amp;quot;&lt;br /&gt;
|OBSERVE SLOW&lt;br /&gt;
| -&lt;br /&gt;
| You observe your surroundings very slowly, not wanting to miss a single detail.&lt;br /&gt;
| -&lt;br /&gt;
| Sylvan observes his surroundings with an almost excruciating slowness.&lt;br /&gt;
|- style=&amp;quot;vertical-align: text-top;&amp;quot;&lt;br /&gt;
|OBSERVE GROUND (outside)&lt;br /&gt;
| -&lt;br /&gt;
|You observe the ground, searching for tracks.&lt;br /&gt;
|- style=&amp;quot;vertical-align: text-top;&amp;quot;&lt;br /&gt;
|OBSERVE GROUND (inside)&lt;br /&gt;
| -&lt;br /&gt;
|You examine the ground in a futile search for tracks.&lt;br /&gt;
|- style=&amp;quot;vertical-align: text-top;&amp;quot;&lt;br /&gt;
|OBSERVE SKY (daytime)&lt;br /&gt;
| -&lt;br /&gt;
|You look up at the sky, taking note of the position of the sun.&lt;br /&gt;
|- style=&amp;quot;vertical-align: text-top;&amp;quot;&lt;br /&gt;
|OBSERVE SKY (nighttime)&lt;br /&gt;
| -&lt;br /&gt;
|Your eyes scan the heavens, reading stories in the stars.&lt;br /&gt;
|- style=&amp;quot;vertical-align: text-top;&amp;quot;&lt;br /&gt;
|OBSERVE SKY (inside)&lt;br /&gt;
| -&lt;br /&gt;
|You look up, but are unable to see the sky from in here.&lt;br /&gt;
|- style=&amp;quot;vertical-align: text-top;&amp;quot;&lt;br /&gt;
|OBSERVE AIR&lt;br /&gt;
| -&lt;br /&gt;
|You observe every detail of the air, from its scent to its direction to its ambient temperature.&lt;br /&gt;
| -&lt;br /&gt;
| Sylvan pauses in an observational trance.&lt;br /&gt;
|- style=&amp;quot;vertical-align: text-top;&amp;quot;&lt;br /&gt;
|OBSERVE ENVIRONMENT &amp;lt;br&amp;gt; (forested terrain)&lt;br /&gt;
| -&lt;br /&gt;
|You observe the comfortingly natural feel of your environment.&lt;br /&gt;
| -&lt;br /&gt;
| Sylvan relaxes as he observes his environment.&lt;br /&gt;
|- style=&amp;quot;vertical-align: text-top;&amp;quot;&lt;br /&gt;
|OBSERVE ENVIRONMENT &amp;lt;br&amp;gt; (treeless terrain)&lt;br /&gt;
| -&lt;br /&gt;
|You observe the details of your environment and do your best to adapt.&lt;br /&gt;
| -&lt;br /&gt;
| Sylvan observes his environment carefully.&lt;br /&gt;
|- style=&amp;quot;vertical-align: text-top;&amp;quot;&lt;br /&gt;
|OBSERVE ENVIRONMENT &amp;lt;br&amp;gt; (in town)&lt;br /&gt;
| -&lt;br /&gt;
|You observe the inherently foreign nature of your environment.&lt;br /&gt;
| -&lt;br /&gt;
| Sylvan appears uncomfortable as he observes his environment.&lt;br /&gt;
|- style=&amp;quot;vertical-align: text-top;&amp;quot;&lt;br /&gt;
|OBSERVE ESCAPE&lt;br /&gt;
| -&lt;br /&gt;
|You look around for possible escape routes.&lt;br /&gt;
| -&lt;br /&gt;
| Sylvan looks around nervously, ready to bolt.&lt;br /&gt;
|}&amp;lt;section end=verbs /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Resources ==&lt;br /&gt;
*[[The History of the Sylvan Elves]]&lt;br /&gt;
*[[Elanthian Divination: Sylvans]]&lt;br /&gt;
*[[Pledged for Many Summers: Wedding Traditions of the Sylvan People|Wedding Traditions of the Sylvan People]]&lt;br /&gt;
*[[World Costume for Theatrical Productions#Sylvans|World Costume for Theatrical Productions]]&lt;br /&gt;
*[[Sylvankind Gemology Guide]]&lt;br /&gt;
*[http://www.play.net/gs4/info/races/sylvan.asp Races: Sylvankind], on Play.net&lt;br /&gt;
*[[Clothing of the Lassaran - A Study of Transitional Culture]]&lt;br /&gt;
*[http://forums.play.net/forums/GemStone%20IV/Races/Sylvankind/view Officials folder]&lt;br /&gt;
&lt;br /&gt;
{{Sylvans}}&lt;br /&gt;
{{Races}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Races and Cultures]]&lt;/div&gt;</summary>
		<author><name>GS4-AVALUKA</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Paradis&amp;diff=115722</id>
		<title>Paradis</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Paradis&amp;diff=115722"/>
		<updated>2019-04-28T23:42:57Z</updated>

		<summary type="html">&lt;p&gt;GS4-AVALUKA: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;Paradis&#039;&#039;&#039; are a [[halfling]] culture that emerged after the [[Undead War]].  &lt;br /&gt;
&lt;br /&gt;
The Paradis were formed from warriors from all three original cultures, the [[Mhoragian]], [[Brughan]] and [[Malghava]], who could not bear to return home from the war with the knowledge they had been allied with [[House of Faendryl|Faendryl]] elves.  That is, the association with those who had brought [[demon|demons]] into the world.  &lt;br /&gt;
&lt;br /&gt;
As a result, they wandered away from their homelands.  Eventually, the Paradis established a city in the frozen north known as [[Icemule Trace]].&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
*[http://www.play.net/gs4/info/races/halfling.asp Races: Halfling], on Play.net&lt;br /&gt;
&lt;br /&gt;
[[Category:Icemule Trace]]&lt;br /&gt;
[[Category:Halfling]]&lt;br /&gt;
{{Halflings}}&lt;/div&gt;</summary>
		<author><name>GS4-AVALUKA</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Malghava&amp;diff=115721</id>
		<title>Malghava</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Malghava&amp;diff=115721"/>
		<updated>2019-04-28T23:42:04Z</updated>

		<summary type="html">&lt;p&gt;GS4-AVALUKA: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;Malghava&#039;&#039;&#039; are a culture of the [[halfling|Halflings]] who lived in the [[Shirelands]], a region of thick forests, hills, and plains.  They lived primarily sedentary lives of agriculture. &lt;br /&gt;
&lt;br /&gt;
The Malghava participated to an extent in the [[Horse War]] against the [[House of Ardenai]], but were not affected nearly as much by the loss of the ponies which followed.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
*[http://www.play.net/gs4/info/races/halfling.asp Races: Halfling], on Play.net&lt;br /&gt;
&lt;br /&gt;
[[category:Halfling]]&lt;br /&gt;
{{Halflings}}&lt;/div&gt;</summary>
		<author><name>GS4-AVALUKA</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Brughan&amp;diff=115720</id>
		<title>Brughan</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Brughan&amp;diff=115720"/>
		<updated>2019-04-28T23:41:24Z</updated>

		<summary type="html">&lt;p&gt;GS4-AVALUKA: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The [[Brughan]] are a culture of the [[halfling]]s who dwelled by [[Khesta &#039;Dahl|Lake Khesta &#039;Dahl]].  They lived primarily by agriculture and fishing.  Around -14,823, the Brughan were involved in the [[Horse War]] with the [[House of Ardenai]].  The war, in which the Brughan successfully defended their territory, resulted in two horrible incidents for the halflings.  First, the Massacre of [[Ragalatan]];  second, the destruction of the herds of halfling ponies.&lt;br /&gt;
&lt;br /&gt;
Ever since the Horse War, the Brughan felt greater bitterness towards the Ardenai elves.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Philomaera: A Tale of the Goating]] (official documentation)&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
*[http://www.play.net/gs4/info/races/halfling.asp Races: Halfling], on Play.net&lt;br /&gt;
&lt;br /&gt;
[[Category:Halfling]]&lt;br /&gt;
{{Halflings}}&lt;/div&gt;</summary>
		<author><name>GS4-AVALUKA</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Mhoragian&amp;diff=115719</id>
		<title>Mhoragian</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Mhoragian&amp;diff=115719"/>
		<updated>2019-04-28T23:40:07Z</updated>

		<summary type="html">&lt;p&gt;GS4-AVALUKA: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;Mhoragian&#039;&#039;&#039; are a culture of the [[halfling|halflings]], who lived on the northern steppes.  They were primarily hunters and gatherers.  At the behest of their [[Brughan]] cousins, the Mhoragians joined in the [[Horse War]].  &lt;br /&gt;
&lt;br /&gt;
Unfortunately, the skill and lethality which they used their mounts helped lead the [[House of Ardenai]] to use sorcery to wipe out the pony herds.  The loss of the herds had a devastating impact on the Mhoragian halflings.  Without their mounts they could not hunt elk or other large game, and as a result, many starved to death until the Mhoragian culture was able to adapt to their new dire circumstances. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
*[http://www.play.net/gs4/info/races/halfling.asp Races: Halfling], on Play.net&lt;br /&gt;
&lt;br /&gt;
[[Category:Halfling]]&lt;br /&gt;
{{Stub}}&lt;br /&gt;
{{Halflings}}&lt;/div&gt;</summary>
		<author><name>GS4-AVALUKA</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Malghava&amp;diff=115718</id>
		<title>Malghava</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Malghava&amp;diff=115718"/>
		<updated>2019-04-28T23:37:02Z</updated>

		<summary type="html">&lt;p&gt;GS4-AVALUKA: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;Malghava&#039;&#039;&#039; are a culture of the [[halfling|Halflings]] who lived in the [[Shirelands]], a region of thick forests, hills, and plains.  They lived primarily sedentary lives of agriculture. &lt;br /&gt;
&lt;br /&gt;
The Malghava participated to an extent in the [[Horse War]] against the [[House of Ardenai]], but were not affected nearly as much by the loss of the ponies which followed.&lt;br /&gt;
&lt;br /&gt;
[[category:Halfling]]&lt;br /&gt;
{{Halflings}}&lt;/div&gt;</summary>
		<author><name>GS4-AVALUKA</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Brughan&amp;diff=115717</id>
		<title>Brughan</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Brughan&amp;diff=115717"/>
		<updated>2019-04-28T23:36:05Z</updated>

		<summary type="html">&lt;p&gt;GS4-AVALUKA: /* See Also */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The [[Brughan]] are a culture of the [[halfling]]s who dwelled by [[Khesta &#039;Dahl|Lake Khesta &#039;Dahl]].  They lived primarily by agriculture and fishing.  Around -14,823, the Brughan were involved in the [[Horse War]] with the [[House of Ardenai]].  The war, in which the Brughan successfully defended their territory, resulted in two horrible incidents for the halflings.  First, the Massacre of [[Ragalatan]];  second, the destruction of the herds of halfling ponies.&lt;br /&gt;
&lt;br /&gt;
Ever since the Horse War, the Brughan felt greater bitterness towards the Ardenai elves.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Philomaera: A Tale of the Goating]] (official documentation)&lt;br /&gt;
[[Category:Halfling]]&lt;br /&gt;
{{Halflings}}&lt;/div&gt;</summary>
		<author><name>GS4-AVALUKA</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Brughan&amp;diff=115716</id>
		<title>Brughan</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Brughan&amp;diff=115716"/>
		<updated>2019-04-28T23:35:07Z</updated>

		<summary type="html">&lt;p&gt;GS4-AVALUKA: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The [[Brughan]] are a culture of the [[halfling]]s who dwelled by [[Khesta &#039;Dahl|Lake Khesta &#039;Dahl]].  They lived primarily by agriculture and fishing.  Around -14,823, the Brughan were involved in the [[Horse War]] with the [[House of Ardenai]].  The war, in which the Brughan successfully defended their territory, resulted in two horrible incidents for the halflings.  First, the Massacre of [[Ragalatan]];  second, the destruction of the herds of halfling ponies.&lt;br /&gt;
&lt;br /&gt;
Ever since the Horse War, the Brughan felt greater bitterness towards the Ardenai elves.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Philomaera: A Tale of the Goating]]&lt;br /&gt;
[[Category:Halfling]]&lt;br /&gt;
{{Halflings}}&lt;/div&gt;</summary>
		<author><name>GS4-AVALUKA</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Vaikalimara_Clan&amp;diff=114960</id>
		<title>Vaikalimara Clan</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Vaikalimara_Clan&amp;diff=114960"/>
		<updated>2019-03-28T12:52:01Z</updated>

		<summary type="html">&lt;p&gt;GS4-AVALUKA: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Armband==&lt;br /&gt;
:&amp;quot;a braided mithril armband&amp;quot;&lt;br /&gt;
:You see a mithril armband, the material looped about itself and braided several times. A small sigil is pressed lightly into the widest of the braids, the marking difficult to decipher into something legible.&lt;br /&gt;
&lt;br /&gt;
==Summary==&lt;br /&gt;
:Vaikalimara Clan, an all-female clan, doesn&#039;t associate much with other people, including other giantkin. It is believed that they are the handmaidens to one of the Arkati, to one of the remaining drakes, and to other various unseen powers. It&#039;s also believed that they are very likely all insane.&lt;br /&gt;
&lt;br /&gt;
==Brief History/Notes==&lt;br /&gt;
&lt;br /&gt;
:The Vaikalimara Clan lives up in the Northern Steppes, between the eastern edge of the DragonSpine Mountains and Ta&#039;Ardenai. Their origin is unknown, although the first members were undoubtedly from T&#039;Kirem.&lt;br /&gt;
&lt;br /&gt;
:As they are an all-female clan, they cannot reproduce within themselves. To gain new clan members, they take fallen giantwomen from the field when they have died or would have died if not given healing and return them to their holds. Then the giantkin is healed or resurrected, and introduced to their surroundings and their new clan members. Once healed, the initiate is trained in axe work (double-bit and throwing axes usually), stealth, and various other skills. Strangely, for whatever reason, the initiate never chooses to return to their former life, instead staying to eventually become a full member of the ranks.&lt;br /&gt;
&lt;br /&gt;
:This clan is removed from all other Clan interaction, standings, and orders.&lt;br /&gt;
&lt;br /&gt;
:Recently [[Vaikalimara Clan Society|unearthed journals]] have led to a windfall of new information about this relatively unknown clan.&lt;br /&gt;
&lt;br /&gt;
:It is possible that the Vaikalimara were founded by a [[Wsalamir Arctic Clan|Wsalamir]] female warrior, named  Mishka.  Mishka had fought in the [[Battle of Maelshyve]], but returned from the [[Undead War]], wounded and insane.  She eventually left her clan and vanished into the wilderness.  This insanity may have been connected to the purported insanity of the Vaikalimara.&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
*[[Giantkin Clans]] (official)&lt;br /&gt;
*[[Giantkin History]] (official)&lt;br /&gt;
* [[Vaikalimara Clan Society]] (official)&lt;br /&gt;
&lt;br /&gt;
[[category: Giantman Cultures]]&lt;br /&gt;
{{Giantmen}}&lt;/div&gt;</summary>
		<author><name>GS4-AVALUKA</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=T%27Kirem_Bear_Clan&amp;diff=114959</id>
		<title>T&#039;Kirem Bear Clan</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=T%27Kirem_Bear_Clan&amp;diff=114959"/>
		<updated>2019-03-28T12:46:48Z</updated>

		<summary type="html">&lt;p&gt;GS4-AVALUKA: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Armband==&lt;br /&gt;
:&amp;quot;a solid vultite armband&amp;quot;&lt;br /&gt;
:You see a solid vultite armband with a small picture in the center and some words below it. The engraved image is of a giantman warrior wrestling bare-handed with a bear. The stamped words below it read, &amp;quot;T&#039;Kirem Bear Clan&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==Summary==&lt;br /&gt;
:Strong, enduring, and proud, the Bear Clan produces only the finest warriors. It is rumored their rites of initiation are almost inhumane. They typically offer only warrior as a life pursuit, but a few others have been known to slip through the ranks for training to become rangers. Only warriors, with the occasional rogue or ranger, will be acknowledged as Bear Clan members.&lt;br /&gt;
&lt;br /&gt;
==Brief History/Notes==&lt;br /&gt;
:T&#039;Kirem is the oldest giantman clan, with verbal histories and legends dating back to the middle of the Second Age. While the verbal histories leave dates fuzzy at best, most scholars place giantfolk clans around 20,000 years old.&lt;br /&gt;
&lt;br /&gt;
:The name &amp;quot;T&#039;Kirem Bear Clan&amp;quot; was self-proclaimed after their first chieftain&#039;s death. The chieftain, Kiremgrea, possessed the characteristics of a bear (whether this was gained because he was a were-bear, or he was blessed by that totem of strength and took its attributes, no one knows for sure. There are tales of both.). For the rite of passage from boyhood into manhood, the would-be warriors would have to go and wrestle Kiremgrea in his bearskin cloak. Should he deem them worthy, they were allowed to pass into manhood and become warriors. If not, he bade them practice another year or two and try again. After his death, the Warmaster and Kiremgrea&#039;s widow spoke with the clan and decided how they were to commit his passing to memory. First, they added T&#039; to a shortened version of his name and adopted it for their clan. Second, the rite of passage was adjusted - instead of fighting the chief in bearskin, they would fight bears. Fortunes have often offered Kiremgrea&#039;s reincarnation as a bear, and the clan wanted to make him proud of the young warriors.&lt;br /&gt;
&lt;br /&gt;
:T&#039;Kirem is the &amp;quot;primary&amp;quot; clan as far as giantman clans go. If there is something to be decided on for all the giantfolk, the Bear Clan Chieftain and the Warmaster come to an agreement, then lay the law for all the clans.&lt;br /&gt;
&lt;br /&gt;
:Traditionally, the clan resided in the southeastern area of the [[Dragonspine Mountains]], until the [[Battle of Maelshyve]].  At one point, the clan dwelled on the western side of the Dragonspine Mountains, in the area known later as [[Highmount]].  The T&#039;Kirem were pushed out of the region by the [[Turamzzyrian Empire]] in 4314.  The T&#039;Kirem sought to reclaim the land in 4406, under the leadership of clan leader [[Yunnag Stormthrower]]. The clan succeeded in taking the eastern half of Highmount, but failed to hold it, and were pushed back into the mountains by 4457.  This was in part to poor leadership of Yunnag&#039;s son, [[Krulgon Stormthrower]], who lead his people to defeat at the [[Battle of Wefter&#039;s Vale]].&lt;br /&gt;
&lt;br /&gt;
:There was once a tribe within the T&#039;Kirem Bear Clan called the Ghost-Elk tribe, but they no longer exist.&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
*[[Giantkin Clans]] (official)&lt;br /&gt;
*[[Giantkin History]] (official)&lt;br /&gt;
*[[Kharam_Dzu_and_Teras_Isle_updates_(saved_posts)#New_Statue|New statue revealed in Kharam Dzu!]]&lt;br /&gt;
&lt;br /&gt;
{{Giantmen}}&lt;br /&gt;
[[Category:Giantman Cultures]]&lt;/div&gt;</summary>
		<author><name>GS4-AVALUKA</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Maeramil_Wind_Runner_Clan&amp;diff=114958</id>
		<title>Maeramil Wind Runner Clan</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Maeramil_Wind_Runner_Clan&amp;diff=114958"/>
		<updated>2019-03-28T12:45:19Z</updated>

		<summary type="html">&lt;p&gt;GS4-AVALUKA: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Armband==&lt;br /&gt;
:&amp;quot;a thick modwir armband&amp;quot;&lt;br /&gt;
:You see a thick, modwir armband with a small scene carved into the smooth wood.  The foreground of the scene shows a handaxe sticking into a fallen trunk, while the background has a field of wheat rolling on the winds of an impending storm. Below the scene the words, &amp;quot;Maeramil Wind Runner Clan&amp;quot; are engraved in the dark wood.&lt;br /&gt;
&lt;br /&gt;
==Summary==&lt;br /&gt;
:The Maeramil clan really only worship one thing - the freedom a person has to do something. This clan, mostly rangers, places that gift above all else. Obviously, this leads to certain problems with people like the Krolvin and the Dhe&#039;nar. They have always been at the forefront of any slaving activity, mercilessly punishing any that attempt to follow those ways.&lt;br /&gt;
&lt;br /&gt;
==Brief History/Notes==&lt;br /&gt;
:The Maeramil are the newest clan, their banding only dating back about 200 years. Their most significant actions to date have to do with two rather public strikes on the Krolvin: the first by a giantkin named Seirpanan, who single-handedly sunk one of the Krolvin ships after their aborted invasion of Wehnimer&#039;s Landing. The second was by the bander of the clan, Rajin Maeramil, who sank one of the two Krolvin raider ships moving inland to strike River&#039;s Rest. He unfortunately died in this action. Aside from these, the Maeramil are really too young to have had much of an impact on Elanthian history, although their attitude will certainly not exempt them from the books in the future.&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
*[[Giantkin Clans]] (official)&lt;br /&gt;
*[[Giantkin History]] (official)&lt;br /&gt;
&lt;br /&gt;
[[Category:Giantman Cultures]]&lt;br /&gt;
{{Giantmen}}&lt;/div&gt;</summary>
		<author><name>GS4-AVALUKA</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Issimir_Ogre_Clan&amp;diff=114957</id>
		<title>Issimir Ogre Clan</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Issimir_Ogre_Clan&amp;diff=114957"/>
		<updated>2019-03-28T12:44:01Z</updated>

		<summary type="html">&lt;p&gt;GS4-AVALUKA: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Armband==&lt;br /&gt;
:&amp;quot;a solid silver armband&amp;quot;&lt;br /&gt;
:You see a solid silver armband with an uncut ruby pressed into the outer part of the band.  The words &amp;quot;Issamir Ogre Clan&amp;quot; are lightly etched into the metal to either side of the gem.&lt;br /&gt;
&lt;br /&gt;
==Summary==&lt;br /&gt;
:For the most part, this clan has become sedentary, passing over their need to roam for a pouch full of silver and a warm hearth at night. They are the merchants of the clans, and are well known for their shrewd practices (and strong-arm tactics, in the case of loan repayment). When the taking of a city or the building of one involves giantmen, the run of the place is often assisted by an Issimir upon completion.  Issimir who still feel the need to roam often become mercenaries of one kind or another.&lt;br /&gt;
&lt;br /&gt;
==Brief History/Notes==&lt;br /&gt;
:The Issimir formed shortly after the battle at the fortress ShadowGuard. Some of their founders were the giantkin sent to rebuild the areas surrounding Ta&#039;Vaalor struck by the advancing Undead hordes, while many of the others were sent to help bury the dead from the battle.&lt;br /&gt;
&lt;br /&gt;
:Those of the Issimir Ogre Clan have appeared in many different major events to some degree: the burial of Kalaza, assisting the founding of Wehnimer&#039;s Landing, the maintenance of Icemule Trace. Usually they prefer to be in some sort of financial advisory, although clan members have also worked as merchant guild administrators, open market security, bank guards or locker transportation.&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
*[[Giantkin Clans]] (official)&lt;br /&gt;
*[[Giantkin History]] (official)&lt;br /&gt;
&lt;br /&gt;
[[Category:Giantman Cultures]]&lt;br /&gt;
{{Giantmen}}&lt;/div&gt;</summary>
		<author><name>GS4-AVALUKA</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Grot%27karesh_Hammer_Clan&amp;diff=114956</id>
		<title>Grot&#039;karesh Hammer Clan</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Grot%27karesh_Hammer_Clan&amp;diff=114956"/>
		<updated>2019-03-28T12:42:34Z</updated>

		<summary type="html">&lt;p&gt;GS4-AVALUKA: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Armband==&lt;br /&gt;
:&amp;quot;a crimson glaes armband&amp;quot;&lt;br /&gt;
:You see a crimson glaes armband completely covered in Saramar runes.  In the center of a small parting of the runes is a pair of crossed battle hammers, and below them the words &amp;quot;Grot&#039;karesh Hammer Clan&amp;quot; stand out.&lt;br /&gt;
&lt;br /&gt;
==Summary==&lt;br /&gt;
:It is widely believed that this band was formed shortly after the Battle of Maelshyve, in reaction to the dark events wrought there. Grot&#039;karesh is a small clan is made up of primarily of giantmen who manipulate the energies, as well as a few magic-using rogues and warriors. Their outlook on life is mostly grim, believing [[Despana]] and her horrors will once again plunge Elanthia into a second [[Age of Chaos]]. Several of the clan&#039;s members are plagued by horrific visions, while others believe they are cursed in one manner or another.&lt;br /&gt;
&lt;br /&gt;
==Brief History/Notes==&lt;br /&gt;
&lt;br /&gt;
:The origins of the Grot&#039;karesh are sketchy, with different tales coming from different clans and geographic regions. However, there are a few common threads for the clan&#039;s founders. First, the founders were outcasts from other clans. It seems that after the [[Battle of Maelshyve]] some of the participants from Clans T&#039;Kirem and Grishknel - the two clans who were responsible for breaking the front lines of Despana&#039;s troops - began to act in rather uncharacteristic manners. They experienced unusually high amounts of violence, hideous nightmares, brutality to kin, and in one or two cases a desire to consume blood.  When it was discovered that this was happening, and after multiple attempts to reform their brethren, they were outcast from their clan of origin. Second, after a period of wandering, they all seemed to go through some sort of physical trial. During this time they took their bodies to the limits of exertion and exhaustion. After a moon cycle of this, if they were not dead, it is said that they underwent an unusual transformation. They were free of the urges that had overcome them, often overnight. They were also able to feel and make good use of the natural energies around them, with much more proficiency than other giantkin they came across.&lt;br /&gt;
&lt;br /&gt;
:Scholars aren&#039;t sure what to make of the origins of the Hammer Clan, or their founders. The current topic of debate is whether the mannerisms the giants possessed that started the chain of events was created by the battles (hearing banshee screams over and over, particularly), the demons that the Faendryl summoned, the magics the Faendryl used to destroy the keep, or a combination of the three. &lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
*[[Giantkin Clans]] (official)&lt;br /&gt;
*[[Giantkin History]] (official)&lt;br /&gt;
&lt;br /&gt;
[[Category:Giantman Cultures]]&lt;br /&gt;
{{Giantmen}}&lt;/div&gt;</summary>
		<author><name>GS4-AVALUKA</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Grishknel_Wolf_Clan&amp;diff=114955</id>
		<title>Grishknel Wolf Clan</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Grishknel_Wolf_Clan&amp;diff=114955"/>
		<updated>2019-03-28T12:41:10Z</updated>

