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		<id>https://gswiki.play.net/index.php?title=Ta%27Vaalor&amp;diff=260003</id>
		<title>Ta&#039;Vaalor</title>
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		<updated>2026-07-04T18:54:44Z</updated>

		<summary type="html">&lt;p&gt;JENNY84: /* Hunting */ fixed hunting table&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:EN-tavaalor.png|thumb|right|Ta&#039;Vaalor map by Nihrvanah]]&lt;br /&gt;
The Fortress City of [[Ta&#039;Vaalor]], situated in northeastern Elanith on the Mistydeep River, is one of the five elven city-states (along with [[Ta&#039;Illistim]], [[Ta&#039;Ardenai]], [[Ta&#039;Loenthra]], and [[Ta&#039;Nalfein]]) that comprise the [[Elven Nations]]. It is the seat of power of the [[House of Vaalor]].&lt;br /&gt;
{{TOC limit|2}}&lt;br /&gt;
== History and Geography ==&lt;br /&gt;
&lt;br /&gt;
{{Quote|&amp;quot;Ta&#039;Vaalor, the work of the great [[Aradhul Vaalor]], is more a fortress than a city. The Vaalor have always produced the finest warriors of the elven race. All Vaalor, male and female, enter the military at a young age, serving for some hundred years. Perhaps because of this, they are the haughtiest of the Elves. They had little tolerance for the lesser peoples of the lands, especially mixed-breeds. They have never suffered the elven culture or bloodlines to be tainted by others.&amp;quot;|[[Meachreasim Illistim]]}}&lt;br /&gt;
&lt;br /&gt;
Ta&#039;Vaalor was founded 210 years after the establishment of the Elven Calendar (48,897 years before the Modern Era), when Aradhul Vaalor led his house to the shores of the [[Mistydeep River]]. The central walled fortress was built on an island, with the river serving as a natural moat. To the west lie wide grassy plains dotted with farmlands and orchards, and to the east the terrain is rougher with swamps and woodlands. With the slow decline of the Elven Empire, some of the outer settlements have been abandoned to the wilderness. In recent times, the city has had to occasionally fend off incursions of orcs, trolls, and undead.&lt;br /&gt;
&lt;br /&gt;
[[Qalinor]] is the current King of Ta&#039;Vaalor and Sovereign Commander of the [[Crimson Legion]], succeeding [[Tyrnian]] in 5113.&lt;br /&gt;
&lt;br /&gt;
The city was made accessible to adventurers in 5101 with the the opening of the trail across the [[Dragonspine Mountains]]. It is separated from [[Ta&#039;Illistim]] and its environs by the [[Lake of Fear]]. A free ferry service (funded by King Qalinor) crosses the lake every 15 minutes or so.  Passengers can bribe the ferry captain to speed the journey along at the price of 5,000 silvers worth of gems or notes, or 2,500 for citizens. Experienced adventurers may also take the more dangerous [[Aradhul Road]] between the two realms.&lt;br /&gt;
&lt;br /&gt;
As part of the [[Teleportation review (saved posts)|Teleportation Review]], the [[Chronomage]]s allow instantaneous travel between Ta&#039;Vaalor, Ta&#039;Illistim, and Cysaegir. The cost of a daily pass is 5,000 silvers for unlimited round trips. As teleportation directly into Ta&#039;Vaalor is prohibited by law, the Chronomages maintain a stone turret southwest of the city, just past Victory Bridge.&lt;br /&gt;
&lt;br /&gt;
In 5122, the docks of Ta&#039;Vaalor were made available to [[Open Sea Adventures]].&lt;br /&gt;
&lt;br /&gt;
Among the city&#039;s wandering residents are a [[Guardians of Sunfist|dwarven recruiter]], a sleek golden ferret, a [[light-robed erithian woman]], the Guard Captain, [[Death&#039;s Sting|a middle-aged blonde elven priestess]], a [[Council of Light|ragged old blind man]], a [[Order of Voln|robed erithian monk]], and a [[white-robed acolyte]].&lt;br /&gt;
&lt;br /&gt;
=== The Ravelin ===&lt;br /&gt;
{{main|Ravelin}}&lt;br /&gt;
The Ravelin is a small outpost in the hills northwest of Ta&#039;Vaalor proper. It features common amenities and a few specialty shops, as well as rowboats that can be used to explore the Mistydeep River. Unfortunate adventurers who fall into the ravine from Aradhul Road may sometimes wash up near the fishing docks.&lt;br /&gt;
&lt;br /&gt;
=== Permits ===&lt;br /&gt;
&lt;br /&gt;
From Phoenatos 26, 5109 until Koaratos 26, 5120, upon the decree of King Tyrnian, visitors to Ta&#039;Vaalor were required to hold a monthly permit to do business. Having a permit allowed one to trade in the town shops and enter the city gates at night without being subjected to a lengthy personal search. Permits were free to new adventurers and to citizens, but cost several thousand silvers otherwise.&lt;br /&gt;
&lt;br /&gt;
This decree has been rescinded by King Qalinor. Visitors are no longer required to carry papers to enter or do business within the walls of the fortress.&lt;br /&gt;
&lt;br /&gt;
== Military and Citizenship ==&lt;br /&gt;
&lt;br /&gt;
{{main|Crimson Legion}}&lt;br /&gt;
&lt;br /&gt;
The Crimson Legion is the official military of the House of Vaalor. All Vaalor elves are required to serve a hundred years in the Legion, unless they are not qualified for physical reasons. At the completion of their term of service, they are granted full privileges of citizenship. &lt;br /&gt;
&lt;br /&gt;
The [[citizenship]] available to adventurers residing in the city should be viewed as provisional until one has completed their service in the Legion. Any Vaalor elf and full (provisional) citizen of Ta&#039;Vaalor has the opportunity to join the Crimson Legion as a reservist and will be eligible to be promoted by the Lord Legionnaire Commander for dedicated service.&lt;br /&gt;
&lt;br /&gt;
[[Elves]] of the other noble houses (except for [[Dark Elves]]) who reside in Ta&#039;Vaalor, as well as cousins from the [[sylvan]] settlements, qualify for partial citizenship in Ta&#039;Vaalor. The Crimson Legion itself is restricted to the House of Vaalor, but any residents of the city, even non-citizens, may assist the Legion as auxiliaries if they so choose and may be honored by the Lord Legionnaire Commander or the Sovereign himself for exceptional deeds in defense of the city.&lt;br /&gt;
&lt;br /&gt;
Citizens of Ta&#039;Vaalor may display their allegiance with a [[citizenship pin]]: &#039;&#039;an eahnor wyvern badge&#039;&#039; or &#039;&#039;a golden wyvern pin&#039;&#039;. Citizenship pins are distributed periodically by representatives of the City-State.&lt;br /&gt;
&lt;br /&gt;
[[Vaalorian Medals and Decorations]] may be awarded for legionnaires and civilians who have served the city honorably.&lt;br /&gt;
&lt;br /&gt;
=== Invasions ===&lt;br /&gt;
&lt;br /&gt;
A general guide for [[invasion]]s was posted by GM Mazreth in January 2017 describing the level breakdowns/locations of creatures.&amp;lt;sup&amp;gt;[http://forums.play.net/forums/GemStone%20IV/Towns/Ta&#039;Vaalor/view/3409]&amp;lt;/sup&amp;gt;  Not all invasions are guaranteed to follow this guideline.&lt;br /&gt;
&lt;br /&gt;
The general guide for [[invasion]]s was amended by GM Valyrka in September 2021 after suggestions were made during the annual OOC meeting. &amp;lt;sup&amp;gt;[https://forums.play.net/forums/GemStone%20IV/Cities,%20Towns,%20and%20Outposts/Announcements/view/1354]&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable|1=text-align:center;}}&lt;br /&gt;
!Creature Level||Gate&lt;br /&gt;
|-&lt;br /&gt;
|Lowest Level||Victory&lt;br /&gt;
|-&lt;br /&gt;
|Second Lowest||Amaranth&lt;br /&gt;
|-&lt;br /&gt;
|Third Lowest||Vermilion&lt;br /&gt;
|-&lt;br /&gt;
|Highest Level||Annatto&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Town Defenses===&lt;br /&gt;
{{main|Ta&#039;Vaalor/Defenses}}&lt;br /&gt;
Players may also avoid direct combat by taking advantage of the town&#039;s built-in defenses.&lt;br /&gt;
&lt;br /&gt;
== City of Ta&#039;Vaalor ==&lt;br /&gt;
&lt;br /&gt;
=== Help for New Adventurers ===&lt;br /&gt;
:&#039;&#039;See also: [[A beginner&#039;s guide to Ta&#039;Vaalor]]&#039;&#039; and &#039;&#039;[[Ta&#039;Vaalor new-player jobs]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Ta&#039;Vaalor is one of the cities where young [[Player character|adventurers]] may start out on their journey. When just starting out, make sure to complete the [[sprite quest]] that starts automatically when entering the lands. Afterwards, one may stop by Silverwood Manor to ask the Mentors for guidance, or proceed to explore the city. Visiting the major shops and government buildings in the city for the first time will award immediate experience. One should also explore Malwith Inn and find the door inside at Casu&#039;s Cafe for some lessons with Retired Airship Officer Tedrik.&lt;br /&gt;
&lt;br /&gt;
The traditional gathering spot in the city to rest and meet fellow adventurers is King&#039;s Court, just south of the towering central Guardian Keep. (If you need help finding it, type: {{boldmono|DIR TOWN SQUARE}})&lt;br /&gt;
&lt;br /&gt;
Young adventurers can earn silvers by running errands for [[Sassion]].  Sassion can be found in the building inside the [[Vermilion Gate]].  Pass beyond the curtain inside.  She&#039;ll ask you to deliver messages to the guards at the four gates and to the guard at the southernmost end of Amaranth Court.  By the way, these guards do sometimes get thirsty while on duty - so if you happen to have a glass of water handy, they may well appreciate it. &lt;br /&gt;
&lt;br /&gt;
Young adventurers should also ask the various shop proprietors for a job.  Some of them are looking for various goods and oddities.&lt;br /&gt;
&lt;br /&gt;
=== Places of Interest ===&lt;br /&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;
{|&lt;br /&gt;
| width=450px style=&amp;quot;vertical-align: top; width: 20em; font-size: larger; text-align: center;height:15px&amp;quot;|&#039;&#039;&#039;Public&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;&#039;Services&#039;&#039;&#039;&lt;br /&gt;
*[[Wyvern Keep]] (offices, public lockers)&lt;br /&gt;
*[[Co-operative Houses of Elanthia|Dancing Dachre]] (house lockers)&lt;br /&gt;
*[[Malwith Inn]] (private tables, cafe)&lt;br /&gt;
*[[The Legendary Rest]] (private tables)&lt;br /&gt;
*[[Silverwood Manor]]&lt;br /&gt;
*[[Adventurer&#039;s Guild]]&lt;br /&gt;
*[[Hall of the Arkati]] ([[town cleric]])&lt;br /&gt;
*Garden of Ancients ([[deed]]s)&lt;br /&gt;
*[[Triage Station]] ([[town healer]] in the infirmary room)&lt;br /&gt;
*[[Meeting Hall Organization|Ta&#039;Vaalor Hall]] (Meeting Hall Organizations)&lt;br /&gt;
*Etesian Villa: [[Premium]] Hall&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attractions&#039;&#039;&#039;&lt;br /&gt;
*King&#039;s Court: main gathering place&lt;br /&gt;
*[[Burghal Gnome Enclave]] - beneath Ta&#039;Vaalor, {{boldmono|SEARCH}} the city streets to find entrances&lt;br /&gt;
*[[Helgreth&#039;s Tavern]] (certain races excluded)&lt;br /&gt;
*[[Theatre Andaire]]&lt;br /&gt;
*[[Ta&#039;Vaalor Historical Society]]&lt;br /&gt;
*[[Ilynov Manor]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
{|&lt;br /&gt;
| width=500px style=&amp;quot;vertical-align: top; width: 20em; font-size: larger; text-align: center;height:15px&amp;quot;|&#039;&#039;&#039;Citizen Only&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Guardian Keep]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| width=500px style=&amp;quot;vertical-align: top; width: 20em; font-size: larger; text-align: center;height:15px&amp;quot;|&#039;&#039;&#039;Legion Only&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* Amaranth Barracks&lt;br /&gt;
* Annatto Barracks&lt;br /&gt;
* Vermillion Barracks&lt;br /&gt;
* Victory Barracks&lt;br /&gt;
* [[Mess Hall]]&lt;br /&gt;
* [[The Crimson Raven]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| width=500px style=&amp;quot;vertical-align: top; width: 20em; font-size: larger; text-align: center;height:15px&amp;quot;|&#039;&#039;&#039;Legion Officers Only&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| width=500px style=&amp;quot;vertical-align: top; width: 20em; text-align: center;height:15px&amp;quot;|Entrance is granted solely when escorted by a GM[[NPC]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[The Golden Hawk]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
{|&lt;br /&gt;
| width=500px style=&amp;quot;vertical-align: top; width: 20em; white-space: nowrap; font-size: larger; text-align: center;height:15px&amp;quot;|&#039;&#039;&#039;Profession Guilds&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Bard Guild#Ta&#039;Vaalor|Bard]]&lt;br /&gt;
* [[Empath Guild (Ta&#039;Vaalor)|Empath]]&lt;br /&gt;
* [[Cleric Guild (Ta&#039;Vaalor)|Cleric]]&lt;br /&gt;
* [[Rogue Guild (Ta&#039;Vaalor)|Rogue]]&lt;br /&gt;
* [[Sorcerer Guild (Ta&#039;Vaalor)|Sorcerer]]&lt;br /&gt;
* [[Warrior Guild (Ta&#039;Vaalor)|Warrior]]&lt;br /&gt;
* [[Wizard Guild (Ta&#039;Vaalor)|Wizard]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Shops===&lt;br /&gt;
{{main|:Category:Ta&#039;Vaalor shops}}&lt;br /&gt;
{{#ask: [[Category:Ta&#039;Vaalor shops]][[Shop location::Ta&#039;Vaalor]]&lt;br /&gt;
 |?Shop type&lt;br /&gt;
 |?Shop wares&lt;br /&gt;
 |?Shop specialty&lt;br /&gt;
 |format=template&lt;br /&gt;
 |limit=50&lt;br /&gt;
 |link=none&lt;br /&gt;
 |mainlabel=&lt;br /&gt;
 |template=ShopTownTable&lt;br /&gt;
 |introtemplate=ShopTownTableStart&lt;br /&gt;
 |outrotemplate=Shop_table_end&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Please note:&#039;&#039;&#039; Samyrle&#039;s Salon is only open and available in the plat instance.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Additional shops may be found nearby in the [[Burghal Gnome Enclave]], the [[Ravelin]], and [[Mistwatch]].&lt;br /&gt;
&lt;br /&gt;
== Hunting ==&lt;br /&gt;
&lt;br /&gt;
There are several [[hunting areas]] in and near Ta&#039;Vaalor.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: left;&amp;quot;&lt;br /&gt;
! width=&amp;quot;290px&amp;quot; | Area&lt;br /&gt;
! width=&amp;quot;120px&amp;quot; | Level Range&lt;br /&gt;
! width=&amp;quot;290px&amp;quot; | Area&lt;br /&gt;
! width=&amp;quot;120px&amp;quot; | Level Range&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center; border-right: none; border-bottom: none;&amp;quot; | [[Catacombs (Ta&#039;Vaalor)|Catacombs]]&lt;br /&gt;
| style=&amp;quot;text-align: center; border-left: none; border-bottom: none;&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;text-align: center; border-right: none; border-bottom: none;&amp;quot; | [[Briar Thicket]]&lt;br /&gt;
| style=&amp;quot;text-align: center; border-left: none; border-bottom: none;&amp;quot; | 1&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;border-top: none; font-size: smaller;&amp;quot; | Long neglected and often used as a convenient dumping ground for trash and deceased paupers, the catacombs of Ta&#039;Vaalor have become overrun with filth and vermin. A strong stomach, and a spare pair of boots, is strongly recommended for any who would seek to explore the unhealthy depths of Ta&#039;Vaalor.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&#039;Rumors:&#039;&#039;&#039; Normally deserted, the catacombs have seen a recent influx of travellers. This has prompted the locals to suspect that something sinister may be afoot deep underneath their grand city.&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;border-top: none; font-size: smaller;&amp;quot; | Briars, brambles, and filth mark the presence of nature&#039;s artist, the kobold. Taking the local brush usually inhabited by rabbits and squirrels, the place has become dug up and twisted with a style infathomable by many, loved by few. Take an extra bar of soap with you if you plan any excursions into the area.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&#039;Rumors:&#039;&#039;&#039; Lost hundreds of years ago, the single most powerful gem ever known was rumored to have been transformed and hidden within the thicket in plain sight. Many wizards have gone mad searching for it.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center; border-right: none; border-bottom: none;&amp;quot; | [[Ant Hill]]&lt;br /&gt;
| style=&amp;quot;text-align: center; border-left: none; border-bottom: none;&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;text-align: center; border-right: none; border-bottom: none;&amp;quot; | [[Rambling Meadows]]&lt;br /&gt;
| style=&amp;quot;text-align: center; border-left: none; border-bottom: none;&amp;quot; | 1-4&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;font-size: smaller&amp;quot;&amp;gt;&#039;&#039;Hilltop: 22-23&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;border-top: none; font-size: smaller;&amp;quot; | This was once a fine farm, worthy of feeding a good part of the fine nation of elves. But nature once again proved more challenging as it ushered in doom in the form of ants. Making their home right in the center, the farmers were probably the wiser by leaving for greener fields.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&#039;Rumors:&#039;&#039;&#039; The secrets of many places are known to those that do not desire.&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;border-top: none; font-size: smaller;&amp;quot; | Nature&#039;s grasp reaches out in the overgrown fields and meadows of this region. A farm long abandoned leaves little clue to the reasons for rapid exodus of the former inhabitants. Still, the local ogres probably had a hand in it, though it is less likely that they have the wits to remember doing so.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&#039;Rumors:&#039;&#039;&#039; Certain weeds are sharper than others and care must be taken not to sit in unfriendly fields.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center; border-right: none; border-bottom: none;&amp;quot; | [[Glaise Cnoc Cemetery]]&lt;br /&gt;
| style=&amp;quot;text-align: center; border-left: none; border-bottom: none;&amp;quot; | 1-5&lt;br /&gt;
| style=&amp;quot;text-align: center; border-right: none; border-bottom: none;&amp;quot; | [[Yander&#039;s Farm]]&lt;br /&gt;
| style=&amp;quot;text-align: center; border-left: none; border-bottom: none;&amp;quot; | 1-14&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;border-top: none; font-size: smaller;&amp;quot; | Unlike many outlying cemeteries in Elanthia, the Glaise Cnoc Cemetery has been well kept and maintained as a suitable resting ground for the brave soldier-folk of Ta&#039;Vaalor. Unfortunately, the restless spirits of many soldiers slain before their time lie within the cemetery gates and can often be seen wandering aimlessly within. Caution is thereby urged upon those who seek passage beyond the gates.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&#039;Rumors:&#039;&#039;&#039; It is said that the spirits of those who cannot rest will not harm the living who still mourn for their dead. However, spirit wards are always useful, just in case.&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;border-top: none; font-size: smaller;&amp;quot; | Lazy fields, country living. Time seems to slow when you visit this well known barn. The ever-absent Yander keeps a fair stock of rolton and urgh, but one wonders how he makes a living as he is rarely, if ever, seen tending them.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&#039;Rumors:&#039;&#039;&#039; Some say the entire barn is simply an elaborate ruse to hide a secret laboratory where the infamous Yander works dark magics for ill purpose.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center; border-right: none; border-bottom: none;&amp;quot; | [[The Toadwort]]&lt;br /&gt;
| style=&amp;quot;text-align: center; border-left: none; border-bottom: none;&amp;quot; | 2-13&lt;br /&gt;
| style=&amp;quot;text-align: center; border-right: none; border-bottom: none;&amp;quot; | [[Plains of Bone]]&lt;br /&gt;
| style=&amp;quot;text-align: center; border-left: none; border-bottom: none;&amp;quot; | 8-20&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;border-top: none; font-size: smaller;&amp;quot; | Near Ta&#039;Vaalor&#039;s Annatto Gate lies an unlikely dream location for the horticulturist: the Toadwort. Although the area contains most of the unpleasant hallmarks of a swamp, such as insects, fetid water, and mud, it is also home to an impressive array of plant life, from swamp buttercups to jewelweeds to a variety of mangrove trees. The lush growth has attracted wildlife, as well, some of which can be dangerous if startled. The faint of heart will want to avoid the more sinister areas of the Toadwort, which are marked by corpses and mysterious bubbling liquids. Whether these previous visitors fell victim to foul play or unfortunate accident is not always apparent, and inquisitive explorers are advised to be on their guard.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&#039;Points of Interest:&#039;&#039;&#039; The Lone Stone Bier, The Capsized Dory.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&#039;Rumors:&#039;&#039;&#039; It is said that the swampy Toadwort used to boast a campsite for travelers, but where it is and whether it is still used is unknown. The undead may also have a foothold in this swampy area, but few have returned to tell about it.&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;border-top: none; font-size: smaller;&amp;quot; | Little can be said of death that can calm the soul of one who has laid eyes upon the Plains of Bone. Where scattered bones end, sculpted begins at the spiral-shaped gate made of the remains of those long forgotten. Not for the weak of heart.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&#039;Rumors:&#039;&#039;&#039; Diamonds hidden within the skulls of the dead is a doom cry that fools use as an excuse for their mad schemes to harvest the area. It is their souls that are most often harvested.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center; border-right: none; border-bottom: none;&amp;quot; | [[Neartofar Forest]]&lt;br /&gt;
| style=&amp;quot;text-align: center; border-left: none; border-bottom: none;&amp;quot; | 11-20&lt;br /&gt;
| style=&amp;quot;text-align: center; border-right: none; border-bottom: none;&amp;quot; | [[Grasslands]]&lt;br /&gt;
| style=&amp;quot;text-align: center; border-left: none; border-bottom: none;&amp;quot; | 14-20&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;border-top: none; font-size: smaller;&amp;quot; | Known not for its coniferous trees, lush terrain, and varied wildlife, but rather the extremely dangerous and menacing stockade defended by ogres bent on destroying everything that moves. As you might expect, care should be taken when travelling in the area.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&#039;Rumors:&#039;&#039;&#039; Dark, twisted things live beneath the surface, waiting for the opportunity to escape.&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;border-top: none; font-size: smaller;&amp;quot; | The wind has a plenty of field to wave within the grasslands of Ta&#039;Vaalor. Here you may find open fields both wild and tended, sporting several known grass types as well as fields of barley, apple orchards, and grape vineyards. Do not let nature&#039;s beauty fool you, the wildlife nearby can be dangerous.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&#039;Rumors:&#039;&#039;&#039; Under the right stars, when the moon shines full, a single tree will sprout apples of pure gold. At least, that is what the elf said when he sold the land to the most recent owner.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center; border-right: none; border-bottom: none;&amp;quot; | [[Lunule Weald]]&lt;br /&gt;
| style=&amp;quot;text-align: center; border-left: none; border-bottom: none;&amp;quot; | 23-27&lt;br /&gt;
| style=&amp;quot;text-align: center; border-right: none; border-bottom: none;&amp;quot; | [[Sorcerer&#039;s Isle]]&lt;br /&gt;
| style=&amp;quot;text-align: center; border-left: none; border-bottom: none;&amp;quot; | 28-30&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;border-top: none; font-size: smaller;&amp;quot; | A wide swath of land breaking from swamp to hills to thick woodlands makes up the sprawling territory of Lunule Weald. At the heart of the forest, the ruins of a religious settlement may be observed, the rubble of which bears silent testament to the failed attempt at civilization and the ensuing massacre at the monks&#039; own hands. Expedition reports from the holy site have been mostly incomprehensible, but frequently make note that the influence of insanity is far from subtle and that the forest itself is protective of its secrets.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&#039;Points of Interest:&#039;&#039;&#039; Within the root embrace of an ancient carved tree in Perish Glen is a shrine to the wild goddess Zelia. Those who seek her blessing may find it here, or find madness, if there is a difference.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&#039;Rumors:&#039;&#039;&#039; It is said the village deep within Felwood Grove was settled by Zelian monks in their pursuit of freedom from religious persecution, though the marks of violent insanity liberally evidenced throughout the wounded woods declare the foray a failure.&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;border-top: none; font-size: smaller;&amp;quot; | Sorcerer&#039;s Isle is a hunting area outside Ta&#039;Vaalor, across the Mistydeep River southeast of the [[Ravelin]]. The island can be reached by boat from the Ravelin&#039;s fishing docks, by [[swimming]], or with [[Water Walking (112)]]. Water Walking is recommended because many rooms are marshy and can cause roundtime without it.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center; border-right: none; border-bottom: none;&amp;quot; | [[Fethayl Bog]]&lt;br /&gt;
| style=&amp;quot;text-align: center; border-left: none; border-bottom: none;&amp;quot; | 44-48&lt;br /&gt;
| style=&amp;quot;text-align: center; border-right: none; border-bottom: none;&amp;quot; | [[Red Forest]]&lt;br /&gt;
| style=&amp;quot;text-align: center; border-left: none; border-bottom: none;&amp;quot; | 60-83&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;border-top: none; font-size: smaller;&amp;quot; | Dark, dank, and deadly. Three words that only begin to describe the setting of a place you want to forget. Submersed deep within the bog is a decrepit mausoleum which fuels a nasty population of undead. Travel here is not recommended. On a lighter note, adventurers have advised that if the legions of undead within the bog do not kill you, the smell probably will.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&#039;Rumors:&#039;&#039;&#039; Locals claim that a secret cabal of wizards, sorcerers, and necromancers designed and created the entire area to some ill purpose at a dark and mysterious gathering known only as &amp;quot;SimuCon&amp;quot;.&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;border-top: none; font-size: smaller;&amp;quot; | The Red Forest is a hunting ground located near Aradhul Road outside Ta&#039;Vaalor and in the Elven Village near Wehnimer&#039;s Landing. The two areas are separate instances created by unstable planar energies from the collision of Elanthia with the [[Elemental Confluence]]. Training in [[Survival]] and [[Perception]] is required to access the area.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center; border-right: none; border-bottom: none;&amp;quot; | [[Old Ta&#039;Faendryl]]&lt;br /&gt;
| style=&amp;quot;text-align: center; border-left: none; border-bottom: none;&amp;quot; | 82-102&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;font-size: smaller&amp;quot;&amp;gt;&#039;&#039;[[Spell burst]]&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;border-top: none; font-size: smaller;&amp;quot; | Old Ta&#039;Faendryl is the ruined city of the Faendryl elves and was once considered the capital of the Elven Empire. The ruins are inhabited by an interdimensional species known as the Ithzir. Reaching the area requires skill in swimming, and characters must be at least level 73 to pass the magical barrier.&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Verbs==&lt;br /&gt;
&#039;&#039;&#039;Citizen only verbs&#039;&#039;&#039; include {{boldmono|GIGGLE}}, {{boldmono|SALUTE}}, {{boldmono|SCREAM}}, and {{boldmono|TURN}}. Further details can be found at the [[Citizenship#Citizenship-specific_verbs|Citizenship verb page]].&lt;br /&gt;
&lt;br /&gt;
===Public Gathering Places===&lt;br /&gt;
{{#section-h:Node|[[Ta&#039;Vaalor]]}}&lt;br /&gt;
&lt;br /&gt;
== Resources ==&lt;br /&gt;
*[[/saved posts|Saved posts]]&lt;br /&gt;
*[[Ta&#039;Vaalor Area (map)|Area maps]]&lt;br /&gt;
*[[:Category:Ta&#039;Vaalor Hunting Areas|Hunting areas]]&lt;br /&gt;
*[[:Category:Ta&#039;Vaalor storylines|Ta&#039;Vaalor Storylines]]&lt;br /&gt;
*[[A beginner&#039;s guide to Ta&#039;Vaalor]]&lt;br /&gt;
*[[Ta&#039;Vaalor new-player jobs]]&lt;br /&gt;
*[[Crimson Legion]]&lt;br /&gt;
*[[Customs of the Elves of House Vaalor]]&lt;br /&gt;
*[[Vaalorian Military Structure]]&lt;br /&gt;
*[[Vaalorian Medals and Decorations]]&lt;br /&gt;
*[[Ta&#039;Vaalor&#039;s Guardian Keep: A Day in the Life of Arnranaer Evor Vaalor]]&lt;br /&gt;
*[[Ta&#039;Vaalor summer 2009 update (storyline)]]&lt;br /&gt;
*[[Ilynov Journal]]&lt;br /&gt;
*[[The Battle of ShadowGuard, A soldier&#039;s journal (An eyewitness account)]]&lt;br /&gt;
*[[Gilt-framed painting]]&lt;br /&gt;
*[[Wyvern]]s&lt;br /&gt;
*[[The Icemule Trace and Ta&#039;Vaalor Military Accord]]&lt;br /&gt;
&lt;br /&gt;
{{Elves}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Cities]]&lt;br /&gt;
[[Category:Elven city-states]]&lt;br /&gt;
[[Category:Player Accessible]]&lt;br /&gt;
[[Category:Ta&#039;Vaalor| ]]&lt;br /&gt;
[[Category:Towns]]&lt;/div&gt;</summary>
		<author><name>JENNY84</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Ta%27Illistim&amp;diff=260002</id>
		<title>Ta&#039;Illistim</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Ta%27Illistim&amp;diff=260002"/>
		<updated>2026-07-04T18:44:01Z</updated>

		<summary type="html">&lt;p&gt;JENNY84: /* Hunting */ fixed hunting table&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Ta&#039;Illistim 2014.jpg|thumb|right|Ta&#039;Illistim map by Allereli]]&lt;br /&gt;
[[File:TIKeep.jpg|thumb|right|Ta&#039;Illistim Keep]]&lt;br /&gt;
[[File:TIEmbassies.jpg|thumb|right|Ta&#039;Illistim Embassies]]&lt;br /&gt;
[[File:EastElanith.jpg|thumb|right|Ta&#039;Illistim realm map]]&lt;br /&gt;
&lt;br /&gt;
{{Otheruses4|the location|the Illistim elven culture|House of Illistim}}&lt;br /&gt;
[[Ta&#039;Illistim]], also known as the Shining City, is one of the five elven city-states (along with [[Ta&#039;Vaalor]], [[Ta&#039;Ardenai]], [[Ta&#039;Loenthra]], and [[Ta&#039;Nalfein]]) that comprise the [[Elven Nations]]. Founded in the eastern foothills of the [[Dragonspine Mountains]] by [[Linsandrych Illistim]] 49,107 years before the Modern Era, the city remains the seat of power of the [[House of Illistim]] and one of the foremost centers of scholarship on Elanith.&lt;br /&gt;
&lt;br /&gt;
Ruled by the [[Argent Mirror]], the realm of Ta&#039;Illistim stretches as far as [[Cysaegir]] to the south and [[Sylvarraend]] to the east. At the height of its power, the realm also encompassed [[Gyldemar Forest]], but after the dissolution of the Elven Empire, a shadowy magic crept over the land and the Illistim elves gradually retreated from their outposts and country manors. The ancient road to [[Old Ta&#039;Faendryl]] has fallen into disuse, except by adventurers seeking to uncover treasures from the ruins. Beyond the borders of the realm prowl the orc tribes of the [[Yegharren Plains]], corrupted forest creatures and spirits in Gyldemar and the southern [[Blighted Forest]], the risen undead in [[Wraithenmist]] and the [[Black Moor]], and extraplanar foes in the [[kiramon]] and [[ithzir]]. Higher up in the Dragonspine, storm griffins can often be seen circling the peaks of [[Griffin&#039;s Keen]] and occasionally swooping down on unsuspecting travelers in the mountain passes.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
The founding of Ta&#039;Illistim by Linsandrych Illistim and the Chroniclers is traditionally regarded as the first year of the elven calendar (making it 49,107 years older than the common modern calendar). The city&#039;s [[Library Aies]] is the oldest extant building in elven history, its cornerstone having been laid by Linsandrych herself. Linsandrych led the city-state for 3,212 years, seeing in her time the founding of all seven original elven houses. At the end of her reign, she left the city and walked into the wilderness alone, and the exact date of her passing is not known.&lt;br /&gt;
&lt;br /&gt;
Linsandrych&#039;s direct descendants would rule Ta&#039;Illistim for the next thirty thousand years. The year 19,110 saw the creation of a formal council of advisors to the monarch who would also aid in resolving disputed successions, which would eventually evolve into the [[Council of Thrones]]. The power and influence of the city-state reached its zenith under [[Lilorandrych Illistim]] from 25,419 to 29,008. Soon after her reign, however, the threat of [[Despana]] would manifest in the Southron Wastes and the ensuing [[Undead War]] resulted in the dissolution of the Elven Empire. [[Lanenreat Illistim]] was blamed from the failure of the Illistim elves to understand the magnitude of the threat. She resigned as monarch in 29,613, ending the dynastic rule of Linsandrych&#039;s line.&lt;br /&gt;
&lt;br /&gt;
Since then, Ta&#039;Illistim&#039;s monarch has been chosen by the Council of Thrones. Each chosen monarch has served for approximately 250 years before stepping down for the next chosen ruler. From 53,985 (4,878 Modern Era) to 54,231 (5,124 ME), Ta&#039;Illistim was ruled by [[Myasara Illistim]]. She was succeeded by [[Sayilla Javilerre|Sayilla]] on the 22nd of Imaerasta in 5,124.&lt;br /&gt;
&lt;br /&gt;
== City of Ta&#039;Illistim ==&lt;br /&gt;
&lt;br /&gt;
The great city of the Illistim elves shines like a beacon throughout the eastern continent of Elanith. A place of legend, magic, music and wonder are the lifeblood of the city and adventure lies within and without. Of special note are the grand beauty of the hanging garden dais and the impressive must-see airship port.&lt;br /&gt;
&lt;br /&gt;
Some of the elven locals are less than thrilled with the increased traffic that the new trade routes have created, preferring a simpler steady culture.&lt;br /&gt;
&lt;br /&gt;
=== Points of Interest ===&lt;br /&gt;
&lt;br /&gt;
*Hanging Gardens - The floating dais in the southeastern portion of the city is a traditional adventurer&#039;s gathering spot.&lt;br /&gt;
*[[Ta&#039;Illistim Keep]] - Government, debts and citizenship clerks, public lockers.&lt;br /&gt;
*Ta&#039;Illistim Green - A large public garden next to the major city institutions, often used for social gathering events.&lt;br /&gt;
*[[Library Aies]]&lt;br /&gt;
*[[Museum Alerreth]]&lt;br /&gt;
*[[Hall of Patrons]] - Town cleric and deeds.&lt;br /&gt;
*[[Royal Arboretum]]&lt;br /&gt;
*[[Veythorne Manor]]&lt;br /&gt;
*Ta&#039;Illistim Embassies&lt;br /&gt;
*Observatory at [[Seethe Naedal]]&lt;br /&gt;
&lt;br /&gt;
=== Shops ===&lt;br /&gt;
{{main|:Category:Ta&#039;Illistim shops}}&lt;br /&gt;
{{#ask: [[Category:Ta&#039;Illistim shops]][[Shop location::Ta&#039;Illistim]]&lt;br /&gt;
 |?Shop type&lt;br /&gt;
 |?Shop wares&lt;br /&gt;
 |?Shop specialty&lt;br /&gt;
 |format=template&lt;br /&gt;
 |limit=50&lt;br /&gt;
 |link=none&lt;br /&gt;
 |mainlabel=&lt;br /&gt;
 |template=ShopTownTable&lt;br /&gt;
 |introtemplate=ShopTownTableStart&lt;br /&gt;
 |outrotemplate=Shop_table_end&lt;br /&gt;
}}&lt;br /&gt;
Additional shops may be found nearby in the [[Linsandrych Var Chanceries]], [[Sylvarraend]], and [[Veythorne Manor]].&lt;br /&gt;
&lt;br /&gt;
== The Ta&#039;Illistim Court ==&lt;br /&gt;
&lt;br /&gt;
Below is a running list of [[NPC]]s around the Illistim court. The Argent Mirror&#039;s prior [[Handmaidens to the Argent Mirror|handmaidens]] have been dismissed and replaced, and a variety of NPCs have been deactivated and introduced.  &#039;&#039;For proper behavior around the Illistim nobility, see [[Protocol and Etiquette: Behavior Within the Court of the Illistimi Elves]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== The Argentate ===&lt;br /&gt;
&lt;br /&gt;
*[[Sayilla Javilerre|Sayilla Illistim]] - Current Argent Mirror&lt;br /&gt;
*[[Myasara Illistim]] - Member of the [[Council of Thrones]], former Argent Mirror&lt;br /&gt;
*[[Ardtin]] Greyvael - She is a member of the [[Council of Thrones]]. She is elderly, as far as elves go, and has a strong sense of propriety. She has a fondness for [[glimaerstone]]s. She is a former [[Argent Mirror]] and mother to Nualina. She encouraged Myasara to marry and then to hand over control of Ta&#039;Illistim to the council while in mourning. Kidnapped by the [[Dusk Coven]] and briefly impersonated by [[Niatha]] following the events of the death of Kasendra Malwind. Rescued from the Dusk Coven by her maidservant and returned to the Ta&#039;Ilistim Court in April 2024.&lt;br /&gt;
*[[Aeriadrn Ghaeriden]] - [[Seneschal]] of Ta&#039;Illistim Keep&lt;br /&gt;
*[[Gasen Nellereune]] - Page in the royal household, wishes to be a Sapphire Guard. Wants to be squire to Commander Murstyr. Missing between the of the death of Kasendra Malwind and July 2024, during which time he was attempting a life of piracy.&lt;br /&gt;
&lt;br /&gt;
Handmaidens of the Argent Mirror:&lt;br /&gt;
*[[Yrmythia Gael]]&lt;br /&gt;
*[[Orelwen Greyvael]] - Former handmaiden to Myasara&lt;br /&gt;
*[[Nessina Javilerre]] - Former handmaiden to Myasara&lt;br /&gt;
*[[Nualina Greyvael]] - Daughter of Ardtin and former handmaiden to Myasara&lt;br /&gt;
*[[Tanyela Chesylrae]] - Former handmaiden&lt;br /&gt;
*[[Hycinthia Javilerre]] (deceased) - Former Handmaiden. Tried to assassinate Argent Mirror Myasara. She murdered her brother Caylio (&#039;&#039;only in [[Prime]]&#039;&#039;). Her father Commander Murstyr beheaded her at the command of the Mirror.&lt;br /&gt;
&lt;br /&gt;
=== The Sapphire Guard ===&lt;br /&gt;
*[[Murstyr Javilerre]] - Lord Commander&lt;br /&gt;
*[[Aertinus Avelleur]] - Captain&lt;br /&gt;
&lt;br /&gt;
=== Scholars ===&lt;br /&gt;
*[[Zenlynn Veythorne]] - Elemancer, [[Master of Lore]]&lt;br /&gt;
*[[Feriae Enfiel]] - Botanist&lt;br /&gt;
*[[Caylio Javilerre]] (deceased) - Betrothed to Myasara. He was a Teacher of Lore, with a focus on the archaeology of the Arkati. He preferred to be in the field, rather than in an office or lecture hall. He died at the hands of an assassin hired by his sister Hycinthia immediately after his wedding vows to the Mirror were recited. He was not the intended target.&lt;br /&gt;
*[[Thaiagol Razan-Dhur]] - Former [[Master of Lore]], revealed as a member of the [[Dusk Coven]] and implicated in the death of Kasendra Malwind. Fled to parts unknown.&lt;br /&gt;
&lt;br /&gt;
=== Emissaries ===&lt;br /&gt;
*[[Kasendra Malwind]] from [[Vornavis]], assassinated by the Dusk Coven&lt;br /&gt;
*[[Eruien Lithavir]] from [[Ta&#039;Nalfein]]&lt;br /&gt;
*[[Naevys Eilstina]] from [[Ta&#039;Loenthra]]&lt;br /&gt;
*[[Fennelis Asja]] from [[Ta&#039;Ardenai]]&lt;br /&gt;
&lt;br /&gt;
===Inquisition===&lt;br /&gt;
*[[Ciradyl]] - Master Inquisitor&lt;br /&gt;
*[[Eshenesra]]&lt;br /&gt;
*[[Syearris]]&lt;br /&gt;
*[[Vaelynsa]]&lt;br /&gt;
&lt;br /&gt;
=== Artisans ===&lt;br /&gt;
*[[Chalat Greyvael]] (deceased) - He was the First Couturier of the Argentate, murdered by Hycinthia&lt;br /&gt;
*[[Clessar Ryvvuel]] - Current First Couturier&lt;br /&gt;
*[[Gelynne]] Greyvael - Niece to Chalat, orphaned and came to live with him. Talented jeweler&lt;br /&gt;
*[[Calysen Trefyrn]] - Court musician and dance master&lt;br /&gt;
*Mivae Avelleur (inactive) - Wine Steward&lt;br /&gt;
*[[Galieca]] - Tea shop owner&lt;br /&gt;
*Auvyra, Caelesta, Valciaran - owners of the boutique shop, A Twist of Roses&lt;br /&gt;
&lt;br /&gt;
=== Others ===&lt;br /&gt;
*[[Jauefira Avael]] - Rogue Guildmaster&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Hunting ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: left;&amp;quot;&lt;br /&gt;
! width=&amp;quot;290px&amp;quot; | Area&lt;br /&gt;
! width=&amp;quot;120px&amp;quot; | Level Range&lt;br /&gt;
! width=&amp;quot;290px&amp;quot; | Area&lt;br /&gt;
! width=&amp;quot;120px&amp;quot; | Level Range&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center; border-right: none; border-bottom: none;&amp;quot; | [[Yegharren Plains]]&lt;br /&gt;
| style=&amp;quot;text-align: center; border-left: none; border-bottom: none;&amp;quot; | 13-34&lt;br /&gt;
| style=&amp;quot;text-align: center; border-right: none; border-bottom: none;&amp;quot; | [[Masked Hills]]&lt;br /&gt;
| style=&amp;quot;text-align: center; border-left: none; border-bottom: none;&amp;quot; | 14-27&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;border-top: none; font-size: smaller;&amp;quot; | Wonderfully lush grasslands rest just beyond the forested valley of Yegharren. Nature was blooming at its very best when it created this miraculous combination of life and land. The weather tends to remain temperate and calm despite the harsher northern environments not far away to the northwest.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&#039;Rumors:&#039;&#039;&#039; Danger lies beyond the veil of beauty. Take heed.&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;border-top: none; font-size: smaller;&amp;quot; | Located at the edge of the lush valley of Ta&#039;Illistim, the Masked Hills are a prime example of how the harsh and the pristine can coexist in beautiful natural harmony. At the base of the foothills, the lush Emerald Forest is budding with life and is a popular destination for hunters and gatherers of all types. Further up the foothills, the vegetation gives way to the harsh beauty of the Gorget Trails.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&#039;Points of Interest:&#039;&#039;&#039; Emerald Forest, Gorget Trails.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&#039;Rumors:&#039;&#039;&#039; Although the region is a testament to nature&#039;s power, a mysterious dark temple rumored to be located near the Masked Hills appears to draw visitors based on the all-too-mortal power of greed.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center; border-right: none; border-bottom: none;&amp;quot; | [[Orcswold]]&lt;br /&gt;
| style=&amp;quot;text-align: center; border-left: none; border-bottom: none;&amp;quot; | 15-31&lt;br /&gt;
| style=&amp;quot;text-align: center; border-right: none; border-bottom: none;&amp;quot; | [[Teorainn Dale]]&lt;br /&gt;
| style=&amp;quot;text-align: center; border-left: none; border-bottom: none;&amp;quot; | 28-33&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;border-top: none; font-size: smaller;&amp;quot; | Not all things in nature are as friendly as they are beautiful. Though the lands are quite inviting, the orcs of Orcswold are not so. Travelers should take care when near the village, for the orcs are crafty. They feed the wild dogs and boars, making them wayward allies in their quest to survive.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&#039;Rumors:&#039;&#039;&#039; Smart travelers can avoid this place by keeping an eye out for feather and wood totems, common orc talismans often hung from the trees near the village.&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;border-top: none; font-size: smaller;&amp;quot; | The stunning beauty of the great coniferous trees in this region is reason enough to visit this far away nature haven. With young yew, haon, and the distinctive sap of the tanik, one can easily get lost in the endless wonders and peaceful harmony of the land.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&#039;Rumors:&#039;&#039;&#039; Nature is not always so kind. Travelers should watch out for trolls and other forest creatures when visiting.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center; border-right: none; border-bottom: none;&amp;quot; | [[Wraithenmist]]&lt;br /&gt;
| style=&amp;quot;text-align: center; border-left: none; border-bottom: none;&amp;quot; | 28-36&lt;br /&gt;
| style=&amp;quot;text-align: center; border-right: none; border-bottom: none;&amp;quot; | [[Black Moor]]&lt;br /&gt;
| style=&amp;quot;text-align: center; border-left: none; border-bottom: none;&amp;quot; | 34-42&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;font-size: smaller&amp;quot;&amp;gt;&#039;&#039;Blocks [[Transference]]&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;border-top: none; font-size: smaller;&amp;quot; | Few adventurers dare to travel within the dark and strangely quiet forest known as Wraithenmist. North of the Sylvarraend Road and not far from Ta&#039;Illistim, the forest reaches northward to the banks of the Lake of Shadowed Sorrows. Here within the mists and moss, even the lowly lichen becomes a threat along with the echoes of what once was.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&#039;Rumors:&#039;&#039;&#039; Long past, a dark and spiteful evil touched the forest and it was forever cursed with shadow.&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;border-top: none; font-size: smaller;&amp;quot; | Isolated and desolate, the Black Moor lies well beyond the well-marked paths of Sylvarraend. Travel to the area requires passage through the rough ravine that cuts through the Yegharren Plain like a giant wound in the landscape. Vegetation beyond the gash is rare and often shrivelled, while decaying ruins litter the area, resulting in a sickly, skeletal appearance that gives the Black Moor its name.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&#039;Points of Interest:&#039;&#039;&#039; According to rumor, a gruesome shrine of bone lies deep in the moors, haunted by all manner of foul beasts.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&#039;Rumors:&#039;&#039;&#039; The remains of a great battle scar the landscape, and it is said that the souls of its victims still haunt the land. Travelers are strongly encouraged to seek the aid of a cleric before venturing into this cursed and blackened land.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center; border-right: none; border-bottom: none;&amp;quot; | [[Gyldemar Forest]]&lt;br /&gt;
| style=&amp;quot;text-align: center; border-left: none; border-bottom: none;&amp;quot; | 37-50&lt;br /&gt;
| style=&amp;quot;text-align: center; border-right: none; border-bottom: none;&amp;quot; | [[Seethe Naedal]]&lt;br /&gt;
| style=&amp;quot;text-align: center; border-left: none; border-bottom: none;&amp;quot; | 40-46&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;border-top: none; font-size: smaller;&amp;quot; | The remnants of an ancient outpost stand silent vigil in this forest of tall black oaks and ash trees. Once home to an enclave of elven rangers, the outpost and the surrounding woods were polluted by ill-begotten magic, corrupting the local well and making the once-stately oaks brittle and lifeless. The local sprites became crazed and filled with malicious intent, driving the last of the rangers from their home.&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;border-top: none; font-size: smaller;&amp;quot; | Located high in the rocky foothills behind Ta&#039;Illistim, Seethe Naedal is a hiker&#039;s dream come true. Accessible only via a rough hiking trail that winds its way up the thickly treed rocky crags, the upper lookout points offer splendid panoramic views of the city and its lush home valley.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&#039;Rumors:&#039;&#039;&#039; According to local lore, the hot springs nestled in the cracks of the foothills can cause even the weariest of souls to forget the burdens of everyday life and appreciate the simple joys of rest and relaxation.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center; border-right: none; border-bottom: none;&amp;quot; | [[Gyldemar Green]]&lt;br /&gt;
| style=&amp;quot;text-align: center; border-left: none; border-bottom: none;&amp;quot; | 43-46&lt;br /&gt;
| style=&amp;quot;text-align: center; border-right: none; border-bottom: none;&amp;quot; | [[Gossamer Valley]]&lt;br /&gt;
| style=&amp;quot;text-align: center; border-left: none; border-bottom: none;&amp;quot; | 52-56&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;border-top: none; font-size: smaller;&amp;quot; | Known as Gyldemar Green, this southwest corner of Gyldemar Forest is home to a large variety of flora and fauna. An assortment of wildlife populates the area, from the harmless to the deadly. Beaver and trout make their homes in a brook that meanders through the eastern section of Gyldemar Green, while raptors and leopards seek their prey.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&#039;Points of Interest:&#039;&#039;&#039; Calelith Villa.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&#039;Rumors:&#039;&#039;&#039; Many rumors surround the now deserted Calelith Villa. Of most concern to anyone traveling through this area is the rumor that whatever happened here before could happen again.&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;border-top: none; font-size: smaller;&amp;quot; | Not far west of Whistler&#039;s Pass lies a mountain trail and valley covered in glacial ice. At first glance, you might believe they named this harsh frozen valley &amp;quot;Gossamer&amp;quot; because it is anything but. However, with careful observation, the truth becomes clear that they were referring to the delicate and tenuous grasp of life that manages to cling to unforgiving land.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&#039;Rumors:&#039;&#039;&#039; Not all of the ice around the valley can be trusted to sit still and stay cold. Creatures in the form of ice and slush threaten travelers almost as much as the weather.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center; border-right: none; border-bottom: none;&amp;quot; | [[Blighted Forest]]&lt;br /&gt;
| style=&amp;quot;text-align: center; border-left: none; border-bottom: none;&amp;quot; | 59-78&lt;br /&gt;
| style=&amp;quot;text-align: center; border-right: none; border-bottom: none;&amp;quot; | [[Red Forest]]&lt;br /&gt;