		<summary type="html">&lt;p&gt;GS4-AVALUKA: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Armband==&lt;br /&gt;
: &amp;quot;a dark glaes armband&amp;quot;&lt;br /&gt;
:You see a slim glaes armband, stained to a dark color. Etched into the center of the band is a small picture of an amber-eyed wolf shrouded in a shadowy forest. Lightly engraved lettering below the picture says &amp;quot;Grishknel Wolf Clan&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==Summary==&lt;br /&gt;
:This somewhat broody clan is most well known for its scouts and rogues. The mental image of a giantman sneaking anywhere may be difficult, but you probably wouldn&#039;t be able to see a hiding member of this clan in an open field until they tapped you on the shoulder. This clan is most often employed in the quiet garnering of information and setting ambushes.&lt;br /&gt;
&lt;br /&gt;
==Brief History/Notes==&lt;br /&gt;
:This clan formed early on in the Second Age from members of the T&#039;Kirem clan. Their first chieftain, Baklarin, took those who favored stealth instead of toe-to-toe fighting and moved them to the southern tip of the DragonSpine mountains. This location gave them ample space to practice the art of stealth, and to begin to gain power through the trade of information with Ta&#039;Nalfein.&lt;br /&gt;
&lt;br /&gt;
:The Wolf Clan also specializes in stealth and mechanical aptitude, thus giving rogues precedence in its ranks. Others displaying the proper skills of hiding &amp;amp; stalking are allowed, but it is no secret that rogues are the favored class here.&lt;br /&gt;
&lt;br /&gt;
The storyteller in the giantman village relays a story about this clan:&lt;br /&gt;
&lt;br /&gt;
The storyteller says, &amp;quot;If you&#039;d like a tale, I have one to tell you about the Grishknel Wolf Clan and their friends, the Nalfein.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The storyteller says, &amp;quot;No one will ever tell you straight out that the Wolves and the Nalfein are in cahoots.  They&#039;ll tell you they trade in information, or that the proximity of their cities makes keeping relations friendly essential.  But rumor and hearsay will tell you a different story entirely.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The storyteller&#039;s voice is distant, as if pondering.  &amp;quot;Jasdurel Burzost, emperor of the human empire, perished under suspicious circumstances.  Some say he was assassinated.  But by whom?  Certainly the Nalfein are suspect, as they always are.  If they were indeed responsible for the human leader&#039;s death, did they act alone?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The storyteller smiles slyly.  &amp;quot;Often, with the Nalfein come the Grishknel.  Again, nothing is truly known, but the harrying of the human supply wagons during their conflict with the Nalfein elves definitely had all the signs of a Wolf Clan operation.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The storyteller wags a finger warningly.  &amp;quot;No one may ever know.  But certainly, I would not anger one...for the other may come to call.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
*[[Giantkin Clans]] (official)&lt;br /&gt;
*[[Giantkin History]] (official)&lt;br /&gt;
&lt;br /&gt;
[[Category:Giantman Cultures]]&lt;br /&gt;
{{Giantmen}}&lt;/div&gt;</summary>
		<author><name>GS4-AVALUKA</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Araime_Sun_Clan&amp;diff=114954</id>
		<title>Araime Sun Clan</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Araime_Sun_Clan&amp;diff=114954"/>
		<updated>2019-03-28T12:39:42Z</updated>

		<summary type="html">&lt;p&gt;GS4-AVALUKA: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Armband==&lt;br /&gt;
:&amp;quot;a shining golden armband&amp;quot;&lt;br /&gt;
:You see a shining golden armband with an image lightly etched into the metal.  The scene depicts a giantman whose arms are reaching up toward the sun at mid-morning.  The words, &amp;quot;Araime Sun Clan&amp;quot; are engraved directly below.&lt;br /&gt;
&lt;br /&gt;
==Summary==&lt;br /&gt;
:The Araime clan is one mostly of elemental worship. They do not particularly have one class more than another...they all simply come together to revere the elements and celestial bodies. Many prefer sun worship, and hold sunrise rituals to this effect. Others in the clan, though, often follow the elements of fire, water, or earth. A few even call to the moons and stars for guidance and support. The members of this clan realize it takes all kinds of people to make the world go around, and are therefore extremely tolerant.&lt;br /&gt;
&lt;br /&gt;
==Brief History/Notes==&lt;br /&gt;
:Covering the entire continent, the Araime Sun Clan likes to live wherever the sun warms the ground below them. Their favorite places, however, seem to be Solhaven and River&#039;s Rest. They banded under the guidance and wisdom of Araime, who was discontent living under the stipulations of the Bear Clan. Taking those who would accept change with grace and love all living things, they parted peacefully and began to wander the plains. The name Araime was taken from the first chieftain&#039;s surname, Fahnamor Araime, as an honor to him and his line for taking the first steps in a new direction.&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
*[[Giantkin Clans]] (official)&lt;br /&gt;
*[[Giantkin History]] (official)&lt;br /&gt;
&lt;br /&gt;
[[Category:Giantman Cultures]]&lt;br /&gt;
{{Giantmen}}&lt;/div&gt;</summary>
		<author><name>GS4-AVALUKA</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Wsalamir_Arctic_Clan&amp;diff=114953</id>
		<title>Wsalamir Arctic Clan</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Wsalamir_Arctic_Clan&amp;diff=114953"/>
		<updated>2019-03-28T12:37:38Z</updated>

		<summary type="html">&lt;p&gt;GS4-AVALUKA: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Armband==&lt;br /&gt;
:&amp;quot;a thick rhimar armband&amp;quot;&lt;br /&gt;
:You see a thick rhimar armband with an image carved into the metal. The carving is of a huge, cloaked giantman with a wounded wendigo reaching up with a hand to the moon behind him.  The words &amp;quot;Wsalamir Arctic Clan&amp;quot; are etched below the scene&lt;br /&gt;
&lt;br /&gt;
==Summary==&lt;br /&gt;
:The Wsalamir are likely the most secluded of the known Clans. They reside up in the center of the [[DragonSpine Mountains]], northeast of Icemule Trace by roughly a month&#039;s travel. Not much is known about this clan, save that the members are very in tune with nature, some to the point of being able to alter it. Many of the members choose not to speak, but if they do it is in quiet, deep tones.&lt;br /&gt;
&lt;br /&gt;
==Brief History/Notes==&lt;br /&gt;
:The first appearance of the Wsalamir was the Battle of Maelshyve. They sent a small group of highly skilled fighters at the request of the Warmaster to reinforce the front lines. As they do not speak much, it was difficult to find out anything about how long they had traveled, from where, and what their orders were. About the only useful information that was gained was that they were absolutely deadly with the huge weapons they brought with them, and that they had told their loved ones goodbye before coming to the battle - they fought with the kind of reckless abandon that was held by no personal ties.&lt;br /&gt;
&lt;br /&gt;
:The Wsalamir are close-mouthed about their origins. Thus their location, their ties with nature, or their skills, are unknown.  They are among the most reclusive of the clans.&lt;br /&gt;
&lt;br /&gt;
:The clan also had a special relationship with the [[wendigo]], a creature that was a mixture of giant and giantman.  Due to this relationship, the Wsalamir were hunted purely out of vengeance by inhabitants of the north after a wounded wendigo called upon for the slaughter of a village.  Members of the clan went and fought in the [[Battle of Maelshyve]].  &lt;br /&gt;
&lt;br /&gt;
:The first chieftain of the tribe was known as [[Aemarlantea]], and many of the original founders were believed to have [[frost giant]] in their blood.&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
*[[Giantkin Clans]] (official)&lt;br /&gt;
*[[Giantkin History]] (official)&lt;br /&gt;
&lt;br /&gt;
[[Category:Giantman Cultures]]&lt;br /&gt;
{{Giantmen}}&lt;/div&gt;</summary>
		<author><name>GS4-AVALUKA</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Wizard_Guild_(Wehnimer%27s_Landing)&amp;diff=114757</id>
		<title>Wizard Guild (Wehnimer&#039;s Landing)</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Wizard_Guild_(Wehnimer%27s_Landing)&amp;diff=114757"/>
		<updated>2019-03-16T15:44:47Z</updated>

		<summary type="html">&lt;p&gt;GS4-AVALUKA: /* Workshop */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;[[Wehnimer&#039;s Landing]] [[Wizard Guild]]&#039;&#039;&#039; is south of the town, down a broad path in the shadow of [[Melgorehn&#039;s Reach]].  It is an imposing grey tower shrouded in mist.&lt;br /&gt;
&lt;br /&gt;
==Workshop==&lt;br /&gt;
The workshop is in the northeast tower of the guild.  It is a useful place for enchanting, charging items, and Magic Item Creation (420).&lt;br /&gt;
&lt;br /&gt;
==Atrium==&lt;br /&gt;
The atrium in the southwest tower is a fantastic spot to relax, enjoy a view of the night sky through the crystal roof and the scents of tropical flowers.  This, however, is not a node.&lt;br /&gt;
&lt;br /&gt;
==Observatory==&lt;br /&gt;
Another spectacular place to view the night sky, complete with a telescope.&lt;br /&gt;
&lt;br /&gt;
==NPCs==&lt;br /&gt;
;Guild Master&lt;br /&gt;
Guild Master Keplar appears to be a knowledgeable man.&lt;br /&gt;
&lt;br /&gt;
;Training Administrator&lt;br /&gt;
Training Administrator Leigh is a rather short half-elf, with long dark auburn hair she wears tucked behind her small pointed ears.  Sleeveless robes of cream-colored linen drape her curvaceous form, bound at the waist by a wide blue sash.  A pair of round bronze-framed spectacles perches precariously upon her freckled nose, and her absent gesture to reseat them as they slip has the air of long habit.&lt;br /&gt;
&lt;br /&gt;
;Master Elementalists&lt;br /&gt;
Master Elementalist Haehle is a tall, willowy human with shoulder-length fiery red hair that is neatly tied back in a short ponytail.  Crisp robes of white cotton drape in folds from his slightly squared shoulders, his hands clasped casually within his sleeves.&lt;br /&gt;
&lt;br /&gt;
Master Elementalist Amato is a short, squat human clad in a simple brown linen robe.  Her long, reddish-brown hair falls in loose, tousled waves around her, sweeping across her glittering grey eyes.&lt;br /&gt;
&lt;br /&gt;
Master Elementalist Scangarella is one of the Wizard Guild&#039;s skilled masters.&lt;br /&gt;
&lt;br /&gt;
Master Elementalist Tendle stands average for a half-elf, his tailored trousers and black vest bearing simple, functional designs.  Sky blue eyes peer out from behind a pair of thin silver-framed spectacles perched on his nose, which reaches back into his short, slightly tousled dark blonde hair.  A blue cloak drapes limply from his shoulders, barely concealing a thin silver chain leading into one of his vest pockets.&lt;br /&gt;
&lt;br /&gt;
Master Elementalist Ark is a tall, strapping human clad in grey silk robes trimmed with simple patterns of rich bluish embroidery.  His shoulder-length wavy brown hair and neatly trimmed goatee frame inquisitive blue-green eyes and a quiet smile that betrays his imposing look.  An intricately carved lor staff rests easily in his left hand, a number of charms hanging limply from its crown.&lt;br /&gt;
&lt;br /&gt;
Master Elementalist Tyler is a short, rather soft-looking human with shining brown eyes and a smile to match.  Her gold-streaked dark brown hair falls just to her shoulders where it curls slightly upward, brushing the collar of her elaborate silver-detailed lilac silk robes.  A slender fireleaf staff rests easily in the crook of her right arm as she quietly peers through her silver-framed spectacles at an ancient tome in her left hand.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Tyler glances discretely at Ark, a small smirk tugging at the corner of her mouth.  She arches her eyebrow slightly and twiddles her fingers in Ark&#039;s direction.&lt;br /&gt;
&lt;br /&gt;
Suddenly, the tome in Ark&#039;s hand bursts into flames causing him to drop it to the ground!  As soon as the tome hits the ground, the flames vanish, the tome unscathed.  He casts a scowl in Tyler&#039;s direction as he picks up his fallen tome and she bursts into soft giggles.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Ark makes a discrete gesture in Tyler&#039;s direction, a few quiet syllables escaping his lips.&lt;br /&gt;
&lt;br /&gt;
A moment later, Tyler&#039;s hair swirls up around her ears and she casts a dark look Ark&#039;s way as a grin begins to creep across his face.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Refreshments==&lt;br /&gt;
In the day room is an array of refreshments:&lt;br /&gt;
&lt;br /&gt;
On the polished fel counter you see some golden ale, a juicy turkey leg, a mug of thick black coffee, some blanched almonds and a cup of mint tea.&lt;br /&gt;
{{shop table simple}}{{shop item food |item=some golden ale|taste1=The flavor is a bit tart and cider-like, with a dry, metallic finish.|taste2=The crisp flavor and dry finish leave you feeling almost as thirsty as before.|price=Free}}&lt;br /&gt;
{{shop item food |item=a juicy turkey leg |taste1=The delicious, meaty texture is enhanced by a dash of seasonings. |taste2=The meat is fresh and juicy on your tongue. |price=Free}}&lt;br /&gt;
{{shop item food |item=a mug of thick black coffee |taste1=If it were any more powerful, it would probably be catalogued by the Faendryl as a new kind of demon.  Your mouth feels like it wants to turn inside-out from the bitterness. |taste2= Bitter enough to need a quart of sugar and strong enough to keep you from sleeping for a week! |price=Free}}&lt;br /&gt;
{{shop item food |item= some blanched almonds |taste1=Hints of sweetness mingle with salt to produce a fine, flavorful taste. |taste2=The fine roasted flavor is accented with just a hint of salt. |price=Free}}&lt;br /&gt;
{{shop item food |item=a cup of mint tea |taste1= Laced with dollops of honey that overpower the mint, this tea is almost too sweet to drink. |taste2=Cool mint washes across the palate accompanied by thick, sweet honey. |price=Free}}{{shop table end}}&lt;br /&gt;
&lt;br /&gt;
==Guild Shop==&lt;br /&gt;
&amp;lt;i&amp;gt;Note: Prices taken by an elf.  Prices may vary due to race, citizenship, influence, or trading skill.&amp;lt;/i&amp;gt;&lt;br /&gt;
{| {{Prettytable}}&lt;br /&gt;
!bgcolor=#DDDDDD|Item	 &lt;br /&gt;
!bgcolor=#DDDDDD|Price &lt;br /&gt;
!bgcolor=#DDDDDD|Information &lt;br /&gt;
!bgcolor=#DDDDDD|Item&lt;br /&gt;
!bgcolor=#DDDDDD|Price 	&lt;br /&gt;
!bgcolor=#DDDDDD|Information&lt;br /&gt;
|-&lt;br /&gt;
|   a [[rohnuru potion]]&lt;br /&gt;
|   3255 &lt;br /&gt;
|   enchanting potion&lt;br /&gt;
|   a field mouse pendant&lt;br /&gt;
|   4650&lt;br /&gt;
|   neckworn&lt;br /&gt;
|-&lt;br /&gt;
|   a [[duqnuru potion]]&lt;br /&gt;
|   5115&lt;br /&gt;
|   enchanting potion&lt;br /&gt;
|   a horned frog pendant&lt;br /&gt;
|   4650&lt;br /&gt;
|   neckworn&lt;br /&gt;
|-&lt;br /&gt;
|   a [[dirtokh potion]]&lt;br /&gt;
|   9300 &lt;br /&gt;
|   enchanting potion&lt;br /&gt;
|   a black raven pendant&lt;br /&gt;
|   4650&lt;br /&gt;
|   neckworn&lt;br /&gt;
|-&lt;br /&gt;
|   a [[mirtokh potion]]&lt;br /&gt;
|   32550 &lt;br /&gt;
|   enchanting potion&lt;br /&gt;
|   a hawk pendant&lt;br /&gt;
|   4650&lt;br /&gt;
|   neckworn&lt;br /&gt;
|-&lt;br /&gt;
|   a [[sisfu potion]]&lt;br /&gt;
|   4650 &lt;br /&gt;
|   enchanting potion&lt;br /&gt;
|   white owl pendant&lt;br /&gt;
|   4650&lt;br /&gt;
|   neckworn&lt;br /&gt;
|-&lt;br /&gt;
|   a [[sarmoc potion]]&lt;br /&gt;
|   4650 &lt;br /&gt;
|   temper removing potion&lt;br /&gt;
|   a wooden talisman&lt;br /&gt;
|   465&lt;br /&gt;
|   neckworn&lt;br /&gt;
|-&lt;br /&gt;
|   an enruned ivory wand&lt;br /&gt;
|   13950 &lt;br /&gt;
|   &lt;br /&gt;
|   a rustic brown leather cloak&lt;br /&gt;
|   37200&lt;br /&gt;
|   shoulderworn, VLA&lt;br /&gt;
|-&lt;br /&gt;
|   a silver-etched modwir wand&lt;br /&gt;
|   4650 &lt;br /&gt;
|   &lt;br /&gt;
|   a tan and gold twisted silk belt&lt;br /&gt;
|   5580&lt;br /&gt;
|   waistworn, VSA&lt;br /&gt;
|-&lt;br /&gt;
|   a grey wolf pendant&lt;br /&gt;
|   4650 &lt;br /&gt;
|   neckworn&lt;br /&gt;
|   some brown leather gloves&lt;br /&gt;
|   4650&lt;br /&gt;
|   pinworn&lt;br /&gt;
|-&lt;br /&gt;
|   a white cat pendant&lt;br /&gt;
|   4650 &lt;br /&gt;
|   &lt;br /&gt;
|   a pointed brown wizard&#039;s hat&lt;br /&gt;
|   4650&lt;br /&gt;
|   headworn, VSA&lt;br /&gt;
|-&lt;br /&gt;
|   a black cat pendant&lt;br /&gt;
|   4650 &lt;br /&gt;
|   neckworn&lt;br /&gt;
|   a gold-edged brown hood&lt;br /&gt;
|   4650&lt;br /&gt;
|   headworn&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Alchemy Shop==&lt;br /&gt;
{| {{Prettytable}}&lt;br /&gt;
!bgcolor=#DDDDDD|Item	 &lt;br /&gt;
!bgcolor=#DDDDDD|Price &lt;br /&gt;
!bgcolor=#DDDDDD|Item	 &lt;br /&gt;
!bgcolor=#DDDDDD|Price 	 &lt;br /&gt;
|-&lt;br /&gt;
|   a black iron cauldron&lt;br /&gt;
|   10000 &lt;br /&gt;
|   some coarse glittering earth&lt;br /&gt;
|   500&lt;br /&gt;
|-&lt;br /&gt;
|   a mortar&lt;br /&gt;
|   4000&lt;br /&gt;
|   a pinch of mithril dust&lt;br /&gt;
|   1000&lt;br /&gt;
|-&lt;br /&gt;
|   a pestle&lt;br /&gt;
|   1000&lt;br /&gt;
|   a dark glimmering crystal&lt;br /&gt;
|   1000&lt;br /&gt;
|-&lt;br /&gt;
|   a leather tome&lt;br /&gt;
|   10000&lt;br /&gt;
|   a vial of concentrated firethorn essence&lt;br /&gt;
|   3000&lt;br /&gt;
|-&lt;br /&gt;
|   a flask of clear water&lt;br /&gt;
|   100&lt;br /&gt;
|   a dark shadow-shrouded crystal&lt;br /&gt;
|   400&lt;br /&gt;
|-&lt;br /&gt;
|   a flask of blessed water&lt;br /&gt;
|   100&lt;br /&gt;
|   a shining silver crystal fragment&lt;br /&gt;
|   400&lt;br /&gt;
|-&lt;br /&gt;
|   a flask of pure oil&lt;br /&gt;
|   100&lt;br /&gt;
|   some powdered clear topaz&lt;br /&gt;
|   20&lt;br /&gt;
|-&lt;br /&gt;
|   a flask of blessed oil&lt;br /&gt;
|   100&lt;br /&gt;
|   some powdered almandine garnet&lt;br /&gt;
|   130&lt;br /&gt;
|-&lt;br /&gt;
|   a vial of viscous liquid&lt;br /&gt;
|   100&lt;br /&gt;
|   some powdered black jasper&lt;br /&gt;
|   100&lt;br /&gt;
|-&lt;br /&gt;
|   a vial of sand-like liquid&lt;br /&gt;
|   100&lt;br /&gt;
|   some powdered rose quartz&lt;br /&gt;
|   160&lt;br /&gt;
|-&lt;br /&gt;
|   a vial of pearlescent oil&lt;br /&gt;
|   100&lt;br /&gt;
|   some powdered citrine quartz&lt;br /&gt;
|   160&lt;br /&gt;
|-&lt;br /&gt;
|   a vial of amber-hued oil&lt;br /&gt;
|   100&lt;br /&gt;
|   some powdered golden topaz&lt;br /&gt;
|   1200&lt;br /&gt;
|-&lt;br /&gt;
|   a diamond lens&lt;br /&gt;
|   35000&lt;br /&gt;
|   some powdered pink topaz&lt;br /&gt;
|   800&lt;br /&gt;
|-&lt;br /&gt;
|   a sapphire lens&lt;br /&gt;
|   22500&lt;br /&gt;
|   some powdered smoky topaz&lt;br /&gt;
|   1000&lt;br /&gt;
|-&lt;br /&gt;
|   an emerald lens&lt;br /&gt;
|   30000&lt;br /&gt;
|   some powdered blue lapis lazuli&lt;br /&gt;
|   1200&lt;br /&gt;
|-&lt;br /&gt;
|   a ruby lens&lt;br /&gt;
|   30000&lt;br /&gt;
|   some powdered green malachite stone&lt;br /&gt;
|   1000&lt;br /&gt;
|-&lt;br /&gt;
|   an amethyst lens&lt;br /&gt;
|   12000&lt;br /&gt;
|   some powdered green garnet&lt;br /&gt;
|   1400&lt;br /&gt;
|-&lt;br /&gt;
|   a shadowglass lens&lt;br /&gt;
|   25000&lt;br /&gt;
|   some powdered pink rhodochrosite stone&lt;br /&gt;
|   1000&lt;br /&gt;
|-&lt;br /&gt;
|   some dark glittering powder&lt;br /&gt;
|   1500&lt;br /&gt;
|   some powdered white opal&lt;br /&gt;
|   1600&lt;br /&gt;
|-&lt;br /&gt;
|   a blue mist-shrouded crystal&lt;br /&gt;
|   800&lt;br /&gt;
|   some powdered star ruby&lt;br /&gt;
|   2400&lt;br /&gt;
|-&lt;br /&gt;
|   a pinch of iron dust&lt;br /&gt;
|   300&lt;br /&gt;
|   some powdered yellow sapphire&lt;br /&gt;
|   1800&lt;br /&gt;
|-&lt;br /&gt;
|   a jagged translucent crystal&lt;br /&gt;
|   400&lt;br /&gt;
|   some powdered violet sapphire&lt;br /&gt;
|   2000&lt;br /&gt;
|-&lt;br /&gt;
|   a pale runed crystal shard&lt;br /&gt;
|   250&lt;br /&gt;
|   some powdered star sapphire&lt;br /&gt;
|   2400&lt;br /&gt;
|-&lt;br /&gt;
|   a shard of cloudy crystal&lt;br /&gt;
|   400&lt;br /&gt;
|   some powdered green sapphire&lt;br /&gt;
|   1800&lt;br /&gt;
|-&lt;br /&gt;
|   a shimmering prismatic shard&lt;br /&gt;
|   250&lt;br /&gt;
|   some powdered blue sapphire&lt;br /&gt;
|   6000&lt;br /&gt;
|-&lt;br /&gt;
|   a pinch of gold dust&lt;br /&gt;
|   1500&lt;br /&gt;
|   some powdered blue coral&lt;br /&gt;
|   60&lt;br /&gt;
|-&lt;br /&gt;
|   a runed azure crystal&lt;br /&gt;
|   250&lt;br /&gt;
|   some powdered turquoise&lt;br /&gt;
|   800&lt;br /&gt;
|-&lt;br /&gt;
|   a runed crimson crystal&lt;br /&gt;
|   350&lt;br /&gt;
|   some powdered white pearl&lt;br /&gt;
|   5000&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Map==&lt;br /&gt;
[[Image:WLWizardGuild.jpg|675px|center|Wehnimer&#039;s Landing Wizard Guild Map]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Wizard Guild Locations]]&lt;/div&gt;</summary>
		<author><name>GS4-AVALUKA</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Dwarf&amp;diff=114209</id>
		<title>Dwarf</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Dwarf&amp;diff=114209"/>
		<updated>2019-03-01T02:35:37Z</updated>