| style=&amp;quot;text-align: center; border-left: none; border-bottom: none;&amp;quot; | 60-83&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;border-top: none; font-size: smaller;&amp;quot; | Dark and twisted, the Blighted Forest welcomes no one and few find reason to seek it out. Consumed by black branches, brambles, and all manner of wooden obstructions, it is generally more of a challenge to move ten feet without encountering some obstacle than it is to survive the deadly vipers and ogres that make their home within.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&#039;Points of Interest:&#039;&#039;&#039; Maaghara Tower.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&#039;Rumors:&#039;&#039;&#039; The elves of old were said to banish criminals to this forest instead of jail them. Modern times have seen an end to such a cruel punishment.&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;border-top: none; font-size: smaller;&amp;quot; | The Red Forest is a hunting ground located in the Elven Village near Wehnimer&#039;s Landing and also near Aradhul Road outside Ta&#039;Vaalor. The two areas are separate instances created by unstable planar energies from the collision of Elanthia with the [[Elemental Confluence]]. Training in [[Survival]] and [[Perception]] is required to access the area.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center; border-right: none; border-bottom: none;&amp;quot; | [[Griffin&#039;s Keen]]&lt;br /&gt;
| style=&amp;quot;text-align: center; border-left: none; border-bottom: none;&amp;quot; | 64-73&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;font-size: smaller&amp;quot;&amp;gt;&#039;&#039;[[Spell burst]]&amp;lt;br&amp;gt;blocks [[Transference]]&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align: center; border-right: none; border-bottom: none;&amp;quot; | [[Temple Wyneb]]&lt;br /&gt;
| style=&amp;quot;text-align: center; border-left: none; border-bottom: none;&amp;quot; | 66-77&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;font-size: smaller&amp;quot;&amp;gt;&#039;&#039;[[Spell burst]]&amp;lt;br&amp;gt;blocks [[Transference]]&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;border-top: none; font-size: smaller;&amp;quot; | Rising like fingers reaching into the sky high above Ta&#039;Illistim are the four towering peaks of Griffin&#039;s Keen. Named for the monstrous flying beasts that call its icy slopes home, Griffin&#039;s Keen can safely be called one of the most dangerous places in all of Eastern Elanith. Icy footholds abound and have sent many an experienced rock climber to an untimely demise.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&#039;Points of Interest:&#039;&#039;&#039; Onyx Point, Ruby Point, Emerald Point, and Topaz Point.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&#039;Rumors:&#039;&#039;&#039; A strange magical field is said to exist amongst the peaks of Griffin&#039;s Keen. Magical wards fail often, survivors say, and one should not depend on consistent magical protection when climbing the peaks.&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;border-top: none; font-size: smaller;&amp;quot; | Temple Wyneb, also known as the Skull Temple, is located in the Masked Hills southwest of Ta&#039;Illistim. Entering the temple involves a puzzle, while leaving it merely involves crossing a stream.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center; border-right: none; border-bottom: none;&amp;quot; | [[Maaghara Tower]]&lt;br /&gt;
| style=&amp;quot;text-align: center; border-left: none; border-bottom: none;&amp;quot; | 75-78&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;font-size: smaller&amp;quot;&amp;gt;&#039;&#039;Blocks [[Locate Person]], [[Transference]]&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align: center; border-right: none; border-bottom: none;&amp;quot; | [[Old Ta&#039;Faendryl]]&lt;br /&gt;
| style=&amp;quot;text-align: center; border-left: none; border-bottom: none;&amp;quot; | 82-102&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;font-size: smaller&amp;quot;&amp;gt;&#039;&#039;[[Spell burst]]&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;border-top: none; font-size: smaller;&amp;quot; | Maaghara Tower is a huge tree within the Blighted Forest that houses a creature called the Maaghara. Imprisoned within the tree are the shrickhen, moulis, and dhu goleras. Entering the tower requires solving a puzzle, and characters must be at least level 67 to enter.&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;border-top: none; font-size: smaller;&amp;quot; | Old Ta&#039;Faendryl is the ruined city of the Faendryl elves and was once considered the capital of the Elven Empire. The ruins are inhabited by an interdimensional species known as the Ithzir. In the present day, Old Ta&#039;Faendryl is accessible from the realm of Ta&#039;Illistim, and characters must be at least level 73 to pass the magical barrier.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center; border-right: none; border-bottom: none;&amp;quot; | [[Hinterwilds]]&lt;br /&gt;
| style=&amp;quot;text-align: center; border-left: none; border-bottom: none;&amp;quot; | 96-115&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;font-size: smaller&amp;quot;&amp;gt;&#039;&#039;[[Spell sever]]&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;border-top: none; font-size: smaller;&amp;quot; | Far in the north beyond the Long Snow, the Hinterwilds are reachable from Ta&#039;Illistim by a caravan over the eastern Dragonspine Mountains. A separate caravan also travels from Icemule Trace, and each return journey goes back only to its respective starting location.&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center; border-right: none; border-bottom: none;&amp;quot; | [[Whistler&#039;s Pass]]&lt;br /&gt;
| style=&amp;quot;text-align: center; border-left: none; border-bottom: none;&amp;quot; | (non-hostile)&lt;br /&gt;
| style=&amp;quot;text-align: center; border-right: none; border-bottom: none;&amp;quot; | [[Sylvarraend Road]]&lt;br /&gt;
| style=&amp;quot;text-align: center; border-left: none; border-bottom: none;&amp;quot; | (non-hostile)&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;border-top: none; font-size: smaller;&amp;quot; | Whistler&#039;s Pass is a vital trade route through the Dragonspine Mountains and provides access to Ta&#039;Illistim from Wehnimer&#039;s Landing. The small arboreal town of Cysaegir can be found along the southern part of the pass.&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;border-top: none; font-size: smaller;&amp;quot; | Sylvarraend Road is the main route of travel between Ta&#039;Illistim, the hamlet of Sylvarraend, and the city of Ta&#039;Vaalor. Adventurers will find several connecting trails off the road that lead to local hunting areas, while more common travelers should stick to the main road.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Public Gathering Places==&lt;br /&gt;
{{#section-h:Node|[[Ta&#039;Illistim]]}}&lt;br /&gt;
&lt;br /&gt;
== Resources ==&lt;br /&gt;
*[[Ta&#039;Illistim Area (map)|Area maps]]&lt;br /&gt;
*[[:Category: Ta&#039;Illistim Hunting Areas|Hunting areas]]&lt;br /&gt;
*[[A beginner&#039;s guide to Ta&#039;Illistim]]&lt;br /&gt;
*[[Protocol and Etiquette: Behavior Within the Court of the Illistimi Elves]]&lt;br /&gt;
*[[Journal of Sage Kae&#039;Tanan]]&lt;br /&gt;
*[[Handmaidens to the Argent Mirror]]&lt;br /&gt;
&lt;br /&gt;
{{Elves}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Ta&#039;Illistim| ]]&lt;br /&gt;
[[Category:Cities]]&lt;br /&gt;
[[Category:Elven city-states]]&lt;br /&gt;
[[Category:Player Accessible]]&lt;br /&gt;
[[Category:Towns]]&lt;/div&gt;</summary>
		<author><name>JENNY84</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Teras_Isle&amp;diff=260001</id>
		<title>Teras Isle</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Teras_Isle&amp;diff=260001"/>
		<updated>2026-07-04T18:35:26Z</updated>

		<summary type="html">&lt;p&gt;JENNY84: /* Hunting */ two column hunting area&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Teras_Isle_Regional_final.jpg|thumb|400px|Reference map of Teras Isle, surrounding waters, and Kharam Dzu. Prepared for the Borthuum Mining Company by Alosaka&#039;s player.]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Teras Isle&#039;&#039;&#039;, home to the [[dwarven]] settlement of [[Kharam Dzu]], is located to the west off the coast of the continent of [[Elanthia]] in the [[Great Western Sea]].&lt;br /&gt;
&lt;br /&gt;
The name of Teras&#039; great volcanic peak was dwarven for &amp;quot;Stormbrow&amp;quot; as it was named in 4997 when the uninhabited island was discovered by [[Ghorsa Borthuum]] of the [[Gulroten Clan]].  Ghorsa had undertaken a journey in hope to find the lost [[Turamzzyrian Empire|Turamzzyrian]] province of [[Kezmon Isle]], and to escape the threat of [[human]] expansion to the north.  Instead, by travel of [[Airship#Behind the Scenes|hot air balloon]], they discovered what became known as Teras Isle.&lt;br /&gt;
&lt;br /&gt;
Excited by the apparent large reservoirs of gems and metals on the volcanic island, they quickly established the town of Kharam Dzu.  Soon after, a human merchant ship, driven off course by [[Krolvin]] attack discovered the dwarven settlement.  The [[Borthuum Mining Company]] promptly went into business with the humans, specifically for the rare material of [[glaes]].  It was from the humans that the dwarves bought the ship which became known as the [[Glaesen Star]].  &lt;br /&gt;
&lt;br /&gt;
On Jastatos the 15th, the underwater temple to the great water [[elemental]] [[Nelemar]] was discovered by a band of scholars searching for the [[Fier&#039;Dracus]] gem.&lt;br /&gt;
&lt;br /&gt;
==Travel to Teras Isle==&lt;br /&gt;
{{main|Glaesen Star}}&lt;br /&gt;
The town of Kharam Dzu on Teras Isle is accessible by boarding the [[Glaesen Star]] ship in [[Wehnimer&#039;s Landing]] (Lich Room #8898).  {{#section:Glaesen Star|schedule}}  Loading begins fifteen minutes prior. Tickets cost 10,000 silver and must be purchased in the Wehnimer&#039;s Travel Office which is located right outside of the Glaesen Star&#039;s dock on the south wharf (Lich Room #8899, #1871 in Platinum).  Once in the office,{{boldmono| [[BUY]] TICKET}}.&lt;br /&gt;
&lt;br /&gt;
== Storyline Information ==&lt;br /&gt;
* [[:Category:Kharam-Dzu storylines|Kharam-Dzu storylines]]&lt;br /&gt;
* [[:Category:Ragnak Reclamation|Ragnak Reclamation]]&lt;br /&gt;
&lt;br /&gt;
== Nearby Places of Interest ==&lt;br /&gt;
* The [[Hog&#039;s Pen]] Tavern&lt;br /&gt;
* [[Locks Picked &amp;amp; Lockpicks]]&lt;br /&gt;
* [[Fhorian Village]]&lt;br /&gt;
* The [[Temple of Luukos]]&lt;br /&gt;
* The [[Eye of V&#039;tull]]&lt;br /&gt;
* The [[Glaes Caverns]]&lt;br /&gt;
* [[McKyren&#039;s Folly]]&lt;br /&gt;
* The [[Lava Flows]]&lt;br /&gt;
* [[Ruin Creek (saved posts)|Ruin Creek]]?&lt;br /&gt;
&lt;br /&gt;
==Behind the Scenes==&lt;br /&gt;
Teras Isle was released in early 1996. It was the first town expansion to the game since [[Kelfour&#039;s Landing]] was introduced in December 1989. [[Icemule Trace]] and [[River&#039;s Rest]] followed in the subsequent year, while [[Pinefar]] and [[Solhaven]] were opposite ends of 1998, and the [[Elven Nations]] was released throughout the second half of 2001. [[Cysaegir]] was the last town expansion in July 2004. [[Squire&#039;s Bluff]] was the original town of GemStone ][ in April 1988, but was removed in the transition to GemStone III. It is supposedly the abandoned village on the trail to [[Vornavis]]. There was a map in the [[Abandoned Inn]].&lt;br /&gt;
===History===&lt;br /&gt;
The early work on what would eventually become Teras Isle was done by [[Maleskari#Behind the Scenes|Kygar]] and Fawn. It was developed on the premise of being [[Uman Isle]] in the southern hemisphere of [[Shadow World]], which has a dormant volcano and extensive deposits of the volcanic glass now called [[glaes]]. It was supposed to be very difficult to reach for [[flows of essence]] and other navigational reasons. The project was put aside in favor of other issues, but was revived when the game population rapidly expanded on AOL following the end of the [[ICE age|I.C.E. Age]], forming a lot of pressure for older high level characters to get away from the inexperienced new players. The Dwarves were added as flavor and the place was designed instead as Teras Isle, located off the same continent, making it much closer to the Landing than Uman Isle.&lt;br /&gt;
&lt;br /&gt;
One can find information about the release of Teras Isle on the [[/saved posts|saved posts]] page for this article.&lt;br /&gt;
&lt;br /&gt;
==Hunting==&lt;br /&gt;
&lt;br /&gt;
There are several [[:Category:Teras Isle Hunting Areas |hunting areas]] on and near Teras Isle.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: left;&amp;quot;&lt;br /&gt;
! width=&amp;quot;290px&amp;quot; | Area&lt;br /&gt;
! width=&amp;quot;120px&amp;quot; | Level Range&lt;br /&gt;
! width=&amp;quot;290px&amp;quot; | Area&lt;br /&gt;
! width=&amp;quot;120px&amp;quot; | Level Range&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center; border-right: none; border-bottom: none;&amp;quot; | [[:Category:Greymist Wood creatures | Greymist Wood]]&lt;br /&gt;
| style=&amp;quot;text-align: center; border-left: none; border-bottom: none;&amp;quot; | 26-36&lt;br /&gt;
| style=&amp;quot;text-align: center; border-right: none; border-bottom: none;&amp;quot; | [[:Category:Fhorian Village creatures | Fhorian Village]]&lt;br /&gt;
| style=&amp;quot;text-align: center; border-left: none; border-bottom: none;&amp;quot; | 38-50&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;border-top: none; font-size: smaller;&amp;quot; | Greymist Wood takes up much of western Teras Isle and includes both the Greymist Woods and the Basalt Flats.&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;border-top: none; font-size: smaller;&amp;quot; | Fhorian Village is found on the TI-wilds map and includes creatures such as mud wasps, siren lizards, firethorn shoots, sand devils, and banshees.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center; border-right: none; border-bottom: none;&amp;quot; | [[:Category:Lava Flows creatures | Lava Flows]]&lt;br /&gt;
| style=&amp;quot;text-align: center; border-left: none; border-bottom: none;&amp;quot; | 43-58&lt;br /&gt;
| style=&amp;quot;text-align: center; border-right: none; border-bottom: none;&amp;quot; | [[:Category:Eye of V&#039;Tull creatures | Eye of V&#039;Tull]]&lt;br /&gt;
| style=&amp;quot;text-align: center; border-left: none; border-bottom: none;&amp;quot; | 56-84&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;border-top: none; font-size: smaller;&amp;quot; | The Lava Flows are found on the TI-vtull map and include creatures such as cinder wasps, red-scaled thraks, skayls, and massive pyrothags.&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;border-top: none; font-size: smaller;&amp;quot; | The Eye of V&#039;Tull is found on the TI-vtull map and includes fire elementals, lava golems, red tsarks, fire mages, greater skayls, and steam dervishes.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center; border-right: none; border-bottom: none;&amp;quot; | [[:Category:Temple of Luukos creatures | Temple of Luukos]]&lt;br /&gt;
| style=&amp;quot;text-align: center; border-left: none; border-bottom: none;&amp;quot; | 61-63&lt;br /&gt;
| style=&amp;quot;text-align: center; border-right: none; border-bottom: none;&amp;quot; | [[:Category:Glaes Caverns creatures | Glaes Caverns]]&lt;br /&gt;
| style=&amp;quot;text-align: center; border-left: none; border-bottom: none;&amp;quot; | 64-71&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;border-top: none; font-size: smaller;&amp;quot; | The Temple of Luukos is found on the TI-wilds map and is populated by wind wraiths and soul golems.&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;border-top: none; font-size: smaller;&amp;quot; | The Glaes Caverns are found on the TI-vtull map and are populated by fire sprites, red tsarks, and fire mages.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center; border-right: none; border-bottom: none;&amp;quot; | [[:Category:The F&#039;Eyrie creatures | The F&#039;Eyrie]]&lt;br /&gt;
| style=&amp;quot;text-align: center; border-left: none; border-bottom: none;&amp;quot; | 85-90&lt;br /&gt;
| style=&amp;quot;text-align: center; border-right: none; border-bottom: none;&amp;quot; | [[:Category:Ruined Temple creatures | Ruined Temple]]&lt;br /&gt;
| style=&amp;quot;text-align: center; border-left: none; border-bottom: none;&amp;quot; | 92-105&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;border-top: none; font-size: smaller;&amp;quot; | The F&#039;Eyrie is reached by climbing from the Basalt Flats to the top of Stormbrow and is subject to spell sever and environmental heat damage.&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;border-top: none; font-size: smaller;&amp;quot; | Commonly called Temple Nelemar, the Ruined Temple is reached by swimming from the beach in Fhorian Village and is subject to spell burst.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
* [[/saved posts|Saved posts]]&lt;br /&gt;
* [[Teras Isle and Kharam Dzu Area (map)|Area maps]]&lt;br /&gt;
* [[:Category: Teras Isle Hunting Areas|Hunting areas]]&lt;br /&gt;
* [[:Category:Teras Isle OOC meetings|Teras Isle OOC meetings]]&lt;br /&gt;
&lt;br /&gt;
{{Dwarves}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Teras Isle| ]]&lt;br /&gt;
[[Category:Places]]&lt;/div&gt;</summary>
		<author><name>JENNY84</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Wehnimer%27s_Landing&amp;diff=260000</id>
		<title>Wehnimer&#039;s Landing</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Wehnimer%27s_Landing&amp;diff=260000"/>
		<updated>2026-07-04T18:27:31Z</updated>

		<summary type="html">&lt;p&gt;JENNY84: /* Hunting */ fixed the hunting table&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Wehnimer&#039;s_Landing.png|thumb|right|upright=1.5|Map of Wehnimer&#039;s Landing]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wehnimer&#039;s Landing&#039;&#039;&#039; is an outpost on the shore of [[Darkstone Bay]].  Situated at the far edge of human civilization, it has a proud two hundred year history as a frontier town. The symbol of the city is a [[striped warcat]], representing the trade and textile business that allowed the city to thrive and grow when it attracted the original residents.&lt;br /&gt;
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== Storylines ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;vertical-align:top; width: 25em;&amp;quot; | Current Events&lt;br /&gt;
! style=&amp;quot;vertical-align:top; width: 25em;&amp;quot; | Historical Archives&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:top;&amp;quot; |&lt;br /&gt;
*[[North by Northwest]] (November 2022 - )&lt;br /&gt;
|&lt;br /&gt;
*[[Storyline timeline]]&lt;br /&gt;
*[[Wehnimer&#039;s Landing Storylines]] (2010 onwards)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
[[File:Wehnimers map9.jpg|frame|right|Wehnimer&#039;s Landing]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: the dates here are in the [[Elanthian calendar]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Founding and Early Years ===&lt;br /&gt;
&lt;br /&gt;
Commonly referred to as &amp;quot;The Landing,&amp;quot; Wehnimer&#039;s Landing is a melting pot of the various races of [[Elanthia]].  It was founded around 4873 when [[Rone Wehnimer]] established the [[Wayside Inn]], which now sits just outside the north gate of the town. Several other important buildings, including [[Moot Hall]], date back to the founding years.&lt;br /&gt;
&lt;br /&gt;
About fifty years after the founding, a [[krolvin]] war party attacked the Landing, attempting to take the trading post for their own. The town&#039;s defenders were greatly outnumbered, but the town was saved by the halfling Talbot Dabbings, who struck down the krolvin leader at the cost of his own life. The krolvin fell into dissension and were finally repelled when reinforcements arrived from the south.&lt;br /&gt;
&lt;br /&gt;
The Landing continued to prosper afterwards, primarily trading in timber, furs, and local herbs. Many adventurers were drawn to the wild frontier, and among them were the brothers Estrion and Siarl. Followers of [[Sheru]], the god of nightmares, they raised [[Darkstone Castle]] from ancient ruins nearby and attempted to summon harbingers of the dark god to conquer the town. Their magic backfired, however, and Estrion was killed and the castle abandoned. A lingering mana storm still remains above the castle, its black vortex constantly sucking mana away from the ground and upward like a great vacuum.&lt;br /&gt;
&lt;br /&gt;
=== War of Nations ===&lt;br /&gt;
&lt;br /&gt;
The [[War of Nations]] was a series of events spanning 5096 to 5104 which brought Wehnimer&#039;s Landing into closer contact with the rest of the continent.&lt;br /&gt;
&lt;br /&gt;
In 5096, Baron [[Lerep Hochstib]] of [[Jantalar]] established a blockade on the free port of [[Solhaven]] to the south in the neighboring barony of [[Vornavis]]. This resulted in the redirection of the [[Glaesen Star]], a cargo and passenger vessel that operated between [[Teras Isle]] and the continent.  Ever since, the ship has made its destination port the Landing.  As a reaction to the blockade.  Baron [[Dunrith Malwind]] of Vornavis, sought to replace the lost sea trade by construction of a caravansary road to Wehnimer&#039;s Landing.  This road was completed in 5098 and facilitated a large amount of traffic between the Landing and Vornavis.&lt;br /&gt;
&lt;br /&gt;
In 5103, Baron Hochstib sent an army to occupy the Landing and even made demands of the halfling town of [[Icemule Trace]] to the far north. Many in the Landing continued to fight for independence. The occupiers were ultimately driven out with the aid of Baron Malwind and Earl [[Eddric Jovery]] of North Hendor, and Baron Hochstib was killed in a counterattack. The Landing was declared a [[Protectorate]] of the Turamzzyrian Empire to dissuade any other rogue powers from interfering in the town&#039;s affairs.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;See also:&#039;&#039; [[Northern Sentinel&#039;s Decree on the Imperial Protection of Wehnimer&#039;s Landing]] (5123)&lt;br /&gt;
&lt;br /&gt;
During this time, the Dwarven Clans of [[Zul Logoth]] opened their gates to visitors, allowing travelers to take an overland trail to the [[Elven Nations]] in the east and bringing increased trade.&lt;br /&gt;
&lt;br /&gt;
=== Recent Events ===&lt;br /&gt;
&lt;br /&gt;
Since 5110, Wehnimer&#039;s Landing has been at the center of a power struggle between factions of the [[Arcane Eyes]], a group of mages from the Barony of [[Mestanir]] who were outlawed within the Turamzzyrian Empire but found allies on the frontier using manipulation and magical coercion. Prominent members of this group included [[Grishom Stone]], [[Elithain Cross]], and [[Raznel]] (born [[Naimorai Kestrel]]). Among their plots were turning the Landing&#039;s mayor [[Walkar Wellington]] into an undead abomination, almost summoning [[Althedeus]] (possibly a greater demon) into the world, and inciting Prelate [[Chaston Griffin]] of [[Talador]] into a holy war against the town. Each of these plots were defeated at great cost.&lt;br /&gt;
&lt;br /&gt;
This period also saw the rise of the [[Brotherhood of Rooks]], a secretive criminal group based in the Landing. In response to Rook shakedowns and attacks on trade routes, local merchants have banded together to form the [[Darkstone Bay Consortium]] to protect their interests. The Consortium is headed by [[Amos]], a recent arrival to the town with seemingly many mercantile connections elsewhere.&lt;br /&gt;
&lt;br /&gt;
== Geography and Features ==&lt;br /&gt;
&lt;br /&gt;
The town lies on the mouth of the Locksmehr River as it flows into Darkstone Bay. Most of the town was built on the west side of the river, and the two sides are spanned by a single bridge.&lt;br /&gt;
&lt;br /&gt;
Town Square is the town&#039;s main gathering place. A great oak tree stands in Town Square Central, a welcome and familiar sight to every adventurer who has passed through the Landing.&lt;br /&gt;
&lt;br /&gt;
Due to the small size of the town, there is only one great temple, located at Erebor Square on the south part of town. It is served primarily by followers of [[Lorminstra]].  A white stone which once held the [[Griffin Sword]] stands outside the temple.  In the region surrounding the town, there are several shrines and altars to other [[Arkati]] and spirits.&lt;br /&gt;
&lt;br /&gt;
The town has two gates, a north gate and a west gate.  The west gate which faces the fields adjacent to Dragonsclaw Forest is guarded by a single sentry, nicknamed [[Sleepy]] for his attention to duty. Underneath the town is a vast labyrinth of catacombs, which if one avoids the small wildlife which dwelled within it, allows for access to different parts of the town.  A water slew accessed in the catacombs deposits individuals outside the town walls. Around 5113, the treacherous town council member [[Barnom Slim]] consorted with Luukosians to create a macabre duplicate of the town beneath some abandoned smuggling tunnels, from which he launched an undead invasion. This &amp;quot;[[Lich&#039;s Landing]]&amp;quot; was eventually sealed off and the lich Barnom was destroyed (or so everyone thought at the time).&lt;br /&gt;
&lt;br /&gt;
In addition to the Wayside Inn, the town is serviced by two other inns.  The [[Raging Thrak Inn]], located in the northwest corner of the town square, and [[Frith&#039;s Inn]], which is located off of Dragonsclaw Road. &lt;br /&gt;
&lt;br /&gt;
=== Shops ===&lt;br /&gt;