		<summary type="html">&lt;p&gt;GS4-AVALUKA: /* Resources */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Race &lt;br /&gt;
| [[File:Dwarves.gif|center]]&lt;br /&gt;
| regen = 2 per 5 min &lt;br /&gt;
| decay = 16 minutes &lt;br /&gt;
| height = 4&#039; to 4.5&#039;, 4.75&#039; max&lt;br /&gt;
| weight = 78 to 233 lbs.&lt;br /&gt;
| language = Common, Dwarven}}&lt;br /&gt;
&lt;br /&gt;
The hardiest of the races of Elanthia, &#039;&#039;&#039;dwarves&#039;&#039;&#039; are short (usually under 4&#039;6&amp;quot;), stocky and ruddy faced. They have dark, deep-set eyes with dark, wiry hair. Their beards are often long and elaborately braided, and are matters of great pride. Some dwarven females are bearded, some are not. Dwarves have a natural resistance to certain forms of elemental magic. Dwarves are neither agile nor quick of feet. Dwarves are well-known for their mining, though they keep their gold, silver, mithril and other mines hidden underground.&lt;br /&gt;
&lt;br /&gt;
== Statistics ==&lt;br /&gt;
{{Race stats&lt;br /&gt;
|str  = +10|con  = +15|dex  = 0|agi  = -5|dis  = +10|aur  = -10|log  = +5|int  = 0|wis  = 0|inf  = -10}}&lt;br /&gt;
&lt;br /&gt;
For [[statistic growth rate]]s by [[profession]], see [[List of statistic growth rates#Dwarf]].&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|+ &#039;&#039;&#039;Other Characteristics&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!Spirit Regeneration&lt;br /&gt;
| 2 per 5 min&lt;br /&gt;
!Decay Timer&lt;br /&gt;
| 16 min&lt;br /&gt;
|-&lt;br /&gt;
!Max Health&lt;br /&gt;
| 140&lt;br /&gt;
!Base Regeneration&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
!Weight Factor&lt;br /&gt;
| 0.7767&lt;br /&gt;
!Encumbrance Factor&lt;br /&gt;
| 0.80&lt;br /&gt;
|-&lt;br /&gt;
!Maneuver Bonus&lt;br /&gt;
| Average&lt;br /&gt;
!Elemental TD&lt;br /&gt;
| +30&lt;br /&gt;
|-&lt;br /&gt;
!Spiritual TD&lt;br /&gt;
| 0&lt;br /&gt;
!Mental TD&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
!Sorcerer TD&lt;br /&gt;
| +15&lt;br /&gt;
!Poison TD&lt;br /&gt;
| +20&lt;br /&gt;
|-&lt;br /&gt;
!Disease TD&lt;br /&gt;
| +15&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Dwarves receive a large bonus to hiding in mountain caves and a small bonus outdoors in the mountains. They also receive a bonus to Crafting and a small bonus to Forging.&lt;br /&gt;
&lt;br /&gt;
== Cultures ==&lt;br /&gt;
&lt;br /&gt;
Dwarves founded an [[Kalaza|empire]] of their own long ago, but few know of its details as they remained hidden under mountains preferring to remain amongst their own. Today, dwarves have split into clans and come out from their mountains to join the rest of the world.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;alternating&amp;quot; style=&amp;quot;width: 80%;&amp;quot;&lt;br /&gt;
|+ &#039;&#039;&#039;The Dwarven Clans&#039;&#039;&#039;&lt;br /&gt;
|- style = &amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-weight: bold; white-space: nowrap; padding-right: 20px;&amp;quot; |Grevnek&lt;br /&gt;
|Known to other dwarf clans as the &#039;&#039;trouble shooters&#039;&#039;, Grevnek Clan&#039;s knowledge of mining is unsurpassed. Grevnek is responsible for building the mining system and city that has come to be known as [[Zul Logoth]].&lt;br /&gt;
|- style = &amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-weight: bold; white-space: nowrap; padding-right: 20px;&amp;quot; |Krenlumtrek&lt;br /&gt;
|Choosing to live above ground, Krenlumtrek Clan built [[Zhindel&#039;s Post]], the gateway to the [[Dragonspine Mountains]]. Most make their living as lumberjacks and woodworkers.&lt;br /&gt;
|- style = &amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-weight: bold; white-space: nowrap; padding-right: 20px;&amp;quot; |Greetok&lt;br /&gt;
|Shrewd merchants in their own right, Greetok Clan are the finest gemcutters of all the clans.&lt;br /&gt;
|- style = &amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-weight: bold; white-space: nowrap; padding-right: 20px;&amp;quot; |Toktrog&lt;br /&gt;
|Known for their skill in trailmaking, Toktrog Clan are one of the few clans that openly study magic. Learning how to harness the spiritual magics of the forests and rivers, they traded this knowledge and their skill for working metals and weaponry in order to gain access to the greater incantations of arcane magic.&lt;br /&gt;
|- style = &amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-weight: bold; white-space: nowrap; padding-right: 20px;&amp;quot; |Roramnoak&lt;br /&gt;
|Considered wanderers, Roramnoak Clan favors merchanting and travel. The clan is the most significant contributor to the spread of dwarven products into the hands of other races throughout Elanthia.&lt;br /&gt;
|- style = &amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-weight: bold; white-space: nowrap; padding-right: 20px;&amp;quot; |Krethuum&lt;br /&gt;
|Herders of roltons, goats, caribou, gaks, and more, Krethuum Clan lead a simple life trading their goods to other nearby clans.&lt;br /&gt;
|- style = &amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-weight: bold; white-space: nowrap; padding-right: 20px;&amp;quot; |Ralgrenek&lt;br /&gt;
|Specializing in [[Imaera]]&#039;s domain, Ralgrenek Clan has mastered the study of herbs and vegetation, contributing greatly to the spread of knowledge of the healing properties of the lichens, mosses, toadstools, and other herbal growths deep within the mountains. The clan boasts the most skilled [[empath]]s of all dwarven clans.&lt;br /&gt;
|- style = &amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-weight: bold; white-space: nowrap; padding-right: 20px;&amp;quot; |Gotronek&lt;br /&gt;
|Creators of intricate statues and amazing works of marble, Gotronek Clan are masters of dwarven art. The great halls of their home are carved entirely from pure marble.&lt;br /&gt;
|- style = &amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-weight: bold; white-space: nowrap; padding-right: 20px;&amp;quot; |Oltregek&lt;br /&gt;
|Rarely seen above ground, Oltregek Clan focus on the mining of gems.&lt;br /&gt;
|- style = &amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-weight: bold; white-space: nowrap; padding-right: 20px;&amp;quot; |Egrentek&lt;br /&gt;
|Specializing in workings of silver, Egrentek Clan run one of the largest coin mints in modern day Elanthia.&lt;br /&gt;
|- style = &amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-weight: bold; white-space: nowrap; padding-right: 20px;&amp;quot; |Parkshnuum&lt;br /&gt;
|The great workers of iron, Parkshnuum Clan are known as teachers, spreading their knowledge of the forge to any who wish to learn the craft.&lt;br /&gt;
|- style = &amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-weight: bold; white-space: nowrap; padding-right: 20px;&amp;quot; |Mordrakam&lt;br /&gt;
|Unlike most of their kin, who wielded pickaxes, war hammers and other blunt weaponry, Mordrakam Clan craft and wield blades. Creating a unique alloy called [[Invar]] (also known as dwarven steel), Mordrakam claidhmores have become the bane of orcs across the world.&lt;br /&gt;
|- style = &amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-weight: bold; white-space: nowrap; padding-right: 20px;&amp;quot; |Grenroa&lt;br /&gt;
|Grenroa Clan traveled deep within the DragonSpine for 3,000 years, connecting all the dwarven cities with hidden passages and corridors, before building the great labyrinth known as Chiostilis. Grenroa live in relative peace content with maintaining the vast miles of tunnels they have created.&lt;br /&gt;
|- style = &amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-weight: bold; white-space: nowrap; padding-right: 20px;&amp;quot; |Kikthuum&lt;br /&gt;
|In Bortrazo&#039;s Canyon near Lake Jostallim lies the home of the Kikthuum Clan, masters of watercraft. With the discovery of [[veniom]], Kikthuum Clan became the first to create submersible vessels. Kikthuum keeps the method of their creation a closely guarded secret.&lt;br /&gt;
|- style = &amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-weight: bold; white-space: nowrap; padding-right: 20px;&amp;quot; |Gulroten&lt;br /&gt;
|Discoverers of veniom, an unusually malleable metal, Gulroten Clan perfected the process of making armor and mining packs lighter.&lt;br /&gt;
|- style = &amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-weight: bold; white-space: nowrap; padding-right: 20px;&amp;quot; |Sharznekgren&lt;br /&gt;
|Sharznekgren Clan are well known for their wealth but perhaps more well known, is their ability to protect their wealth with clever, deadly traps.&lt;br /&gt;
|- style = &amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-weight: bold; white-space: nowrap; padding-right: 20px;&amp;quot; |Schneckgren&lt;br /&gt;
|A wealthy clan, Schneckgren Clan has made their home in the largest known gold mine in Elanthia.&lt;br /&gt;
|- style = &amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-weight: bold; white-space: nowrap; padding-right: 20px;&amp;quot; |Ragnak&lt;br /&gt;
|Great talents and greater stubbornness are the marks of Ragnak Clan. The youngest of the clans, Ragnaks excel at building.&lt;br /&gt;
|- style = &amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-weight: bold; white-space: nowrap; padding-right: 20px;&amp;quot; |Kazunel&lt;br /&gt;
|Legendary amongst non-dwarves, Kazunel Clan are the finest weaponsmiths in the world. Even other dwarven clans will admit this, though only after many pride-filled stubborn interjections.&lt;br /&gt;
|- style = &amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-weight: bold; white-space: nowrap; padding-right: 20px;&amp;quot; |Reznek&lt;br /&gt;
|When you absolutely have to survive the blows of your enemy, armor from Reznek Clan is what you&#039;ll want to be wearing. Some Reznek claim that their methods of armor smithing will create such armor that can stop the teeth of dragons.&lt;br /&gt;
|- style = &amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-weight: bold; white-space: nowrap; padding-right: 20px;&amp;quot; |Smaelton&lt;br /&gt;
|Unsatisfied with conventional methods, Smaelton Clan developed advanced smelting techniques using available pools of molten lava. Despite the obvious dangers, their resulting metals are of the highest quality.&lt;br /&gt;
|- style = &amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-weight: bold; white-space: nowrap; padding-right: 20px;&amp;quot; |Khanshael&lt;br /&gt;
|Captured and enslaved long ago by the [[Dhe&#039;nar]], Khanshael now are regarded with great respect by their former captors for their contentment and amazing talent in mining. Over time, Khanshael blood has darkened and changed, much like the Dhe&#039;nar, but they still maintain close ties to their dwarven brothers.&lt;br /&gt;
|- style = &amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-weight: bold; white-space: nowrap; padding-right: 20px;&amp;quot; |Mithrenek&lt;br /&gt;
|Crafters of weapons, armor, jewelry and sculptures, Mithrenek Clan excels above all others in their working of [[mithril]]. Mithrenek always wear an item of mithril, usually a family heirloom, to display the honor of being a member of one of the first Clans.&lt;br /&gt;
|- style = &amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-weight: bold; white-space: nowrap; padding-right: 20px;&amp;quot; |Borthuum&lt;br /&gt;
|Founded by explorers seeking the lost cities of [[Kezmon Isle]], Borthuum Clan discovered a far greater prize in the volcanic [[Teras Isle]]. Uninhabited and untapped, the clan discovered vast sources of volcanic minerals and rare gems. Borthuum Clan&#039;s talent in working the much sought after [[glaes]] is unmatched.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Race-specific Verbs ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;section begin=verbs /&amp;gt;&lt;br /&gt;
{| cellpadding=&amp;quot;4&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;margin: 1em 1em 1em 1em; font-size: 95%; outline-style: solid; outline-width: 1px; outline-color: #aaa; background: #none; border: none; border-collapse: collapse;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[BELCH (verb)|BELCH]] DEEP&lt;br /&gt;
| -&lt;br /&gt;
| A low, guttural belch rumbles from your mouth.&lt;br /&gt;
| -&lt;br /&gt;
| A low, guttural belch rumbles from Dwarf&#039;s mouth.&lt;br /&gt;
|-&lt;br /&gt;
| BELCH DRUNK&lt;br /&gt;
| -&lt;br /&gt;
| You belch drunkenly, a goofy smile plastered on your face.&lt;br /&gt;
| -&lt;br /&gt;
| Dwarf belches drunkenly, a goofy smile plastered on her face.&lt;br /&gt;
|-&lt;br /&gt;
| BELCH EXPLODE&lt;br /&gt;
| -&lt;br /&gt;
| You let loose with an explosive belch.&lt;br /&gt;
| -&lt;br /&gt;
| Dwarf lets loose with an explosive belch.&lt;br /&gt;
|-&lt;br /&gt;
| BELCH HEARTY&lt;br /&gt;
| -&lt;br /&gt;
| You belch heartily, feeling satisfied.&lt;br /&gt;
| - &lt;br /&gt;
| Dwarf belches heartily, apparently satisfied.&lt;br /&gt;
|-&lt;br /&gt;
| BELCH JUICY&lt;br /&gt;
| -&lt;br /&gt;
| You belch juicily, wiping the gastric secretions from your chin.&lt;br /&gt;
| -&lt;br /&gt;
| Dwarf belches juicily, wiping the gastric secretions from her chin.&lt;br /&gt;
|-&lt;br /&gt;
| BELCH LAZY&lt;br /&gt;
| -&lt;br /&gt;
| You let out a loud belch as you lazily scratch your backside.&lt;br /&gt;
| -&lt;br /&gt;
| Dwarf lets out a loud belch as she lazily scratches her backside.&lt;br /&gt;
|-&lt;br /&gt;
| BELCH LONG&lt;br /&gt;
| -&lt;br /&gt;
| You release a long, drawn out belch.  Impressive.&lt;br /&gt;
| -&lt;br /&gt;
| Dwarf releases a long, drawn out belch.&lt;br /&gt;
|-&lt;br /&gt;
| BELCH LOUD &lt;br /&gt;
| -&lt;br /&gt;
| You belch lustily, reeking of garlic and ale.&lt;br /&gt;
| -&lt;br /&gt;
| Dwarf belches lustily, her breath reeking of garlic and ale.  Phew!&lt;br /&gt;
|-&lt;br /&gt;
| BELCH QUICK&lt;br /&gt;
| -&lt;br /&gt;
| You give a quick belch.&lt;br /&gt;
| -&lt;br /&gt;
| Dwarf gives a quick belch.&lt;br /&gt;
|-&lt;br /&gt;
| BELCH RELIEF&lt;br /&gt;
| -&lt;br /&gt;
| You belch loudly, feeling an immediate sense of relief.&lt;br /&gt;
| -&lt;br /&gt;
| Dwarf belches loudly, then gives a sigh of relief.&lt;br /&gt;
|-&lt;br /&gt;
| BELCH ROLTON &lt;br /&gt;
| -&lt;br /&gt;
| You belch, sounding suspiciously like an angry rolton.&lt;br /&gt;
| -&lt;br /&gt;
| Dwarf belches, sounding suspiciously like an angry rolton.&lt;br /&gt;
|-&lt;br /&gt;
| BELCH SOFT&lt;br /&gt;
| -&lt;br /&gt;
|  You belch softly.&lt;br /&gt;
| -&lt;br /&gt;
| Dwarf belches softly.&lt;br /&gt;
|-&lt;br /&gt;
| BELCH STRONGLY&lt;br /&gt;
| -&lt;br /&gt;
| A thunderous belch explodes from your mouth, filling the air with the stench of rancid cheese.&lt;br /&gt;
| -&lt;br /&gt;
| A thunderous belch explodes from Dwarf&#039;s mouth, filling the air with the stench of rancid cheese.&lt;br /&gt;
|-&lt;br /&gt;
| BELCH TALK&lt;br /&gt;
| -&lt;br /&gt;
| You open your mouth to speak, but an unexpected belch interrupts you.&lt;br /&gt;
| -&lt;br /&gt;
| Dwarf opens her mouth to speak, but is interrupted by an unexpected belch.&lt;br /&gt;
|-&lt;br /&gt;
| BELCH UNDER&lt;br /&gt;
| -&lt;br /&gt;
| You belch under your breath, trying to avoid notice.&lt;br /&gt;
| -&lt;br /&gt;
| Dwarf belches under her breath, trying to avoid notice.&lt;br /&gt;
|-&lt;br /&gt;
| BELCH  VOMIT&lt;br /&gt;
| -&lt;br /&gt;
| You belch forcefully, giving a quick swallow as you feel your gorge rise.&lt;br /&gt;
| -&lt;br /&gt;
| Dwarf belches forcefully, then swallows.&lt;br /&gt;
|-&lt;br /&gt;
| [[GRUNT (verb)|GRUNT]] AGREE&lt;br /&gt;
| -&lt;br /&gt;
| You grunt in agreement.&lt;br /&gt;
| -&lt;br /&gt;
| Dwarf grunts in agreement.&lt;br /&gt;
|-&lt;br /&gt;
| GRUNT AMUSED&lt;br /&gt;
| -&lt;br /&gt;
| You grunt, amused.&lt;br /&gt;
| -&lt;br /&gt;
| Dwarf grunts, amused.&lt;br /&gt;
|-&lt;br /&gt;
| GRUNT ANGER&lt;br /&gt;
| -&lt;br /&gt;
| You grunt angrily.&lt;br /&gt;
| -&lt;br /&gt;
| Dwarf grunts angrily, glaring and snorting.&lt;br /&gt;
|-&lt;br /&gt;
| GRUNT ANNOY&lt;br /&gt;
| -&lt;br /&gt;
| You grunt in annoyance.&lt;br /&gt;
| -&lt;br /&gt;
| Dwarf grunts in annoyance, rolling her eyes.&lt;br /&gt;
|-&lt;br /&gt;
| GRUNT BASHFUL&lt;br /&gt;
| -&lt;br /&gt;
| You grunt bashfully.&lt;br /&gt;
| -&lt;br /&gt;
| Dwarf grunts shyly, averting her eyes.&lt;br /&gt;
|-&lt;br /&gt;
| GRUNT BORED &lt;br /&gt;
| -&lt;br /&gt;
| You grunt, bored.&lt;br /&gt;
| -&lt;br /&gt;
| Dwarf grunts in ennui.&lt;br /&gt;
|-&lt;br /&gt;
| GRUNT BYE &lt;br /&gt;
| -&lt;br /&gt;
| You grunt in farewell.&lt;br /&gt;
| -&lt;br /&gt;
| Dwarf grunts in farewell.&lt;br /&gt;
|- &lt;br /&gt;
| GRUNT CRAZY&lt;br /&gt;
| -&lt;br /&gt;
| You grunt oddly, rolling your eyes and sticking your tongue out.  Loon.&lt;br /&gt;
| -&lt;br /&gt;
| Dwarf grunts, rolls her eyes, and sticks out her tongue.  What a loon.&lt;br /&gt;
|-&lt;br /&gt;
| GRUNT DRINK&lt;br /&gt;
| -&lt;br /&gt;
| You grunt, motioning for a drink.&lt;br /&gt;
| -&lt;br /&gt;
| Dwarf grunts and motions for a drink.&lt;br /&gt;
|-&lt;br /&gt;
| GRUNT DRUNK&lt;br /&gt;
| -&lt;br /&gt;
| You grunt drunkenly.&lt;br /&gt;
| -&lt;br /&gt;
| Dwarf grunts and hiccups, weaving slightly.&lt;br /&gt;
|-&lt;br /&gt;
| GRUNT ELF&lt;br /&gt;
| -&lt;br /&gt;
| You grunt in obvious distaste.&lt;br /&gt;
| -&lt;br /&gt;
| Dwarf grunts and sneers at the same time in obvious distaste!&lt;br /&gt;
|-&lt;br /&gt;
| GRUNT FEAR&lt;br /&gt;
| -&lt;br /&gt;
| You grunt in fear and surprise!&lt;br /&gt;
| -&lt;br /&gt;
| Dwarf grunts, obviously terrified!&lt;br /&gt;
|-&lt;br /&gt;
| GRUNT FIERCE&lt;br /&gt;
| -&lt;br /&gt;
| You grunt fiercely!&lt;br /&gt;
| -&lt;br /&gt;
| Dwarf grunts and snarls at the same time, looking mighty fierce!&lt;br /&gt;
|-&lt;br /&gt;
| GRUNT FOOD&lt;br /&gt;
| -&lt;br /&gt;
| You grunt hungrily.&lt;br /&gt;
| -&lt;br /&gt;
| Dwarf grunts as her stomach rumbles.&lt;br /&gt;
|-&lt;br /&gt;
| GRUNT FOOL&lt;br /&gt;
| -&lt;br /&gt;
| You grunt in annoyance.&lt;br /&gt;
| -&lt;br /&gt;
| Dwarf grunts in obvious annoyance.&lt;br /&gt;
|-&lt;br /&gt;
| GRUNT GEM &lt;br /&gt;
| -&lt;br /&gt;
| You grunt, thinking greedily of gems!&lt;br /&gt;
| -&lt;br /&gt;
| Dwarf grunts with a sparkle in her eye!&lt;br /&gt;
|-&lt;br /&gt;
| GRUNT GLEE&lt;br /&gt;
| -&lt;br /&gt;
| You grunt gleefully, rubbing your hands together!&lt;br /&gt;
| -&lt;br /&gt;
| Dwarf grunts gleefully, rubbing her hands together!&lt;br /&gt;
|-&lt;br /&gt;
| GRUNT GREEDY&lt;br /&gt;
| -&lt;br /&gt;
| You grunt greedily!&lt;br /&gt;
| -&lt;br /&gt;
| Dwarf grunts, the gleam of silver in her eye!&lt;br /&gt;
|-&lt;br /&gt;
| GRUNT GRIMLY&lt;br /&gt;
| -&lt;br /&gt;
| You grunt grimly.&lt;br /&gt;
| -&lt;br /&gt;
| Dwarf grunts grimly, looking resigned to her fate.&lt;br /&gt;
|-&lt;br /&gt;
| GRUNT HAPPY&lt;br /&gt;
| -&lt;br /&gt;
| You grunt happily.&lt;br /&gt;
| -&lt;br /&gt;
| Dwarf grunts, grinning.&lt;br /&gt;
|-&lt;br /&gt;
| GRUNT HELLO &lt;br /&gt;
| -&lt;br /&gt;
| You grunt in greeting.&lt;br /&gt;
| -&lt;br /&gt;
| Dwarf grunts in greeting.&lt;br /&gt;
|-&lt;br /&gt;
| GRUNT HELP&lt;br /&gt;
| -&lt;br /&gt;
| You grunt, calling for aid!&lt;br /&gt;
| -&lt;br /&gt;
| Dwarf grunts urgently, calling for assistance!&lt;br /&gt;
|-&lt;br /&gt;
| GRUNT HUNGER &lt;br /&gt;
| -&lt;br /&gt;
| You grunt in hunger.&lt;br /&gt;
| -&lt;br /&gt;
| Dwarf grunts as her belly rumbles.&lt;br /&gt;
|-&lt;br /&gt;
| GRUNT MAYBE &lt;br /&gt;
| -&lt;br /&gt;
| You grunt noncommittally.&lt;br /&gt;
| -&lt;br /&gt;
| Dwarf grunts noncommittally and shrugs her shoulders.&lt;br /&gt;
|-&lt;br /&gt;
| GRUNT MENACE&lt;br /&gt;
| -&lt;br /&gt;
| You grunt menacingly!&lt;br /&gt;
| -&lt;br /&gt;
| Dwarf grunts menacingly!&lt;br /&gt;
|-&lt;br /&gt;
| GRUNT MINE&lt;br /&gt;
| -&lt;br /&gt;
| You grunt possessively!&lt;br /&gt;
| -&lt;br /&gt;
| Dwarf grunts possessively, glaring at the same time!&lt;br /&gt;
|-&lt;br /&gt;
| GRUNT NO&lt;br /&gt;
| -&lt;br /&gt;
| You grunt negatively.&lt;br /&gt;
| -&lt;br /&gt;
| Dwarf grunts and shakes her head.&lt;br /&gt;
|-&lt;br /&gt;
| GRUNT PAIN&lt;br /&gt;
| -&lt;br /&gt;
| You grunt in pain.&lt;br /&gt;
| -&lt;br /&gt;
| Dwarf grunts in pain.&lt;br /&gt;
|-&lt;br /&gt;
| GRUNT SAD &lt;br /&gt;
| -&lt;br /&gt;
| You grunt sadly.&lt;br /&gt;
| -&lt;br /&gt;
| Dwarf grunts sadly, a small tear forming in the corner of her eye.&lt;br /&gt;
|-&lt;br /&gt;
| GRUNT SLEEPY&lt;br /&gt;
| -&lt;br /&gt;
| You grunt sleepily.&lt;br /&gt;
| -&lt;br /&gt;
| Dwarf grunts sleepily.&lt;br /&gt;
|-&lt;br /&gt;
| GRUNT STUPID&lt;br /&gt;
| -&lt;br /&gt;
| You grunt, grinning stupidly.&lt;br /&gt;
| -&lt;br /&gt;
| Dwarf grunts, grinning like a fool.&lt;br /&gt;
|-&lt;br /&gt;
| GRUNT THANKS&lt;br /&gt;
| -&lt;br /&gt;
| You grunt in thanks.&lt;br /&gt;
| -&lt;br /&gt;
| Dwarf grunts her thanks.&lt;br /&gt;
|-&lt;br /&gt;
| GRUNT TIRED&lt;br /&gt;
| -&lt;br /&gt;
| You grunt tiredly.&lt;br /&gt;
| -&lt;br /&gt;
| Dwarf grunts tiredly.&lt;br /&gt;
|-&lt;br /&gt;
| GRUNT WHAT&lt;br /&gt;
| -&lt;br /&gt;
| You grunt in annoyance!&lt;br /&gt;
| -&lt;br /&gt;
| Dwarf grunts loudly in annoyance and impatience!&lt;br /&gt;
|-&lt;br /&gt;
| GRUNT YES&lt;br /&gt;
| -&lt;br /&gt;
| You grunt in affirmation.&lt;br /&gt;
| -&lt;br /&gt;
| Dwarf grunts and nods.&lt;br /&gt;
|-&lt;br /&gt;
| GRUNT QUESTION&lt;br /&gt;
| -&lt;br /&gt;
| You grunt questioningly.&lt;br /&gt;
| -&lt;br /&gt;
| Dwarf grunts, a quizzical look on her face.&lt;br /&gt;
|- &lt;br /&gt;
| GRUNT SATISFIED&lt;br /&gt;
| -&lt;br /&gt;
| You grunt with satisfaction!&lt;br /&gt;
| -&lt;br /&gt;
| Dwarf grunts in satisfaction.&lt;br /&gt;
|-&lt;br /&gt;
| GRUNT SKEPTICALLY&lt;br /&gt;
| -&lt;br /&gt;
| You grunt skeptically.&lt;br /&gt;
| -&lt;br /&gt;
| Dwarf grunts skeptically, raising her bushy eyebrows.&lt;br /&gt;
|-&lt;br /&gt;
| GRUNT THOUGHTFULLY&lt;br /&gt;
| -&lt;br /&gt;
| You grunt pensively.&lt;br /&gt;
| -&lt;br /&gt;
| Dwarf grunts pensively, deep in thought.&lt;br /&gt;
|-&lt;br /&gt;
| GRUNT &amp;lt;Easeter Egg!&amp;gt;&lt;br /&gt;
| -&lt;br /&gt;
| You grunt proudly, in honor of a fine man.&lt;br /&gt;
| -&lt;br /&gt;
| Dwarf grunts proudly in remembrance.&lt;br /&gt;
|-&lt;br /&gt;
|[[SWEAR (verb)|SWEAR]] ELOQUENT&lt;br /&gt;
| -&lt;br /&gt;
|You let out an eloquently vile series of grunts.&lt;br /&gt;
| -&lt;br /&gt;
| Dwarf lets out an eloquently vile series of grunts.&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;section end=verbs /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Resources ==&lt;br /&gt;
*[[A History of Dwarves]] (official documentation)&lt;br /&gt;
*[[The History of the Guardians of Sunfist]] (official documentation)&lt;br /&gt;
*[[Ghorsa Borthuum and Kharam-Dzu]] (official documentation)&lt;br /&gt;
* [[Dwarven Language of Ale]] (official documentation)&lt;br /&gt;
*[http://www.play.net/gs4/info/races/dwarf.asp Races: Dwarf], on Play.net&lt;br /&gt;
*[http://forums.play.net/forums/GemStone%20IV/Races/Dwarves/view Officials folder]&lt;br /&gt;
&lt;br /&gt;
{{Dwarves}}&lt;br /&gt;
{{Races}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Races and Cultures]]&lt;/div&gt;</summary>
		<author><name>GS4-AVALUKA</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Dwarven_Language_of_Ale&amp;diff=114208</id>
		<title>Dwarven Language of Ale</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Dwarven_Language_of_Ale&amp;diff=114208"/>
		<updated>2019-03-01T02:33:21Z</updated>