{{main|:Category:Wehnimer&#039;s Landing Shops}}&lt;br /&gt;
{{#ask: [[Category:Wehnimer&#039;s Landing shops]][[Shop location::Wehnimer&#039;s Landing]]&lt;br /&gt;
 |?Shop location&lt;br /&gt;
 |?Shop type&lt;br /&gt;
 |?Shop wares&lt;br /&gt;
 |?Shop specialty&lt;br /&gt;
 |format=template&lt;br /&gt;
 |limit=25&lt;br /&gt;
 |link=none&lt;br /&gt;
 |mainlabel=&lt;br /&gt;
 |template=ShopTable&lt;br /&gt;
 |introtemplate=ShopRealmTableStart&lt;br /&gt;
 |outrotemplate=Shop_table_end&lt;br /&gt;
}}&lt;br /&gt;
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=== Festivals ===&lt;br /&gt;
&lt;br /&gt;
Annual town festivals have included [[Wehnimer&#039;s Landing Frontier Days]] in the summer, and the [[Festival of Frost]] in the winter.&lt;br /&gt;
&lt;br /&gt;
== Organizations ==&lt;br /&gt;
&lt;br /&gt;
=== Administration ===&lt;br /&gt;
&lt;br /&gt;
:{{main|Wehnimer&#039;s Landing/Politics}}&lt;br /&gt;
&lt;br /&gt;
Wehnimer&#039;s Landing has an elected mayor ([[NPC]]) and council ([[Player_character|PC]]).&lt;br /&gt;
{{#section:Wehnimer&#039;s_Landing/Politics|current}}&lt;br /&gt;
&lt;br /&gt;
=== Houses and Meeting Halls ===&lt;br /&gt;
&lt;br /&gt;
The Landing is home to many of the [[Co-operative Houses of Elanthia]] and [[Meeting Hall Organization]]s.&lt;br /&gt;
&lt;br /&gt;
The [[Order of the Silver Gryphon]], founded during the War of Nations, is a knightly order tasked with the defense of Wehnimer&#039;s Landing.&lt;br /&gt;
&lt;br /&gt;
=== Societies ===&lt;br /&gt;
&lt;br /&gt;
A monastery of the [[Order of Voln]] lies just southeast of the town, outside the Graveyard. Many followers have flocked to join its ranks due to the numerous [[undead]] denizens nearby.&lt;br /&gt;
&lt;br /&gt;
Until 5103, the town was home to the nefarious [[Council of Light]] which had headquartered itself in a bathhouse north of the town square. Much of the cities early conflicts revolved around those looking to stamp out the Council&#039;s influence. The departure of the Council coincided with the murder of the town mayor, whose body was found in the bathhouse minus its head.  A subsequent election was held to fill the position, only to reveal itself as a sham at its conclusion. These events were largely pushed forward by the Council&#039;s grand assassin, Lacheis Taurvon.&lt;br /&gt;
&lt;br /&gt;
An outpost of the [[Guardians of Sunfist]] may be found in the western hills. They are dedicated to fighting the orcs, trolls, and giants in the nearby mountains.&lt;br /&gt;
&lt;br /&gt;
=== Brotherhood of Rooks ===&lt;br /&gt;
&lt;br /&gt;
The [[Brotherhood of Rooks]] are an unlawful organization based in the Landing, working under a veil of secrecy. They have been active since 5112. They are recognizable by their bird-like masks. The Rooks were at one time known for shakedowns and intimidation of local merchants, but they have also defended the town from external threats. They have a deeply hostile attitude towards the Turamzzyrian Empire to the south.&lt;br /&gt;
&lt;br /&gt;
== Hunting ==&lt;br /&gt;
[[Image:Dragonsclaw_map1.jpg|frame|right|Dragonsclaw Mountains - [[Glatoph]] &amp;amp; Glacier&amp;lt;br&amp;gt;[[Wehntoph]] - [[Sentoph]] - [[Zeltoph]] - [[Thanatoph]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;This series of mountains serves as a protective barrier, shielding Wehnimer&#039;s Landing and its environs from the rest of Elanthia. Only recently have regular trade routes been carved through the dangerous mountain passes to allow outside contact with the various centers of civilization. Of all the mountains, the five named below are the grandest of the range with many stories of their own to be told.]]&lt;br /&gt;
[[Image:Locksmehr_trail_map1.jpg|frame|right|Locksmehr Trail&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Only the bravest of adventurers dare to begin the journey necessary to traverse the unforgiving landscape along the Locksmehr Trail. Many who begin do not see the end of it, but for those who do, the rewards are great as the trail provides the only known access between the civilizations of western Elanith and the lesser known [[Elven Nations]] to the east.]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: left;&amp;quot;&lt;br /&gt;
! width=&amp;quot;290px&amp;quot; | Area&lt;br /&gt;
! width=&amp;quot;120px&amp;quot; | Level Range&lt;br /&gt;
! width=&amp;quot;290px&amp;quot; | Area&lt;br /&gt;
! width=&amp;quot;120px&amp;quot; | Level Range&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center; border-right: none; border-bottom: none;&amp;quot; | [[Kobold Village]]&lt;br /&gt;
| style=&amp;quot;text-align: center; border-left: none; border-bottom: none;&amp;quot; | 1-2&lt;br /&gt;
| style=&amp;quot;text-align: center; border-right: none; border-bottom: none;&amp;quot; | [[Catacombs (Wehnimer&#039;s Landing)|Catacombs]]&lt;br /&gt;
| style=&amp;quot;text-align: center; border-left: none; border-bottom: none;&amp;quot; | 1-3&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;border-top: none; font-size: smaller;&amp;quot; | A quaint and simple native village atmosphere is not something you will find in this rubbish-laden dirty excuse for a settlement. Kobolds seem to go out of their way to find ragged, filthy things to decorate their habitat. Make no mistake, they will not hesitate to attempt to send you to an early grave to add to their collections.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&#039;Points of Interest:&#039;&#039;&#039; Dirt Mines.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&#039;Rumors:&#039;&#039;&#039; There is an odd rumor about an old boot somewhere in the village being magical.&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;border-top: none; font-size: smaller;&amp;quot; | The Catacombs are a dark tunnel system beneath Wehnimer&#039;s Landing, with many entrances including one under the well in Town Square Central. They are a beginner hunting area located directly under town.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center; border-right: none; border-bottom: none;&amp;quot; | [[Graendlor Pasture]]&lt;br /&gt;
| style=&amp;quot;text-align: center; border-left: none; border-bottom: none;&amp;quot; | 1-3&lt;br /&gt;
| style=&amp;quot;text-align: center; border-right: none; border-bottom: none;&amp;quot; | [[Coastal Cliffs]]&lt;br /&gt;
| style=&amp;quot;text-align: center; border-left: none; border-bottom: none;&amp;quot; | 1-11&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;border-top: none; font-size: smaller;&amp;quot; | Graendlor Pasture is located outside Wehnimer&#039;s Landing between Upper Trollfang and Ocoma Vale. It is home to kobold shepherds, roltons, spotted gaks, and striped gaks.&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;border-top: none; font-size: smaller;&amp;quot; | Stretching high above Darkstone Bay, the Coastal Cliffs offer perhaps the finest scenic vistas this side of the continent. Unfortunately, the view opposite the bay is sorely lacking due to the abandoned villages, ruins, and unkempt grounds. Travel through the area can be dangerous due to a variety of hostile creatures inhabiting the cliffs.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&#039;Points of Interest:&#039;&#039;&#039; Wrecked Village, Cemetery, Underground Ruin, Black Sands, Sea Caves.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&#039;Rumors:&#039;&#039;&#039; A local hermit was overheard prattling about dark and light shrines nearby but gave no clues to their exact location.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center; border-right: none; border-bottom: none;&amp;quot; | [[Wehnimer&#039;s Environs]]&lt;br /&gt;
| style=&amp;quot;text-align: center; border-left: none; border-bottom: none;&amp;quot; | 1-16&lt;br /&gt;
| style=&amp;quot;text-align: center; border-right: none; border-bottom: none;&amp;quot; | [[The Graveyard]]&lt;br /&gt;
| style=&amp;quot;text-align: center; border-left: none; border-bottom: none;&amp;quot; | 1-28&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;border-top: none; font-size: smaller;&amp;quot; | Nestled within the cradle of the Dragonsclaw Mountains, the surrounding lands of Wehnimer&#039;s Landing offer a large variety of flora and fauna. Care must be taken with the creatures of the wild here as they are often clever, waiting to ambush the unwary traveler.&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;border-top: none; font-size: smaller;&amp;quot; | A place of calm and reflection upon those lost to us? Well, it was before the undead appeared. The Graveyard has been carefully walled and fenced in to keep the presence of undead from spreading to Wehnimer&#039;s Landing. As if the undead were not enough, a plague of monstrous goblins, hobgoblins, orcs, and other foul creatures can be found lurking within.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&#039;Points of Interest:&#039;&#039;&#039; Secluded Valley, Slither Creek.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&#039;Rumors:&#039;&#039;&#039; Hidden somewhere beneath the crypt and through countless tunnels, there is rumored to be a magical portal to the Realm of Shadow. The Tomes of Elanthia contain some related information about this strange location.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center; border-right: none; border-bottom: none;&amp;quot; | [[Wehntoph]]&lt;br /&gt;
| style=&amp;quot;text-align: center; border-left: none; border-bottom: none;&amp;quot; | &amp;lt;span style=&amp;quot;font-size: smaller;&amp;quot;&amp;gt;&#039;&#039;Twin Canyons: 1-5&amp;lt;br&amp;gt;Northern Slopes: 15-20&amp;lt;br&amp;gt;Labyrinth: 70-78&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align: center; border-right: none; border-bottom: none;&amp;quot; | [[Upper Trollfang]]&lt;br /&gt;
| style=&amp;quot;text-align: center; border-left: none; border-bottom: none;&amp;quot; | 2-14&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;border-top: none; font-size: smaller;&amp;quot; | Wehntoph Mountain, third largest of the Dragonsclaw range, offers danger in many forms. From the gnome mine in its western base, to the twin canyons infested with gremlins, to the northern slopes where all sorts of dangerous weather-magic monsters roam, to the darker dangers of the minotaur labyrinth, Wehntoph leaves nary an unturned stone for the casual explorer under which to hide.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&#039;Points of Interest:&#039;&#039;&#039; Gnome Mine, Twin Canyons, Northern Slopes, Krag Slopes, Ocoma Vale.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&#039;Rumors:&#039;&#039;&#039; The curse of the minotaur is whispered only rarely and never spoken aloud. There are those who say the mere mention of it will bring down the curse upon you and your family.&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;border-top: none; font-size: smaller;&amp;quot; | Upper Trollfang is a low-level hunting area nearest to Wehnimer&#039;s Landing. It leads toward Sentoph, Zeltoph, and Black Swan Castle, and is considered part of Danjirland. [[Water Walking (112)]] should be used when crossing the swamp to avoid roundtime.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center; border-right: none; border-bottom: none;&amp;quot; | [[Old Mine Road]]&lt;br /&gt;
| style=&amp;quot;text-align: center; border-left: none; border-bottom: none;&amp;quot; | 2-25&lt;br /&gt;
| style=&amp;quot;text-align: center; border-right: none; border-bottom: none;&amp;quot; | [[Ocoma Vale]]&lt;br /&gt;
| style=&amp;quot;text-align: center; border-left: none; border-bottom: none;&amp;quot; | 3-7&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;border-top: none; font-size: smaller;&amp;quot; | Long abandoned by the original miners, the old mine road serves as the quickest route into the hills over Darkstone Bay. Well traveled by creatures and adventurers alike, it serves as a fine place to find new friends, comrades, and even romance.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&#039;Points of Interest:&#039;&#039;&#039; Kobold Mine, Wolves Den, Troll Caves, Leya&#039;s Shrine, [[Aillidh Brae]], and [[Luinne Bheinn]].&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&#039;Rumors:&#039;&#039;&#039; Among many abandoned mines in the area, word has it that one still offers a bit of ore for the industrious adventurer.&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;border-top: none; font-size: smaller;&amp;quot; | Ocoma Vale is located outside Wehnimer&#039;s Landing between Graendlor Pasture and the northern slopes of Wehntoph. Less-experienced adventurers should be wary of thunder trolls and wind witches wandering down from Wehntoph.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center; border-right: none; border-bottom: none;&amp;quot; | [[Shores of Lough Ne&#039;Halin]]&lt;br /&gt;
| style=&amp;quot;text-align: center; border-left: none; border-bottom: none;&amp;quot; | 4-17&lt;br /&gt;
| style=&amp;quot;text-align: center; border-right: none; border-bottom: none;&amp;quot; | [[Melgorehn&#039;s Valley]]&lt;br /&gt;
| style=&amp;quot;text-align: center; border-left: none; border-bottom: none;&amp;quot; | 6-8&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;border-top: none; font-size: smaller;&amp;quot; | The winding shore wavers from northwest to southeast along the misty, fog-covered lake. Bordered mostly by pine trees and lake reeds, the shores provide a calm, mysterious view for travelers upon the Old Noralgar road that mirrors its path.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&#039;Rumors:&#039;&#039;&#039; Deep within the lough lies an unspeakable terror. When questioning locals about it, they refused to say anything at all. Curious.&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;border-top: none; font-size: smaller;&amp;quot; | The soothing power of nature is evident in this beautiful valley just below the Reach. Unfortunately, nearby burrow orcs make the area less than peaceful.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&#039;Points of Interest:&#039;&#039;&#039; [[Melgorehn&#039;s Reach]].&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&#039;Rumors:&#039;&#039;&#039; The legends of immense magical power at the top of Melgorehn&#039;s Reach are well documented. Making it to the top, however, is the real challenge.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center; border-right: none; border-bottom: none;&amp;quot; | [[Glatoph]]&lt;br /&gt;
| style=&amp;quot;text-align: center; border-left: none; border-bottom: none;&amp;quot; | &amp;lt;span style=&amp;quot;font-size: smaller;&amp;quot;&amp;gt;&#039;&#039;Volcano: 6-16&amp;lt;br&amp;gt;The Keep: 20&amp;lt;br&amp;gt;Glacier: 29-38&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align: center; border-right: none; border-bottom: none;&amp;quot; | [[Danjirland]]&lt;br /&gt;
| style=&amp;quot;text-align: center; border-left: none; border-bottom: none;&amp;quot; | 8-38&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;border-top: none; font-size: smaller;&amp;quot; | Glatoph Mountain, the largest and coldest of the Dragonsclaw range, is almost entirely covered in snow and ice. A glacier has crept down from the north, covering part of the lower east side. Despite its icy demeanor, Glatoph is still volcanically active. Evidence of this can be found in deep crevices and caves in the west side. Most notably, just a thousand feet below the summit lies the entrance to some sort of keep made of steel. The immense steel door that once protected the keep appears to have been kicked open. Only legend and rumors are left to explain what lies inside.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&#039;Points of Interest:&#039;&#039;&#039; A dangerous [[Cave of Ice|trail through the glacier]] leads towards the environs of [[Icemule Trace]].&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&#039;Rumors:&#039;&#039;&#039; The legends of Melgorehn are many, and in this place no exception. Mountaineers speak of the powerful wizard having hired locals to assist in the creation of a lab within the mountain. Whispers of strange experiments with metal and monsters were common. Yet one day, the lab was found sealed by a great steel door. No one has yet seen the wizard in this area since.&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;border-top: none; font-size: smaller;&amp;quot; | Few places in the realms have earned such a grand reputation for such insignificant events as the valley that separates Glatoph from its companion mountains to the south. Danjirland, as dubbed by an unknown sign-maker long ago, is the closest example of true chaos to the more civilized lands around Wehnimer&#039;s Landing. Abandoned by settlers and overrun by dangerous creatures, this land should be visited only with the utmost caution.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&#039;Points of Interest:&#039;&#039;&#039; Elven Village, Potter&#039;s Field, Upper Trollfang.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&#039;Rumors:&#039;&#039;&#039; The mysterious tower of Melgorehn once appeared in this region to baffle adventurers. However, it has long been absent and no one knows where it will appear next.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center; border-right: none; border-bottom: none;&amp;quot; | [[Abandoned Inn]]&lt;br /&gt;
| style=&amp;quot;text-align: center; border-left: none; border-bottom: none;&amp;quot; | 10-12&lt;br /&gt;
| style=&amp;quot;text-align: center; border-right: none; border-bottom: none;&amp;quot; | [[Zeltoph]]&lt;br /&gt;
| style=&amp;quot;text-align: center; border-left: none; border-bottom: none;&amp;quot; | 10-25&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;border-top: none; font-size: smaller;&amp;quot; | The Abandoned Inn, originally named the Hanging Inn, is located in Upper Trollfang before Danjirland. A series of smuggling tunnels run beneath the inn, where wraiths, giant marmots, and dark orcs populate the area. The inn also contains several locations of note, including a public workshop and the Abandoned Inn crystal.&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;border-top: none; font-size: smaller;&amp;quot; | Zeltoph Mountain, the smallest of the Dragonsclaw range, is still a challenge for the average adventurer. It is best known as the home of the gnolls of [[Cavernhold]], which still inhabit the underground city within the mountain. Zeltoph also plays host to the only navigable trail to the [[Solhaven]]/[[Vornavis]] areas.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&#039;Points of Interest:&#039;&#039;&#039; Cavernhold, [[Northern Caravansary]].&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&#039;Rumors:&#039;&#039;&#039; Many an unwise adventurer has fallen in attempts to breach Cavernhold due to well-hidden gnoll archers which protect their stronghold without mercy.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center; border-right: none; border-bottom: none;&amp;quot; | [[Sentoph]]&lt;br /&gt;
| style=&amp;quot;text-align: center; border-left: none; border-bottom: none;&amp;quot; | 13-17&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;font-size: smaller;&amp;quot;&amp;gt;&#039;&#039;Temple of Love: 18&amp;lt;br&amp;gt;Sentoph Peak: 33-39&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align: center; border-right: none; border-bottom: none;&amp;quot; | [[Smokey Caverns]]&lt;br /&gt;
| style=&amp;quot;text-align: center; border-left: none; border-bottom: none;&amp;quot; | 16-20&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;border-top: none; font-size: smaller;&amp;quot; | Sentoph Mountain, fourth largest of the Dragonsclaw range, is harsh and craggy. Offering little in the way of trees or greenery, the terrain makes travel through this region less than joyful. Sentoph plays host to several dangerous varieties of creatures. Of landmarks, the now-ruined [[Temple of Love]] lies along its southwest side. No longer the safe haven of old, the remnants of the Merciful Sisters of Perpetual Adoration echo their ill fate.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&#039;Points of Interest:&#039;&#039;&#039; Temple of Love, [[Obsidian Tower]].&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&#039;Rumors:&#039;&#039;&#039; Even the trees in this region have become dark with evil. The wise adventurer will take care under which trees he or she rests their hat.&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;border-top: none; font-size: smaller;&amp;quot; | High up in the northwestern Lysierian Hills lies this series of caverns. A nefarious pit of blackness compared to its more beautiful surroundings, the caverns are home to a strange variety of cats and rats. These creatures&#039; claws rake sparks of flame. It is uncertain whether it was the Smokey Caverns that changed the creatures, or the creatures that brought smoke to the caverns.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&#039;Rumors:&#039;&#039;&#039; Legend states that these caverns represent the quintessential blemish upon nature&#039;s beauty caused by the Lords of Liabo&#039;s tolerance of the Lords of Lornon.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center; border-right: none; border-bottom: none;&amp;quot; | [[Thanatoph]]&lt;br /&gt;
| style=&amp;quot;text-align: center; border-left: none; border-bottom: none;&amp;quot; | &amp;lt;span style=&amp;quot;font-size: smaller;&amp;quot;&amp;gt;&#039;&#039;Stone Valley: 16-18&amp;lt;br&amp;gt;Stronghold: 58-67&amp;lt;br&amp;gt;Bowels: 79-89&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align: center; border-right: none; border-bottom: none;&amp;quot; | [[Abandoned Mine]]&lt;br /&gt;
| style=&amp;quot;text-align: center; border-left: none; border-bottom: none;&amp;quot; | 17-25&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;border-top: none; font-size: smaller;&amp;quot; | Thanatoph Mountain, second largest of the Dragonsclaw range, sports two major snow-covered peaks. Though mostly dominated by stone, Thanatoph is not cursed with the bitter cold of nearby Glatoph and thus offers a more pleasant atmosphere for climbers. The natural hot springs along the southeast side show the versatility of nature&#039;s grand scheme.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&#039;Points of Interest:&#039;&#039;&#039; Stone Valley and Illoke Stronghold.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&#039;Rumors:&#039;&#039;&#039; Followers of an immortal stone giant known as Illoke frequent the region. Though many think Illoke now dead, the &amp;quot;immortal&amp;quot; part of its legend keeps people wary.&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;border-top: none; font-size: smaller;&amp;quot; | Abandoned only by the civilized races, this mine crawls with the presence of Krolvin. The mining village once thrived along the shores of Lake Marliese. Krolvin incursions into the area, however, made continued prosperity impossible.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&#039;Points of Interest:&#039;&#039;&#039; [[Lake Marliese]], Shrine of [[Imaera]].&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&#039;Rumors:&#039;&#039;&#039; Much can be learned about the history of the region by investigating the shrine on the island in Lake Marliese.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center; border-right: none; border-bottom: none;&amp;quot; | [[Castle Anwyn]]&lt;br /&gt;
| style=&amp;quot;text-align: center; border-left: none; border-bottom: none;&amp;quot; | 18-28&lt;br /&gt;
| style=&amp;quot;text-align: center; border-right: none; border-bottom: none;&amp;quot; | [[Spider Temple]]&lt;br /&gt;
| style=&amp;quot;text-align: center; border-left: none; border-bottom: none;&amp;quot; | 20-30&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;border-top: none; font-size: smaller;&amp;quot; | Perched on an island just off the shore of Lough Ne&#039;Halin, Castle Anwyn breaks through the mists with an eerie silence. The castle has many battlements, enough to have been a major stronghold in even the greatest wars. Time, however, seems to have been its greatest enemy, as the only inhabitants of the now-abandoned castle are the undead.&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;border-top: none; font-size: smaller;&amp;quot; | Servants of the spider goddess [[Arachne]] have erected a large spider-shaped temple deep in the woods not far from the Old Mine Road. Tourism is not encouraged due to the fanatical and hostile acts of the followers who claim the lives of visitors in the name of their goddess.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&#039;Rumors:&#039;&#039;&#039; A former prisoner of the temple made claims of finding a secret passage used for escape but, when questioned further, refused to answer.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center; border-right: none; border-bottom: none;&amp;quot; | [[Vipershroud]]&lt;br /&gt;
| style=&amp;quot;text-align: center; border-left: none; border-bottom: none;&amp;quot; | 22-24&lt;br /&gt;
| style=&amp;quot;text-align: center; border-right: none; border-bottom: none;&amp;quot; | [[Darkstone Castle]]&lt;br /&gt;
| style=&amp;quot;text-align: center; border-left: none; border-bottom: none;&amp;quot; | 23-63&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;border-top: none; font-size: smaller;&amp;quot; | When the topic of deep jungles was brought up, the locals would conjure up visions of danger far to the south; that is, until they discovered Vipershroud. This nearly impenetrable forest rests along the western shore of the Locksmehr River not far from the small [[Elven Village|Elven settlement]] in Danjirland. Great care must be taken here, as the wildlife is savage and will just as soon attack travelers as they will each other.&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;border-top: none; font-size: smaller;&amp;quot; | Of infamous beginnings, Darkstone Castle represents the most dangerous area to be found in northwestern Elanith. Built by an evil sorcerer known as [[Estrion]], the castle became a center for dark experiments resulting in the horrifying and deadly monstrosities that now inhabit the stronghold.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&#039;Points of Interest:&#039;&#039;&#039; Dark Caverns below the castle dungeons.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&#039;Rumors:&#039;&#039;&#039; Though Estrion was killed while attempting to destroy the known world, his ghost is rumored to haunt the castle to this day. His partner Siarl escaped this fate.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center; border-right: none; border-bottom: none;&amp;quot; | [[The Monastery]]&lt;br /&gt;
| style=&amp;quot;text-align: center; border-left: none; border-bottom: none;&amp;quot; | 25-28&lt;br /&gt;
| style=&amp;quot;text-align: center; border-right: none; border-bottom: none;&amp;quot; | [[The Broken Lands]]&lt;br /&gt;
| style=&amp;quot;text-align: center; border-left: none; border-bottom: none;&amp;quot; | 30-50&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;border-top: none; font-size: smaller;&amp;quot; | This infamous series of chambers lies hidden deep underground. The only known entrance lies at the shores of an underground lake which can be found somewhere within the Lysierian Hills. Of those who know of its existence, none have ever claimed that the place was anything other than a hive of evil. Only the resourceful adventurer can gain entry, and those who do face grave danger.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&#039;Points of Interest:&#039;&#039;&#039; The Broken Lands.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&#039;Rumors:&#039;&#039;&#039; Hidden within a misty chamber somewhere in the monastery lies a spinning rune portal. Those who master the runes are teleported to another realm known only as the [[The Broken Lands|Broken Lands]].&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;border-top: none; font-size: smaller;&amp;quot; | Dark, dangerous, and evil. Little more than these words are needed to describe the nature of this realm. Unfortunate adventurers who find themselves in this realm will most often awaken within a [[Sheru]]vian Monastery. Despite the obvious dangers inside, it is often safer than the jagged, difficult-to-traverse terrain outside.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&#039;Rumors:&#039;&#039;&#039; Many say this realm exists upon the surface of [[Lornon]], the dark moon.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center; border-right: none; border-bottom: none;&amp;quot; | [[Shadow Valley]]&lt;br /&gt;
| style=&amp;quot;text-align: center; border-left: none; border-bottom: none;&amp;quot; | 33-43&lt;br /&gt;
| style=&amp;quot;text-align: center; border-right: none; border-bottom: none;&amp;quot; | [[Red Forest]]&lt;br /&gt;
| style=&amp;quot;text-align: center; border-left: none; border-bottom: none;&amp;quot; | 60-83&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;border-top: none; font-size: smaller;&amp;quot; | &amp;quot;Everything under the sun has a shadow... everything.&amp;quot; Some places exist in parallel with our own, the same in form but each different in its own way. The Realm of Shadow is one such place. Yet where our valleys are lush, theirs are dead and lifeless. The lore of Shadow Valley revolves around the legend of some extraordinary wild horses. Though little but tall tales remain, there is [[A Popular History of Shadow Valley|an accounting]] of the legend within the Tomes of Elanthia.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&#039;Rumors:&#039;&#039;&#039; A powerful evil being is said to be trapped somewhere within the realm, waiting for its chance to escape.&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;border-top: none; font-size: smaller;&amp;quot; | The Red Forest is a hunting ground located in the Elven Village near Wehnimer&#039;s Landing and also near Aradhul Road outside Ta&#039;Vaalor. The two areas are separate instances created by unstable planar energies from the collision of Elanthia with the [[Elemental Confluence]]. Training in [[Survival]] and [[Perception]] is required to access the area.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center; border-right: none; border-bottom: none;&amp;quot; | [[Abandoned Village]]&lt;br /&gt;
| style=&amp;quot;text-align: center; border-left: none; border-bottom: none;&amp;quot; | (non-hostile)&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;border-top: none; font-size: smaller;&amp;quot; | The Abandoned Village is not a hostile hunting area. It is nothing more than a few shacks and buildings, once inhabited by functionaries of nearby Castle Anwyn, now lying in ruin and decay.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&#039;Rumors:&#039;&#039;&#039; A fairly well-known merchant, Dervich Felenar, used to frequent the village claiming they had the best leather workings on the continent. Though few people in the region ever bought a thing from the fellow, they were always happy to sell their old worn-out wares. When met with bemusement, Dervich was heard to say, &amp;quot;Everything has a worth but only a few like myself can be trusted to bring it out.&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* [[Locksmehr River Ferry]]&lt;br /&gt;
&lt;br /&gt;
==Public Gathering Places==&lt;br /&gt;
{{#section-h:Node|[[Wehnimer&#039;s Landing]]}}&lt;br /&gt;
&lt;br /&gt;
== Politics ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[Wehnimer&#039;s Landing Regional Envoy|The Regional Envoy (PC)]]&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;[[Wehnimer&#039;s Landing Town Council|Wehnimer&#039;s Landing Town Council (PC)]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [[:Category:Wehnimer&#039;s Landing politics|Wehnimer&#039;s Landing politics]]&lt;br /&gt;
&lt;br /&gt;
==Behind the Scenes==&lt;br /&gt;
===Kelfour&#039;s Landing and Early History===&lt;br /&gt;
The world of GemStone was originally different than the world that exists today.  Under the management of [[:Category:ICE Age|Iron Crown Enterprises]], the game had different names for gods, materials, and places.  After Simutronics gained full control of the game, names had to be changed to avoid copyright issues.  As a result, the town that was originally named [[Kelfour&#039;s Landing]] was renamed Wehnimer&#039;s Landing.  For years after, there were some aspects of the old Kelfour&#039;s Landing era still recognizable in various parts of the town.&lt;br /&gt;
&lt;br /&gt;
For the majority of the game&#039;s existence, the Landing was the starting point for all new players.  Even with the later release of new towns and regions in Elanthia, the Landing remains one of the core starting points.  Due to its historical role, the Landing remains the most populated of towns in game and is the economic center in terms of buying and selling in game, despite its [[in character]] size.&lt;br /&gt;
&lt;br /&gt;
Prior to the expansion of GemStone to include [[Ta&#039;Vaalor]], the vast majority of new players started here, and the Cul-de-Sac entrance to the Catacombs (and thus the [[giant rat]] hunting area) was a very popular resting point, used almost exclusively by young adventurers. (It is now usually deserted, and is no longer a node.)&lt;br /&gt;
&lt;br /&gt;
===Street Names===&lt;br /&gt;
Unlike nearly any other town in GemStone, Wehnimer&#039;s Landing has streets named after the characters of some of its earliest players.  One such example is Taarna Road, which was named for the founder of [[House Brigatta]].&lt;br /&gt;
&lt;br /&gt;
*Airioch Lane - Airioch Ramthanodox&lt;br /&gt;
*Atropa Street - Belladonna Atropa&lt;br /&gt;
*Beolost Road - Beolost Lamontt&lt;br /&gt;
*Cheridin Avenue - Natasha Cheridin&lt;br /&gt;
*Dagmar Lane - Dagmar Istarii&lt;br /&gt;
*Erebor Square - Erebor Bordeaux&lt;br /&gt;
*Ilstar Lane - Ilstar Darkedge&lt;br /&gt;
*Lanthar Road - Dec Lanthar&lt;br /&gt;
*Lyon Way - FXG Lyon&lt;br /&gt;
*Mikhail Street - Mikhail Minnehan&lt;br /&gt;
*Parsnips Street - Louvella Parsnips&lt;br /&gt;
*Penna Street - Penna Dulaney&lt;br /&gt;
*Riverwind Street - Riverwind Entreri&lt;br /&gt;
*Sagan&#039;s Alley - Sagan Necropolis&lt;br /&gt;
*Sindar Lane - Sindar d&#039;Clairique&lt;br /&gt;
*Stormarm Street - Benar Stormarm&lt;br /&gt;
*Taarna Street - Taarna Wayfinder&lt;br /&gt;
*Talon Street - Talon Elessidil&lt;br /&gt;
*Valeria Street - Valeria Deering&lt;br /&gt;
*Vesitsa Place - Vesitsa Talchild&lt;br /&gt;
*Winter Street - Winter Moorsland&lt;br /&gt;
*Wisraith Lane - Wisraith Winterwind&lt;br /&gt;
&lt;br /&gt;
===Mayor&#039;s Office===&lt;br /&gt;
This is what the mayor&#039;s office looked like about the time that a new mayor was chosen in [[Calendar|5110]]:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
The mayor&#039;s office is spartan, with straightbacked chairs, over one of which is draped a striped voalcat vest, and a stolid desk.  A cabinet contains a menacing assortment of iron and steel weapons, a few hunting trophies, and parchment maps of the Landing and outlying districts.  You also see a varnished modwir door.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
As of 5119, the Mayor&#039;s Office looks like this:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
From a dais, the maoral desk and an ivory and velvet curule seat loom over two carved wooden chairs.  Tapestry rugs cover the hardwood floor, their patterns complementing the arched windows flanking the desk.  A stag&#039;s head stares at a panoramic fresco mounted opposite it.  In a corner near the bar, a scarred witchwood perch rises to the high ceiling, while several feet away, a black iron stove rests against the west wall and is topped with a silver kettle.  You also see a varnished modwir door, a maoral bookcase and a small maoral sideboard with some stuff on it.&lt;br /&gt;
&lt;br /&gt;
Caution to those seeking this seat! Mayors have been killed or gone missing more often than they&#039;ve completed their time in office. &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
== Citizen Verbs ==&lt;br /&gt;
Citizen verbs can be accessed in [[Verb:VERB|VERB]] SETTINGS.&lt;br /&gt;
&lt;br /&gt;
{| {{verbtable|80}}&lt;br /&gt;
|- {{verbtableheader}}&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Style&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width: 45%&amp;quot; | First&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width: 45%&amp;quot; | Third&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; role=&amp;quot;rowheader&amp;quot;|Nudge&lt;br /&gt;
| You push forward purposefully, letting nothing and no one stand in your way!&lt;br /&gt;
| Player storms about, wildly swinging her elbows around.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; role=&amp;quot;rowheader&amp;quot;|Ponder&lt;br /&gt;
| You place your hands on your hips and casually survey your surroundings.&lt;br /&gt;
| Player places her hands on her hips and casually surveys her surroundings.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
*[[A beginner&#039;s guide to Wehnimer&#039;s Landing]]&lt;br /&gt;
*[[Wehnimer&#039;s Landing Area (map)|Area maps]]&lt;br /&gt;
*[[:Category: Wehnimer&#039;s Landing Hunting Areas|Hunting areas]]&lt;br /&gt;
*[[/saved posts|Saved posts]] (town updates)&lt;br /&gt;
*[[Wehnimer&#039;s Landing: Frontier Politics]] (official documentation)&lt;br /&gt;
*[[Wehnimer&#039;s Landing: Trade and Resources]] (official documentation)&lt;br /&gt;
*[[Wehnimer&#039;s Landing/Defenses|Wehnimer&#039;s Landing Defenses]]&lt;br /&gt;
*[[Wehnimer&#039;s Landing Militia]]&lt;br /&gt;
*[[The Ribbon]]&lt;br /&gt;
*[http://forums.play.net/forums/GemStone%20IV/Towns/Wehnimer&#039;s%20Landing/view Wehnimer&#039;s Landing Officials folder]&lt;br /&gt;
*[http://forums.play.net/forums/GemStone%20IV/Hunting%20and%20Combat/Wehnimer&#039;s%20Landing%20Hunting%20Areas/view Wehnimer&#039;s Landing Hunting Areas Officials folder]&lt;br /&gt;
*[[Baystone]]&lt;br /&gt;
*[[Wehnimer&#039;s Landing Regional Envoy]]&lt;br /&gt;
&lt;br /&gt;
{{Humans}}&lt;br /&gt;
[[Category:Player Accessible]]&lt;br /&gt;
[[Category:Towns]]&lt;br /&gt;
[[Category:Wehnimer&#039;s Landing| ]]&lt;/div&gt;</summary>
		<author><name>JENNY84</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Solhaven&amp;diff=259999</id>
		<title>Solhaven</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Solhaven&amp;diff=259999"/>
		<updated>2026-07-04T18:09:21Z</updated>

		<summary type="html">&lt;p&gt;JENNY84: /* Hunting */ Fixed broken table added missing information&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Solhaven.png|thumb|right|Solhaven map by Mourne]]&lt;br /&gt;
The &#039;&#039;&#039;Freeport of Solhaven&#039;&#039;&#039; is a district within the [[Turamzzyrian Empire|Turamzzyrian]] city of Vornavis, the eponymous seat of the Barony of [[Vornavis]].&lt;br /&gt;
&lt;br /&gt;
The Solhaven [[realm]] consists of several unique boroughs that over time have merged into a larger metropolis associated with the Barony of Vornavis and its capitol: [[Vornavis City]], Solhaven, [[South Haven]], [[Marshtown]], and the [[Vornavis Caravansary]].&lt;br /&gt;
{{TOC limit|2}}&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
{{Quote|&amp;lt;p&amp;gt;&amp;quot;The city of Solhaven is one of the only free ports within the Turamzzyrian Empire and is known for its open access to all manner of tradesmen and merchants. Set along the coast of Solhaven Bay, the large port is a regular recipient of trade ships and travelers from distant regions, even the dwarven land known as [[Teras Isle]]. It was largely run by the Mercantyler&#039;s Guild, with only minimal guidance and oversight from Vornavis, until the assassination of Empress Mynal&#039;lyanna Anodheles took place within the city in 5103. As a result, the free port status was revoked.&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
In 5107, Emperor Aurmont Anodheles renewed Solhaven&#039;s free port status after an investigation into the former Empress&#039; death revealed no due negligence came from the city. The Emperor firmly stated in his decree, however, that there be a strict edict of change. Now, the Mercantyler&#039;s Guild has far less control over Solhaven, having to deal with the baronial bureaucracy and guardsmen patrolling the streets. Further, under the order of Baron Malwind, Vornavis has established a naval presence within Solhaven Bay, offering protection and inspection of cargo and its port.&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
The free port status of Solhaven has resulted in a long-term increase in the city&#039;s trade traffic, greatly enhancing both Imperial and Baronial income.&amp;quot;&amp;lt;/p&amp;gt;|[[A Traveler&#039;s Guide to the Turamzzyrian Empire]]}}&lt;br /&gt;
&lt;br /&gt;
Solhaven was established some time during the 46th century along the Vornavian coast. founded on an unusual plot of land that is part tidal marsh and part solid ground, with various parts of the district extending out over the water. The land beneath the city is geologically unstable, containing a variety of tunnels. These served as home to a nameless dwarven clan that settled in the area in prehistory, and have long been used by thieves and smugglers.&lt;br /&gt;
&lt;br /&gt;
In 5098, [[Dunrith Malwind|Baron Malwind of Vornavis]] opened a public trade route between Solhaven and Wehnimer&#039;s Landing, though rumor has it that smugglers had blazed the trail long beforehand. As a port, the district&#039;s population is dominated by merchants, sailors, and local ruffians that long benefited from its status as an Imperial free port. The foremost civilian power is the Mercantylers&#039; Guild, but religious sects and the Empire both have considerable cachet.&lt;br /&gt;
&lt;br /&gt;
Solhaven has been occupied or destroyed several times during the course of its history. The original outpost likely fell victim to kraken, massive sea beasts that breed in the surrounding waters. In recent times, it has been invaded by [[Jantalar]] and the armed forces of [[V&#039;tull]], and [[Sheru]]. Twice during the [[Griffin Sword Saga]], the district was occupied and renamed to [[Nighthaven]] by the Sheruvian High Priest [[Draezir]]. In 5109, the district was wiped out by a tidal wave. With the assistance of Hall of Mages members and notable locals, the city was reconstructed from its inhabitants&#039; memories. Due to fluctuations in the spell and imperfections of recollection, the resulting construction had a considerably different topography in some portions. (For more information, see [[Solhaven Cataclysm (saved posts)|Solhaven Cataclysm]].)&lt;br /&gt;
&lt;br /&gt;
== Storylines ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style = &amp;quot;vertical-align:top; width: 25em;&amp;quot; | Current&lt;br /&gt;
! style = &amp;quot;vertical-align:top; width: 25em;&amp;quot; | Historical&lt;br /&gt;
! style = &amp;quot;vertical-align:top; width: 25em;&amp;quot; | Vornavis Formal Court&lt;br /&gt;
|-&lt;br /&gt;
| [[:category: Tales_of_Solhaven | Tales of Solhaven]]&lt;br /&gt;
| [[:category: Solhaven_storylines | Solhaven Storylines]]&lt;br /&gt;
| [[:category:Vornavis_court_sessions | Vornavis Court Session Logs]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Features ==&lt;br /&gt;
&lt;br /&gt;
Solhaven is a popular hub of adventurer activity, with hunting areas nearby ranging from levels 1 to the mid-60s, as well as caravans for level 100 characters heading out to the Sanctum of Scales. The traditional gathering spot is the North Market, but there are many other resting spots throughout the city.&lt;br /&gt;
&lt;br /&gt;
The city offers many common services and shops, as well as specialties like the Muffinsmith, live lobsters, and crickets. Solhaven merchants have a slightly better disposition towards humans and half-elves.&lt;br /&gt;
&lt;br /&gt;
=== Shops ===&lt;br /&gt;
{{main|:Category:Solhaven shops}}&lt;br /&gt;
{{#ask: [[Category:Solhaven shops]]&lt;br /&gt;
 |?Shop location&lt;br /&gt;
 |?Shop type&lt;br /&gt;
 |?Shop wares&lt;br /&gt;
 |?Shop specialty&lt;br /&gt;
 |format=template&lt;br /&gt;
 |limit=25&lt;br /&gt;
 |link=none&lt;br /&gt;
 |mainlabel=&lt;br /&gt;
 |template=ShopTable&lt;br /&gt;
 |introtemplate=ShopRealmTableStart&lt;br /&gt;
 |outrotemplate=Shop_table_end&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Attractions and Specialties ===&lt;br /&gt;
&lt;br /&gt;
*[[Muffinsmith Stall]]&lt;br /&gt;
*[[Wizened Gnome]]: sells crickets&lt;br /&gt;
*[[Morayna&#039;s Pet Shop]]&lt;br /&gt;
*Solhaven Zoo&lt;br /&gt;
*[[Lobstereum]]&lt;br /&gt;
&lt;br /&gt;
=== Organizations ===&lt;br /&gt;
&lt;br /&gt;
[[Cairnfang Manor]], based in Solhaven, is one of the [[CHE|Co-operative Houses of Elanthia]].&lt;br /&gt;
&lt;br /&gt;
For active Meeting Hall Organizations, see: [[Meeting Hall Organization/MHO List]]&lt;br /&gt;
&lt;br /&gt;
== People of Vornavis-Solhaven ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:3;-moz-column-count:3;-webkit-column-count:3&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;big&amp;gt; &#039;&#039;&#039;House of Malwind&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The [[House of Malwind|Malwinds]] are the ruling family of the Barony of Vornavis.&lt;br /&gt;
&lt;br /&gt;
*Baron [[Dunrith Malwind]]&lt;br /&gt;
*[[Salnim Malwind|Sentinnel Salnim Malwind]]&lt;br /&gt;
*Lady [[Athalia Aricia Malwind]]&lt;br /&gt;
*Sir [[Gedrick the Grey]]&lt;br /&gt;
*Squire [[Camryth]]&lt;br /&gt;
*Captain [[Gurbah]]&lt;br /&gt;
*[[Odelgarde Brindlestraffe|Magister Odelgarde Brindlestraffe]]&lt;br /&gt;
*[[Jarnsaixa Vargrdoittr|Jarnsaixa Vargdoitter]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt; &#039;&#039;&#039;Others&#039;&#039;&#039; &amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*[[Duvernith]] of the Mercantyler Guild&lt;br /&gt;
*[[Bastaesil Hemstead]] of the Merchantyler Guild&lt;br /&gt;
*[[Girvahk&#039;s Professional Mercantile Services|Girvahk Hemstea]]&amp;lt;nowiki/&amp;gt;d of the Merchantyler Guild&lt;br /&gt;
*[[Talenni Shadowkyn|Talon]]&lt;br /&gt;
*[[Jillou]] of Marshtown&lt;br /&gt;
*[[Zieschka]] of the Merchantyler Guild&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt; &#039;&#039;&#039;Historical&#039;&#039;&#039; &amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*[[Paidreg Venquinor]]&lt;br /&gt;
*[[Mirke]]&lt;br /&gt;
*[[Roame]]&lt;br /&gt;
*[[Tseleth]]&lt;br /&gt;
*[[Carellus|Carellus Ranheles]]&lt;br /&gt;
*[[Vectrus|Vectrus Kestrel Ranheles]]&lt;br /&gt;
*[[Mynal&#039;lyanna Anodheles]]&lt;br /&gt;
*[[Kasendra Malwind]], wife of Salnim, died in 5123&lt;br /&gt;
*Mistress [[Grenhal]], an aged healer, presumed dead in 5123&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Town NPCs ===&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:3;-moz-column-count:3;-webkit-column-count:3&amp;quot;&amp;gt;&lt;br /&gt;
* [[a stooped old woman]] (Mabel)&lt;br /&gt;
* [[a peglegged cat]]&lt;br /&gt;
* [[a dirty rat]]&lt;br /&gt;
* [[a street urchin]]&lt;br /&gt;
* [[a pelican]]&lt;br /&gt;
* [[a drunken sailor]]&lt;br /&gt;
* an old sailor (Ol&#039; Salts)&lt;br /&gt;
* a [[mangy red-haired man]] (Red)&lt;br /&gt;
* a [[dwarven recruiter]]&lt;br /&gt;
* a [[haggard matron]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
== New Character Experience == &lt;br /&gt;
New characters (level 0) in Solhaven can collect experience toward reaching level 1 by visiting the following locations: &lt;br /&gt;
*Liabo Plaza&lt;br /&gt;
*North Market&lt;br /&gt;
*Alchemist (on Tumbledown Lane)&lt;br /&gt;
*Peasant Holdings (southeast from eastern trading post room)&lt;br /&gt;
*Cairnfang North Bank (west of the north side of Hangman&#039;s Bridge)&lt;br /&gt;
*Ancient Shrine (Vornavis Caravansary)&lt;br /&gt;
*Mercantyler&#039;s Guild Hall (Vornavis Caravansary)&lt;br /&gt;
*Goodun&#039;s Cheap Used Stuff (Vornavis Caravansary, arms/armor wagon)&lt;br /&gt;
*Vornavis Caravansary Pawnshop (tent)&lt;br /&gt;
*Empath&#039;s Shack (Vornavis Caravansary)&lt;br /&gt;
*Mercantyler&#039;s Storage Warehouse (Vornavis Caravansary, south of building entrance)&lt;br /&gt;
*Vornavis Caravansary Exterior&lt;br /&gt;
&lt;br /&gt;
== Hunting ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: left;&amp;quot;&lt;br /&gt;
! width=&amp;quot;290px&amp;quot; | Area&lt;br /&gt;
! width=&amp;quot;120px&amp;quot; | Level Range&lt;br /&gt;
! width=&amp;quot;290px&amp;quot; | Area&lt;br /&gt;
! width=&amp;quot;120px&amp;quot; | Level Range&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center; border-right: none; border-bottom: none;&amp;quot; | [[Solhaven Environs]]&lt;br /&gt;
| style=&amp;quot;text-align: center; border-left: none; border-bottom: none;&amp;quot; | 1-3&lt;br /&gt;
| style=&amp;quot;text-align: center; border-right: none; border-bottom: none;&amp;quot; | [[Marshtown]]&lt;br /&gt;
| style=&amp;quot;text-align: center; border-left: none; border-bottom: none;&amp;quot; | 1-8&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;font-size: smaller&amp;quot;&amp;gt;&#039;&#039;Bog: 7-18&amp;lt;br&amp;gt;Wooded Plains: 20-23&amp;lt;br&amp;gt;Noman&#039;s Land: 27&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;border-top: none; font-size: smaller;&amp;quot; | The wonders of the lush lands near the sea are many. Sadly, the number of dangers is of equal measure. The creatures and wildlife of the area are loath to leave the safety of their territory, but they have been known to make their way to the roads when in search of their next meal. Care must be taken when traveling through these lands.&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;border-top: none; font-size: smaller;&amp;quot; | Resting just outside and northwest of Solhaven, Marshtown is a conglomeration of boardwalks and barrel rafts. The land leading to the piers has been so softened by the nearby Cairnfang River that each step on the ground is a slippery and treacherous one. But that has not stopped enterprising townsfolk from building makeshift paths and raft walkways to keep commerce flowing to and from the piers.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&#039;Points of Interest:&#039;&#039;&#039; West Road, Noman&#039;s Land, Bog, Wooded Plains.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&#039;Rumors:&#039;&#039;&#039; Sailors here claim that the marsh hides marsh monsters that come out at night to steal your thoughts. Most of the locals claim that it is the ale that dulls their minds and not marsh monsters.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center; border-right: none; border-bottom: none;&amp;quot; | [[Vornavian Coast]]&lt;br /&gt;