		<summary type="html">&lt;p&gt;GS4-AVALUKA: Created page with &amp;quot;{{official-document}} ==A Mysterious Brew: The Dwarven Language of Ale== By Enkryna Oldvarg-Mithskeller, Brewmaster of the Oldvarg Brewery in Zul Roram.  Unbeknownst to the ta...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{official-document}}&lt;br /&gt;
==A Mysterious Brew: The Dwarven Language of Ale==&lt;br /&gt;
By Enkryna Oldvarg-Mithskeller, Brewmaster of the Oldvarg Brewery in Zul Roram.&lt;br /&gt;
&lt;br /&gt;
Unbeknownst to the taller races, there is an untold language of ale that is understood by most dwarves. When a dwarf crafts a brew, great thought and care is taken in the selection of notes that can be experienced in the ale&#039;s aroma and flavor. Each subtle nuance communicates a message to the taster of what the brewmaster intended for his or her creation. While there are an endless number of tastes that exist within the realm of available ales, I have chosen to include a mere sample of the most popular flavors of this modern day.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;alternating&amp;quot; style=&amp;quot;width: 80%;&amp;quot;&lt;br /&gt;
|+ &#039;&#039;&#039;The Dwarven Language of Ale&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;columnheader&amp;quot; |Flavor&lt;br /&gt;
|role=&amp;quot;columnheader&amp;quot; |Meaning&lt;br /&gt;
|role=&amp;quot;columnheader&amp;quot; |Old Dwarven Saying&lt;br /&gt;
|- style = &amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-weight: bold; white-space: nowrap; padding-right: 20px;&amp;quot; |Acetic&lt;br /&gt;
|Magical sense.&lt;br /&gt;
| May your facial hair tingle whenever magic is near.&#039;&#039;&lt;br /&gt;
|- style = &amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-weight: bold; white-space: nowrap; padding-right: 20px;&amp;quot; |Anise&lt;br /&gt;
|Belching power.&lt;br /&gt;
| May each belch from your mouth be better than the last.&lt;br /&gt;
|- style = &amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-weight: bold; white-space: nowrap; padding-right: 20px;&amp;quot; |Apple&lt;br /&gt;
|Motivation.&lt;br /&gt;
| You will find renewed vigor as you navigate your way in the twisting tunnels of life.&lt;br /&gt;
|- style = &amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-weight: bold; white-space: nowrap; padding-right: 20px;&amp;quot; |Apricot&lt;br /&gt;
|Peace of mind.&lt;br /&gt;
| Peace of mind will settle upon your soul like the mist of the morning.&lt;br /&gt;
|- style = &amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-weight: bold; white-space: nowrap; padding-right: 20px;&amp;quot; |Banana&lt;br /&gt;
|Singing ability.&lt;br /&gt;
| Your voice shall be a feast upon the ears of all around.&lt;br /&gt;
|- style = &amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-weight: bold; white-space: nowrap; padding-right: 20px;&amp;quot; |Barley&lt;br /&gt;
|Family wellness.&lt;br /&gt;
| Prosperity stands ahead in the road of life for your beloved kin.&lt;br /&gt;
|- style = &amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-weight: bold; white-space: nowrap; padding-right: 20px;&amp;quot; |Bitter&lt;br /&gt;
|Gem sense.&lt;br /&gt;
| The gems beneath the rough shall soon be in sight.&lt;br /&gt;
|- style = &amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-weight: bold; white-space: nowrap; padding-right: 20px;&amp;quot; |Bread&lt;br /&gt;
|Artistic sense.&lt;br /&gt;
| Let your eyes see the beauty yet to be coaxed from the stone.&lt;br /&gt;
|- style = &amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-weight: bold; white-space: nowrap; padding-right: 20px;&amp;quot; |Brown sugar&lt;br /&gt;
|Luck in love.&lt;br /&gt;
| Your heart shall soon find the love that it seeks.&lt;br /&gt;
|- style = &amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-weight: bold; white-space: nowrap; padding-right: 20px;&amp;quot; |Caramel&lt;br /&gt;
| Sweet disposition.&lt;br /&gt;
| May your demeanor always be as sweet as this brew.&lt;br /&gt;
|- style = &amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-weight: bold; white-space: nowrap; padding-right: 20px;&amp;quot; |Cherry&lt;br /&gt;
Dreams.&lt;br /&gt;
| May slumber bring you an endless treasure trove of dreams.&lt;br /&gt;
|- style = &amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-weight: bold; white-space: nowrap; padding-right: 20px;&amp;quot; |Chocolate&lt;br /&gt;
| Spirituality and holiness.&lt;br /&gt;
| Eonak&#039;s forge light will shine on you always.&lt;br /&gt;
|- style = &amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-weight: bold; white-space: nowrap; padding-right: 20px;&amp;quot; |Cinnamon&lt;br /&gt;
| Evening energy.&lt;br /&gt;
| The revelry has only just begun with the setting of the sun.&lt;br /&gt;
|- style = &amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-weight: bold; white-space: nowrap; padding-right: 20px;&amp;quot; |Clove&lt;br /&gt;
| Strong teeth.&lt;br /&gt;
| No sinewy meat shall be a match for your fearsome maw.&lt;br /&gt;
|- style = &amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-weight: bold; white-space: nowrap; padding-right: 20px;&amp;quot; |Coffee&lt;br /&gt;
| General alertness.&lt;br /&gt;
| Always shall you notice that which needs to be.&lt;br /&gt;
|- style = &amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-weight: bold; white-space: nowrap; padding-right: 20px;&amp;quot; |Coriander&lt;br /&gt;
| Good digestion.&lt;br /&gt;
| No food stands a challenge to your iron stomach.&lt;br /&gt;
|- style = &amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-weight: bold; white-space: nowrap; padding-right: 20px;&amp;quot; |Cream&lt;br /&gt;
| Cooking.&lt;br /&gt;
| Aromas from your kitchen shall bring kin from both far and wide.&lt;br /&gt;
|- style = &amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-weight: bold; white-space: nowrap; padding-right: 20px;&amp;quot; |Dry&lt;br /&gt;
| Metallurgy.&lt;br /&gt;
| The beauty of a slab shall be ever evoked from your skilled hands.&lt;br /&gt;
|- style = &amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-weight: bold; white-space: nowrap; padding-right: 20px;&amp;quot; |Fig&lt;br /&gt;
| Sleep.&lt;br /&gt;
| Let the blanket of slumber cover you quickly each night.&lt;br /&gt;
|- style = &amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-weight: bold; white-space: nowrap; padding-right: 20px;&amp;quot; |Flowers&lt;br /&gt;
| Memory.&lt;br /&gt;
| Even many years past shall be as clear as day for you.&lt;br /&gt;
|- style = &amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-weight: bold; white-space: nowrap; padding-right: 20px;&amp;quot; |Fruity&lt;br /&gt;
| Work ethic.&lt;br /&gt;
| Thousands of years of dwarven pride flow through you in everything that you do.&lt;br /&gt;
|- style = &amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-weight: bold; white-space: nowrap; padding-right: 20px;&amp;quot; |Fungus&lt;br /&gt;
| Dark vision.&lt;br /&gt;
| Let your eyes see even in the darkest of shadows and times.&lt;br /&gt;
|- style = &amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-weight: bold; white-space: nowrap; padding-right: 20px;&amp;quot; |Ginger&lt;br /&gt;
| Circulation.&lt;br /&gt;
| Fingers and toes be warm and nimble, no matter when or where.&lt;br /&gt;
|- style = &amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-weight: bold; white-space: nowrap; padding-right: 20px;&amp;quot; |Grass&lt;br /&gt;
| Neighborliness.&lt;br /&gt;
| May you always have a good neighbor or friend to share an ale with.&lt;br /&gt;
|- style = &amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-weight: bold; white-space: nowrap; padding-right: 20px;&amp;quot; |Herbal&lt;br /&gt;
| Keep away bad spirits.&lt;br /&gt;
| The spirits of misfortune and woe flee from your home.&lt;br /&gt;
|- style = &amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-weight: bold; white-space: nowrap; padding-right: 20px;&amp;quot; |Honey&lt;br /&gt;
| Money.&lt;br /&gt;
| Let your pockets never be without the comfort of coins.&lt;br /&gt;
|- style = &amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-weight: bold; white-space: nowrap; padding-right: 20px;&amp;quot; |Hops&lt;br /&gt;
| Wisdom.&lt;br /&gt;
| May the age of this ale impart you with the wisdom of its age.&lt;br /&gt;
|- style = &amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-weight: bold; white-space: nowrap; padding-right: 20px;&amp;quot; |Lemon&lt;br /&gt;
| Healthy beards.&lt;br /&gt;
| Your beard shall be as robust and vibrant as this brew.&lt;br /&gt;
|- style = &amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-weight: bold; white-space: nowrap; padding-right: 20px;&amp;quot; |Malt&lt;br /&gt;
| Drinking capacity.&lt;br /&gt;
| May your liver keep up with each drink you take.&lt;br /&gt;
|- style = &amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-weight: bold; white-space: nowrap; padding-right: 20px;&amp;quot; |Metallic&lt;br /&gt;
| Battle sense.&lt;br /&gt;
| May your axe blade be as steadfast and true as your dearest friend.&lt;br /&gt;
|- style = &amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-weight: bold; white-space: nowrap; padding-right: 20px;&amp;quot; |Molasses&lt;br /&gt;
| Serene demeanor.&lt;br /&gt;
| Let all your decisions be made with a head as calm as a tavern after closing.&lt;br /&gt;
|- style = &amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-weight: bold; white-space: nowrap; padding-right: 20px;&amp;quot; |Moss&lt;br /&gt;
| Stonework skills.&lt;br /&gt;
| Let your chisel be true in finding the beauty buried within the stone.&lt;br /&gt;
|- style = &amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-weight: bold; white-space: nowrap; padding-right: 20px;&amp;quot; |Nutmeg&lt;br /&gt;
| Flexibility.&lt;br /&gt;
| May your joints be as well greased as a beard after breakfast.&lt;br /&gt;
|- style = &amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-weight: bold; white-space: nowrap; padding-right: 20px;&amp;quot; |Nuts&lt;br /&gt;
| Writing.&lt;br /&gt;
| Each day shall inspire your pen with an overflow of words filled with verve.&lt;br /&gt;
|- style = &amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-weight: bold; white-space: nowrap; padding-right: 20px;&amp;quot; |Orange&lt;br /&gt;
| Healthy skin.&lt;br /&gt;
| Radiant shall be your skin, strong and thick like a foamy brew.&lt;br /&gt;
|- style = &amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-weight: bold; white-space: nowrap; padding-right: 20px;&amp;quot; |Peach&lt;br /&gt;
| Cold tolerance.&lt;br /&gt;
| The chill breath of winter shall never freeze your will or spirit.&lt;br /&gt;
|- style = &amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-weight: bold; white-space: nowrap; padding-right: 20px;&amp;quot; |Pear&lt;br /&gt;
| General prosperity.&lt;br /&gt;
| If you seek fame and fortune, for you, it will surely come to pass.&lt;br /&gt;
|- style = &amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-weight: bold; white-space: nowrap; padding-right: 20px;&amp;quot; |Pepper&lt;br /&gt;
| Strong muscles.&lt;br /&gt;
| No hammer is too heavy for your stalwart hands and arms.&lt;br /&gt;
|- style = &amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-weight: bold; white-space: nowrap; padding-right: 20px;&amp;quot; |Pineapple&lt;br /&gt;
| Humor.&lt;br /&gt;
| Let yours be the first and last laugh at the humor in life.&lt;br /&gt;
|- style = &amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-weight: bold; white-space: nowrap; padding-right: 20px;&amp;quot; |Plum&lt;br /&gt;
| Good travels.&lt;br /&gt;
| Eonak guide your path in all the journeys that you shall take.&lt;br /&gt;
|- style = &amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-weight: bold; white-space: nowrap; padding-right: 20px;&amp;quot; |Prune&lt;br /&gt;
| General good health.&lt;br /&gt;
| Your days shall go without the troubles of sickness or disease.&lt;br /&gt;
|- style = &amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-weight: bold; white-space: nowrap; padding-right: 20px;&amp;quot; |Raisin&lt;br /&gt;
| Animal bonds.&lt;br /&gt;
| Four-legged friends can be as true as those with two legs.&lt;br /&gt;
|- style = &amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-weight: bold; white-space: nowrap; padding-right: 20px;&amp;quot; |Roast&lt;br /&gt;
| Leadership.&lt;br /&gt;
| Even strangers will follow your charge in the darkest of times.&lt;br /&gt;
|- style = &amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-weight: bold; white-space: nowrap; padding-right: 20px;&amp;quot; |Rum&lt;br /&gt;
| Friendship.&lt;br /&gt;
| May you always find a friend wherever your path takes you.&lt;br /&gt;
|- style = &amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-weight: bold; white-space: nowrap; padding-right: 20px;&amp;quot; |Salt&lt;br /&gt;
| Mining sense.&lt;br /&gt;
| The caves hold no secrets for you, veins of gems and metal are as plain as the beard on your face.&lt;br /&gt;
|- style = &amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-weight: bold; white-space: nowrap; padding-right: 20px;&amp;quot; |Smoke&lt;br /&gt;
| Precognition.&lt;br /&gt;
| The misty and ever-changing future parts to reveal a clear path to your eyes alone.&lt;br /&gt;
|- style = &amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-weight: bold; white-space: nowrap; padding-right: 20px;&amp;quot; |Soap&lt;br /&gt;
| Purity.&lt;br /&gt;
| Your soul is as clear and pure as a perfectly cut crystal.&lt;br /&gt;
|- style = &amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-weight: bold; white-space: nowrap; padding-right: 20px;&amp;quot; |Sour&lt;br /&gt;
| Heat resistance.&lt;br /&gt;
| The blistering heat of summer shall never burn your will or spirit.&lt;br /&gt;
|- style = &amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-weight: bold; white-space: nowrap; padding-right: 20px;&amp;quot; |Spice&lt;br /&gt;
| Enigmatic temperment.&lt;br /&gt;
| A mysterious aura will shroud you and obscure your true self like the bushiest of beards.&lt;br /&gt;
|- style = &amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-weight: bold; white-space: nowrap; padding-right: 20px;&amp;quot; |Sweet&lt;br /&gt;
| Agility.&lt;br /&gt;
| Nimbleness and speed are well within your grasp.&lt;br /&gt;
|- style = &amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-weight: bold; white-space: nowrap; padding-right: 20px;&amp;quot; |Tannin&lt;br /&gt;
| Strong will.&lt;br /&gt;
| Determination and a will of iron are the essence of dwarfhood.&lt;br /&gt;
|- style = &amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-weight: bold; white-space: nowrap; padding-right: 20px;&amp;quot; |Tobacco&lt;br /&gt;
| Sense of smell.&lt;br /&gt;
| Let there be no aromatic mysteries that your nose cannot solve.&lt;br /&gt;
|- style = &amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-weight: bold; white-space: nowrap; padding-right: 20px;&amp;quot; |Toffee&lt;br /&gt;
| Dancing.&lt;br /&gt;
| Even heavy dwarven feet can be as light as air when dancing with nary a care.&lt;br /&gt;
|- style = &amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-weight: bold; white-space: nowrap; padding-right: 20px;&amp;quot; |Vanilla&lt;br /&gt;
| Hair growth.&lt;br /&gt;
| Let your stein never be empty nor your pate be bald.&lt;br /&gt;
|- style = &amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-weight: bold; white-space: nowrap; padding-right: 20px;&amp;quot; |Wheat&lt;br /&gt;
| Good harvests.&lt;br /&gt;
| Feel the bounty of Imaera&#039;s touch in your stomach and in your fields.&lt;br /&gt;
|- style = &amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-weight: bold; white-space: nowrap; padding-right: 20px;&amp;quot; |Wood&lt;br /&gt;
| Longevity.&lt;br /&gt;
| May you live as long as the stone of the DragonSpine.&lt;br /&gt;
|- style = &amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-weight: bold; white-space: nowrap; padding-right: 20px;&amp;quot; |Yeast&lt;br /&gt;
| Fertility.&lt;br /&gt;
| May your brood grow as fast as the hair on your face.&lt;br /&gt;
|}&lt;br /&gt;
[[Category:Dwarves]]&lt;/div&gt;</summary>
		<author><name>GS4-AVALUKA</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Felcour&amp;diff=113833</id>
		<title>Felcour</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Felcour&amp;diff=113833"/>
		<updated>2019-02-19T14:12:00Z</updated>

		<summary type="html">&lt;p&gt;GS4-AVALUKA: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;Felcour&#039;&#039;&#039; are a bloodline of [[forest gnome]]s.&lt;br /&gt;
&lt;br /&gt;
Felcour worship [[V&#039;tull]], and martial traditions define their cultural practice.  They value honor and physical strength above other virtues.  They mark every important decision with a blood oath, and wear vicious scars as reminders of the oaths they have taken and fulfilled.  In Felcour society, status is gained and lost through single combat against other gnomes or the beasts of the forest.  Rarely will a Felcour gnome admit to following any profession but that of war.&lt;br /&gt;
&lt;br /&gt;
Several pairs of Felcour dueling gauntlets were auctioned off at the [[Foehn&#039;s Promise]] auction in 5105.  These gauntlets were scripted to challenge other characters and each had a different set of abilities such as cold flares or spikes.&lt;br /&gt;
&lt;br /&gt;
== Reference ==&lt;br /&gt;
*[http://www.play.net/gs4/info/races/cultures/forestgnome.asp Races: Forest Gnomes] on play.net&lt;br /&gt;
&lt;br /&gt;
[[Category:Forest Gnome Cultures]]&lt;br /&gt;
{{Template:Forest Gnomes}}&lt;/div&gt;</summary>
		<author><name>GS4-AVALUKA</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Basingstoke&amp;diff=113832</id>
		<title>Basingstoke</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Basingstoke&amp;diff=113832"/>
		<updated>2019-02-19T14:08:39Z</updated>

		<summary type="html">&lt;p&gt;GS4-AVALUKA: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Gnomes of &#039;&#039;&#039;Basingstoke&#039;&#039;&#039; bloodline see themselves as engaged in a lifelong struggle for survival.  &lt;br /&gt;
&lt;br /&gt;
Basingstoke gnomes think of themselves as the original gnomes because they live more closely to ancient traditions than any other group.  They tend to be conservative and haughty around gnomes of other bloodlines.  Basingstoke gnomes live in compounds in deep woods defended by traps and snares.  Being a semi-nomadic people, they move their compounds every three years.  The Basingstokes consider nature as a more hostile than benevolent force because of their relative size and strength.  Most Basingstoke gnomes worship [[Imaera]].&lt;br /&gt;
&lt;br /&gt;
Gnomes of bloodline Basingstoke are known to be cooperatively competitive in nature, often competing with each other to see who can provide more for their community.&lt;br /&gt;
&lt;br /&gt;
Basingstoke compounds can be found--by those perceptive enough to find them--in every forested region of the continent, but always at a comfortable distance from the settlements of other races. &lt;br /&gt;
&lt;br /&gt;
At the end of their childhood, the gnomes of Bloodline Basingstoke endure a rite of passage known as Zhadu’gno, or the Blood-marking. The rite begins with the identification of the gnome’s nemesis. Every adolescent gnome is given an herbal compound that induces a deep sleep, and in their dreams an animal appears. While some clerics preach that the nemesis is chosen by Imaera, other gnomes admit privately that they fell asleep with the image of a particular animal in mind. In either case, it often comes to pass that the nemesis predicts the profession of the gnome: a great hunter might see a grizzly bear, while a gnome destined to oversee the granary is likely to see a mouse. It then becomes the task of the gnome to track down and kill the nemesis. The adolescent chooses an adult, someone whose character they admire, as their mentor for the Zhadu’gno. Some gnomes choose a close relative or friend merely to witness their achievement, but most gnomes choose a mentor who will contribute materially to their kill: a proven tracker, archer, or trapper. When the animal is brought down by main force or stratagem, the mentor bleeds the animal, the adolescent, and himself. After mingling the bloods, the mentor uses the mixture to mark the young gnome.&lt;br /&gt;
&lt;br /&gt;
The bloodmark of Basingstoke is unique among gnomes - one side of the neck bears the sign of Bloodline Basingstoke, a single straight line with an oak leaf and berry cluster at each side, while the other bears some mark from the slain foe of their Nemesis beast from their Zhadu&#039;gno ceremony: a paw print, a claw mark, or a pattern of teeth.&lt;br /&gt;
&lt;br /&gt;
== Reference ==&lt;br /&gt;
*[http://www.play.net/gs4/info/races/cultures/forestgnome.asp Races: Forest Gnomes] on play.net&lt;br /&gt;
*[http://www.play.net/gs4/info/tomes/gnomes/basingstoke.asp History of the Gnomes: Bloodline Basingstoke] on play.net&lt;br /&gt;
&lt;br /&gt;
[[Category:Forest Gnome Cultures]]&lt;br /&gt;
{{Template:Forest Gnomes}}&lt;/div&gt;</summary>
		<author><name>GS4-AVALUKA</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Angstholm&amp;diff=113831</id>
		<title>Angstholm</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Angstholm&amp;diff=113831"/>
		<updated>2019-02-19T13:51:11Z</updated>

		<summary type="html">&lt;p&gt;GS4-AVALUKA: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==History==&lt;br /&gt;
In 4992, a compound of [[Wendwillow]] gnomes camping on an island at the confluence of three rivers in the lake country northwest of [[Ta&#039;Nalfein]] was lost to a rushing deluge. The few survivors who made their way back upriver vowed never to place themselves at the mercy of more powerful forces again. With the help of some Winedotter engineers, they fortify their island with a wondrous array of traps, flood tunnels, and other mechanisms of defense . . . and then effectively disappear from history. Rarely does a visitor to the island of Angstholm return to tell a tale, and when they do they often report having found nothing whatever but thickly-forested land. It is rumored that Angstholm gnomes have built fortress compounds on other, similarly located islands.&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
The Angstholm rarely leave their island fortress home, and when they do they are notoriously private and shy among strangers.  They make acquaintance slowly, and even among their closest friends they say little about their homeland. The Angstholm gnomes remain dedicated to their founders&#039; pledge to tame the elements through the study of elemental magic.  They have long been disdainful of the [[Arkati]], whom they hold responsible for the flood.  Many have turned away from the Arkati altogether to worship the elements directly.&lt;br /&gt;
&lt;br /&gt;
The bloodmark of the Angstholm consists of two concentric pentagons with a wavy line representing floodwater coursing over the top.&lt;br /&gt;
&lt;br /&gt;
== Reference ==&lt;br /&gt;
*[[Forest Gnomes: Thoughts from an Angstholm Raised Half-Elf]] (official documentation)&lt;br /&gt;
*[http://www.play.net/gs4/info/races/cultures/forestgnome.asp Races: Forest Gnomes] on play.net&lt;br /&gt;
*[http://www.play.net/gs4/info/tomes/gnomes/other.asp History of the Gnomes: Other Bloodlines] on play.net&lt;br /&gt;
{{Template:Forest Gnomes}}&lt;br /&gt;
[[Category:Forest Gnome Cultures]]&lt;/div&gt;</summary>
		<author><name>GS4-AVALUKA</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Rosengift&amp;diff=113830</id>
		<title>Rosengift</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Rosengift&amp;diff=113830"/>
		<updated>2019-02-19T13:44:55Z</updated>

		<summary type="html">&lt;p&gt;GS4-AVALUKA: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==History==&lt;br /&gt;
A group of [[Basingstoke]] rangers led by Srinath Harazhdo decides that too much effort is put into hunting. They develop a variety of&lt;br /&gt;
poisons, originally for use on arrow tips, but soon enough for darker purposes. Bloodline Rosengift splinters off for its own protection after a young gnome accidentally uses the wrong compound when hunting, leading to the death of five families who shared the tainted venison.&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
&lt;br /&gt;
Rosengift gnomes believe that they have a mandate to subject the forests to gnomish rule.  Descended from a group of rangers who hunted with poisoned arrows, Rosengift gnomes rarely follow any law but expediency and their own personal code.  They take particular delight in violating the so-called &amp;quot;laws of nature&amp;quot; and turning it to their own uses by cross-pollinating plants, breeding new varieties of animals, and tattooing their fitness-sculpted bodies.  They delight in sporting contests and competitions of every kind, and they rarely find time or inclination to marry.&lt;br /&gt;
&lt;br /&gt;
Rosengift alchemists reduce food products to powders which are ingested with water or wine. Rosengift gnomes are also rarely content with the body that nature provides, seeking to alter their features in every way conceivable through body art and piercing, as well as sculpting through exercise. &lt;br /&gt;
&lt;br /&gt;
They are shunned by other gnomes for their use of poison in the hunt.&lt;br /&gt;
&lt;br /&gt;
The bloodmark of the Rosengift resembles a bundle of seven arrows.&lt;br /&gt;
&lt;br /&gt;
== Reference ==&lt;br /&gt;
*[http://www.play.net/gs4/info/races/cultures/forestgnome.asp Races: Forest Gnomes] on play.net&lt;br /&gt;
*[http://www.play.net/gs4/info/tomes/gnomes/other.asp History of the Gnomes: Other Bloodlines] on play.net&lt;br /&gt;
&lt;br /&gt;
[[Category:Forest Gnome Cultures]]&lt;br /&gt;
{{Template:Forest Gnomes}}&lt;/div&gt;</summary>
		<author><name>GS4-AVALUKA</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Wendwillow&amp;diff=113829</id>
		<title>Wendwillow</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Wendwillow&amp;diff=113829"/>
		<updated>2019-02-19T13:40:46Z</updated>

		<summary type="html">&lt;p&gt;GS4-AVALUKA: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==History==&lt;br /&gt;
After the departure of the [[Greengair]], the Basingstoke gnomes enter a reactionary period in which dissent and disagreement are strictly&lt;br /&gt;
prohibited. Resentment over these new policies grows, and less than a century later the forest gnomes fracture again, this time producing a group of gnomes famous for their unwillingness to settle on fixed policy or procedure. Led by Mircea Adhiambo, a gnome chosen for being the least likely to offer a settled opinion on any question, the new group wanders aimlessly until someone suggests stopping. They remain a while until someone suggests moving on. Over time, this settles into a more fixed pattern in which the entire bloodline wanders along the banks of rivers or the shoreline of lakes and the sea. Groups break off from the bloodline whenever they reach a spot they consider too beautiful to leave.&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
Endless wanderers of the forest, the &#039;&#039;&#039;Wendwillow&#039;&#039;&#039; bloodline of forest gnomes are known for their hospitality and diplomacy as well as their changeable personalities.&lt;br /&gt;
&lt;br /&gt;
Wendwillow gnomes are easy-going and good-natured.  They often stopped their wayfaring to heal environmental damage from fire or flood, and many are drawn to the healing profession.  Their fickle nature leads many of them to worship the goddess [[Zelia]].&lt;br /&gt;
&lt;br /&gt;
Wendwillow gnomes have no institution of marriage. They choose seasonal partners called Summer Loves and Winter Loves. In some cases a couple renews those relationships throughout their lives, but in most cases the dalliances are for one season only.&lt;br /&gt;
&lt;br /&gt;
Wendwillow artists are famous for working with sand. They blow glass, making wonderful colored objects for practical use and artistic design. At the end of a season, they are destroyed or hidden in the sand of a riverbank. Another unique art of the Wendwillow gnomes is sand painting. They use colored sand to create elaborate designs and realistic landscape paintings. They are created, enjoyed, then immediately destroyed.&lt;br /&gt;
&lt;br /&gt;
The bloodmark of the Wendwillow consists of six wavy lines, arranged like the limbs of an ancient willow tree.&lt;br /&gt;
&lt;br /&gt;
== Reference ==&lt;br /&gt;
*[http://www.play.net/gs4/info/races/cultures/forestgnome.asp Races: Forest Gnomes] on play.net&lt;br /&gt;
*[http://www.play.net/gs4/info/tomes/gnomes/other.asp History of the Gnomes: Other Bloodlines] on play.net&lt;br /&gt;
&lt;br /&gt;
[[Category:Forest Gnome Cultures]]&lt;br /&gt;
{{Template:Forest Gnomes}}&lt;/div&gt;</summary>
		<author><name>GS4-AVALUKA</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Greengair&amp;diff=113828</id>
		<title>Greengair</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Greengair&amp;diff=113828"/>
		<updated>2019-02-19T13:35:43Z</updated>

		<summary type="html">&lt;p&gt;GS4-AVALUKA: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==History==&lt;br /&gt;
Within the Imaera priesthood of the forest arises a heresy suggesting that the goddess would not approve of the gnomes’ most basic&lt;br /&gt;
relationship with nature. Stating that the race should live in harmony with nature rather than in conflict with it, this ideology makes little headway until the conversion of Doina Mazonn, head priestess of the Basingstoke line. After a series of impassioned sermons, in 2389 she leads nearly a third of forest gnomes off to establish a new group, named Bloodline Greengair after the fixed compounds they build.&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
&#039;&#039;&#039;Greengair&#039;&#039;&#039; bloodline forest gnomes live in balance and peace with nature in permanent settled compounds resembling parks and gardens.&lt;br /&gt;
&lt;br /&gt;
The gnomes of Bloodline Greengair cultivate a balance with nature.  Because of their fixed location, Greengair gnomes tinker with the environment, domesticating useful plants to maximize yield.  Greengair alchemists produce natural compounds that have the ability to modify a person’s skills and characteristics.  Many Greengair gnomes are vegetarian, and most are fanatical devotees of [[Imaera]].&lt;br /&gt;
&lt;br /&gt;
Greengair gnomes liken [[Basingstoke]] gnomes to a plague of locusts because of the Basingstokes&#039; nomadic nature.  They wholly approve of the [[Sylvan]]s&#039; relationship with the forest.&lt;br /&gt;
&lt;br /&gt;
The Greengair bloodmark consists of five straight lines arranged in a pentagonal shape, like the briar-covered log fences that surround the greengairs.&lt;br /&gt;
&lt;br /&gt;
== Reference ==&lt;br /&gt;
*[http://www.play.net/gs4/info/races/cultures/forestgnome.asp Races: Forest Gnomes] on play.net&lt;br /&gt;
*[http://www.play.net/gs4/info/tomes/gnomes/other.asp History of the Gnomes: Other Bloodlines] on play.net&lt;br /&gt;
&lt;br /&gt;
[[Category:Forest Gnome Cultures]]&lt;br /&gt;
{{Template:Forest Gnomes}}&lt;/div&gt;</summary>
		<author><name>GS4-AVALUKA</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Forest_gnome&amp;diff=113827</id>
		<title>Forest gnome</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Forest_gnome&amp;diff=113827"/>
		<updated>2019-02-19T13:26:34Z</updated>

		<summary type="html">&lt;p&gt;GS4-AVALUKA: /* Resources */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Race &lt;br /&gt;
| [[File:Gnome_hunters.gif|center]]&lt;br /&gt;
| decay = 16 minutes &lt;br /&gt;
| language = Common, Gnomish &lt;br /&gt;
| regen = 2 per 5 min&lt;br /&gt;
| weight = 48 to 143 lbs. &lt;br /&gt;
| height = 3.5&#039; to 4&#039;, 4.25&#039; max}}&lt;br /&gt;
&#039;&#039;&#039;Forest gnomes&#039;&#039;&#039; protect their dwellings with camouflage, deadly traps and poisonous foliage. They have become stronger and wiser in order to survive.&lt;br /&gt;
&lt;br /&gt;
Despite their cautious nature, Forest Gnomes can be friendly and are known to be great lovers of poetry and rumination.&lt;br /&gt;
&lt;br /&gt;
== Statistics ==&lt;br /&gt;
{{Race stats&lt;br /&gt;
|str  = -10|con  = +10|dex  = +5|agi  = +10|dis  = +5|aur  = 0|log  = +5|int  = 0|wis  = +5|inf  = -5}}&lt;br /&gt;
&lt;br /&gt;
For [[statistic growth rate]]s by [[profession]], see [[List of statistic growth rates#Forest Gnome]].&lt;br /&gt;
&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|+ &#039;&#039;&#039;Other Characteristics&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!Spirit On Node&lt;br /&gt;
| 2 per 5 min&lt;br /&gt;
!Decay Timer&lt;br /&gt;
| 16 min&lt;br /&gt;
|-&lt;br /&gt;
!Max Health&lt;br /&gt;
| 100&lt;br /&gt;
!Base Regeneration&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
!Weight Factor&lt;br /&gt;
| 0.4767&lt;br /&gt;
!Encumbrance Factor&lt;br /&gt;
| 0.60&lt;br /&gt;
|-&lt;br /&gt;
!Maneuver Bonus&lt;br /&gt;
| Excellent&lt;br /&gt;
!Elemental TD&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
!Spiritual TD&lt;br /&gt;
| 0&lt;br /&gt;
!Mental TD&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
!Sorcerer TD&lt;br /&gt;
| 0&lt;br /&gt;
!Poison TD&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
!Disease TD&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Forest gnomes receive a large bonus to hiding in the forest and a bonus to crossbow cocking time.&lt;br /&gt;
&lt;br /&gt;
All gnomes (forest and burghal) are skilled ventriloquists and imitators -- they are perfect at using [[IMITATE]], have a bonus to throwing their voice, can speak anonymously from hiding, and receive a bonus to using the [[divert]] combat maneuver.&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
&lt;br /&gt;
Forest gnomes live deep within Elanthia&#039;s forests. They live in bloodline compounds protected from predators and prying eyes by ingenious systems of camouflage, sometimes including thickets, rivers and streams, deadfall and other traps, and even poisonous foliage.&lt;br /&gt;
&lt;br /&gt;
Forest gnomes are classic hunter-gatherers, and they know the forest around their compound as well as you know your local food store. Forest gnomes rely on a vast array of techniques to compensate for their size disadvantages, including: landscaping the forest around their compounds to create killing grounds (by, for example, forcing a running deer along a particular path that ends in a deadfall, or by burning off underbrush to create kill zones for gnomish archers).&lt;br /&gt;
&lt;br /&gt;
Nevertheless, due to their need to hone martial skills for hunting and self-defense, their need to hike long distances through wild terrain, and their need to haul trees and large stones, the forest gnomes have developed greater strength of body than their urban cousins. Perhaps due to a more leisurely pace of life, but more likely as a result of their love of poetry and rumination, forest gnomes have developed greater wisdom than the average burghal gnome can boast. And because of the need to work together in groups (to coordinate hunting, work, and travel) the forest gnomes are more disciplined than the burghals.&lt;br /&gt;
&lt;br /&gt;
== Cultures ==&lt;br /&gt;
&lt;br /&gt;
Forest Gnomes follow their bloodlines with an almost royal fervor. Though war between bloodlines is rare, outsiders wouldn&#039;t know it for all the spectacular arguments that have occurred in the past.&lt;br /&gt;
&lt;br /&gt;
=== Basingstoke ===&lt;br /&gt;
&lt;br /&gt;
The gnomes of Bloodline Basingstoke think of themselves as the original gnomes because they live more closely to ancient traditions. They tend to be conservative and a bit haughty around others of their race. Basingstoke gnomes live deep in the woods, in compounds defended by ingenious pitfalls and snares. The Basingstokes have a strong emotional relationship to nature, which, because of their relative size and strength, they consider a rather more hostile than benevolent force. Most Basingstoke gnomes worship Imaera, and many of them choose to honor her in their life&#039;s work.&lt;br /&gt;
&lt;br /&gt;
=== Greengair ===&lt;br /&gt;
&lt;br /&gt;
The gnomes of Bloodline Greengair cultivate a balance with nature. Unlike their Basingstoke forebears, whom they liken to a plague of locusts, Greengair gnomes live in permanent compounds that resemble parks and gardens. Because of their fixed location, these gnomes have been known to tinker with the environment, seeking to maximize the yield of useful plants. Greengair alchemists also produce natural compounds that have the ability to modify (for better or worse) a person&#039;s skills and characteristics. Many Greengair gnomes are vegetarian.&lt;br /&gt;
&lt;br /&gt;
=== Wendwillow ===&lt;br /&gt;
&lt;br /&gt;
The gnomes of Bloodline Wendwillow never cease their wandering through the forests of Elanthia, though individual families halt their travels when they find a place that captures their hearts. Known for their hospitality and diplomacy, Wendwillow gnomes are easy-going and good-natured. They often stop their wayfaring to heal environmental damage from fire or flood, and many of them are drawn to the healing profession. Their fickle nature leads many of them to worship the goddess Zelia.&lt;br /&gt;
&lt;br /&gt;
=== Rosengift ===&lt;br /&gt;
&lt;br /&gt;
The gnomes of Bloodline Rosengift believe that they have a mandate to subject the forests to gnomish rule. Descended from a group of rangers who hunted with poisoned arrows, Rosengift gnomes rarely follow any law but expediency and their own personal code. They take particular delight in violating the so-called &#039;laws of nature&#039; by cross-pollinating plants, breeding new varieties of animals, and tattooing their fitness-sculpted bodies. They delight in sporting contests and competitions of every kind, and rarely find time or inclination to marry.&lt;br /&gt;
&lt;br /&gt;
=== Felcour ===&lt;br /&gt;
&lt;br /&gt;
The gnomes of Bloodline Felcour worship V&#039;Tull (the god of Combat and Bloodlust), and martial traditions define their cultural practice. They value honor and physical strength above other virtues. They mark every important decision with a blood oath, and they wear vicious scars as reminders of the oaths they have taken and fulfilled. In Felcour society, status is gained and lost through single combat against other gnomes or the beasts of the forest. Rarely will a Felcour gnome admit to following any profession but that of war.&lt;br /&gt;
&lt;br /&gt;
=== Angstholm ===&lt;br /&gt;
&lt;br /&gt;
The gnomes of Bloodline Angstholm rarely leave their island fortress home, and when they do they are notoriously private and shy among strangers. They make acquaintance slowly and, even among their closest friends, say little about their homeland. Descended from Wendwillow survivors of a cataclysmic flood, the Angstholm gnomes remain dedicated to their founders&#039; pledge to tame the elements through the study of elemental magic. They have long been disdainful of the Arkati, whom they hold responsible for the flood. Many have turned away from the Arkati altogether to worship the elements directly.&lt;br /&gt;
&lt;br /&gt;
== Verbs ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;{verb} set {standard/culture}&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;section begin=verbs /&amp;gt;&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
! colspan=2 style=&amp;quot;background:#ddd; white-space: nowrap; font-size: larger; text-align: center;&amp;quot; | &#039;&#039;&#039;[[TINKER (verb)|TINKER]]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|TINKER&lt;br /&gt;
|You ponder on the philosophical aspects of your environment and consider the potential ecological consequences of your surroundings.&lt;br /&gt;
|-&lt;br /&gt;
|TINKER &amp;lt;person&amp;gt;&lt;br /&gt;
|Noticing a tiny, stray twig on (target&#039;s) leg, you reach over and remove it, flicking it into the distance.&lt;br /&gt;
|-&lt;br /&gt;
|TINKER &amp;lt;item&amp;gt;&lt;br /&gt;
|You tinker with your (item), analyzing its structure.&lt;br /&gt;
|-&lt;br /&gt;
|TINKER &amp;lt;foraged item&amp;gt;&amp;lt;br&amp;gt;Empty Hand&lt;br /&gt;
| Tracing the (item&#039;s) form with your fingertip, you study it scrupulously hoping to deduce pertinent information regarding its origin.&lt;br /&gt;
|-&lt;br /&gt;
|TINKER &amp;lt;foraged item&amp;gt;&amp;lt;br&amp;gt;Held&lt;br /&gt;
| You meticulously inspect the (item) in an attempt to discern and understand its ecological intricacies.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=2 style=&amp;quot;background:#ddd; white-space: nowrap; font-size: larger; text-align: center;&amp;quot; | &#039;&#039;&#039;[[SALUTE (verb)|SALUTE]]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|SALUTE&lt;br /&gt;
|Snapping your heels together, you stiffen your upper body, left arm pressed tight against your side, and salute.&lt;br /&gt;
|-&lt;br /&gt;
|SALUTE &amp;lt;self&amp;gt;&lt;br /&gt;
|You wave your hands back and forth, one over the other, in a definitive negative motion.&lt;br /&gt;
|-&lt;br /&gt;
|SALUTE &amp;lt;person&amp;gt;&lt;br /&gt;
|Snapping your heels together, you stiffen your upper body, left arm pressed tight against your side, and salute &amp;lt;person&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=2 style=&amp;quot;background:#ddd; white-space: nowrap; font-size: larger; text-align: center;&amp;quot; | &#039;&#039;&#039;[[OBSERVE (verb)|OBSERVE]]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|OBSERVE&amp;lt;br&amp;gt;Outside&lt;br /&gt;
|Crouching low to the ground, you scan your immediate surroundings with a keen eye and a skilled hand.  Once convinced there are no environmental traps, you slap your hand against your thigh decisively.&lt;br /&gt;
|-&lt;br /&gt;
|OBSERVE&amp;lt;br&amp;gt;Inside&lt;br /&gt;
| With a keen eye, you scan your surroundings and are fairly convinced that there are no environmental traps nearby.&lt;br /&gt;
|-&lt;br /&gt;
|OBSERVE &amp;lt;creature&amp;gt;&lt;br /&gt;
|You spend some time observing (target), familiarizing yourself with his/her/its unique behavior and qualities.&lt;br /&gt;
|-&lt;br /&gt;
|OBSERVE &amp;lt;object&amp;gt;&lt;br /&gt;
|You pause for a moment and observe (target).&lt;br /&gt;
|-&lt;br /&gt;
|OBSERVE &amp;lt;self&amp;gt;&lt;br /&gt;
|You mouth a few words silently while trying to imitate speech patterns.&lt;br /&gt;
|-&lt;br /&gt;
|OBSERVE &amp;lt;person&amp;gt;&lt;br /&gt;
|You observe (target) carefully, scrutinizing his/her facial movements while he/she speaks.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=2 style=&amp;quot;background:#ddd; white-space: nowrap; font-size: larger; text-align: center;&amp;quot; | &#039;&#039;&#039;[[WINK (verb)|WINK]]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| WINK&lt;br /&gt;
|With your mouth agape, you execute a slow, exaggerated wink at (target) and then roll your eyes dramatically.&lt;br /&gt;
|-&lt;br /&gt;
|WINK &amp;lt;self&amp;gt;&lt;br /&gt;
|You squeeze your eyes shut and shake your head in disbelief.&lt;br /&gt;
|-&lt;br /&gt;
|WINK &amp;lt;person&amp;gt;&lt;br /&gt;
|With your mouth agape, you execute a slow, exaggerated wink at (target) and then roll your eyes dramatically.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=2 style=&amp;quot;background:#ddd; white-space: nowrap; font-size: larger; text-align: center;&amp;quot; | &#039;&#039;&#039;[[FIDGET (verb)|FIDGET ]]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|FIDGET&lt;br /&gt;
| You rub your hands together briskly as you scrutinize your surroundings.&lt;br /&gt;
|-&lt;br /&gt;
|FIDGET &amp;lt;creature&amp;gt;&lt;br /&gt;
|You glance at (creature) and fidget nervously.&lt;br /&gt;
|-&lt;br /&gt;
|FIDGET &amp;lt;object&amp;gt;&lt;br /&gt;
|You fiddle with (target), clearly distracted from your surroundings.&lt;br /&gt;
|-&lt;br /&gt;
|FIDGET &amp;lt;self&amp;gt;&amp;lt;br&amp;gt;Inside&lt;br /&gt;
| You fidget nervously as you glance around the area, clearly uncomfortable with the lack of vegetation.&lt;br /&gt;
|-&lt;br /&gt;
|FIDGET &amp;lt;self&amp;gt;&amp;lt;br&amp;gt;Outside&lt;br /&gt;
| You fiddle with your &amp;lt;random worn item&amp;gt; as you glance nervously around the area.&lt;br /&gt;
|-&lt;br /&gt;
|FIDGET &amp;lt;person&amp;gt;&lt;br /&gt;
|You glance at (target) while you fiddle nervously with your &amp;lt;random worn item&amp;gt;.&lt;br /&gt;
|}&amp;lt;section end=verbs /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Resources ==&lt;br /&gt;
*[[Lines of Blood: A History of the Gnomes]] (official documentation)&lt;br /&gt;
*[[Forest Gnomes: Adornments on Ceremonial Clothing]] (official documentation)&lt;br /&gt;
*[[Forest Gnomes: Thoughts from an Angstholm Raised Half-Elf]] (official documentation)&lt;br /&gt;
*[[Gairen Compound]]&lt;br /&gt;
*[[Forest gnome clothing (log)]]&lt;br /&gt;
*[[/saved posts|Saved posts]]&lt;br /&gt;
*[http://forums.play.net/forums/GemStone%20IV/Races/Forest%20Gnomes/view Officials folder]&lt;br /&gt;
&lt;br /&gt;
{{Forest Gnomes}}&lt;br /&gt;
{{Races}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Races and Cultures]]&lt;/div&gt;</summary>
		<author><name>GS4-AVALUKA</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Forest_gnome&amp;diff=113826</id>
		<title>Forest gnome</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Forest_gnome&amp;diff=113826"/>
		<updated>2019-02-19T13:24:24Z</updated>