| style=&amp;quot;text-align: center; border-left: none; border-bottom: none;&amp;quot; | 1-16&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;font-size: smaller&amp;quot;&amp;gt;&#039;&#039;Lagoon: 17-33&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align: center; border-right: none; border-bottom: none;&amp;quot; | [[Cairnfang Forest]]&lt;br /&gt;
| style=&amp;quot;text-align: center; border-left: none; border-bottom: none;&amp;quot; | 3-15&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;border-top: none; font-size: smaller;&amp;quot; | Black sand ground from nearby volcanic rock dominates the beaches along the Vornavian Coast. Dangerous creatures roam the ocean&#039;s edge, always on the lookout for a quick meal or an extra coin.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&#039;Points of Interest:&#039;&#039;&#039; Lagoon, North Beach, South Beach, Beached Hulk, Coastal Cliffs, Caverns, and West Road.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&#039;Rumors:&#039;&#039;&#039; Giant serpents from the deeps are said to avoid this particular coast because the volcanic black sand gets into everything and makes the sailors taste too dry.&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;border-top: none; font-size: smaller;&amp;quot; | The natural beauty of the Cairnfang Forest is well known. Travel through the forest has its dangers like any wild area, but mostly for the young and foolish. Most of the truly dangerous creatures have been driven clear due to the well-established trails used by the Vornavis Caravansary to link Solhaven with Wehnimer&#039;s Landing. Do take care to stay on the traveled paths, as much greater dangers lie not far off the roads in the deeper woods.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&#039;Points of Interest:&#039;&#039;&#039; Tor Aganrahk, Stoneharrow Swale, Abandoned Village.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&#039;Rumors:&#039;&#039;&#039; Strange howling can sometimes be heard when the moons of Lornon and Liabo both shine high in the night skies.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center; border-right: none; border-bottom: none;&amp;quot; | [[Foggy Valley]]&lt;br /&gt;
| style=&amp;quot;text-align: center; border-left: none; border-bottom: none;&amp;quot; | 5-42&lt;br /&gt;
| style=&amp;quot;text-align: center; border-right: none; border-bottom: none;&amp;quot; | [[Outlands]]&lt;br /&gt;
| style=&amp;quot;text-align: center; border-left: none; border-bottom: none;&amp;quot; | 22-28&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;border-top: none; font-size: smaller;&amp;quot; | Greater dangers lurk in the shadowy mists of Foggy Valley, found in the southeastern corner of the Vornavian Coast. Few places can be said to offer such a variety of wild creatures. Keep your friends close when traveling in these parts.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&#039;Points of Interest:&#039;&#039;&#039; Pine Forest, The Hills, Fenghai Warrens, Coastal Woods, and Ruined Temple.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&#039;Rumors:&#039;&#039;&#039; A powerful and evil wizard is said to be responsible for the large variety of horrors that inhabit the area.&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;border-top: none; font-size: smaller;&amp;quot; | The Outlands are located outside of Solhaven, east of Vornavis. The area includes Outlands Manor, the Ruined Village, and Outlands Road. Certain parts of the Ruined Village are anti-magic rooms where attempts to cast spells will fizzle due to mandis poisoning.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center; border-right: none; border-bottom: none;&amp;quot; | [[Castle Varunar]]&lt;br /&gt;
| style=&amp;quot;text-align: center; border-left: none; border-bottom: none;&amp;quot; | 25-42&lt;br /&gt;
| style=&amp;quot;text-align: center; border-right: none; border-bottom: none;&amp;quot; | [[Bonespear Tower]]&lt;br /&gt;
| style=&amp;quot;text-align: center; border-left: none; border-bottom: none;&amp;quot; | 48-55&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;border-top: none; font-size: smaller;&amp;quot; | Shadows of what once were are all that remain within deserted Castle Varunar. Little is known about the builders of the castle that is not revealed by the remains. It appears to have been a stronghold, perhaps a base of operations in an ancient war. In the present, however, it has become infested with the reek of undead.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&#039;Rumors:&#039;&#039;&#039; There are those who say the castle has traded hands many times between the forces of light and dark. Despite its current state, its walls are strong and its location strategically beneficial.&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;border-top: none; font-size: smaller;&amp;quot; | Reaching into the sky in angry defiance, Bonespear Tower strikes fear into all who survey it. Made entirely of bone fragments of animal and humanoid form, the tower is a symbol of dire evil and death, and yet it is alive. Many adventurers have returned to claim that the tower moves, but none of them have offered any clear explanation as to why or how it does so.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&#039;Rumors:&#039;&#039;&#039; The tower is said to have been created by a mad genius of incredible talent. Few care to speak differently out of fear or awe.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center; border-right: none; border-bottom: none;&amp;quot; | [[Forgotten Vineyard]]&lt;br /&gt;
| style=&amp;quot;text-align: center; border-left: none; border-bottom: none;&amp;quot; | 58-66&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;font-size: smaller&amp;quot;&amp;gt;&#039;&#039;[[Spell sever]]&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align: center; border-right: none; border-bottom: none;&amp;quot; | [[Sanctum of Scales]]&lt;br /&gt;
| style=&amp;quot;text-align: center; border-left: none; border-bottom: none;&amp;quot; | 95-102&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;font-size: smaller&amp;quot;&amp;gt;&#039;&#039;[[Spell burst]]&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;border-top: none; font-size: smaller;&amp;quot; | The Forgotten Vineyard is near Solhaven and is populated by several types of shan. The entire area is subject to [[spell sever]].&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;border-top: none; font-size: smaller;&amp;quot; | Also known as the Sanctum of Scales, this area is located in the Sea of Fire and is accessible from Solhaven by caravan from the Vornavis Caravansary for 3000 silvers. Caravan travel may include ambushes. The area is subject to [[spell burst]], and the surrounding Sea of Fire desert blocks teleportation magic and can cause heat or cold damage.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Public Gathering Places==&lt;br /&gt;
{{#section-h:Node|[[Solhaven]]}}&lt;br /&gt;
&lt;br /&gt;
== Citizen Verbs ==&lt;br /&gt;
Citizen verbs can be accessed in [[Verb:VERB|VERB]] SETTINGS.&lt;br /&gt;
&lt;br /&gt;
{| {{verbtable|80}}&lt;br /&gt;
|- {{verbtableheader}}&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Style&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width: 45%&amp;quot; | First&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width: 45%&amp;quot; | Third&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; role=&amp;quot;rowheader&amp;quot;|Fold&lt;br /&gt;
| You fold your arms over your chest in a display of stubborn pride, tilting your chin up slightly in defiance.  Kraken, floods, apocalypses, cats... really, what could possibly think it has the power to scare you any more?&lt;br /&gt;
| Player folds his arms over his chest in a display of stubborn pride, tilting his chin up slightly in defiance.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; role=&amp;quot;rowheader&amp;quot;|Pinch&lt;br /&gt;
| You curl your hands into a facsimile of lobster claws, making exaggerated pinchy motions at the air around you while clicking your tongue to provide the snapping sounds of the claws closing.&lt;br /&gt;
| Player curls his hands into a mimicry of lobster claws, pinching at the empty air around him and making clicking sounds with his tongue.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Resources ==&lt;br /&gt;
*[[/saved posts|Saved posts]]&lt;br /&gt;
*[[Solhaven Area (map)|Area maps]]&lt;br /&gt;
*[[:Category: Solhaven Hunting Areas|Hunting areas]]&lt;br /&gt;
*[[Captured (short story)]]&lt;br /&gt;
* [http://www.play.net/gs4/info/tomes/human_guide/human_vornavis.asp Official Documentation on Vornavis], on Play.net&lt;br /&gt;
&lt;br /&gt;
{{Humans|nocat=1}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Solhaven| ]]&lt;br /&gt;
[[Category:Towns]]&lt;br /&gt;
[[Category:Settlements of the Turamzzyrian Empire]]&lt;br /&gt;
[[Category:Player Accessible]]&lt;/div&gt;</summary>
		<author><name>JENNY84</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Teras_Isle&amp;diff=259998</id>
		<title>Teras Isle</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Teras_Isle&amp;diff=259998"/>
		<updated>2026-07-04T17:50:57Z</updated>

		<summary type="html">&lt;p&gt;JENNY84: added kraken falls style hunting areas details&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Teras_Isle_Regional_final.jpg|thumb|400px|Reference map of Teras Isle, surrounding waters, and Kharam Dzu. Prepared for the Borthuum Mining Company by Alosaka&#039;s player.]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Teras Isle&#039;&#039;&#039;, home to the [[dwarven]] settlement of [[Kharam Dzu]], is located to the west off the coast of the continent of [[Elanthia]] in the [[Great Western Sea]].&lt;br /&gt;
&lt;br /&gt;
The name of Teras&#039; great volcanic peak was dwarven for &amp;quot;Stormbrow&amp;quot; as it was named in 4997 when the uninhabited island was discovered by [[Ghorsa Borthuum]] of the [[Gulroten Clan]].  Ghorsa had undertaken a journey in hope to find the lost [[Turamzzyrian Empire|Turamzzyrian]] province of [[Kezmon Isle]], and to escape the threat of [[human]] expansion to the north.  Instead, by travel of [[Airship#Behind the Scenes|hot air balloon]], they discovered what became known as Teras Isle.&lt;br /&gt;
&lt;br /&gt;
Excited by the apparent large reservoirs of gems and metals on the volcanic island, they quickly established the town of Kharam Dzu.  Soon after, a human merchant ship, driven off course by [[Krolvin]] attack discovered the dwarven settlement.  The [[Borthuum Mining Company]] promptly went into business with the humans, specifically for the rare material of [[glaes]].  It was from the humans that the dwarves bought the ship which became known as the [[Glaesen Star]].  &lt;br /&gt;
&lt;br /&gt;
On Jastatos the 15th, the underwater temple to the great water [[elemental]] [[Nelemar]] was discovered by a band of scholars searching for the [[Fier&#039;Dracus]] gem.&lt;br /&gt;
&lt;br /&gt;
==Travel to Teras Isle==&lt;br /&gt;
{{main|Glaesen Star}}&lt;br /&gt;
The town of Kharam Dzu on Teras Isle is accessible by boarding the [[Glaesen Star]] ship in [[Wehnimer&#039;s Landing]] (Lich Room #8898).  {{#section:Glaesen Star|schedule}}  Loading begins fifteen minutes prior. Tickets cost 10,000 silver and must be purchased in the Wehnimer&#039;s Travel Office which is located right outside of the Glaesen Star&#039;s dock on the south wharf (Lich Room #8899, #1871 in Platinum).  Once in the office,{{boldmono| [[BUY]] TICKET}}.&lt;br /&gt;
&lt;br /&gt;
== Storyline Information ==&lt;br /&gt;
* [[:Category:Kharam-Dzu storylines|Kharam-Dzu storylines]]&lt;br /&gt;
* [[:Category:Ragnak Reclamation|Ragnak Reclamation]]&lt;br /&gt;
&lt;br /&gt;
== Nearby Places of Interest ==&lt;br /&gt;
* The [[Hog&#039;s Pen]] Tavern&lt;br /&gt;
* [[Locks Picked &amp;amp; Lockpicks]]&lt;br /&gt;
* [[Fhorian Village]]&lt;br /&gt;
* The [[Temple of Luukos]]&lt;br /&gt;
* The [[Eye of V&#039;tull]]&lt;br /&gt;
* The [[Glaes Caverns]]&lt;br /&gt;
* [[McKyren&#039;s Folly]]&lt;br /&gt;
* The [[Lava Flows]]&lt;br /&gt;
* [[Ruin Creek (saved posts)|Ruin Creek]]?&lt;br /&gt;
&lt;br /&gt;
==Behind the Scenes==&lt;br /&gt;
Teras Isle was released in early 1996. It was the first town expansion to the game since [[Kelfour&#039;s Landing]] was introduced in December 1989. [[Icemule Trace]] and [[River&#039;s Rest]] followed in the subsequent year, while [[Pinefar]] and [[Solhaven]] were opposite ends of 1998, and the [[Elven Nations]] was released throughout the second half of 2001. [[Cysaegir]] was the last town expansion in July 2004. [[Squire&#039;s Bluff]] was the original town of GemStone ][ in April 1988, but was removed in the transition to GemStone III. It is supposedly the abandoned village on the trail to [[Vornavis]]. There was a map in the [[Abandoned Inn]].&lt;br /&gt;
===History===&lt;br /&gt;
The early work on what would eventually become Teras Isle was done by [[Maleskari#Behind the Scenes|Kygar]] and Fawn. It was developed on the premise of being [[Uman Isle]] in the southern hemisphere of [[Shadow World]], which has a dormant volcano and extensive deposits of the volcanic glass now called [[glaes]]. It was supposed to be very difficult to reach for [[flows of essence]] and other navigational reasons. The project was put aside in favor of other issues, but was revived when the game population rapidly expanded on AOL following the end of the [[ICE age|I.C.E. Age]], forming a lot of pressure for older high level characters to get away from the inexperienced new players. The Dwarves were added as flavor and the place was designed instead as Teras Isle, located off the same continent, making it much closer to the Landing than Uman Isle.&lt;br /&gt;
&lt;br /&gt;
One can find information about the release of Teras Isle on the [[/saved posts|saved posts]] page for this article.&lt;br /&gt;
&lt;br /&gt;
==Hunting==&lt;br /&gt;
&lt;br /&gt;
There are several [[:Category:Teras Isle Hunting Areas |hunting areas]] on and near Teras Isle.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: left;&amp;quot;&lt;br /&gt;
! width=&amp;quot;240px&amp;quot; | Area&lt;br /&gt;
! width=&amp;quot;100px&amp;quot; | Level Range&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-right: none; border-bottom: none;&amp;quot; | [[:Category:Greymist Wood creatures | Greymist Wood]]&lt;br /&gt;
| style=&amp;quot;text-align: center; border-left: none; border-bottom: none;&amp;quot; | 26-36&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 style=&amp;quot;border-top: none; font-size: smaller;&amp;quot; | Greymist Wood takes up much of western Teras Isle and includes both the Greymist Woods and the Basalt Flats.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-right: none; border-bottom: none;&amp;quot; | [[:Category:Fhorian Village creatures | Fhorian Village]]&lt;br /&gt;
| style=&amp;quot;text-align: center; border-left: none; border-bottom: none;&amp;quot; | 38-50&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 style=&amp;quot;border-top: none; font-size: smaller;&amp;quot; | Fhorian Village is found on the TI-wilds map and includes creatures such as mud wasps, siren lizards, firethorn shoots, sand devils, and banshees.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-right: none; border-bottom: none;&amp;quot; | [[:Category:Lava Flows creatures | Lava Flows]]&lt;br /&gt;
| style=&amp;quot;text-align: center; border-left: none; border-bottom: none;&amp;quot; | 43-58&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 style=&amp;quot;border-top: none; font-size: smaller;&amp;quot; | The Lava Flows are found on the TI-vtull map and include creatures such as cinder wasps, red-scaled thraks, skayls, and massive pyrothags.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-right: none; border-bottom: none;&amp;quot; | [[:Category:Temple of Luukos creatures | Temple of Luukos]]&lt;br /&gt;
| style=&amp;quot;text-align: center; border-left: none; border-bottom: none;&amp;quot; | 61-63&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 style=&amp;quot;border-top: none; font-size: smaller;&amp;quot; | The Temple of Luukos is found on the TI-wilds map and is populated by wind wraiths and soul golems.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-right: none; border-bottom: none;&amp;quot; | [[:Category:Glaes Caverns creatures | Glaes Caverns]]&lt;br /&gt;
| style=&amp;quot;text-align: center; border-left: none; border-bottom: none;&amp;quot; | 64-71&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 style=&amp;quot;border-top: none; font-size: smaller;&amp;quot; | The Glaes Caverns are found on the TI-vtull map and are populated by fire sprites, red tsarks, and fire mages.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-right: none; border-bottom: none;&amp;quot; | [[:Category:Eye of V&#039;Tull creatures | Eye of V&#039;Tull]]&lt;br /&gt;
| style=&amp;quot;text-align: center; border-left: none; border-bottom: none;&amp;quot; | 56-84&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 style=&amp;quot;border-top: none; font-size: smaller;&amp;quot; | The Eye of V&#039;Tull is found on the TI-vtull map and includes fire elementals, lava golems, red tsarks, fire mages, greater skayls, and steam dervishes.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-right: none; border-bottom: none;&amp;quot; | [[:Category:The F&#039;Eyrie creatures | The F&#039;Eyrie]]&lt;br /&gt;
| style=&amp;quot;text-align: center; border-left: none; border-bottom: none;&amp;quot; | 85-90&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 style=&amp;quot;border-top: none; font-size: smaller;&amp;quot; | The F&#039;Eyrie is reached by climbing from the Basalt Flats to the top of Stormbrow and is subject to spell sever and environmental heat damage.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-right: none; border-bottom: none;&amp;quot; | [[:Category:Ruined Temple creatures | Ruined Temple]]&lt;br /&gt;
| style=&amp;quot;text-align: center; border-left: none; border-bottom: none;&amp;quot; | 92-105&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 style=&amp;quot;border-top: none; font-size: smaller;&amp;quot; | Commonly called Temple Nelemar, the Ruined Temple is reached by swimming from the beach in Fhorian Village and is subject to spell burst.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
* [[/saved posts|Saved posts]]&lt;br /&gt;
* [[Teras Isle and Kharam Dzu Area (map)|Area maps]]&lt;br /&gt;
* [[:Category: Teras Isle Hunting Areas|Hunting areas]]&lt;br /&gt;
* [[:Category:Teras Isle OOC meetings|Teras Isle OOC meetings]]&lt;br /&gt;
&lt;br /&gt;
{{Dwarves}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Teras Isle| ]]&lt;br /&gt;
[[Category:Places]]&lt;/div&gt;</summary>
		<author><name>JENNY84</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Globus_Elanthias&amp;diff=259997</id>
		<title>Globus Elanthias</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Globus_Elanthias&amp;diff=259997"/>
		<updated>2026-07-04T16:54:57Z</updated>

		<summary type="html">&lt;p&gt;JENNY84: Added steam details to clean&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;Globus Elanthias&#039;&#039;&#039; are tiered [[Runestaff|runestaves]] with fluff [[Script|scripts]]. They have unique [[Flare|flare]] and [[block]] messaging. They can be unlocked to gain the ability to absorb the souls of the creatures it kills, which allows the user to trigger special abilities. They have been sold at [[EGShop:Once From a Soul|Once From a Soul]] during [[Ebon Gate]].&lt;br /&gt;
{{TOC limit|2}}&lt;br /&gt;
==Analyze==&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
You analyze your orase runestaff and sense that the creator has provided the following information:&lt;br /&gt;
&lt;br /&gt;
This is the Globus Elanthias runestaff, or more commonly the Soul Eater runestaff.  It has &#039;&#039;&#039;spectral shapes&#039;&#039;&#039; as its flare type.  There is a skull made of carnelian that is wedged into the top of the length of orase, and it can be customized in the following way:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;&#039;&#039;&#039;Globe Type: Globe, Orb, Sphere, Spheroid, Ball, Skull&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;&#039;&#039;&#039;Globe Material: Glaesine, Glass, Crystalline, Obsidian, Clear Gemstone&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
An orase runestaff can be altered with a long or a show description.  If it has a long description, then it will always have a show of &amp;quot;Firmly wedged at the top of the length of orase is carnelian skull.&amp;quot;  However, if it does not have a show description, then it will always have a show of &amp;quot;Sinew and rawhide bind the top of the length of orase to create a cradle for carnelian skull that rests within it.&amp;quot;  If you are designing your own show, you may ask your alterer to include how the skull is wedged into the runestaff, but it must always be at the top.&lt;br /&gt;
&lt;br /&gt;
It is currently 4 of 4 Tiers.&lt;br /&gt;
&lt;br /&gt;
With the following verbs available: Attend*, Bow, Chuckle, Clean, Gaze**, Greet, Nudge, Point, Prod, Raise, Rub***, Tap****, and Wave&lt;br /&gt;
&lt;br /&gt;
You have unlocked the Soul Eating feature, which will charge your runestaff.  You can only charge it with creatures that you can learn from.  Some creatures will give more charges than others.&lt;br /&gt;
&lt;br /&gt;
The runestaff currently has 0 charges stored in it.&lt;br /&gt;
&lt;br /&gt;
Your orase runestaff will produce a second flare during combat that costs 15 charges at activation.  This option can be toggled off using PROD.&lt;br /&gt;
* This is a feature change (hair) option that will last 1 hour and cost 5 charges to activate.&lt;br /&gt;
** This is a feature change (eyes) option that will last 1 hour and cost 5 charges to activate.&lt;br /&gt;
*** This is a feature change (unique) option that will last 1 hour and cost 5 charges to activate.&lt;br /&gt;
**** Soul Storm - This allows for you to cause the collected souls to fly out of your runestaff to do damage to the surrounding creatures/people and costs 50 charges to activate with a 1 hour cool down.  ~*~ Please note, if done in town you will be sent to jail.  ~*~&lt;br /&gt;
&lt;br /&gt;
Your cool down timer has expired and is ready for use.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
{{itemtier &amp;lt;!-- Copy/Paste x #Tier for item as needed. --&amp;gt;&lt;br /&gt;
|tier= Tier 1&amp;lt;!-- REQUIRED:  Must be entered as Tier # or Tree (Name) --&amp;gt;&lt;br /&gt;
|itemsummary= At this tier, the runestaff will have special &#039;&#039;&#039;[[Globus Elanthias#Block Messaging|block]]&#039;&#039;&#039; and &#039;&#039;&#039;[[Globus Elanthias#Flare Messaging|flare]]&#039;&#039;&#039; messaging.&amp;lt;!-- Brief explanation of what this tier does, if any. --&amp;gt;&lt;br /&gt;
|analyze= &amp;lt;!-- Only necessary if there are drastic changes in ANALYZE between tiers/trees. --&amp;gt;&lt;br /&gt;
|inspect= &amp;lt;!-- ONLY to be used when an item has a custom INSPECT to it. --&amp;gt;&lt;br /&gt;
|affinity= &amp;lt;!-- Brief explanation of affinity for that specific tier, if any.  --&amp;gt;&lt;br /&gt;
|itemverbtable= YES &amp;lt;!-- Answer YES if there are verbs associated with this tier.  If not, leave blank. --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{| {{verbtable}}&lt;br /&gt;
|- {{verbtableheader}}&lt;br /&gt;
! style=&amp;quot;width:5em;&amp;quot;|Verb&lt;br /&gt;
! style=&amp;quot;width:5em;&amp;quot;|Style&lt;br /&gt;
! First&lt;br /&gt;
! Third&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;rowgroup&amp;quot;  role=&amp;quot;rowheader&amp;quot; rowspan=&amp;quot;3&amp;quot;|CLEAN&lt;br /&gt;
! Cold&lt;br /&gt;
| You meticulously polish the &#039;&#039;skull&#039;&#039; wedged into your runestaff, causing a rime of hoarfrost to briefly coat the surface.&lt;br /&gt;
| XXX meticulously polishes the &#039;&#039;skull&#039;&#039; wedged into her runestaff, causing a rime of hoarfrost to briefly coat the surface.&lt;br /&gt;
|-&lt;br /&gt;
! Steam&lt;br /&gt;
| You meticulously polish the &#039;&#039;skull&#039;&#039; wedged into your staff, causing a hiss of steam to briefly dampen the surface.&lt;br /&gt;
| XXX meticulously polishes the &#039;&#039;skull&#039;&#039; wedged into her staff, causing a hiss of steam to briefly dampen the surface.&lt;br /&gt;
|-&lt;br /&gt;
! Vacuum&lt;br /&gt;
| You meticulously polish the &#039;&#039;sphere&#039;&#039; wedged into your staff, causing a shroud of darkness to briefly flit past the interior.&lt;br /&gt;
| XXX meticulously polishes the &#039;&#039;sphere&#039;&#039; wedged into her staff, causing a shroud of darkness to briefly flit past the interior.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;rowgroup&amp;quot;  role=&amp;quot;rowheader&amp;quot; rowspan=&amp;quot;3&amp;quot;|POINT&lt;br /&gt;
! At person&lt;br /&gt;
| You point at YYY, and a &#039;&#039;&#039;&#039;&#039;forlorn shade&#039;&#039;&#039;&#039;&#039; rises out of the &#039;&#039;skull&#039;&#039; wedged into your orase runestaff. It surges towards it and slams into its form with enough force for the &#039;&#039;&#039;&#039;&#039;forlorn shade&#039;&#039;&#039;&#039;&#039; to dissipate.&lt;br /&gt;