		<summary type="html">&lt;p&gt;GS4-AVALUKA: /* Resources */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Race &lt;br /&gt;
| [[File:Gnome_hunters.gif|center]]&lt;br /&gt;
| decay = 16 minutes &lt;br /&gt;
| language = Common, Gnomish &lt;br /&gt;
| regen = 2 per 5 min&lt;br /&gt;
| weight = 48 to 143 lbs. &lt;br /&gt;
| height = 3.5&#039; to 4&#039;, 4.25&#039; max}}&lt;br /&gt;
&#039;&#039;&#039;Forest gnomes&#039;&#039;&#039; protect their dwellings with camouflage, deadly traps and poisonous foliage. They have become stronger and wiser in order to survive.&lt;br /&gt;
&lt;br /&gt;
Despite their cautious nature, Forest Gnomes can be friendly and are known to be great lovers of poetry and rumination.&lt;br /&gt;
&lt;br /&gt;
== Statistics ==&lt;br /&gt;
{{Race stats&lt;br /&gt;
|str  = -10|con  = +10|dex  = +5|agi  = +10|dis  = +5|aur  = 0|log  = +5|int  = 0|wis  = +5|inf  = -5}}&lt;br /&gt;
&lt;br /&gt;
For [[statistic growth rate]]s by [[profession]], see [[List of statistic growth rates#Forest Gnome]].&lt;br /&gt;
&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|+ &#039;&#039;&#039;Other Characteristics&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!Spirit On Node&lt;br /&gt;
| 2 per 5 min&lt;br /&gt;
!Decay Timer&lt;br /&gt;
| 16 min&lt;br /&gt;
|-&lt;br /&gt;
!Max Health&lt;br /&gt;
| 100&lt;br /&gt;
!Base Regeneration&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
!Weight Factor&lt;br /&gt;
| 0.4767&lt;br /&gt;
!Encumbrance Factor&lt;br /&gt;
| 0.60&lt;br /&gt;
|-&lt;br /&gt;
!Maneuver Bonus&lt;br /&gt;
| Excellent&lt;br /&gt;
!Elemental TD&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
!Spiritual TD&lt;br /&gt;
| 0&lt;br /&gt;
!Mental TD&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
!Sorcerer TD&lt;br /&gt;
| 0&lt;br /&gt;
!Poison TD&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
!Disease TD&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Forest gnomes receive a large bonus to hiding in the forest and a bonus to crossbow cocking time.&lt;br /&gt;
&lt;br /&gt;
All gnomes (forest and burghal) are skilled ventriloquists and imitators -- they are perfect at using [[IMITATE]], have a bonus to throwing their voice, can speak anonymously from hiding, and receive a bonus to using the [[divert]] combat maneuver.&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
&lt;br /&gt;
Forest gnomes live deep within Elanthia&#039;s forests. They live in bloodline compounds protected from predators and prying eyes by ingenious systems of camouflage, sometimes including thickets, rivers and streams, deadfall and other traps, and even poisonous foliage.&lt;br /&gt;
&lt;br /&gt;
Forest gnomes are classic hunter-gatherers, and they know the forest around their compound as well as you know your local food store. Forest gnomes rely on a vast array of techniques to compensate for their size disadvantages, including: landscaping the forest around their compounds to create killing grounds (by, for example, forcing a running deer along a particular path that ends in a deadfall, or by burning off underbrush to create kill zones for gnomish archers).&lt;br /&gt;
&lt;br /&gt;
Nevertheless, due to their need to hone martial skills for hunting and self-defense, their need to hike long distances through wild terrain, and their need to haul trees and large stones, the forest gnomes have developed greater strength of body than their urban cousins. Perhaps due to a more leisurely pace of life, but more likely as a result of their love of poetry and rumination, forest gnomes have developed greater wisdom than the average burghal gnome can boast. And because of the need to work together in groups (to coordinate hunting, work, and travel) the forest gnomes are more disciplined than the burghals.&lt;br /&gt;
&lt;br /&gt;
== Cultures ==&lt;br /&gt;
&lt;br /&gt;
Forest Gnomes follow their bloodlines with an almost royal fervor. Though war between bloodlines is rare, outsiders wouldn&#039;t know it for all the spectacular arguments that have occurred in the past.&lt;br /&gt;
&lt;br /&gt;
=== Basingstoke ===&lt;br /&gt;
&lt;br /&gt;
The gnomes of Bloodline Basingstoke think of themselves as the original gnomes because they live more closely to ancient traditions. They tend to be conservative and a bit haughty around others of their race. Basingstoke gnomes live deep in the woods, in compounds defended by ingenious pitfalls and snares. The Basingstokes have a strong emotional relationship to nature, which, because of their relative size and strength, they consider a rather more hostile than benevolent force. Most Basingstoke gnomes worship Imaera, and many of them choose to honor her in their life&#039;s work.&lt;br /&gt;
&lt;br /&gt;
=== Greengair ===&lt;br /&gt;
&lt;br /&gt;
The gnomes of Bloodline Greengair cultivate a balance with nature. Unlike their Basingstoke forebears, whom they liken to a plague of locusts, Greengair gnomes live in permanent compounds that resemble parks and gardens. Because of their fixed location, these gnomes have been known to tinker with the environment, seeking to maximize the yield of useful plants. Greengair alchemists also produce natural compounds that have the ability to modify (for better or worse) a person&#039;s skills and characteristics. Many Greengair gnomes are vegetarian.&lt;br /&gt;
&lt;br /&gt;
=== Wendwillow ===&lt;br /&gt;
&lt;br /&gt;
The gnomes of Bloodline Wendwillow never cease their wandering through the forests of Elanthia, though individual families halt their travels when they find a place that captures their hearts. Known for their hospitality and diplomacy, Wendwillow gnomes are easy-going and good-natured. They often stop their wayfaring to heal environmental damage from fire or flood, and many of them are drawn to the healing profession. Their fickle nature leads many of them to worship the goddess Zelia.&lt;br /&gt;
&lt;br /&gt;
=== Rosengift ===&lt;br /&gt;
&lt;br /&gt;
The gnomes of Bloodline Rosengift believe that they have a mandate to subject the forests to gnomish rule. Descended from a group of rangers who hunted with poisoned arrows, Rosengift gnomes rarely follow any law but expediency and their own personal code. They take particular delight in violating the so-called &#039;laws of nature&#039; by cross-pollinating plants, breeding new varieties of animals, and tattooing their fitness-sculpted bodies. They delight in sporting contests and competitions of every kind, and rarely find time or inclination to marry.&lt;br /&gt;
&lt;br /&gt;
=== Felcour ===&lt;br /&gt;
&lt;br /&gt;
The gnomes of Bloodline Felcour worship V&#039;Tull (the god of Combat and Bloodlust), and martial traditions define their cultural practice. They value honor and physical strength above other virtues. They mark every important decision with a blood oath, and they wear vicious scars as reminders of the oaths they have taken and fulfilled. In Felcour society, status is gained and lost through single combat against other gnomes or the beasts of the forest. Rarely will a Felcour gnome admit to following any profession but that of war.&lt;br /&gt;
&lt;br /&gt;
=== Angstholm ===&lt;br /&gt;
&lt;br /&gt;
The gnomes of Bloodline Angstholm rarely leave their island fortress home, and when they do they are notoriously private and shy among strangers. They make acquaintance slowly and, even among their closest friends, say little about their homeland. Descended from Wendwillow survivors of a cataclysmic flood, the Angstholm gnomes remain dedicated to their founders&#039; pledge to tame the elements through the study of elemental magic. They have long been disdainful of the Arkati, whom they hold responsible for the flood. Many have turned away from the Arkati altogether to worship the elements directly.&lt;br /&gt;
&lt;br /&gt;
== Verbs ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;{verb} set {standard/culture}&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;section begin=verbs /&amp;gt;&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
! colspan=2 style=&amp;quot;background:#ddd; white-space: nowrap; font-size: larger; text-align: center;&amp;quot; | &#039;&#039;&#039;[[TINKER (verb)|TINKER]]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|TINKER&lt;br /&gt;
|You ponder on the philosophical aspects of your environment and consider the potential ecological consequences of your surroundings.&lt;br /&gt;
|-&lt;br /&gt;
|TINKER &amp;lt;person&amp;gt;&lt;br /&gt;
|Noticing a tiny, stray twig on (target&#039;s) leg, you reach over and remove it, flicking it into the distance.&lt;br /&gt;
|-&lt;br /&gt;
|TINKER &amp;lt;item&amp;gt;&lt;br /&gt;
|You tinker with your (item), analyzing its structure.&lt;br /&gt;
|-&lt;br /&gt;
|TINKER &amp;lt;foraged item&amp;gt;&amp;lt;br&amp;gt;Empty Hand&lt;br /&gt;
| Tracing the (item&#039;s) form with your fingertip, you study it scrupulously hoping to deduce pertinent information regarding its origin.&lt;br /&gt;
|-&lt;br /&gt;
|TINKER &amp;lt;foraged item&amp;gt;&amp;lt;br&amp;gt;Held&lt;br /&gt;
| You meticulously inspect the (item) in an attempt to discern and understand its ecological intricacies.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=2 style=&amp;quot;background:#ddd; white-space: nowrap; font-size: larger; text-align: center;&amp;quot; | &#039;&#039;&#039;[[SALUTE (verb)|SALUTE]]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|SALUTE&lt;br /&gt;
|Snapping your heels together, you stiffen your upper body, left arm pressed tight against your side, and salute.&lt;br /&gt;
|-&lt;br /&gt;
|SALUTE &amp;lt;self&amp;gt;&lt;br /&gt;
|You wave your hands back and forth, one over the other, in a definitive negative motion.&lt;br /&gt;
|-&lt;br /&gt;
|SALUTE &amp;lt;person&amp;gt;&lt;br /&gt;
|Snapping your heels together, you stiffen your upper body, left arm pressed tight against your side, and salute &amp;lt;person&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=2 style=&amp;quot;background:#ddd; white-space: nowrap; font-size: larger; text-align: center;&amp;quot; | &#039;&#039;&#039;[[OBSERVE (verb)|OBSERVE]]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|OBSERVE&amp;lt;br&amp;gt;Outside&lt;br /&gt;
|Crouching low to the ground, you scan your immediate surroundings with a keen eye and a skilled hand.  Once convinced there are no environmental traps, you slap your hand against your thigh decisively.&lt;br /&gt;
|-&lt;br /&gt;
|OBSERVE&amp;lt;br&amp;gt;Inside&lt;br /&gt;
| With a keen eye, you scan your surroundings and are fairly convinced that there are no environmental traps nearby.&lt;br /&gt;
|-&lt;br /&gt;
|OBSERVE &amp;lt;creature&amp;gt;&lt;br /&gt;
|You spend some time observing (target), familiarizing yourself with his/her/its unique behavior and qualities.&lt;br /&gt;
|-&lt;br /&gt;
|OBSERVE &amp;lt;object&amp;gt;&lt;br /&gt;
|You pause for a moment and observe (target).&lt;br /&gt;
|-&lt;br /&gt;
|OBSERVE &amp;lt;self&amp;gt;&lt;br /&gt;
|You mouth a few words silently while trying to imitate speech patterns.&lt;br /&gt;
|-&lt;br /&gt;
|OBSERVE &amp;lt;person&amp;gt;&lt;br /&gt;
|You observe (target) carefully, scrutinizing his/her facial movements while he/she speaks.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=2 style=&amp;quot;background:#ddd; white-space: nowrap; font-size: larger; text-align: center;&amp;quot; | &#039;&#039;&#039;[[WINK (verb)|WINK]]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| WINK&lt;br /&gt;
|With your mouth agape, you execute a slow, exaggerated wink at (target) and then roll your eyes dramatically.&lt;br /&gt;
|-&lt;br /&gt;
|WINK &amp;lt;self&amp;gt;&lt;br /&gt;
|You squeeze your eyes shut and shake your head in disbelief.&lt;br /&gt;
|-&lt;br /&gt;
|WINK &amp;lt;person&amp;gt;&lt;br /&gt;
|With your mouth agape, you execute a slow, exaggerated wink at (target) and then roll your eyes dramatically.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=2 style=&amp;quot;background:#ddd; white-space: nowrap; font-size: larger; text-align: center;&amp;quot; | &#039;&#039;&#039;[[FIDGET (verb)|FIDGET ]]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|FIDGET&lt;br /&gt;
| You rub your hands together briskly as you scrutinize your surroundings.&lt;br /&gt;
|-&lt;br /&gt;
|FIDGET &amp;lt;creature&amp;gt;&lt;br /&gt;
|You glance at (creature) and fidget nervously.&lt;br /&gt;
|-&lt;br /&gt;
|FIDGET &amp;lt;object&amp;gt;&lt;br /&gt;
|You fiddle with (target), clearly distracted from your surroundings.&lt;br /&gt;
|-&lt;br /&gt;
|FIDGET &amp;lt;self&amp;gt;&amp;lt;br&amp;gt;Inside&lt;br /&gt;
| You fidget nervously as you glance around the area, clearly uncomfortable with the lack of vegetation.&lt;br /&gt;
|-&lt;br /&gt;
|FIDGET &amp;lt;self&amp;gt;&amp;lt;br&amp;gt;Outside&lt;br /&gt;
| You fiddle with your &amp;lt;random worn item&amp;gt; as you glance nervously around the area.&lt;br /&gt;
|-&lt;br /&gt;
|FIDGET &amp;lt;person&amp;gt;&lt;br /&gt;
|You glance at (target) while you fiddle nervously with your &amp;lt;random worn item&amp;gt;.&lt;br /&gt;
|}&amp;lt;section end=verbs /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Resources ==&lt;br /&gt;
*[[Lines of Blood: A History of the Gnomes]]&lt;br /&gt;
*[[Forest Gnomes: Adornments on Ceremonial Clothing]] (official documentation)&lt;br /&gt;
*[[Gairen Compound]]&lt;br /&gt;
*[[Forest gnome clothing (log)]]&lt;br /&gt;
*[[Forest Gnomes: Thoughts from an Angstholm Raised Half-Elf]] (official documentation)&lt;br /&gt;
*[[/saved posts|Saved posts]]&lt;br /&gt;
*[http://forums.play.net/forums/GemStone%20IV/Races/Forest%20Gnomes/view Officials folder]&lt;br /&gt;
&lt;br /&gt;
{{Forest Gnomes}}&lt;br /&gt;
{{Races}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Races and Cultures]]&lt;/div&gt;</summary>
		<author><name>GS4-AVALUKA</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Forest_Gnomes:_Adornments_on_Ceremonial_Clothing&amp;diff=113825</id>
		<title>Forest Gnomes: Adornments on Ceremonial Clothing</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Forest_Gnomes:_Adornments_on_Ceremonial_Clothing&amp;diff=113825"/>
		<updated>2019-02-19T13:21:43Z</updated>

		<summary type="html">&lt;p&gt;GS4-AVALUKA: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{official-document}}&lt;br /&gt;
&lt;br /&gt;
Long have the forest gnomes been using feathers to differentiate between their bloodlines. From the earliest days of the Wendwillows to the later formations of the Greengairs, these natural components, used to adorn their ceremonial apotl and apotla, have become part of core identification and traditions in this race. &lt;br /&gt;
&lt;br /&gt;
==Basingstoke Bloodline==&lt;br /&gt;
&#039;&#039;&#039;Basingstokes&#039;&#039;&#039;, proud of their adherence to ancient traditions, and devout followers of Imaera, believe that a strong relationship with her will strengthen their bond with nature, providing them additional benefit and knowledge of their ever-changing environment. Given Imaera&#039;s connection with plants and animals, Basingstokes felt that the plumage from peacocks most accurately represented the diversity of their habitat, exhibiting natural brown tones to brilliant turquoise and green, illustrative of a variety of flora and fauna. &lt;br /&gt;
&lt;br /&gt;
==Greengair Bloodline==&lt;br /&gt;
While a large majority of forest gnomes consume both animal and vegetable, the &#039;&#039;&#039;Greengairs&#039;&#039;&#039; consider meat-eaters to be disruptive to their symbiotic lifestyle and adopt a vegetarian approach to their nutritional needs. For this reason, they have developed an art of manipulating the outer covering of corn, shaping the husks to resemble avian feathers. These shaped feathers are called &amp;quot;umcor.&amp;quot; The corn silk is then dyed and used as ornamentation on the feather-shaped husks. Colorations vary by family, but colorants tend to be those easily produced from berries, leaves, and lichen. &lt;br /&gt;
&lt;br /&gt;
==Wendwillow Bloodline==&lt;br /&gt;
The albatross, or &amp;quot;Surfsoarers,&amp;quot; have been dubbed the caretakers of the sea by the &#039;&#039;&#039;Wendwillow&#039;&#039;&#039; Bloodline. Folklore recounts the troubled days following the cataclysmic flood and details rookery swarms that soared above the drowning communities in an effort to lead them to higher ground. Their feathers dropped to the ground like rain and were collected in the thousands. Believed to be a sign to remain near the water, Wendwillows embrace these treasures and typically arrange them in complex black and white patterns. &lt;br /&gt;
&lt;br /&gt;
Experts at experimentation, those of the Bloodline &#039;&#039;&#039;Rosengift&#039;&#039;&#039; strive for change, rather than preservation, of their existing environment. Skilled in the delicate art of cross-pollination and masters of crossbreeding, the Rosengifts do not limit adornments to any one type of feather. The mixture of feathers, both in size and color, is said to heighten their awareness and understanding of the limitations of their habitat, especially when worn during religious ceremonies when they are most susceptible to environmental influence. &lt;br /&gt;
&lt;br /&gt;
==Angstholm Bloodline==&lt;br /&gt;
Tawny owls have naturally arboraceous plumage, making them adept at remaining hidden from intruders. Those of the &#039;&#039;&#039;Angstholm&#039;&#039;&#039; Bloodline live a more reclusive lifestyle, enabling them to conduct their ardent research of elemental magic free from unsolicited inquisition. Seldom do visitors approach their island fortress, but when they do, the Angstholms don their apotl or apotla, and will attempt to remain unseen, sometimes for days. These cape-like garments are layered in overlapping rows of tawny feathers and are also worn during periods of research. &lt;br /&gt;
&lt;br /&gt;
==Felcour Bloodline==&lt;br /&gt;
An apotl or apotla covered in black vulture feathers is recognized as a &#039;&#039;&#039;Felcour&#039;&#039;&#039; garment belonging to one of great strength and combat prowess. Feathers that are further stained with the blood of the battle hold a higher societal value, often the subject of arguments between brothers, especially when there was question as to who delivered the killing blow. It is assumed that an apotl bears the feathers of its owner&#039;s accomplishment, which carries enormous prideful rights within this bloodline. &lt;br /&gt;
&lt;br /&gt;
==Other Adornments==&lt;br /&gt;
The above serves as official clarification of the ceremonial wear for each Bloodline, but there have always been those who have chosen to leave the ways of their home. While the apotl and apotla serve a prominent role in forest gnome heritage, those who have broken ties their families have found alternate adornment methods and are recognized immediately as emigrants.&lt;br /&gt;
&lt;br /&gt;
[[Category: Official Documentation]]&lt;/div&gt;</summary>
		<author><name>GS4-AVALUKA</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Forest_gnome&amp;diff=113824</id>
		<title>Forest gnome</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Forest_gnome&amp;diff=113824"/>
		<updated>2019-02-19T13:17:48Z</updated>