| XXX points at YYY, and a &#039;&#039;&#039;&#039;&#039;forlorn shade&#039;&#039;&#039;&#039;&#039; rises out of the &#039;&#039;skull&#039;&#039; wedged into orase runestaff. It surges towards her and slams into her form with enough force for the &#039;&#039;&#039;&#039;&#039;forlorn shade&#039;&#039;&#039;&#039;&#039; to instantly dissipate.&lt;br /&gt;
|-&lt;br /&gt;
! At object&lt;br /&gt;
| You point at ZZZ, and a &#039;&#039;&#039;&#039;&#039;forlorn shade&#039;&#039;&#039;&#039;&#039; rises out of the &#039;&#039;skull&#039;&#039; wedged in your orase runestaff. It surges towards the ZZZ and slams into it with enough force for the &#039;&#039;&#039;&#039;&#039;forlorn shade&#039;&#039;&#039;&#039;&#039; to instantly dissipate.&lt;br /&gt;
| XXXX points at ZZZ, and a &#039;&#039;&#039;&#039;&#039;forlorn shade&#039;&#039;&#039;&#039;&#039; rises out of the &#039;&#039;skull&#039;&#039; wedged in her orase runestaff. It surges towards it and slams into it with enough force to instantly dissipate the &#039;&#039;&#039;&#039;&#039;forlorn shade&#039;&#039;&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; style=&amp;quot;text-align:center&amp;quot;|&#039;&#039;Note: The &#039;&#039;&#039;forlorn shade&#039;&#039;&#039; is the flare type of this staff, which can vary based on design and will be listed in the {{boldmono|ANALYZE}}.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;rowgroup&amp;quot;  role=&amp;quot;rowheader&amp;quot; rowspan=&amp;quot;2&amp;quot;|RAISE&lt;br /&gt;
! Any&lt;br /&gt;
| Smirking, you raise your bronze-wrapped staff high into the air and are rewarded with a &#039;&#039;&#039;&#039;&#039;forlorn&#039;&#039;&#039;&#039;&#039; cry.&lt;br /&gt;
| Smirking, XXX raises her bronze-wrapped staff high, causing a &#039;&#039;&#039;&#039;&#039;forlorn&#039;&#039;&#039;&#039;&#039; cry to fill the air.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; style=&amp;quot;text-align:center&amp;quot;|&#039;&#039;Note: The cry is dependent upon special flare style.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
{{itemtier &amp;lt;!-- Copy/Paste x #Tier for item as needed. --&amp;gt;&lt;br /&gt;
|tier= Tier 2&amp;lt;!-- REQUIRED:  Must be entered as Tier # or Tree (Name) --&amp;gt;&lt;br /&gt;
|itemsummary= The staff will now &#039;&#039;&#039;[[Globus Elanthias#Soul Eating Messaging|absorb]]&#039;&#039;&#039; the souls of creatures the user kills. This charges the staff and gives it a chance to double flare, at the cost of 15 charges.&amp;lt;!-- Brief explanation of what this tier does, if any. --&amp;gt;&lt;br /&gt;
|analyze= &amp;lt;!-- Only necessary if there are drastic changes in ANALYZE between tiers/trees. --&amp;gt;&lt;br /&gt;
|inspect= &amp;lt;!-- ONLY to be used when an item has a custom INSPECT to it. --&amp;gt;&lt;br /&gt;
|affinity= &amp;lt;!-- Brief explanation of affinity for that specific tier, if any.  --&amp;gt;&lt;br /&gt;
|itemverbtable= YES &amp;lt;!-- Answer YES if there are verbs associated with this tier.  If not, leave blank. --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{| {{verbtable}}&lt;br /&gt;
|- {{verbtableheader}}&lt;br /&gt;
! style=&amp;quot;width:5em;&amp;quot;|Verb&lt;br /&gt;
! First&lt;br /&gt;
! Third&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;| BOW&lt;br /&gt;
| Placing the palm of your hand upon the &#039;&#039;carnelian skull&#039;&#039; inset into your runestaff, you curl your arm around the upper portion of the length of orase and offer a mocking inclination of your head.&lt;br /&gt;
| Placing the palm of her hand upon the carnelian &#039;&#039;skull&#039;&#039; inset into her runestaff, XXX curls her arm around the upper portion of the length of orase and offers a mocking inclination of her head.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;| GREET&lt;br /&gt;
| Narrowing your gaze, you incline your head in a greeting that is punctuated by the nonsensical whispering of lost souls.&lt;br /&gt;
| Narrowing her gaze, XXX inclines her head in a greeting that is punctuated by the nonsensical whispering of lost souls.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;| WAVE&amp;lt;br&amp;gt;(at someone)&lt;br /&gt;
| As you gaze at YYY, you contemplate ripping the very soul out of her.&lt;br /&gt;
| XXX gazes at you thoughtfully for several moments while idly rolling her runestaff between her hands.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;| WAVE&amp;lt;br&amp;gt;(at object)&lt;br /&gt;
| You wave an orase runestaff in a broad arch and point the &#039;&#039;skull&#039;&#039; within at a ZZZ.&lt;br /&gt;
| XXX waves an orase runestaff in a broad arch and points the &#039;&#039;skull&#039;&#039; within at a ZZZ.&lt;br /&gt;
|}&lt;br /&gt;
{{itemtier &amp;lt;!-- Copy/Paste x #Tier for item as needed. --&amp;gt;&lt;br /&gt;
|tier= Tier 3&amp;lt;!-- REQUIRED:  Must be entered as Tier # or Tree (Name) --&amp;gt;&lt;br /&gt;
|itemsummary= The wielder can now toggle on/off the double flare ability. It will also allow the user to obtain temporary &#039;&#039;&#039;[[Globus Elanthias#Features|feature alterations]]&#039;&#039;&#039; at the cost of five charges.&amp;lt;!-- Brief explanation of what this tier does, if any. --&amp;gt;&lt;br /&gt;
|analyze= &amp;lt;!-- Only necessary if there are drastic changes in ANALYZE between tiers/trees. --&amp;gt;&lt;br /&gt;
|inspect= &amp;lt;!-- ONLY to be used when an item has a custom INSPECT to it. --&amp;gt;&lt;br /&gt;
|affinity= &amp;lt;!-- Brief explanation of affinity for that specific tier, if any.  --&amp;gt;&lt;br /&gt;
|itemverbtable= YES &amp;lt;!-- Answer YES if there are verbs associated with this tier.  If not, leave blank. --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{| {{verbtable}}&lt;br /&gt;
|- {{verbtableheader}}&lt;br /&gt;
! style=&amp;quot;width:5em;&amp;quot;|Verb&lt;br /&gt;
! Style&lt;br /&gt;
! First&lt;br /&gt;
! Third&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;rowgroup&amp;quot;  role=&amp;quot;rowheader&amp;quot; rowspan=&amp;quot;4&amp;quot;|ATTEND&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot;|Uncharged&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot;|&#039;&#039;&#039;&#039;&#039;Spectral&#039;&#039;&#039;&#039;&#039; mist spills down the side of your staff as you attend to its appearance.&lt;br /&gt;
| &#039;&#039;&#039;&#039;&#039;Spectral&#039;&#039;&#039;&#039;&#039; mist spills down the side of XXX&#039;s staff as he attends to its appearance.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Hidden:&#039;&#039;&#039; &#039;&#039;&#039;&#039;&#039;Spectral&#039;&#039;&#039;&#039;&#039; mist rolls through the area.&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot;|Charged&lt;br /&gt;
| You trace your fingers over the &#039;&#039;orb&#039;&#039; wedged into your staff and watch as &#039;&#039;&#039;&#039;&#039;wispy&#039;&#039;&#039;&#039;&#039; mist clings to your fingers. When a thick amount has coated your fingers, you attend to your black hair and feel a wash of &#039;&#039;&#039;&#039;&#039;tingling&#039;&#039;&#039;&#039;&#039; energy seep into your scalp.&lt;br /&gt;
| XXXX traces his fingers over the &#039;&#039;orb&#039;&#039; wedged into his staff. &#039;&#039;&#039;&#039;&#039;Wispy&#039;&#039;&#039;&#039;&#039; mist clings to his fingers, which he pulls towards his head and wreathes it in a halo of &#039;&#039;&#039;&#039;&#039;tingling&#039;&#039;&#039;&#039;&#039; energy that slowly dissipates.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center&amp;quot;|&#039;&#039;Note: Alters hair feature line for one hour at the cost of 5 charges. Bolded message varies by flare type.&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
! scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot; rowspan=&amp;quot;3&amp;quot;|GAZE&lt;br /&gt;
! Uncharged&lt;br /&gt;
| You gaze intently into the depths of the &#039;&#039;orb&#039;&#039; cradled in your staff and watch as a pair of yellow, shrewd eyes gaze back.&lt;br /&gt;
| XXX gazes intently into the depths of &#039;&#039;orb&#039;&#039; cradled in his staff.&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot;|Charged&lt;br /&gt;
| Gazing intently into the &#039;&#039;orb&#039;&#039; perched upon your staff, you watch as a pair of &#039;&#039;&#039;&#039;&#039;forlorn shades&#039;&#039;&#039;&#039;&#039; rise through the &#039;&#039;incarnadine glass&#039;&#039; surface and spear their tenebrous bodies into your eyes. You blink rapidly, and when your vision clears, the world takes on a hazy &#039;&#039;&#039;&#039;&#039;grey&#039;&#039;&#039;&#039;&#039; hue.&lt;br /&gt;
| Gazing intently into the &#039;&#039;orb&#039;&#039; perched upon his staff, XXXX watches the &#039;&#039;incarnadine glass&#039;&#039; surface intently. &#039;&#039;&#039;&#039;&#039;Forlorn shades&#039;&#039;&#039;&#039;&#039; rise through from its depths and spear their tenebrous bodies into his grey eyes.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center&amp;quot;|&#039;&#039;Note: Alters eye feature line for one hour at the cost of 5 charges. Bolded message varies by flare type.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot; rowspan=&amp;quot;3&amp;quot;|RUB&lt;br /&gt;
! Uncharged&lt;br /&gt;
| As you gently rub the &#039;&#039;glass&#039;&#039; surface of the &#039;&#039;orb&#039;&#039; perched in your staff, tiny handprints appear from the opposite side.&lt;br /&gt;
| Tiny handprints appear within the &#039;&#039;orb&#039;&#039; that is perched on his staff as he rubs the &#039;&#039;orb&#039;&#039; surface.&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot;|Charged&lt;br /&gt;
| You gently rub the &#039;&#039;orb&#039;&#039; perched upon your staff, causing &#039;&#039;&#039;&#039;&#039;grey&#039;&#039;&#039;&#039;&#039; to pass through the &#039;&#039;incarnadine glass&#039;&#039; surface and clings to your (ear/flesh/neck).&lt;br /&gt;
| XXXX gently rubs the &#039;&#039;orb&#039;&#039; perched upon his staff, causing &#039;&#039;&#039;&#039;&#039;grey&#039;&#039;&#039;&#039;&#039; to pass through the &#039;&#039;incarnadine glass&#039;&#039; surface and clings to his (ear/flesh/neck). &lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center&amp;quot;|&#039;&#039;Note: Alters unique feature line for one hour at the cost of 5 charges. Bolded message and location varies by flare type.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot; rowspan=&amp;quot;2&amp;quot;|PROD&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot;|2x Flares Off&lt;br /&gt;
| You trace an uncomplicated pattern on the staff, your fingers touching the kakore, and you know you&#039;ve enabled the ability for it to use charges on a potential double flare.&lt;br /&gt;
| XXXX traces an uncomplicated pattern upon the staff.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center&amp;quot;|&#039;&#039;Note: Toggles on/off double flare ability.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
{{itemtier &amp;lt;!-- Copy/Paste x #Tier for item as needed. --&amp;gt;&lt;br /&gt;
|tier= Tier 4&amp;lt;!-- REQUIRED:  Must be entered as Tier # or Tree (Name) --&amp;gt;&lt;br /&gt;
|itemsummary= The staff gains a &#039;&#039;&#039;Soul Storm &#039;&#039;&#039; area attack at the cost of 50 charges.&amp;lt;!-- Brief explanation of what this tier does, if any. --&amp;gt;&lt;br /&gt;
|analyze= &amp;lt;!-- Only necessary if there are drastic changes in ANALYZE between tiers/trees. --&amp;gt;&lt;br /&gt;
|inspect= &amp;lt;!-- ONLY to be used when an item has a custom INSPECT to it. --&amp;gt;&lt;br /&gt;
|affinity= &amp;lt;!-- Brief explanation of affinity for that specific tier, if any.  --&amp;gt;&lt;br /&gt;
|itemverbtable= YES &amp;lt;!-- Answer YES if there are verbs associated with this tier.  If not, leave blank. --&amp;gt;&lt;br /&gt;
}} {{addmetext}}&lt;br /&gt;
==Additional Information==&lt;br /&gt;
===Block Messaging===&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
Lifting from its setting in XXX&#039;s bronze-wrapped staff, a bronze-sheened blown glass sphere blocks the blast meant for her and scatters it before returning to its natural perch.&amp;lt;/pre&amp;gt;&lt;br /&gt;
===Flare Messaging===&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
Rising from the bronze-sheened blown glass that is wedged into your bronze-wrapped staff, a forlorn shade rushes towards a grey orc and hovers before her.  Its ravaged face appears tormented, and its maw hangs open as it begins to draw a deep, exaggerated breath that sucks the air from a grey orc&#039;s lungs.  As she struggles for breath, the shade begins to grin with malign content and then slowly dissipates.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
===Soul Eating Messaging===&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
The globe wedged into your staff suddenly lifts from its setting and hovers over the lifeless form of a grey orc for several seconds.  You watch as the spectral image of the a grey orc seems to lift from its body and gets drawn, screaming, into the globe.  Slowly, it floats its way back to its waiting perch and slips into the staff with a soft *clink*.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
===Features===&lt;br /&gt;
{| {{verbtable}}&lt;br /&gt;
|- {{verbtableheader}}&lt;br /&gt;
! style=&amp;quot;width:5em;&amp;quot;|Flare&lt;br /&gt;
! Hair&lt;br /&gt;
! Eyes&lt;br /&gt;
! Unique&lt;br /&gt;
|-&lt;br /&gt;
! Vacuum&lt;br /&gt;
| thin, void black hair falling in a static-charged halo&lt;br /&gt;
| aniridia, ebon eyes&lt;br /&gt;
| Small forlorn shades cling to his ear, their spectral heads bent as if whispering to him.&lt;br /&gt;
|-&lt;br /&gt;
! Cold&lt;br /&gt;
| thick, pale blue hair dappled with frigid hoarfrost and icicles&lt;br /&gt;
| aniridia, ghastly blue eyes&lt;br /&gt;
| Hoarfrost rimes his flesh where tiny, ghastly shadows dance in a circle about his neck&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Steam&lt;br /&gt;
| lank, spectral white hair falling in ragged, wispy lengths&lt;br /&gt;
| aniridia, spectral white eyes&lt;br /&gt;
| Tiny spectral shapes cling to her flesh, their tenebrous hands greying the surrounding area.&lt;br /&gt;
|}&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= Feature altering&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, 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 scripts that can be applied to clothing and accessories. --&amp;gt;&lt;br /&gt;
|itemclass3=&lt;br /&gt;
|itemtype= Runestaff&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= Yes&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= Hair&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= Eyes&lt;br /&gt;
|feature3= Unique&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= Globe 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= Globe material&lt;br /&gt;
|custom3=&lt;br /&gt;
|custom4=&lt;br /&gt;
|custom5=&lt;br /&gt;
|origmerch= Essensia&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= Caligos Isle&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;
|releaseyear= 2018&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= 4&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= &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= Long OR show description.&amp;lt;br&amp;gt;Show has restrictions per ANALYZE.&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= ATTEND&amp;lt;!-- Verbs MUST be capitalized when entered. --&amp;gt;&lt;br /&gt;
|verb2= BOW&lt;br /&gt;
|verb3= CHUCKLE&lt;br /&gt;
|verb4= CLEAN&lt;br /&gt;
|verb5= GAZE&lt;br /&gt;
|verb6= GREET&lt;br /&gt;
|verb7= NUDGE&lt;br /&gt;
|verb8= POINT&lt;br /&gt;
|verb9= PROD&lt;br /&gt;
|verb10= RAISE&lt;br /&gt;
|verb11= RUB&lt;br /&gt;
|verb12= TAP&lt;br /&gt;
|verb13= WAVE&lt;br /&gt;
|verb14=&lt;br /&gt;
|verb15=&lt;br /&gt;
|verb16=&lt;br /&gt;
|verb17=&lt;br /&gt;
|verb18=&lt;br /&gt;
|verb19=&lt;br /&gt;
|verb20=&lt;br /&gt;
|verb21=&lt;br /&gt;
|verb22=&lt;br /&gt;
|verb23=&lt;br /&gt;
|verb24=&lt;br /&gt;
|verb25=&lt;br /&gt;
|verb26=&lt;br /&gt;
|verb27=&lt;br /&gt;
|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>JENNY84</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Verlok&amp;diff=257849</id>
		<title>Verlok</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Verlok&amp;diff=257849"/>
		<updated>2026-05-21T16:59:06Z</updated>

		<summary type="html">&lt;p&gt;JENNY84: /* Sorcerers With This Uncommon Rune */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;verlok&#039;&#039;&#039; is a  [[demon archetype]] which originates from the [[Lorae&#039;tyr]] [[valence]]. It has three sub-types, &#039;&#039;&#039;verlok&#039;asha&#039;&#039;&#039;, &#039;&#039;&#039;verlok&#039;cina&#039;&#039;&#039;, and &#039;&#039;&#039;verlok&#039;ar&#039;&#039;&#039;. All three are classified as [[minor demon]]s, and as such, can be summoned through the use of [[Minor Summoning (725)]]. &lt;br /&gt;
&lt;br /&gt;
=== Physical Description ===&lt;br /&gt;
&lt;br /&gt;
The verlok are a species of metallic birds, similar in size and shape to chickens. The main body of the verlok is a finely detailed hollow metal frame, filled with intricate jointed mechanical parts. Each is comprised entirely of a single type of metal, such as those found in [[Elanthia]]. Additionally, the rarity of metals comprising the verlok are found in the same ratio as found in Elanthia. The metal bodies are coated in bright feathers which range in color from bright yellow or gold, to orange and red. Strangely, the feathers are not attached to the verlok&#039;s body at all, they float nearly an inch from the surface. Despite not actually making contact with the metal frame, the feathers&#039; movements are synchronized with those of the bird&#039;s body. The feathers also emit a faint glow, enough to illuminate dark surroundings. The verlok are capable of flight, despite their metal bodies, and though they have been observed to perch in their home valence, they tend to remain in constant motion while in ours. They are also quite noisy, constantly clicking, humming, and whirring, and are quite capable of mimicking speech.&lt;br /&gt;
&lt;br /&gt;
The identifying factor between the three sub-types of verlok is the metal they are comprised of. The metal of each verlok retains its unique abilities, lending their strengths or weaknesses to the bird.&lt;br /&gt;
&lt;br /&gt;
* Verlok&#039;asha are the simple metals ([[steel]], [[bronze]], etc.)&lt;br /&gt;
* Verlok&#039;cina are the magical metals ([[mithril]], [[vultite]], etc.)&lt;br /&gt;
* Verlok&#039;ar are the elemental metals ([[drakar]], [[gornar]], [[rhimar]], and [[zorchar]], as well as [[drake weapon|drake]] and [[feras]])&lt;br /&gt;
&lt;br /&gt;
=== Society and Behavior ===&lt;br /&gt;
&lt;br /&gt;
The verlok nest in communities surrounding large heaps of metal, generally comprised of a single metal, which its inhabitants will share. These heaps are the birthplace of the verlok, and where their bodies will go when they die. In this manner, the metals of generations of verlok are recycled continuously. Verlok are rather like barnyard fowl in their demeanor, generally content to wander about until disturbed, whereupon they will take flight for only a short distance, enough to separate themselves from the threat. When [[Demonic summoning|summoned]], the verlok refuse to land for some reason, remaining perpetually in flight.&lt;br /&gt;
&lt;br /&gt;
=== Mechanical Benefits and Flaws ===&lt;br /&gt;
&lt;br /&gt;
The verlok are generally proficient at most of the demon abilities. They have the second highest [[Minor Summoning (725)#Holding Coins|base coin capacity]], and are able to [[Minor Summoning (725)#Carrying Items|carry]] up to three items. They are also fast at [[Minor Summoning (725)#Find a Character|finding]] and [[Minor Summoning (725)#Scout|scouting]], and they make decent [[Minor Summoning (725)#Guard &amp;amp; Cease|guards]]. Of particular note are the verlok&#039;ar, whose beaks will flare corresponding to their element, doing additional damage to the pickpocket. In contrast, verlok have poor [[Minor Summoning (725)#Mana Sharing|mana capacities]] and mana sharing skill. Additionally, all verlok will molt [[verlok feather]]s over time. These are magical items which contain a single [[RUB (verb)|rub]] of the [[Light (205)]] spell.&lt;br /&gt;
&lt;br /&gt;
=== Roleplaying Verbs ===&lt;br /&gt;
&lt;br /&gt;
{{boldmono|POKE}} - As you gesture, the verlok&#039;cina suddenly stops what it was doing and begins to minutely examine its surroundings for any threat.&lt;br /&gt;
&lt;br /&gt;
{{boldmono|SNAP}} - At the snap of your fingers the verlok&#039;cina turns suddenly and flies straight toward you, focusing all its attention on you.&lt;br /&gt;
&lt;br /&gt;
{{boldmono|DISMISS}} - The verlok&#039;asha approaches you head on, then slows its momentum to a hover with strong backward beats of its softly glowing wings.  It locks both its eyes with yours then lowers its head to its metal framed chest and then turns away, abashed.&lt;br /&gt;
&lt;br /&gt;
{{boldmono|LAUGH}} - As you laugh at the verlok&#039;asha, a squawking chuckle erupts from the verlok&#039;asha&#039;s maw in mocking imitation.&lt;br /&gt;
&lt;br /&gt;
{{boldmono|STARE}} - As you stare into the faceted jewels of the verlok&#039;cina&#039;s eyes it hovers for a moment, its intelligent, unblinking gaze meeting your own.&lt;br /&gt;
&lt;br /&gt;
{{boldmono|TOUCH}} - The verlok&#039;cina approaches your outstretched hand, then deftly turns away at the last instant, brushing you softly with its magically suspended feathers.&lt;br /&gt;
&lt;br /&gt;
All of the roleplaying verbs work for an illusioned verlok except for {{boldmono|DISMISS}}. {{boldmono|LAUGH}} works particularly well with the parrot and raven illusion variants.&lt;br /&gt;
&lt;br /&gt;
=== Possible Adjectives ===&lt;br /&gt;
&lt;br /&gt;
Verlok summoned by Minor Summoning may have the following appearances. The description of each will follow this format: &amp;quot;a/an {descriptor} {metal} verlok&#039;{subtype},&amp;quot; with the options possible displayed in the following table.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
!Descriptor&lt;br /&gt;
!Metal&lt;br /&gt;
|-&lt;br /&gt;
|bright&lt;br /&gt;
|[[alexandrite]]&lt;br /&gt;
|-&lt;br /&gt;
|clacking&lt;br /&gt;
|[[brass]]&lt;br /&gt;
|-&lt;br /&gt;
|clicking&lt;br /&gt;
|[[bronze]]&lt;br /&gt;
|-&lt;br /&gt;
|glowing&lt;br /&gt;
|[[copper]]&lt;br /&gt;
|-&lt;br /&gt;
|graceful&lt;br /&gt;
|[[drakar]]&lt;br /&gt;
|-&lt;br /&gt;
|humming&lt;br /&gt;
|[[drake weapon|drake]]&lt;br /&gt;
|-&lt;br /&gt;
|radiant&lt;br /&gt;
|[[feras]]&lt;br /&gt;
|-&lt;br /&gt;
|shimmering&lt;br /&gt;
|[[gold]]&lt;br /&gt;
|-&lt;br /&gt;
|shining&lt;br /&gt;
|[[gornar]]&lt;br /&gt;
|-&lt;br /&gt;
|dull-beaked&lt;br /&gt;
|[[imflass]]&lt;br /&gt;
|-&lt;br /&gt;
|sharp-beaked&lt;br /&gt;
|[[invar]]&lt;br /&gt;
|-&lt;br /&gt;
|wide-beaked&lt;br /&gt;
|[[iron]]&lt;br /&gt;
|-&lt;br /&gt;
|diamond-eyed&lt;br /&gt;
|[[krodera]]&lt;br /&gt;
|-&lt;br /&gt;
|emerald-eyed&lt;br /&gt;
|[[mithglin]]&lt;br /&gt;
|-&lt;br /&gt;
|ruby-eyed&lt;br /&gt;
|[[mithril]]&lt;br /&gt;
|-&lt;br /&gt;
|sapphire-eyed&lt;br /&gt;
|[[razern]]&lt;br /&gt;
|-&lt;br /&gt;
|topaz-eyed&lt;br /&gt;
|[[rhimar]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[silver]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[steel]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[vaalorn]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[veil iron]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[zorchar]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Illusion Possibilities ===&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
!Illusions&lt;br /&gt;
|-&lt;br /&gt;
|brightly plumed toucan&lt;br /&gt;
|-&lt;br /&gt;
|large glossy raven&lt;br /&gt;
|-&lt;br /&gt;
|lanky white stork&lt;br /&gt;
|-&lt;br /&gt;
|old blue parrot&lt;br /&gt;
|-&lt;br /&gt;
|small brown pelican&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Sorcerers With This Uncommon Rune ===&lt;br /&gt;
*Querthose&lt;br /&gt;
*Krolnivar&lt;br /&gt;
*Delarock&lt;br /&gt;
*Maetriks&lt;br /&gt;
*Rozy&lt;br /&gt;
*Kaldonis&lt;br /&gt;
*Lylia&lt;br /&gt;
*Nythera&lt;br /&gt;
&lt;br /&gt;
[[Category:Demons]]&lt;/div&gt;</summary>
		<author><name>JENNY84</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Minor_Summoning_(725)&amp;diff=257787</id>
		<title>Minor Summoning (725)</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Minor_Summoning_(725)&amp;diff=257787"/>
		<updated>2026-05-17T19:37:01Z</updated>

		<summary type="html">&lt;p&gt;JENNY84: /* Uncommon Runes Used with this Spell */  added my sorcerer&amp;#039;s name to owning Lorae&amp;#039;tyr-Verlok&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{spell&lt;br /&gt;
 | mnemonic = MSUMMON&lt;br /&gt;
 | base_dur = 1200 sec&lt;br /&gt;
 | add_dur = +60 sec per [[Sorcerer Base|rank]]&lt;br /&gt;
 | span = [[Refreshable]], special&lt;br /&gt;
 | type = Utility&lt;br /&gt;
 | subtype = Summoning&lt;br /&gt;
 | skill = None&lt;br /&gt;
 | components = None, [[Runestone]]&lt;br /&gt;
 | availability = None&lt;br /&gt;
 | navigation = {{Sorcerer base navigation}}&lt;br /&gt;
}}&lt;br /&gt;
__TOC__&lt;br /&gt;
In one swift motion, the demonologist pierces the [[veil]] between [[valence]]s, seeks a suitable [[Demon|being]] to enslave for menial chores, pulls them through the tear, and finally links them to their original existence so they may be returned there. [[Rune]]s are used as the focus for this magic, and more complex [[rune]]s can be used to target more specific [[Demon archetype|archetypes]] of [[minor demon]]s.&lt;br /&gt;