		<summary type="html">&lt;p&gt;GS4-AVALUKA: /* Resources */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Race &lt;br /&gt;
| [[File:Gnome_hunters.gif|center]]&lt;br /&gt;
| decay = 16 minutes &lt;br /&gt;
| language = Common, Gnomish &lt;br /&gt;
| regen = 2 per 5 min&lt;br /&gt;
| weight = 48 to 143 lbs. &lt;br /&gt;
| height = 3.5&#039; to 4&#039;, 4.25&#039; max}}&lt;br /&gt;
&#039;&#039;&#039;Forest gnomes&#039;&#039;&#039; protect their dwellings with camouflage, deadly traps and poisonous foliage. They have become stronger and wiser in order to survive.&lt;br /&gt;
&lt;br /&gt;
Despite their cautious nature, Forest Gnomes can be friendly and are known to be great lovers of poetry and rumination.&lt;br /&gt;
&lt;br /&gt;
== Statistics ==&lt;br /&gt;
{{Race stats&lt;br /&gt;
|str  = -10|con  = +10|dex  = +5|agi  = +10|dis  = +5|aur  = 0|log  = +5|int  = 0|wis  = +5|inf  = -5}}&lt;br /&gt;
&lt;br /&gt;
For [[statistic growth rate]]s by [[profession]], see [[List of statistic growth rates#Forest Gnome]].&lt;br /&gt;
&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|+ &#039;&#039;&#039;Other Characteristics&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!Spirit On Node&lt;br /&gt;
| 2 per 5 min&lt;br /&gt;
!Decay Timer&lt;br /&gt;
| 16 min&lt;br /&gt;
|-&lt;br /&gt;
!Max Health&lt;br /&gt;
| 100&lt;br /&gt;
!Base Regeneration&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
!Weight Factor&lt;br /&gt;
| 0.4767&lt;br /&gt;
!Encumbrance Factor&lt;br /&gt;
| 0.60&lt;br /&gt;
|-&lt;br /&gt;
!Maneuver Bonus&lt;br /&gt;
| Excellent&lt;br /&gt;
!Elemental TD&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
!Spiritual TD&lt;br /&gt;
| 0&lt;br /&gt;
!Mental TD&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
!Sorcerer TD&lt;br /&gt;
| 0&lt;br /&gt;
!Poison TD&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
!Disease TD&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Forest gnomes receive a large bonus to hiding in the forest and a bonus to crossbow cocking time.&lt;br /&gt;
&lt;br /&gt;
All gnomes (forest and burghal) are skilled ventriloquists and imitators -- they are perfect at using [[IMITATE]], have a bonus to throwing their voice, can speak anonymously from hiding, and receive a bonus to using the [[divert]] combat maneuver.&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
&lt;br /&gt;
Forest gnomes live deep within Elanthia&#039;s forests. They live in bloodline compounds protected from predators and prying eyes by ingenious systems of camouflage, sometimes including thickets, rivers and streams, deadfall and other traps, and even poisonous foliage.&lt;br /&gt;
&lt;br /&gt;
Forest gnomes are classic hunter-gatherers, and they know the forest around their compound as well as you know your local food store. Forest gnomes rely on a vast array of techniques to compensate for their size disadvantages, including: landscaping the forest around their compounds to create killing grounds (by, for example, forcing a running deer along a particular path that ends in a deadfall, or by burning off underbrush to create kill zones for gnomish archers).&lt;br /&gt;
&lt;br /&gt;
Nevertheless, due to their need to hone martial skills for hunting and self-defense, their need to hike long distances through wild terrain, and their need to haul trees and large stones, the forest gnomes have developed greater strength of body than their urban cousins. Perhaps due to a more leisurely pace of life, but more likely as a result of their love of poetry and rumination, forest gnomes have developed greater wisdom than the average burghal gnome can boast. And because of the need to work together in groups (to coordinate hunting, work, and travel) the forest gnomes are more disciplined than the burghals.&lt;br /&gt;
&lt;br /&gt;
== Cultures ==&lt;br /&gt;
&lt;br /&gt;
Forest Gnomes follow their bloodlines with an almost royal fervor. Though war between bloodlines is rare, outsiders wouldn&#039;t know it for all the spectacular arguments that have occurred in the past.&lt;br /&gt;
&lt;br /&gt;
=== Basingstoke ===&lt;br /&gt;
&lt;br /&gt;
The gnomes of Bloodline Basingstoke think of themselves as the original gnomes because they live more closely to ancient traditions. They tend to be conservative and a bit haughty around others of their race. Basingstoke gnomes live deep in the woods, in compounds defended by ingenious pitfalls and snares. The Basingstokes have a strong emotional relationship to nature, which, because of their relative size and strength, they consider a rather more hostile than benevolent force. Most Basingstoke gnomes worship Imaera, and many of them choose to honor her in their life&#039;s work.&lt;br /&gt;
&lt;br /&gt;
=== Greengair ===&lt;br /&gt;
&lt;br /&gt;
The gnomes of Bloodline Greengair cultivate a balance with nature. Unlike their Basingstoke forebears, whom they liken to a plague of locusts, Greengair gnomes live in permanent compounds that resemble parks and gardens. Because of their fixed location, these gnomes have been known to tinker with the environment, seeking to maximize the yield of useful plants. Greengair alchemists also produce natural compounds that have the ability to modify (for better or worse) a person&#039;s skills and characteristics. Many Greengair gnomes are vegetarian.&lt;br /&gt;
&lt;br /&gt;
=== Wendwillow ===&lt;br /&gt;
&lt;br /&gt;
The gnomes of Bloodline Wendwillow never cease their wandering through the forests of Elanthia, though individual families halt their travels when they find a place that captures their hearts. Known for their hospitality and diplomacy, Wendwillow gnomes are easy-going and good-natured. They often stop their wayfaring to heal environmental damage from fire or flood, and many of them are drawn to the healing profession. Their fickle nature leads many of them to worship the goddess Zelia.&lt;br /&gt;
&lt;br /&gt;
=== Rosengift ===&lt;br /&gt;
&lt;br /&gt;
The gnomes of Bloodline Rosengift believe that they have a mandate to subject the forests to gnomish rule. Descended from a group of rangers who hunted with poisoned arrows, Rosengift gnomes rarely follow any law but expediency and their own personal code. They take particular delight in violating the so-called &#039;laws of nature&#039; by cross-pollinating plants, breeding new varieties of animals, and tattooing their fitness-sculpted bodies. They delight in sporting contests and competitions of every kind, and rarely find time or inclination to marry.&lt;br /&gt;
&lt;br /&gt;
=== Felcour ===&lt;br /&gt;
&lt;br /&gt;
The gnomes of Bloodline Felcour worship V&#039;Tull (the god of Combat and Bloodlust), and martial traditions define their cultural practice. They value honor and physical strength above other virtues. They mark every important decision with a blood oath, and they wear vicious scars as reminders of the oaths they have taken and fulfilled. In Felcour society, status is gained and lost through single combat against other gnomes or the beasts of the forest. Rarely will a Felcour gnome admit to following any profession but that of war.&lt;br /&gt;
&lt;br /&gt;
=== Angstholm ===&lt;br /&gt;
&lt;br /&gt;
The gnomes of Bloodline Angstholm rarely leave their island fortress home, and when they do they are notoriously private and shy among strangers. They make acquaintance slowly and, even among their closest friends, say little about their homeland. Descended from Wendwillow survivors of a cataclysmic flood, the Angstholm gnomes remain dedicated to their founders&#039; pledge to tame the elements through the study of elemental magic. They have long been disdainful of the Arkati, whom they hold responsible for the flood. Many have turned away from the Arkati altogether to worship the elements directly.&lt;br /&gt;
&lt;br /&gt;
== Verbs ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;{verb} set {standard/culture}&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;section begin=verbs /&amp;gt;&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
! colspan=2 style=&amp;quot;background:#ddd; white-space: nowrap; font-size: larger; text-align: center;&amp;quot; | &#039;&#039;&#039;[[TINKER (verb)|TINKER]]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|TINKER&lt;br /&gt;
|You ponder on the philosophical aspects of your environment and consider the potential ecological consequences of your surroundings.&lt;br /&gt;
|-&lt;br /&gt;
|TINKER &amp;lt;person&amp;gt;&lt;br /&gt;
|Noticing a tiny, stray twig on (target&#039;s) leg, you reach over and remove it, flicking it into the distance.&lt;br /&gt;
|-&lt;br /&gt;
|TINKER &amp;lt;item&amp;gt;&lt;br /&gt;
|You tinker with your (item), analyzing its structure.&lt;br /&gt;
|-&lt;br /&gt;
|TINKER &amp;lt;foraged item&amp;gt;&amp;lt;br&amp;gt;Empty Hand&lt;br /&gt;
| Tracing the (item&#039;s) form with your fingertip, you study it scrupulously hoping to deduce pertinent information regarding its origin.&lt;br /&gt;
|-&lt;br /&gt;
|TINKER &amp;lt;foraged item&amp;gt;&amp;lt;br&amp;gt;Held&lt;br /&gt;
| You meticulously inspect the (item) in an attempt to discern and understand its ecological intricacies.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=2 style=&amp;quot;background:#ddd; white-space: nowrap; font-size: larger; text-align: center;&amp;quot; | &#039;&#039;&#039;[[SALUTE (verb)|SALUTE]]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|SALUTE&lt;br /&gt;
|Snapping your heels together, you stiffen your upper body, left arm pressed tight against your side, and salute.&lt;br /&gt;
|-&lt;br /&gt;
|SALUTE &amp;lt;self&amp;gt;&lt;br /&gt;
|You wave your hands back and forth, one over the other, in a definitive negative motion.&lt;br /&gt;
|-&lt;br /&gt;
|SALUTE &amp;lt;person&amp;gt;&lt;br /&gt;
|Snapping your heels together, you stiffen your upper body, left arm pressed tight against your side, and salute &amp;lt;person&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=2 style=&amp;quot;background:#ddd; white-space: nowrap; font-size: larger; text-align: center;&amp;quot; | &#039;&#039;&#039;[[OBSERVE (verb)|OBSERVE]]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|OBSERVE&amp;lt;br&amp;gt;Outside&lt;br /&gt;
|Crouching low to the ground, you scan your immediate surroundings with a keen eye and a skilled hand.  Once convinced there are no environmental traps, you slap your hand against your thigh decisively.&lt;br /&gt;
|-&lt;br /&gt;
|OBSERVE&amp;lt;br&amp;gt;Inside&lt;br /&gt;
| With a keen eye, you scan your surroundings and are fairly convinced that there are no environmental traps nearby.&lt;br /&gt;
|-&lt;br /&gt;
|OBSERVE &amp;lt;creature&amp;gt;&lt;br /&gt;
|You spend some time observing (target), familiarizing yourself with his/her/its unique behavior and qualities.&lt;br /&gt;
|-&lt;br /&gt;
|OBSERVE &amp;lt;object&amp;gt;&lt;br /&gt;
|You pause for a moment and observe (target).&lt;br /&gt;
|-&lt;br /&gt;
|OBSERVE &amp;lt;self&amp;gt;&lt;br /&gt;
|You mouth a few words silently while trying to imitate speech patterns.&lt;br /&gt;
|-&lt;br /&gt;
|OBSERVE &amp;lt;person&amp;gt;&lt;br /&gt;
|You observe (target) carefully, scrutinizing his/her facial movements while he/she speaks.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=2 style=&amp;quot;background:#ddd; white-space: nowrap; font-size: larger; text-align: center;&amp;quot; | &#039;&#039;&#039;[[WINK (verb)|WINK]]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| WINK&lt;br /&gt;
|With your mouth agape, you execute a slow, exaggerated wink at (target) and then roll your eyes dramatically.&lt;br /&gt;
|-&lt;br /&gt;
|WINK &amp;lt;self&amp;gt;&lt;br /&gt;
|You squeeze your eyes shut and shake your head in disbelief.&lt;br /&gt;
|-&lt;br /&gt;
|WINK &amp;lt;person&amp;gt;&lt;br /&gt;
|With your mouth agape, you execute a slow, exaggerated wink at (target) and then roll your eyes dramatically.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=2 style=&amp;quot;background:#ddd; white-space: nowrap; font-size: larger; text-align: center;&amp;quot; | &#039;&#039;&#039;[[FIDGET (verb)|FIDGET ]]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|FIDGET&lt;br /&gt;
| You rub your hands together briskly as you scrutinize your surroundings.&lt;br /&gt;
|-&lt;br /&gt;
|FIDGET &amp;lt;creature&amp;gt;&lt;br /&gt;
|You glance at (creature) and fidget nervously.&lt;br /&gt;
|-&lt;br /&gt;
|FIDGET &amp;lt;object&amp;gt;&lt;br /&gt;
|You fiddle with (target), clearly distracted from your surroundings.&lt;br /&gt;
|-&lt;br /&gt;
|FIDGET &amp;lt;self&amp;gt;&amp;lt;br&amp;gt;Inside&lt;br /&gt;
| You fidget nervously as you glance around the area, clearly uncomfortable with the lack of vegetation.&lt;br /&gt;
|-&lt;br /&gt;
|FIDGET &amp;lt;self&amp;gt;&amp;lt;br&amp;gt;Outside&lt;br /&gt;
| You fiddle with your &amp;lt;random worn item&amp;gt; as you glance nervously around the area.&lt;br /&gt;
|-&lt;br /&gt;
|FIDGET &amp;lt;person&amp;gt;&lt;br /&gt;
|You glance at (target) while you fiddle nervously with your &amp;lt;random worn item&amp;gt;.&lt;br /&gt;
|}&amp;lt;section end=verbs /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Resources ==&lt;br /&gt;
*[[Lines of Blood: A History of the Gnomes]]&lt;br /&gt;
*[[Forest Gnomes: Adornments on Ceremonial Clothing]]&lt;br /&gt;
*[[Gairen Compound]]&lt;br /&gt;
*[[Forest gnome clothing (log)]]&lt;br /&gt;
*[[Forest Gnomes: Thoughts from an Angstholm Raised Half-Elf]] (official documentation)&lt;br /&gt;
*[[/saved posts|Saved posts]]&lt;br /&gt;
*[http://forums.play.net/forums/GemStone%20IV/Races/Forest%20Gnomes/view Officials folder]&lt;br /&gt;
&lt;br /&gt;
{{Forest Gnomes}}&lt;br /&gt;
{{Races}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Races and Cultures]]&lt;/div&gt;</summary>
		<author><name>GS4-AVALUKA</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=SimuCon_2019&amp;diff=113729</id>
		<title>SimuCon 2019</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=SimuCon_2019&amp;diff=113729"/>
		<updated>2019-02-14T20:28:00Z</updated>

		<summary type="html">&lt;p&gt;GS4-AVALUKA: /* Game Staff */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;SimuCon&#039;&#039;&#039; is a yearly gathering in St. Louis near [[Simutronics]] headquarters usually taking place near the end of the summer. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;OFFICIAL&amp;lt;/u&amp;gt;&#039;&#039;&#039; dates for 2019 are Wednesday, July 10 through Sunday, July 14, 2019 at the Sheraton Westport Chalet Hotel.&lt;br /&gt;
&lt;br /&gt;
==2019 Schedule==&lt;br /&gt;
{| {{prettytable|text-align:center;}}&lt;br /&gt;
|+ &#039;&#039;&#039;SimuCon 2019 Schedule&amp;lt;br&amp;gt;ALL TIMES CST&amp;lt;br&amp;gt;(CENTRAL TIME)&lt;br /&gt;
|-&lt;br /&gt;
! Day || Time || Activity || Game&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=2|Wednesday&lt;br /&gt;
|- &lt;br /&gt;
| TBD || TBD || TBD&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=2|Thursday&lt;br /&gt;
|-&lt;br /&gt;
| TBD || TBD || TBD&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=2|Friday&lt;br /&gt;
|-&lt;br /&gt;
| TBD || TBD || TBD&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=2|Saturday&lt;br /&gt;
|-&lt;br /&gt;
| TBD || TBD || TBD&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=2|Sunday&lt;br /&gt;
| TBD || TBD || TBD&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* All event schedules subject to change without notice.&lt;br /&gt;
&lt;br /&gt;
==Visitor Information==&lt;br /&gt;
The convention is typically held at the Sheraton Westport Chalet, located at 191 W Port Plaza Dr, St. Louis, MO 63146. Below are some nearby shops and other information for visitors. &lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|-bgcolor=lightblue&lt;br /&gt;
! Item||Name and Distance||Address&lt;br /&gt;
|-&lt;br /&gt;
|Nearest Gas Station||BP (.3 mi)||11988 Westline Industrial Dr, St. Louis, MO 63146&lt;br /&gt;
|-&lt;br /&gt;
|Nearest liquor store||Still Joy Spirits (.5 mi)||2331 Weldon Pkwy, St. Louis, MO 63146&lt;br /&gt;
|-&lt;br /&gt;
|Nearest big box store||Target (5.9 mi)||12275 St Charles Rock Rd, Bridgeton, MO 63044&lt;br /&gt;
|-&lt;br /&gt;
|Nearest Costco||Costco (13.3 mi)||200 Costco Way, St Peters, MO 63376&lt;br /&gt;
|-&lt;br /&gt;
|Restaurants / Dining||Westport Plaza has several options within walking distance||http://www.westportstl.com/ &lt;br /&gt;
|-&lt;br /&gt;
|Attractions||Most attractions are a 15-30 minute drive away||https://explorestlouis.com/ &lt;br /&gt;
|-&lt;br /&gt;
|Nearest grocery store||Schnucks Dorsett (1.5 mi)||2030 Dorsett Rd, Maryland Heights, MO 63043&lt;br /&gt;
|-&lt;br /&gt;
|Nearest drug store||Medico (.3 mi)||940 W Port Plaza Dr, St. Louis, MO 63146&lt;br /&gt;
|-&lt;br /&gt;
|Nearest Newsstand||Gateway Newstands (.2 mi)||519 W Port Plaza Dr, St. Louis, MO 63146&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Attendee List==&lt;br /&gt;
The below lists are of those people that have made mention that they are attempting to attend the 2019 conference. You may edit this page to add your character to the list.&lt;br /&gt;
&lt;br /&gt;
===Prime Players===&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:6;-moz-column-count:6;-webkit-column-count:6&amp;quot;&amp;gt;&lt;br /&gt;
* Darcena&lt;br /&gt;
* Hoodtralfeck&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Platinum Players===&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:6;-moz-column-count:6;-webkit-column-count:6&amp;quot;&amp;gt;&lt;br /&gt;
* Names Here&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Shattered Player===&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:1;-moz-column-count:1;-webkit-column-count:1&amp;quot;&amp;gt;&lt;br /&gt;
* Names Here&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Game Staff===&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:6;-moz-column-count:6;-webkit-column-count:6&amp;quot;&amp;gt;&lt;br /&gt;
* Avaluka&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[https://discord.gg/eTvANvy SimuCon channel] (official Discord server)&lt;br /&gt;
*[https://discord.gg/f8Qkz4Y Unofficial Simucon Server] (unofficial Simucon dedicated Discord server)&lt;br /&gt;
*[https://elanthipedia.play.net/SimuCon DragonRealms Simucon Page] (DR&#039;s Wiki Page)&lt;br /&gt;
&lt;br /&gt;
[[Category:SimuCon]]&lt;/div&gt;</summary>
		<author><name>GS4-AVALUKA</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=SimuCon_2019&amp;diff=113728</id>
		<title>SimuCon 2019</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=SimuCon_2019&amp;diff=113728"/>
		<updated>2019-02-14T20:26:36Z</updated>

		<summary type="html">&lt;p&gt;GS4-AVALUKA: /* Game Staff */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;SimuCon&#039;&#039;&#039; is a yearly gathering in St. Louis near [[Simutronics]] headquarters usually taking place near the end of the summer. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;OFFICIAL&amp;lt;/u&amp;gt;&#039;&#039;&#039; dates for 2019 are Wednesday, July 10 through Sunday, July 14, 2019 at the Sheraton Westport Chalet Hotel.&lt;br /&gt;
&lt;br /&gt;
==2019 Schedule==&lt;br /&gt;
{| {{prettytable|text-align:center;}}&lt;br /&gt;
|+ &#039;&#039;&#039;SimuCon 2019 Schedule&amp;lt;br&amp;gt;ALL TIMES CST&amp;lt;br&amp;gt;(CENTRAL TIME)&lt;br /&gt;
|-&lt;br /&gt;
! Day || Time || Activity || Game&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=2|Wednesday&lt;br /&gt;
|- &lt;br /&gt;
| TBD || TBD || TBD&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=2|Thursday&lt;br /&gt;
|-&lt;br /&gt;
| TBD || TBD || TBD&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=2|Friday&lt;br /&gt;
|-&lt;br /&gt;
| TBD || TBD || TBD&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=2|Saturday&lt;br /&gt;
|-&lt;br /&gt;
| TBD || TBD || TBD&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=2|Sunday&lt;br /&gt;
| TBD || TBD || TBD&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* All event schedules subject to change without notice.&lt;br /&gt;
&lt;br /&gt;
==Visitor Information==&lt;br /&gt;
The convention is typically held at the Sheraton Westport Chalet, located at 191 W Port Plaza Dr, St. Louis, MO 63146. Below are some nearby shops and other information for visitors. &lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|-bgcolor=lightblue&lt;br /&gt;
! Item||Name and Distance||Address&lt;br /&gt;
|-&lt;br /&gt;
|Nearest Gas Station||BP (.3 mi)||11988 Westline Industrial Dr, St. Louis, MO 63146&lt;br /&gt;
|-&lt;br /&gt;
|Nearest liquor store||Still Joy Spirits (.5 mi)||2331 Weldon Pkwy, St. Louis, MO 63146&lt;br /&gt;
|-&lt;br /&gt;
|Nearest big box store||Target (5.9 mi)||12275 St Charles Rock Rd, Bridgeton, MO 63044&lt;br /&gt;
|-&lt;br /&gt;
|Nearest Costco||Costco (13.3 mi)||200 Costco Way, St Peters, MO 63376&lt;br /&gt;
|-&lt;br /&gt;
|Restaurants / Dining||Westport Plaza has several options within walking distance||http://www.westportstl.com/ &lt;br /&gt;
|-&lt;br /&gt;
|Attractions||Most attractions are a 15-30 minute drive away||https://explorestlouis.com/ &lt;br /&gt;
|-&lt;br /&gt;
|Nearest grocery store||Schnucks Dorsett (1.5 mi)||2030 Dorsett Rd, Maryland Heights, MO 63043&lt;br /&gt;
|-&lt;br /&gt;
|Nearest drug store||Medico (.3 mi)||940 W Port Plaza Dr, St. Louis, MO 63146&lt;br /&gt;
|-&lt;br /&gt;
|Nearest Newsstand||Gateway Newstands (.2 mi)||519 W Port Plaza Dr, St. Louis, MO 63146&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Attendee List==&lt;br /&gt;
The below lists are of those people that have made mention that they are attempting to attend the 2019 conference. You may edit this page to add your character to the list.&lt;br /&gt;
&lt;br /&gt;
===Prime Players===&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:6;-moz-column-count:6;-webkit-column-count:6&amp;quot;&amp;gt;&lt;br /&gt;
* Darcena&lt;br /&gt;
* Hoodtralfeck&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Platinum Players===&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:6;-moz-column-count:6;-webkit-column-count:6&amp;quot;&amp;gt;&lt;br /&gt;
* Names Here&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Shattered Player===&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:1;-moz-column-count:1;-webkit-column-count:1&amp;quot;&amp;gt;&lt;br /&gt;
* Names Here&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Game Staff===&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:6;-moz-column-count:6;-webkit-column-count:6&amp;quot;&amp;gt;&lt;br /&gt;
* Avaluka&lt;br /&gt;
* Names Here&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[https://discord.gg/eTvANvy SimuCon channel] (official Discord server)&lt;br /&gt;
*[https://discord.gg/f8Qkz4Y Unofficial Simucon Server] (unofficial Simucon dedicated Discord server)&lt;br /&gt;
*[https://elanthipedia.play.net/SimuCon DragonRealms Simucon Page] (DR&#039;s Wiki Page)&lt;br /&gt;
&lt;br /&gt;
[[Category:SimuCon]]&lt;/div&gt;</summary>
		<author><name>GS4-AVALUKA</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Herb&amp;diff=113484</id>
		<title>Herb</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Herb&amp;diff=113484"/>
		<updated>2019-02-07T19:59:47Z</updated>

		<summary type="html">&lt;p&gt;GS4-AVALUKA: /* Wehnimer&amp;#039;s Landing, River&amp;#039;s Rest &amp;amp; Solhaven */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The flora of Elanthia is not only beautiful, but it can also provide an abundant supply of healing herbs. Occasionally, the lucky or talented adventurer may stumble across one of the following herbs out in the wilds, and if not, they are often available for purchase.&lt;br /&gt;
&lt;br /&gt;
Herbs can be used by {{mono|[[EAT]]}}ing or {{mono|[[DRINK]]}}ing them. Their inherent magical properties allow them to be used even on the recently dead: as long as the herb is in liquid form (potion or tincture), {{mono|[[POUR]]}} it {{mono|INTO}} (not {{mono|ON}}!) the dead adventurer.&lt;br /&gt;
{{TOC limit|2}}&lt;br /&gt;
== Quick Reference Table ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable text-center&amp;quot; style=&amp;quot;font-size:small; width:100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Body Area&lt;br /&gt;
! Empath&lt;br /&gt;
! Heals&lt;br /&gt;
! [[Herbalist&#039;s|Wehnimer&#039;s]]&lt;br /&gt;
! [[Leaftoe&#039;s Health and Bake Shop|Icemule]]&lt;br /&gt;
! [[Pinefar Infirmary|Pinefar]]&lt;br /&gt;
! [[Healer&#039;s Tent|Teras]]&lt;br /&gt;
! [[Brother Barnstel&#039;s Herbals|Zul Logoth]]&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Blood&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | [[Heal]]&lt;br /&gt;
! 10 HP&lt;br /&gt;
| [[acantha leaf]] || [[iceberry tart]] || [[acantha leaf tea]] || [[Olak&#039;s Ol&#039;style ale]] || [[grey mushroom potion]]&lt;br /&gt;
|-&lt;br /&gt;
! 30-60 HP&lt;br /&gt;
|[[yabathilium fruit]] || || [[sassafras tea]] || [[Bloody Krolvin ale]] || [[green mushroom potion]]&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;4&amp;quot; | Nervous System&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | [[System Repair|System&amp;lt;br/&amp;gt;Repair]]&lt;br /&gt;
| minor ||  | [[wolifrew lichen]] || [[Leaftoe&#039;s lichen tart]] || [[red lichen tea]] || [[Orc&#039;s Head ale]] || [[thick foggy ale]]&lt;br /&gt;
|-&lt;br /&gt;
| major || [[bolmara potion]] || [[snowflake elixir]] || [[red lichen potion]] || [[Kenar&#039;s Dropjaw ale]] || [[glowing mold tea]]&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | [[System Scar Repair|System Scar&amp;lt;br/&amp;gt;Repair]]&lt;br /&gt;
| minor || [[torban leaf]] || [[Ma Leaftoe&#039;s spiced torban tart]] || [[valerian root tea]] || [[Miner&#039;s Muddy ale]] || [[dark frothing ale]]&lt;br /&gt;
|-&lt;br /&gt;
| major || [[woth flower]] || [[flower-shaped tart]] || [[valerian root potion]] || [[Dacra&#039;s Dream ale]] || [[stalagmite brew]]&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;4&amp;quot; | Head &amp;amp; Neck&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | [[Head Repair|Head&amp;lt;br/&amp;gt;Repair]]&lt;br /&gt;
| minor || [[rose-marrow potion]] || [[elk horn potion]] || [[feverfew tea]] || [[Semak&#039;s Smooth ale]] || [[rusty red ale]]&lt;br /&gt;
|-&lt;br /&gt;
| major || [[aloeas stem]] || [[ram&#039;s bladder tart]] || [[feverfew potion]] || [[Dark Swampwater ale]] || [[sticky lichen tea]]&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | [[Head Scar Repair|Head Scar&amp;lt;br/&amp;gt;Repair]]&lt;br /&gt;
| minor || [[haphip root]] || [[sparrowhawk pie]] || [[pennyroyal tea]] || [[Agrak&#039;s Amber ale]] || [[dull crimson ale]]&lt;br /&gt;
|-&lt;br /&gt;
| major || [[brostheras potion]] || [[polar bear fat soup]] || [[pennyroyal potion]] || [[Reaper&#039;s Red ale]] || [[stone soot brew]]&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;5&amp;quot; | Torso &amp;amp; Eyes&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | [[Organ Repair|Organ&amp;lt;br/&amp;gt;Repair]]&lt;br /&gt;
| minor || [[basal moss]] || [[tundra grass tart]] || [[gingko nut tea]] || [[Mama Dwarf&#039;s ale]] || [[chunky black ale]]&lt;br /&gt;
|-&lt;br /&gt;
| major || [[pothinir grass]] || [[musk ox tart]] || [[gingko nut potion]] || [[Aged Schooner ale]] || [[roasted ratweed tea]]&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | [[Organ Scar Repair|Organ Scar&amp;lt;br/&amp;gt;Repair]]&lt;br /&gt;
| minor || [[talneo potion]] || [[rock lizard potion]] || [[wyrmwood root tea]] || [[Gert&#039;s Homemade ale]] || [[brown weedroot ale]]&lt;br /&gt;
|-&lt;br /&gt;
| major || [[wingstem potion]] || [[earthworm potion]] || [[wyrmwood root potion]] || [[Wort&#039;s Winter ale]] || [[dirty crevice brew]]&lt;br /&gt;
|-&lt;br /&gt;
| missing eye* || [[bur-clover potion]] || [[starfish potion]] || [[daggit root potion]] || [[Volcano Vision ale]] || [[dirty rat fur potion]]&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;5&amp;quot; | Arms &amp;amp; Legs&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | [[Limb Repair|Limb&amp;lt;br/&amp;gt;Repair]]&lt;br /&gt;
| minor || [[ambrominas leaf]] || [[Dabbings Family special tart]] || [[sweetfern tea]] || [[Lost Dogwater ale]] || [[bubbling brown ale]]&lt;br /&gt;
|-&lt;br /&gt;
| major || [[ephlox moss]] || [[frog&#039;s bone porridge]] || [[sweetfern potion]] || [[Golden Goose ale]] || [[crushed cavegrass tea]]&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | [[Limb Scar Repair|Limb Scar&amp;lt;br/&amp;gt;Repair]]&lt;br /&gt;
| minor || [[cactacae spine]] || [[gelatinous elk fat tart]] || [[manroot tea]] || [[Bearded Ladies&#039; ale]] || [[spotted toadstool ale]]&lt;br /&gt;
|-&lt;br /&gt;
| major || [[calamia fruit]] || [[walrus blubber]] || [[manroot potion]] || [[Mad Mutt Frothy ale]] || [[stalactite brew]]&lt;br /&gt;
|-&lt;br /&gt;
| missing limb* || [[sovyn clove]] || [[ptarmigan feathers|candied ptarmigan feather]] || [[angelica root potion]] || [[Captn&#039; Pegleg&#039;s ale]] || [[grainy black potion]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;*The herbs completely restore the missing body part, leaving no scar behind. The empath spells will instead heal a missing eye or limb down to a rank 2 eye or limb scar. Spells to completely heal a missing eye or limb in one cast used to be available to empaths as [[Eye Regeneration (819)|819]] and [[Limb Regeneration (820)|820]], respectively.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{#section:Herb_Quantity|Quantity}}&lt;br /&gt;
&lt;br /&gt;
== Roundtime ==&lt;br /&gt;
&lt;br /&gt;
{{mono|[[EAT]]}}ing or {{mono|[[DRINK]]}}ing an herb incurs some [[roundtime]], which can be reduced by training in [[First Aid]] at a rate of -1 second per 20 skill bonus, down to a minimum of 3 seconds.&lt;br /&gt;
&lt;br /&gt;
*HP or rank 1 wounds: 5 seconds&lt;br /&gt;
*rank 2 wounds: 10 seconds&lt;br /&gt;
*rank 3 wounds, rank 1 scars: 15 seconds&lt;br /&gt;
*rank 2 scars: 25 seconds&lt;br /&gt;
*rank 3 scars: 30 seconds&lt;br /&gt;
&lt;br /&gt;
Variants of yabathilium fruit do not incur any roundtime.&lt;br /&gt;
&lt;br /&gt;
For members of the [[Guardians of Sunfist]] society, [[Sigil of Mending]] temporarily reduces roundtime to 3 seconds.&lt;br /&gt;
&lt;br /&gt;
== Regional Herbs ==&lt;br /&gt;
&lt;br /&gt;
=== Wehnimer&#039;s Landing, River&#039;s Rest &amp;amp; Solhaven ===&lt;br /&gt;
&lt;br /&gt;
[[Surtey Akrash]], famed healer of [[Wehnimer&#039;s Landing]], has provided this brief list of the magical properties of local common herbs, exotic fruits and useful potions.&lt;br /&gt;
&lt;br /&gt;
{| cellpadding=&amp;quot;4&amp;quot; cellspacing=&amp;quot;0&amp;quot; width=&amp;quot;720&amp;quot; style=&amp;quot;border: 1px solid #A7A58C; background: #C7C5AC; margin-left: 1em;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;background: #B7B59C; font-size: larger; font-weight: bold;&amp;quot; | Potions&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=7 align=&amp;quot;center&amp;quot; | [[File:Potions.jpg]]&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;right&amp;quot; role=&amp;quot;rowheader&amp;quot; | [[bolmara potion]] :&lt;br /&gt;
| major nervous system&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;right&amp;quot; role=&amp;quot;rowheader&amp;quot; | [[brostheras potion]] :&lt;br /&gt;
| major head &amp;amp; neck scars&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;right&amp;quot; role=&amp;quot;rowheader&amp;quot; | [[bur-clover potion]] :&lt;br /&gt;
| missing eye&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;right&amp;quot; role=&amp;quot;rowheader&amp;quot; | [[rose-marrow potion]] :&lt;br /&gt;
| minor head &amp;amp; neck wounds&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;right&amp;quot; role=&amp;quot;rowheader&amp;quot; | [[talneo potion]] :&lt;br /&gt;
| minor eye &amp;amp; torso scars&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;right&amp;quot; role=&amp;quot;rowheader&amp;quot; | [[wingstem potion]] :&lt;br /&gt;
| major eye &amp;amp; torso scars&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| cellpadding=&amp;quot;4&amp;quot; cellspacing=&amp;quot;0&amp;quot; width=&amp;quot;720&amp;quot; style=&amp;quot;border: 1px solid #A7A58C; background: #C7C5AC; margin-left: 1em;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;background: #B7B59C; font-size: larger; font-weight: bold;&amp;quot; | Herbs&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;white-space: nowrap;&amp;quot; | [[acantha leaf]]&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; style=&amp;quot;vertical-align: text-top;&amp;quot; | Acantha is one of several herbs in a group which will heal &#039;&#039;&#039;mild concussion damage&#039;&#039;&#039; when eaten (the leaves are the most beneficial). It can be found in a wide range of climates -- from near desert conditions to moist ocean beaches.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File:Acantha.jpg]]&lt;br /&gt;
|- &lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;white-space: nowrap; border-top: 1px solid #A7A58C;&amp;quot; | [[aloeas stem]]&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; style=&amp;quot;vertical-align: text-top; border-top: 1px solid #A7A58C;&amp;quot; | The Aloeas tree, although rare, is famed for its amazing ability to heal &#039;&#039;&#039;serious and critical head and neck wounds&#039;&#039;&#039;. This is a small tree which tends to grow in colder, wet areas, such as along riverbanks. The medicinal properties are best found in the stems of its leaves.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File:Aloeas.jpg]]&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;white-space: nowrap; border-top: 1px solid #A7A58C;&amp;quot; | [[ambrominas leaf]]&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; style=&amp;quot;vertical-align: text-top; border-top: 1px solid #A7A58C;&amp;quot; | Ambrominas bushes have leaves which are known to speed the healing of &#039;&#039;&#039;minor limb wounds&#039;&#039;&#039;. Foragers may identify this common bush by its dark green oval leaves, and are behooved to search for it in grasslands and hilly areas.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File:Ambrominas.jpg]]&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;white-space: nowrap; border-top: 1px solid #A7A58C;&amp;quot; | [[basal moss]]&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; style=&amp;quot;vertical-align: text-top; border-top: 1px solid #A7A58C;&amp;quot; | Basal moss is not uncommon, but an important component of a empath&#039;s herb inventory. Growing primarily in temperate climates, on the bark of deciduous trees, this moss will provide immediate healing of &#039;&#039;&#039;minor internal and external organ damage&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File:Basal.jpg]]&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;white-space: nowrap; border-top: 1px solid #A7A58C;&amp;quot; | [[calamia fruit]]&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; style=&amp;quot;vertical-align: text-top; border-top: 1px solid #A7A58C;&amp;quot; | Calamia fruit, famed for its ability to repair &#039;&#039;&#039;serious limb scars&#039;&#039;&#039;, tends to grow in very warm, moist climates. This large fruit may be identified easily by its light red, almost pink color. Most efficacious in its dried form, the fresh fruit can also provide some benefit.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File:Calamia.jpg]]&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;white-space: nowrap; border-top: 1px solid #A7A58C;&amp;quot; | [[cothinar flower]]&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; style=&amp;quot;vertical-align: text-top; border-top: 1px solid #A7A58C;&amp;quot; | Cothinar flowers are usually found in colder barren areas as they thrive in the winter and do not like having competition for their nutrients. Not as easily found as Acantha, they are still eagerly sought since they are quite a bit more potent in healing &#039;&#039;&#039;concussion damage&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File:Cothinar.jpg]]&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;white-space: nowrap; border-top: 1px solid #A7A58C;&amp;quot; | [[cactacae spine]]&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; style=&amp;quot;vertical-align: text-top; border-top: 1px solid #A7A58C;&amp;quot; | Cactacae cactus grows in desert-like conditions, and should be sought for its sharp spines. These long brown thorns, when harvested carefully and then chewed, can heal &#039;&#039;&#039;minor scarring and defects on limbs&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File:Cactacae.jpg]]&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;white-space: nowrap; border-top: 1px solid #A7A58C;&amp;quot; | [[cuctucae berry]]&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; style=&amp;quot;vertical-align: text-top; border-top: 1px solid #A7A58C;&amp;quot; | Cuctucae berries are able to heal &#039;&#039;&#039;concussion damage&#039;&#039;&#039;, much as the leaves of the Acantha tree, but are somewhat less potent. The bushes can be found growing wild in higher elevations, and seem to thrive in cooler climates.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File:Cuctucae.jpg]]&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;white-space: nowrap; border-top: 1px solid #A7A58C;&amp;quot; | [[ephlox moss]]&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; style=&amp;quot;vertical-align: text-top; border-top: 1px solid #A7A58C;&amp;quot; | Ephlox moss, a rare fungus with potent healing abilities when used on &#039;&#039;&#039;serious and critical limb wounds&#039;&#039;&#039;, does best in a cold wet environment with ample sunlight to grow. It should be sought along stream banks or growing on tree bark.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File:Ephlox.jpg]]&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;white-space: nowrap; border-top: 1px solid #A7A58C;&amp;quot; | [[strigae cactus]]&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; style=&amp;quot;vertical-align: text-top; border-top: 1px solid #A7A58C;&amp;quot; | The flesh of the Strigae cactus is beneficial in helping to recover from &#039;&#039;&#039;mild concussion damage&#039;&#039;&#039;, however extreme caution must be exercised while harvesting this plant, lest the damage incurred while gathering it outweigh any possible benefit. The small cacti grow abundantly in desert conditions.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File:Strigae.jpg]]&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;white-space: nowrap; border-top: 1px solid #A7A58C;&amp;quot; | [[haphip root]]&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; style=&amp;quot;vertical-align: text-top; border-top: 1px solid #A7A58C;&amp;quot; | The Haphip tree, which typically grows in hot, humid conditions and requires large amounts of moisture, should be sought for a small portion of its root system, which can heal and remove &#039;&#039;&#039;scar tissue around the face, head and neck&#039;&#039;&#039;. Be careful to only harvest a small amount of the root, lest the rare tree be killed.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File:Haphip.jpg]]&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;white-space: nowrap; border-top: 1px solid #A7A58C;&amp;quot; | [[marallis berry]]&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; style=&amp;quot;vertical-align: text-top; border-top: 1px solid #A7A58C;&amp;quot; | The Marallis plant produces berries which can help one recover from &#039;&#039;&#039;light concussion damage&#039;&#039;&#039;. The plants are most commonly found in colder hills and mountains.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File:Marallis.jpg]]&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;white-space: nowrap; border-top: 1px solid #A7A58C;&amp;quot; | [[pothinir grass]]&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; style=&amp;quot;vertical-align: text-top; border-top: 1px solid #A7A58C;&amp;quot; | Pothinir grass, a must for any emergency kit, is indispensable for its ability to heal &#039;&#039;&#039;serious internal and external injuries to the eyes and torso&#039;&#039;&#039;, and perhaps just as well known for its terrible taste. Although extremely difficult to find, it is however well worth the effort. The best places to look for it are hot, humid areas which get large amounts of sunlight.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File:Pothinir.jpg]]&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;white-space: nowrap; border-top: 1px solid #A7A58C;&amp;quot; | [[sovyn clove]]&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; style=&amp;quot;vertical-align: text-top; border-top: 1px solid #A7A58C;&amp;quot; | The small dried flowers (also known as cloves) of the Sovyn bush have the miraculous ability to cause the &#039;&#039;&#039;regeneration of an entire limb&#039;&#039;&#039;! These flowers need to have been dried by the sun in order to have their restorative powers; therefore, the time at which this herb is picked is crucial.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File:Sovyn.jpg]]&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;white-space: nowrap; border-top: 1px solid #A7A58C;&amp;quot; | [[spearmint leaf]]&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; style=&amp;quot;vertical-align: text-top; border-top: 1px solid #A7A58C;&amp;quot; | The leaves of the Spearmint plant, though occasionally bitter, provide benefit to your socialization skills when consumed. Spearmint is fairly common in temperate grassy fields, and occasionally grows wild near cultivated areas.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File:Spearmint.jpg]]&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;white-space: nowrap; border-top: 1px solid #A7A58C;&amp;quot; | [[torban leaf]]&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; style=&amp;quot;vertical-align: text-top; border-top: 1px solid #A7A58C;&amp;quot; | The leaves of the Torban tree have been proven an effective treatment for certain &#039;&#039;&#039;minor nervous system scars&#039;&#039;&#039; and defects such as slurred speech. Found only in mild climates, the tree is not difficult to find, but special care must be exercised to harvest the leaves in the proper stage of growth, as they are otherwise useless except for tea-making.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File:Torban.jpg]]&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;white-space: nowrap; border-top: 1px solid #A7A58C;&amp;quot; | [[wolifrew lichen]]&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; style=&amp;quot;vertical-align: text-top; border-top: 1px solid #A7A58C;&amp;quot; | Wolifrew lichen, a fungus known for its ability to cure &#039;&#039;&#039;minor nervous system&#039;&#039;&#039; disorders, grows in cold, dark areas. While sometimes this includes secluded outdoor areas, the lichen is much more likely to be found inside a cold, wet cave. Its yellow-brown color makes it distinguishable from other fungi.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File:Wolifrew.jpg]]&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;white-space: nowrap; border-top: 1px solid #A7A58C;&amp;quot; | [[yabathilium fruit]]&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; style=&amp;quot;vertical-align: text-top; border-top: 1px solid #A7A58C;&amp;quot; | Yabathilium, an uncommon tree which grows on beaches and saltwater coastlines, produces a small greenish fruit which, though extremely bitter, has amazing &#039;&#039;&#039;concussion restoration powers&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File:Yabathilium.jpg]]&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;white-space: nowrap; border-top: 1px solid #A7A58C;&amp;quot; | [[woth flower]]&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; style=&amp;quot;vertical-align: text-top; border-top: 1px solid #A7A58C;&amp;quot; | Woth, an exceedingly rare and beautiful flower which heals &#039;&#039;&#039;serious nervous system scars&#039;&#039;&#039; when eaten, grows most often in hot, humid, dark climates, such as a rain forest. These flowers, when in full bloom, have a blue throat surrounded by ruffled violet petals.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File:Woth.jpg]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Icemule Trace ===&lt;br /&gt;
&lt;br /&gt;
In the cold northern town of [[Icemule Trace]], [[Leaftoe&#039;s Health and Bake Shop]] provides the residents with healing remedies mixed into palatable&lt;br /&gt;
concoctions and confections. Leaftoe&#039;s remedies include soups, potions and his ever-popular tarts.&lt;br /&gt;
&lt;br /&gt;
{| cellpadding=&amp;quot;4&amp;quot; cellspacing=&amp;quot;0&amp;quot; width=&amp;quot;720&amp;quot; style=&amp;quot;border: 1px solid #A7A58C; background: #C7C5AC; margin-left: 1em;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;background: #B7B59C; font-size: larger; font-weight: bold;&amp;quot; | Tarts&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=5 align=&amp;quot;center&amp;quot; | [[File:Tarts.jpg]]&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | flower-shaped tart :&lt;br /&gt;
| major nerve scars&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | iceberry tart :&lt;br /&gt;
| minor concussion damage&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | Leaftoe&#039;s lichen tart :&lt;br /&gt;
| minor nerve damage&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | musk ox tart :&lt;br /&gt;
| major eye/torso wounds&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| cellpadding=&amp;quot;4&amp;quot; cellspacing=&amp;quot;0&amp;quot; width=&amp;quot;720&amp;quot; style=&amp;quot;border: 1px solid #A7A58C; background: #C7C5AC; margin-left: 1em;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;background: #B7B59C; font-size: larger; font-weight: bold;&amp;quot; | Misc. Food&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=9 align=&amp;quot;center&amp;quot; | [[File:Food.jpg]]&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | Dabbings Family special :&lt;br /&gt;
| minor limb wounds&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | elk fat gel :&lt;br /&gt;
| minor limb scars&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | frog&#039;s bone porridge :&lt;br /&gt;
| major limb wounds&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | Ma Leaftoe&#039;s Special :&lt;br /&gt;
| minor nerve scars&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | polar bear fat soup :&lt;br /&gt;
| major head/neck scars&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | ram&#039;s bladder :&lt;br /&gt;
| major head/neck wounds&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | sparrowhawk pie :&lt;br /&gt;
| minor head/neck scars&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | walrus blubber :&lt;br /&gt;
| major limb scars&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| cellpadding=&amp;quot;4&amp;quot; cellspacing=&amp;quot;0&amp;quot; width=&amp;quot;720&amp;quot; style=&amp;quot;border: 1px solid #A7A58C; background: #C7C5AC; margin-left: 1em;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;background: #B7B59C; font-size: larger; font-weight: bold;&amp;quot; | Potions&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=6 align=&amp;quot;center&amp;quot; | [[File:Potions.jpg]]&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | earthworm potion :&lt;br /&gt;
| major eye/torso scars&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | elk horn potion :&lt;br /&gt;
| minor head/neck wounds&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | rocklizard potion :&lt;br /&gt;
| minor eye/torso scars&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | snowflake elixir :&lt;br /&gt;
| major nerve damage&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | starfish potion :&lt;br /&gt;
| missing eye&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| cellpadding=&amp;quot;4&amp;quot; cellspacing=&amp;quot;0&amp;quot; width=&amp;quot;720&amp;quot; style=&amp;quot;border: 1px solid #A7A58C; background: #C7C5AC; margin-left: 1em;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;background: #B7B59C; font-size: larger; font-weight: bold;&amp;quot; | Other&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;white-space: nowrap;&amp;quot; | [[tundra grass]]&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; style=&amp;quot;vertical-align: text-top;&amp;quot; | The stems and roots of this remarkably hardy plant are known to heal &#039;&#039;&#039;minor eye and torso wounds&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File:Tundra_grass.jpg]]&lt;br /&gt;
|- &lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;white-space: nowrap; border-top: 1px solid #A7A58C;&amp;quot; | [[ptarmigan feathers]]&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; style=&amp;quot;vertical-align: text-top; border-top: 1px solid #A7A58C;&amp;quot; | Perhaps it&#039;s merely an old wives&#039; tale, but at least one old wife (Ma Leaftoe) swears that chewing on ptarmigan feathers can restore &#039;&#039;&#039;missing limbs&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File:ptarmigan_feathers.jpg]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Pinefar ===&lt;br /&gt;
&lt;br /&gt;
Further north in the frozen tundra, where the [[Pinefar|Pinefar Trading Post]] is located, the elven herbalist, [[Pinefar Infirmary|Celk Fyretryst]], can be found. Celk can be observed blending his healing powders in a large mortar before adding them to various beakers of liquid, transforming them into teas and potions. So remarkable are Celk&#039;s teas and potions that they even heal the dead (discontinued).&lt;br /&gt;
&lt;br /&gt;
{| cellpadding=&amp;quot;4&amp;quot; cellspacing=&amp;quot;0&amp;quot; width=&amp;quot;720&amp;quot; style=&amp;quot;border: 1px solid #A7A58C; background: #C7C5AC; margin-left: 1em;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;background: #B7B59C; font-size: larger; font-weight: bold;&amp;quot; | Teas&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=11 align=&amp;quot;center&amp;quot; | [[File:Tea.jpg]]&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | acantha leaf tea :&lt;br /&gt;
| minor concussion damage&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | feverfew tea :&lt;br /&gt;
| minor head/neck wounds&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | ginkgo nut tea :&lt;br /&gt;
| minor eye/torso wounds&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | manroot tea :&lt;br /&gt;
| minor limb scars&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | pennyroyal tea :&lt;br /&gt;
| minor head/neck scars&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | red lichen tea :&lt;br /&gt;
| minor nerve damage&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | sassafras tea :&lt;br /&gt;
| major concussion damage&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | sweetfern tea :&lt;br /&gt;
| minor limb wounds&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | valerian root tea :&lt;br /&gt;
| minor nerve scars&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | wyrmwood tea :&lt;br /&gt;
| minor eye/torso scars&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| cellpadding=&amp;quot;4&amp;quot; cellspacing=&amp;quot;0&amp;quot; width=&amp;quot;720&amp;quot; style=&amp;quot;border: 1px solid #A7A58C; background: #C7C5AC; margin-left: 1em;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;background: #B7B59C; font-size: larger; font-weight: bold;&amp;quot; | Potions&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=11 align=&amp;quot;center&amp;quot; | [[File:Potions.jpg]]&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | angelica root potion :&lt;br /&gt;
| missing limbs&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | daggit root potion :&lt;br /&gt;
| missing eye&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | feverfew potion :&lt;br /&gt;
| major head/neck wounds&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | ginkgo nut potion :&lt;br /&gt;
| major eye/torso wounds&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | manroot potion :&lt;br /&gt;
| major limb scars&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | pennyroyal potion :&lt;br /&gt;
| major head/neck scars&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | red lichen potion :&lt;br /&gt;
| major nerve damage&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | sweetfern potion :&lt;br /&gt;
| major limb wounds&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | valerian root potion :&lt;br /&gt;
| major nerve scars&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | wyrmwood potion :&lt;br /&gt;
| major eye/torso scars&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Teras Isle ===&lt;br /&gt;
&lt;br /&gt;
On [[Teras Isle]] the dwarves are rumored to drink nothing but ale -- and so it is not surprising that they have found a way to grind healing herbs and blend them with hops and barley to produce a full range of healing ales. In addition to the healing ales, those in need will also find ales to remove disfiguring scars. Ales can be purchased from [[The Healer&#039;s Tent|Agarnil Kriss]] by the flagon or the barrel. Much like the teas and potions of Celk Fyretryst, Agarnil Kriss&#039; ales will heal wounds on the dead.&lt;br /&gt;
&lt;br /&gt;
{| cellpadding=&amp;quot;4&amp;quot; cellspacing=&amp;quot;0&amp;quot; width=&amp;quot;720&amp;quot; style=&amp;quot;border: 1px solid #A7A58C; background: #C7C5AC; margin-left: 1em;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;background: #B7B59C; font-size: larger; font-weight: bold;&amp;quot; | Ales&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=21 align=&amp;quot;center&amp;quot; | [[File:Ale.jpg]]&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | Aged Schooner ale :&lt;br /&gt;
| major eye/torso wounds&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | Agrak&#039;s Amber ale :&lt;br /&gt;
| minor head/neck scars&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | Bearded Ladies ale :&lt;br /&gt;
| minor limb scars&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | Bloody Krolvin ale :&lt;br /&gt;
| major concussion damage&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | Captn. Pegleg&#039;s ale :&lt;br /&gt;
| missing limbs&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | Dark Swampwater ale :&lt;br /&gt;
| major head/neck wounds&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | Dacra&#039;s Dream ale :&lt;br /&gt;
| major nerve scars&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | Gert&#039;s Homemade ale :&lt;br /&gt;
| minor eye/torso scars&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | Golden Goose ale :&lt;br /&gt;
| major limb wounds&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | Kenar&#039;s Dropjaw ale :&lt;br /&gt;
| major nerve damage&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | Lost Dogwater ale :&lt;br /&gt;
| minor limb wounds&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | Mad Mutt Frothy ale :&lt;br /&gt;
| major limb scars&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | Mama Dwarf&#039;s ale :&lt;br /&gt;
| minor eye/torso wounds&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | Miner&#039;s Muddy ale :&lt;br /&gt;
| minor nerve scars&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | Olak&#039;s Ol&#039;style ale :&lt;br /&gt;
| minor concussion damage&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | Orc&#039;s Head ale :&lt;br /&gt;
| minor nerve damage&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | Reaper&#039;s Red ale :&lt;br /&gt;
| major head/neck scars&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | Semak&#039;s Smooth ale :&lt;br /&gt;
| minor head/neck wounds&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | Volcano Vision ale :&lt;br /&gt;
| missing eye&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | Wort&#039;s Winter ale :&lt;br /&gt;
| major eye/torso scars&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Zul Logoth ===&lt;br /&gt;
&lt;br /&gt;
In the Chalcedony Tunnel of [[Zul Logoth]] is the brother [[Brother Barnstel&#039;s Herbals|Barnstel]], a young dwarf who brews his ales and potions for his customer’s pains. All remedies can be used on the living and the dead, which comes in handy to the residents and visitors of Zul Logoth.&lt;br /&gt;
&lt;br /&gt;
{| cellpadding=&amp;quot;4&amp;quot; cellspacing=&amp;quot;0&amp;quot; width=&amp;quot;720&amp;quot; style=&amp;quot;border: 1px solid #A7A58C; background: #C7C5AC; margin-left: 1em;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;background: #B7B59C; font-size: larger; font-weight: bold;&amp;quot; | Brews&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=22 align=&amp;quot;center&amp;quot; | [[File:Black_trafel_mushroom.jpg]]&amp;lt;br&amp;gt;[[File:Blackhook_mushroom.jpg]]&amp;lt;br&amp;gt;[[File:Blue_trafel_mushroom.jpg]]&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | Grey Mushroom Ale :&lt;br /&gt;
| minor concussion damage&lt;br /&gt;
 |-&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | Green Mushroom Potion :&lt;br /&gt;
| major concussion damage&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | Rusty Red Ale :&lt;br /&gt;
| minor head/neck wounds&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | Sticky Lichen Ale :&lt;br /&gt;
| major head/neck wounds&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | Dull Crimson Ale :&lt;br /&gt;
| minor head/neck scars&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | Stone Soot Brew :&lt;br /&gt;
| major head/neck scars&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | Chunky Black Ale :&lt;br /&gt;
| minor eye/torso wounds&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | Roasted Ratweed Ale :&lt;br /&gt;
| major eye/torso wounds&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | Brown Weedroot Ale :&lt;br /&gt;
| minor eye/torso scars&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | Dirty Crevice Brew :&lt;br /&gt;
| major eye/torso scars&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | Dirty Rat Fur Potion :&lt;br /&gt;
| missing eye&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | Bubbling Brown Ale :&lt;br /&gt;
| minor limb wounds&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | Crushed Cavegrass Tea :&lt;br /&gt;
| major limb wounds&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | Spotted Toadstool Ale :&lt;br /&gt;
| minor limb scar&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | Stalactite Brew :&lt;br /&gt;
| major limb scar&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | Grainy Black Potion :&lt;br /&gt;
| missing limb&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | Thick Foggy Ale :&lt;br /&gt;
| minor nerve damage&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | Glowing Mold Tea :&lt;br /&gt;
| major nerve damage&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | Dark Frothing Ale :&lt;br /&gt;
| minor nerve scar&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | Stalagmite Brew :&lt;br /&gt;
| major nerve scar&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | Milky White Potion :&lt;br /&gt;
| [[Lifekeep]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[Icemule Trace herbs]]&lt;br /&gt;
* [[Teras herbs]]&lt;br /&gt;
* [[Zul Logoth herbs]]&lt;br /&gt;
* [[Pinefar herbs]]&lt;br /&gt;
* [[Mist Harbor Herbs]]&lt;br /&gt;
* [[Foraging locations]]&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
* [http://www.play.net/gs4/info/herb-guide.asp Elanthian Herbs &amp;amp; Remedies] at Play.Net&lt;br /&gt;
* [http://www.play.net/gs4/info/flora/ Elanthian Flora] at Play.Net&lt;br /&gt;
&lt;br /&gt;
[[category:Herbs| ]]&lt;/div&gt;</summary>
		<author><name>GS4-AVALUKA</name></author>
	</entry>
</feed>