&lt;br /&gt;
Once summoned into this realm, these servants are capable of performing a myriad of [[Minor Summoning (725)#Minor Demon Abilities|utility functions]] such as carrying the sorcerer&#039;s [[Eye Spy (707)|eye]] which will allow them to [[LOOK (verb)|see]] remotely. Other highlights include carrying [[Minor Summoning (725)#Carrying Items|objects]], [[Minor Summoning (725)#Holding Coins|silvers]], and [[Minor Summoning (725)#Mana Sharing|mana]], or [[Minor Summoning (725)#Find a Character|finding]] and [[Minor Summoning (725)#Deliver a Message|delivering messages to]] other characters, and even [[Minor Summoning (725)#Guard &amp;amp; Cease|guarding]] their master&#039;s pockets from [[Pickpocketing|thieves]]. Demons summoned by this spell are &#039;&#039;not&#039;&#039; dangerous unless retaliating at a pickpocket, and otherwise cannot participate in the [[combat system]].&lt;br /&gt;
&lt;br /&gt;
=== Usage ===&lt;br /&gt;
* &amp;lt;TT&amp;gt;PREP 725|[[CAST]] {[[runestone]]}&amp;lt;/tt&amp;gt;, or &amp;lt;tt&amp;gt;PREP 725|SUMMON {DEMON}&amp;lt;/tt&amp;gt; to initiate.  &lt;br /&gt;
*To summon a specific demon, hyphenate the rune then the demon. SUMMON LORAE&#039;TYR-IGAESHA, for example.  You may also enter SUMMON by itself to display a list.  Using {{mono|[[SUMMON]] {DEMON} }}will incur a 50% success rate penalty (see below).&lt;br /&gt;
* The &amp;lt;tt&amp;gt;[[TELL (verb)|TELL MDEMON]]&amp;lt;/tt&amp;gt; command displays a full list of commands for the demon. Each [[Minor Summoning (725)#Minor Demon Abilities|ability]] is also outlined within this article.&lt;br /&gt;
&lt;br /&gt;
=== Demon Link &amp;amp; Expiration ===&lt;br /&gt;
&lt;br /&gt;
Originally, demonologists used the link as a threat to keep the demon in line. Severing the link would strand the demon forever, unable to return home. This version of the magic is designed with safeguards against such an act, otherwise punishable by death. Thus the caster may [[Minor Summoning (725)#Leave|terminate the link]] at any time, returning the demon to its original plane. The link will be broken automatically if the caster dies or when the spell expires. Once having summoned, the caster may not summon again for five minutes due to the exertion caused by interplanar summoning. If the summoner fails a cast, they may not attempt again for ten full minutes.&lt;br /&gt;
&lt;br /&gt;
Two [[lesser demon]]s, the [[abyran&#039;ra]] and the [[oculoth]] have the ability and motivation to break your control upon a [[minor demon]]. While the abyran&#039;ra will only attempt to break your control over [[abyran|abyran&#039;a]] and [[abyran|abyran&#039;sa]] demons, the oculoth will attempt to break your control over any type of demon. However, it is not a guarantee that they will break it. The primary factor for fending off this attempt is Demonology ranks. If you lose, your connection to your demon will break, and you will be severely stunned. If you succeed, you are left unharmed, and the demon who attempted it will be stunned instead. The oculoth, given its nature as a more magically inclined demon, is more skilled at breaking the connection than an abyran&#039;ra.  In the case of a [[lithe black abyran&#039;ra]] attempting to break a sorcerer&#039;s link with an [[abyran&#039;sa]], it has been demonstrated that 200 Demonology ranks are required to successfully push back against the attempt with 100% certainty; it appears that [[Sorcerer Base]] ranks, [[Aura]], and [[Wisdom]] may also make secondary contributions to resisting the abyran&#039;ra.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The link is [[refreshable]] to the original duration by rubbing a [[vakra (rune)|vakra]] runestone.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Success Rate and Lore Benefits ===&lt;br /&gt;
&lt;br /&gt;
Summoning a demon &#039;&#039;&#039;with a runestone&#039;&#039;&#039; and &#039;&#039;&#039;within a summoning chamber&#039;&#039;&#039; will provide the following chances:&lt;br /&gt;
&lt;br /&gt;
*Valence runestones will have a 100% base chance&lt;br /&gt;
*Demon runestones will have a 50% base chance&lt;br /&gt;
*Archetype runestones will have a 25% base chance&lt;br /&gt;
&lt;br /&gt;
An attempt to summon without a runestone will incur a 50 percentage point penalty on the caster&#039;s chance to summon the demon.  &lt;br /&gt;
&lt;br /&gt;
Training in [[Sorcerous Lore, Demonology]] will increase the chance for success by +1% per rank.  Demonology Lore will also provide bonuses to the mana and silver capacities of applicable demons (see below).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{prettydiv|margin-right=300px}}&amp;gt;&amp;lt;tt&amp;gt;&amp;lt;b&amp;gt;&lt;br /&gt;
*Base % chance to summon in chamber, w/ runestone&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp; = Base Chance + SL,D ranks&lt;br /&gt;
*Base % chance to summon in chamber, w/o runestone&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;= Base Chance + SL,D ranks - 50&lt;br /&gt;
*Base % chance to summon outside chamber, w/ runestone&amp;amp;nbsp;&amp;amp;nbsp;= Base Chance + SL,D ranks - 25&lt;br /&gt;
*Base % chance to summon outside chamber, w/o runestone = Base Chance + SL,D ranks - 75&lt;br /&gt;
&lt;br /&gt;
Where Base Chance = 100% for valence runestones (V), 50% for demon runestones (D), and 25% for archetype runestones (A)&lt;br /&gt;
&amp;lt;/b&amp;gt;&amp;lt;/tt&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}} align=&amp;quot;left&amp;quot;&lt;br /&gt;
|+&#039;&#039;&#039;BASE PERCENT CHANCE TO SUMMON&#039;&#039;&#039;&lt;br /&gt;
|+ &amp;lt;small&amp;gt;&#039;&#039;V=Valence, D=Demon, A=Archetype&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; bgcolor=#cccccc&lt;br /&gt;
! rowspan=&amp;quot;3&amp;quot;|Demon&amp;lt;br&amp;gt;Lore&amp;lt;br&amp;gt;Ranks||colspan=&amp;quot;6&amp;quot;|Summoning Chamber||colspan=&amp;quot;6&amp;quot;|Everywhere Else&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; bgcolor=#cccccc&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot;|w/ Runestone||colspan=&amp;quot;3&amp;quot;|w/o Runestone||colspan=&amp;quot;3&amp;quot;|w/ Runestone||colspan=&amp;quot;3&amp;quot;|w/o Runestone&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; bgcolor=#cccccc&lt;br /&gt;
! V||D||A||V||D||A||V||D||A||V||D||A&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;right&amp;quot; bgcolor=#cccccc|0||100||50||25||50||0||0||75||25||0||25||0||0&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;right&amp;quot; bgcolor=#cccccc|25||125||75||50||75||25||0||100||50||25||50||0||0&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;right&amp;quot; bgcolor=#cccccc|50||150||100||75||100||50||25||125||75||50||75||25||0&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;right&amp;quot; bgcolor=#cccccc|75||175||125||100||125||75||50||150||100||75||100||50||25&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;right&amp;quot; bgcolor=#cccccc|100||200||150||125||150||100||75||175||125||100||125||75||50&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;right&amp;quot; bgcolor=#cccccc|125||225||175||150||175||125||100||200||150||125||150||100||75&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;right&amp;quot; bgcolor=#cccccc|150||250||200||175||200||150||125||225||175||150||175||125||100&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;right&amp;quot; bgcolor=#cccccc|175||275||225||200||225||175||150||250||200||175||200||150||125&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;right&amp;quot; bgcolor=#cccccc|200||300||250||225||250||200||175||275||225||200||225||175||150&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;Any number ≥ 100 means no chance of failure, actual rates shown to clarify how other numbers are determined.  Since the 25% benefit to summoning chambers is &amp;quot;approximate,&amp;quot; table is approximate.  Also, &#039;&#039;&#039;difficulty varies depending on valence, demon, or archetype&#039;&#039;&#039;. Abyran&#039;sa requires 100 ranks in Demonology to summon with a runestone in a summoning chamber with 100% success.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Summoning Chambers ==&lt;br /&gt;
&lt;br /&gt;
[[Summoning chamber]]s are special areas which are sensitive to the piercing of the veil, increasing the ease with which sorcerers employ this magic. Casting within a chamber will provide a 25 percentage point bonus to success rate. Additionally, the extra 600 seconds will be applied when refreshing the duration in a chamber as well.  &lt;br /&gt;
&lt;br /&gt;
All [[Sorcerer Guild]]s contain a summoning chamber.  They are also located in some [[CHE]] structures.&lt;br /&gt;
&lt;br /&gt;
== Demons and the Law ==&lt;br /&gt;
&lt;br /&gt;
Due to tactics the [[Faendryl]] used during the [[Undead War]], the summoning and use of demons is widely shunned by most Elanthians. Demons are therefore subject to justice mechanics in all towns except [[Icemule Trace]], [[Mist Harbor]], and [[Wehnimer&#039;s Landing]] (since Feb. 2018). Special demon permits may be purchased in both [[Zul Logoth]] and [[Kharam Dzu]], but are otherwise considered illegal. The [[Sorcerer Guild]] teaches the [[Illusions]] [[guild skill|skill]] which can be used to cloak the demon&#039;s true image, allowing them to bypass the law as long as they remain obfuscated. Though demon illusions are permanent until dispelled, certain demons performing particular actions will cause the illusion to drop as well.  A demon will automatically remain outside of town unless told to follow into town.&lt;br /&gt;
&lt;br /&gt;
Demons may still roam free in areas outside of the Justice System. Use [[JUSTICE (verb)|JUSTICE STATUS]] to determine whether an area is within jurisdiction.&lt;br /&gt;
&lt;br /&gt;
A sorcerer can command an undisguised demon to automatically enter or not enter a town with the MDEMON command.&lt;br /&gt;
&lt;br /&gt;
* {{mono|TELL MDEMON TOWN ON}} instructs the demon to enter towns even if if it is not disguised by an illusion.&lt;br /&gt;
* {{mono|TELL MDEMON TOWN OFF}} instructs the demon to not enter towns if it is not disguised by an illusion.&lt;br /&gt;
&lt;br /&gt;
== Minor Demon Abilities ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;This information was originally harvested from [http://gsdemonologist.tripod.com/index.html Hakwea&#039;s Demonologist Handbook].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- align=center &lt;br /&gt;
!bgcolor=#99ff99|Runes&lt;br /&gt;
!bgcolor=#99ffff colspan = 2 |[[Grik&#039;tyr (rune)]]&lt;br /&gt;
!bgcolor=#99ffff colspan = 4 |[[Lorae&#039;tyr (rune)]]&lt;br /&gt;
!bgcolor=#99ffff colspan = 3 |[[Shien&#039;tyr (rune)]]&lt;br /&gt;
|- align=center bgcolor=#cccccc &lt;br /&gt;
!width=100|Ability&lt;br /&gt;
![[Grik]]&lt;br /&gt;
![[Imp]]&lt;br /&gt;
![[Abyran]]&lt;br /&gt;
![[Grantris]]&lt;br /&gt;
![[Igaesha]]&lt;br /&gt;
![[Verlok]]&lt;br /&gt;
![[Aishan]]&lt;br /&gt;
![[Shien]]&lt;br /&gt;
![[Arashan]]&lt;br /&gt;
|- align=center&lt;br /&gt;
!bgcolor=#cccccc|[[Minor Summoning (725)#Mana Sharing|Hold Mana]]&lt;br /&gt;
|Yes&lt;br /&gt;
|Yes   &lt;br /&gt;
|Yes&lt;br /&gt;
|&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt; Yes &amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt; Yes &amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt; Yes &amp;lt;/span&amp;gt;&lt;br /&gt;
|No&lt;br /&gt;
|Yes&lt;br /&gt;
|Yes&lt;br /&gt;
|- align=center&lt;br /&gt;
!bgcolor=#cccccc|[[Minor Summoning (725)#Mana Sharing|Base Mana]]&lt;br /&gt;
|4&lt;br /&gt;
|19&lt;br /&gt;
|9&lt;br /&gt;
|0&lt;br /&gt;
|12&lt;br /&gt;
|0&lt;br /&gt;
|N/A&lt;br /&gt;
|&#039;&#039;&#039;24&#039;&#039;&#039;&lt;br /&gt;
|9&lt;br /&gt;
|- align=center&lt;br /&gt;
!bgcolor=#cccccc|[[Minor Summoning (725)#Mana Sharing|Additional Mana]]&lt;br /&gt;
|bonus/10&lt;br /&gt;
|bonus/10&lt;br /&gt;
|bonus/10&lt;br /&gt;
|(bonus/10)-3&lt;br /&gt;
|bonus/10&lt;br /&gt;
|(bonus/10)-3&lt;br /&gt;
|N/A&lt;br /&gt;
|bonus/10&lt;br /&gt;
|bonus/10&lt;br /&gt;
|- align=center&lt;br /&gt;
!bgcolor=#cccccc|[[Minor Summoning (725)#Mana Sharing|Maximum Mana]]&lt;br /&gt;
|34&lt;br /&gt;
|49&lt;br /&gt;
|39&lt;br /&gt;
|27&lt;br /&gt;
|42&lt;br /&gt;
|27&lt;br /&gt;
|N/A&lt;br /&gt;
|&#039;&#039;&#039;54&#039;&#039;&#039;&lt;br /&gt;
|39&lt;br /&gt;
|- align=center&lt;br /&gt;
!bgcolor=#cccccc|[[Minor Summoning (725)#Holding Coins|Hold Coins]]&lt;br /&gt;
|&#039;&#039;&#039;Y&#039;&#039;&#039;&lt;br /&gt;
|Y&lt;br /&gt;
|Y&lt;br /&gt;
|Y&lt;br /&gt;
|Y&lt;br /&gt;
|Y&lt;br /&gt;
|N&lt;br /&gt;
|Y&lt;br /&gt;
|N&lt;br /&gt;
|- align=center&lt;br /&gt;
!bgcolor=#cccccc|[[Minor Summoning (725)#Holding Coins|Base Coins]]&lt;br /&gt;
|&#039;&#039;&#039;1000&#039;&#039;&#039;&lt;br /&gt;
|500&lt;br /&gt;
|600&lt;br /&gt;
|500&lt;br /&gt;
|200&lt;br /&gt;
|800&lt;br /&gt;
|N/A&lt;br /&gt;
|300&lt;br /&gt;
|N/A&lt;br /&gt;
|- align=center&lt;br /&gt;
!bgcolor=#cccccc|[[Minor Summoning (725)#Holding Coins|Coins per Rank]]&lt;br /&gt;
|&#039;&#039;&#039;60&#039;&#039;&#039;&lt;br /&gt;
|40&lt;br /&gt;
|45&lt;br /&gt;
|55&lt;br /&gt;
|10&lt;br /&gt;
|50&lt;br /&gt;
|N/A&lt;br /&gt;
|20&lt;br /&gt;
|N/A&lt;br /&gt;
|- align=center&lt;br /&gt;
!bgcolor=#cccccc|[[Minor Summoning (725)#Holding Coins|Maximum Coins]]&lt;br /&gt;
|&#039;&#039;&#039;13120&#039;&#039;&#039;&lt;br /&gt;
|8580&lt;br /&gt;
|9690&lt;br /&gt;
|11610&lt;br /&gt;
|2220&lt;br /&gt;
|10900&lt;br /&gt;
|N/A&lt;br /&gt;
|4340&lt;br /&gt;
|N/A&lt;br /&gt;
|- align=center&lt;br /&gt;
!bgcolor=#cccccc|[[Minor Summoning (725)#Guard &amp;amp; Cease|Guard]]&lt;br /&gt;
|Y&lt;br /&gt;
|Y&lt;br /&gt;
|Y&lt;br /&gt;
|Y&lt;br /&gt;
|Y&lt;br /&gt;
|Y&lt;br /&gt;
|&#039;&#039;&#039;Y&#039;&#039;&#039;&lt;br /&gt;
|Y&lt;br /&gt;
|Y&lt;br /&gt;
|- align=center&lt;br /&gt;
|bgcolor=#cccccc|[[Minor Summoning (725)#Guard &amp;amp; Cease|&#039;&#039;&#039;Attack Type&#039;&#039;&#039; (flare type)]]&lt;br /&gt;
|Bite&lt;br /&gt;
|Bite&lt;br /&gt;
|Bite (Poison)&lt;br /&gt;
|Bite (Puncture)&lt;br /&gt;
|Phase (Acid)&lt;br /&gt;
|Bite (flare &amp;amp;dagger;)&lt;br /&gt;
|&#039;&#039;&#039;Bite (Disease)&#039;&#039;&#039;&lt;br /&gt;
|Bite&lt;br /&gt;
|Spit Web (Web) &amp;amp;dagger;&lt;br /&gt;
|- align=center&lt;br /&gt;
!bgcolor=#cccccc|[[Minor Summoning (725)#Carrying Items|Carry Items]]&lt;br /&gt;
|Y&lt;br /&gt;
|Y&lt;br /&gt;
|Y&lt;br /&gt;
|Y&lt;br /&gt;
|Y&lt;br /&gt;
|Y&lt;br /&gt;
|Y&lt;br /&gt;
|Y&lt;br /&gt;
|Y&lt;br /&gt;
|- align=center&lt;br /&gt;
!bgcolor=#cccccc|[[Minor Summoning (725)#Carrying Items|Get]]&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|&#039;&#039;&#039;4&#039;&#039;&#039;&lt;br /&gt;
|0&lt;br /&gt;
|3&lt;br /&gt;
|1&lt;br /&gt;
|2&lt;br /&gt;
|4&lt;br /&gt;
|- align=center&lt;br /&gt;
|bgcolor=#cccccc|[[Minor Summoning (725)#Carrying Items|&#039;&#039;&#039;Hold if Given&#039;&#039;&#039; (not cumulative)]]&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|&#039;&#039;&#039;4&#039;&#039;&#039;&lt;br /&gt;
|2&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|- align=center&lt;br /&gt;
!bgcolor=#cccccc|[[Minor Summoning (725)#Scout|Scout]]&lt;br /&gt;
|Y&lt;br /&gt;
|Y&lt;br /&gt;
|Y&lt;br /&gt;
|Y&lt;br /&gt;
|Y&lt;br /&gt;
|Y&lt;br /&gt;
|Y&lt;br /&gt;
|Y&lt;br /&gt;
|Y&lt;br /&gt;
|- align=center&lt;br /&gt;
!bgcolor=#cccccc|[[Minor Summoning (725)#Find a Character|Find]]&lt;br /&gt;
|Y&lt;br /&gt;
|Y&lt;br /&gt;
|Y&lt;br /&gt;
|Y&lt;br /&gt;
|Y&lt;br /&gt;
|Y&lt;br /&gt;
|&#039;&#039;&#039;Y &amp;amp;dagger;&#039;&#039;&#039;&lt;br /&gt;
|Y&lt;br /&gt;
|Y&lt;br /&gt;
|- align=center&lt;br /&gt;
!bgcolor=#cccccc|[[Minor Summoning (725)#Deliver a Message|Deliver]]&lt;br /&gt;
|Y&lt;br /&gt;
|Y&lt;br /&gt;
|Y&lt;br /&gt;
|&amp;lt;u&amp;gt;Y&amp;lt;/u&amp;gt;&lt;br /&gt;
|N&lt;br /&gt;
|Y&lt;br /&gt;
|N&lt;br /&gt;
|Y &amp;amp;dagger;&lt;br /&gt;
|Y&lt;br /&gt;
|- align=center&lt;br /&gt;
!bgcolor=#cccccc|[[Minor Summoning (725)#Eat|Eat]]&lt;br /&gt;
|&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt; Y &amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt; Y &amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt; Y &amp;lt;/span&amp;gt; &lt;br /&gt;
|&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt; Y &amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt; &#039;&#039;&#039;Y&#039;&#039;&#039; &amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt; Y &amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt; Y &amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt; Y &amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt; Y &amp;lt;/span&amp;gt;&lt;br /&gt;
|- align=center&lt;br /&gt;
!bgcolor=#cccccc|[[Minor Summoning (725)#Interfere|Interfere]]&lt;br /&gt;
|&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt; Y &amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt; Y &amp;amp;dagger;&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt; Y &amp;amp;dagger;&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt; Y &amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt; Y &amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt; Y &amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt; Y &amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt; Y &amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt; Y &amp;lt;/span&amp;gt;&lt;br /&gt;
|- align=center&lt;br /&gt;
!bgcolor=#cccccc|[[Minor Summoning (725)#Interfere|Break]]&lt;br /&gt;
|N&lt;br /&gt;
|Y&lt;br /&gt;
|Y &amp;amp;dagger;&lt;br /&gt;
|N&lt;br /&gt;
|N&lt;br /&gt;
|N&lt;br /&gt;
|N&lt;br /&gt;
|N&lt;br /&gt;
|N&lt;br /&gt;
|- align=center&lt;br /&gt;
!bgcolor=#cccccc|[[Minor Summoning (725)#Control a web|Control]]&lt;br /&gt;
|N&lt;br /&gt;
|N&lt;br /&gt;
|N&lt;br /&gt;
|N&lt;br /&gt;
|N&lt;br /&gt;
|N&lt;br /&gt;
|N&lt;br /&gt;
|N&lt;br /&gt;
|&#039;&#039;&#039;Y&#039;&#039;&#039;&lt;br /&gt;
|- align=center&lt;br /&gt;
!bgcolor=#cccccc|[[Balefire (713)#Demon_Damage_Types_and_Attack_Chance|Balefire Flare (random)]]&lt;br /&gt;
|[[Disintegration_critical_table|Disintegrate]]&amp;lt;br&amp;gt;[[Crush_critical_table|Crush]]&lt;br /&gt;
|[[Disintegration_critical_table|Disintegrate]]&amp;lt;br&amp;gt;[[Crush_critical_table|Crush]]&lt;br /&gt;
|[[Steam_critical_table|Steam]]&amp;lt;br&amp;gt;[[Disruption_critical_table|Disrupt]]&lt;br /&gt;
|[[Steam_critical_table|Steam]]&amp;lt;br&amp;gt;[[Disruption_critical_table|Disrupt]]&lt;br /&gt;
|[[Steam_critical_table|Steam]]&amp;lt;br&amp;gt;[[Disruption_critical_table|Disrupt]]&lt;br /&gt;
|[[Steam_critical_table|Steam]]&amp;lt;br&amp;gt;[[Disruption_critical_table|Disrupt]]&lt;br /&gt;
|N/A&lt;br /&gt;
|[[Vacuum_critical_table|Vacuum]]&amp;lt;br&amp;gt;[[Unbalance_critical_table|Unbalance]]&lt;br /&gt;
|[[Vacuum_critical_table|Vacuum]]&amp;lt;br&amp;gt;[[Unbalance_critical_table|Unbalance]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*If a demon&#039;s ability is &#039;&#039;&#039;bolded&#039;&#039;&#039;, it indicates that demon is best at that particular ability.&lt;br /&gt;
&lt;br /&gt;
*If a demon&#039;s ability is highlighted in &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt; RED &amp;lt;/span&amp;gt;, using it will break its illusion.&lt;br /&gt;
&lt;br /&gt;
*If an ability has a &amp;amp;dagger;, it indicates that demon has a special ability related to it.&lt;br /&gt;
&lt;br /&gt;
*If an ability is &amp;lt;u&amp;gt;underlined&amp;lt;/u&amp;gt; within the table, it indicates that demon has particular restriction placed upon that ability.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;For more information on a demon type, refer to that archetype&#039;s page, linked at the top of the table.&#039;&#039;&lt;br /&gt;
;&amp;lt;big&amp;gt;Follow &amp;amp; Return &amp;lt;/big&amp;gt;&lt;br /&gt;
* {{mono|TELL MDEMON FOLLOW}} instructs the demon to return to the caster&#039;s location and/or follow&lt;br /&gt;
* {{mono|TELL MDEMON STOP}} instructs the demon to cease following and/or stay where it is (may also stop other recursive activities)&lt;br /&gt;
&lt;br /&gt;
;&amp;lt;big&amp;gt;Go &amp;lt;/big&amp;gt;&lt;br /&gt;
* {{mono|TELL MDEMON GO}} &amp;lt;tt&amp;gt;{direction|portal}&amp;lt;/tt&amp;gt; instructs the demon to move manually&lt;br /&gt;
&lt;br /&gt;
Demons [[Minor Summoning (725)#Carry &amp;amp; Release|carrying an eye]] will cause each room description to be echoed to the user as if using the eye in the same manner.&lt;br /&gt;
&lt;br /&gt;
;&amp;lt;big&amp;gt;Find a Character &amp;lt;/big&amp;gt;&lt;br /&gt;
* {{mono|TELL MDEMON FIND {character} }}instructs the demon to locate a particular character&lt;br /&gt;
&lt;br /&gt;
Sends the demon to the location of a target, and if found, will follow them. Subject to the skill of the summoner and demon, vs. difficulty of finding that character. [[Stalking and Hiding|Hidden]] and [[Invisibility (916)|invisible]] characters are more difficult to locate. Additionally, increased difficulty in finding targets will cause the demon to take longer at the task. Only targets in the same area can be targeted successfully.&lt;br /&gt;
&lt;br /&gt;
;&amp;lt;big&amp;gt;Deliver a Message &amp;lt;/big&amp;gt;&lt;br /&gt;
* {{mono|TELL MDEMON DELIVER {character} {message} }}instructs the demon to speak to another character on the caster&#039;s behalf&lt;br /&gt;
* {{mono|WHISPER {demon} {message} }}is for other characters to reply to a demon&#039;s message&lt;br /&gt;
* {{mono|WHISPER MIST {message} }}is used to communicate using shien&#039;s special message capability&lt;br /&gt;
&lt;br /&gt;
Applicable demons will convey a message to a person for you. The target of the message may then reply, but there is wait time before the demon can deliver additional messages. The [[shien]] possess a unique method of delivery, which allows messages to be relayed in real time, without pause. This requires the summoner&#039;s room to be [[Light (205)|dark]]. Only targets in the same area can have messages delivered to them.&lt;br /&gt;
&lt;br /&gt;
;&amp;lt;big&amp;gt;Carry &amp;amp; Release &amp;lt;/big&amp;gt;&lt;br /&gt;
* {{mono|TELL MDEMON CARRY}} instructs the demon to pick up and carry an eye&lt;br /&gt;
* {{mono|TELL MDEMON RELEASE}} instructs the demon to release the eye into the room&lt;br /&gt;
&lt;br /&gt;
[[Eye Spy (707)]] can be used in conjunction with a demon in order to [[LOOK (verb)|see]] remotely. While the demon is holding the eye, only basic things can be seen. However, the eye can be released and grasped again without restriction.  While independent, the eye maintains its full range of sight. Be cautious not to leave the eye stranded, as there is no command to send the demon directly to an eye. The eye is considered an item, thus the demon cannot carry it if already holding its [[Minor Summoning (725)#Minor Demon Abilities|maximum capacity]].  This function is also very useful to easily cast mass [[Evil Eye (717)]].&lt;br /&gt;
&lt;br /&gt;
;&amp;lt;big&amp;gt;Carrying Items &amp;lt;/big&amp;gt;&lt;br /&gt;
* {{mono|TELL MDEMON GET {item} }}instructs the demon to pick up an object&lt;br /&gt;
* {{mono|GIVE {demon} }}gives the demon the object you are holding in the caster&#039;s right hand&lt;br /&gt;
* {{mono|TELL MDEMON GIVE {caster} }}demon will give an item it is currently carrying to the caster&lt;br /&gt;
* {{mono|TELL MDEMON DROP {item} }}instructs the demon to drop an item it is carrying&lt;br /&gt;
&lt;br /&gt;
Certain demons ([[aishan]] &amp;amp; [[igaesha]]) will accept more items given to them by their master directly, rather than picking them up. &amp;quot;Get&amp;quot; in the table refers to the number of items a demon will pick up and carry on its own (i.e. remotely). &amp;quot;Hold if Given&amp;quot; is the amount of items the demon can accept if handed to them by their summoner. Demons can hold a maximum of items equivalent to their &amp;quot;Hold if Given&amp;quot; value. Carrying an [[Eye Spy (707)|eye]] counts as one item.&lt;br /&gt;
&lt;br /&gt;
;&amp;lt;big&amp;gt;Holding Coins &amp;lt;/big&amp;gt;&lt;br /&gt;
* {{mono|[[GIVE]] {demon} {#} }}will give silver coins to the demon &lt;br /&gt;
* {{mono|TELL MDEMON GIVE {#} }}instructs the demon to give the caster the coins it is carrying&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Base Coins&amp;quot; + &amp;quot;Coins per Rank&amp;quot; determines the maximum amount of silver coins applicable demons may carry. For example, an [[imp]] (500 base) summoned by a sorcerer with 20 ranks (40 additional per rank) of [[Sorcerous Lore, Demonology|demonology]] skill could hold 1300 coins total (500 + [20*40] = 1300). Demons will not return coins automatically upon being returned to their dimension.&lt;br /&gt;
&lt;br /&gt;
;&amp;lt;big&amp;gt;Mana Sharing &amp;lt;/big&amp;gt;&lt;br /&gt;
* {{mono|SEND {#} {demon} }}sends mana to the demon&lt;br /&gt;
* {{mono|TELL MDEMON SEND {#} }}instructs the demon to send mana to the caster&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Base Mana&amp;quot; + &amp;quot;Additional Mana&amp;quot; determines the total amount of [[mana]] each demon can hold. &#039;Bonus&#039; in this situation refers to the numerical bonus corresponding to the number of [[Sorcerous Lore, Demonology|demonology]] skill ranks (use the [[SKILLS (verb)|SKILLS]] command to view). For example, an [[igaesha]] (base mana of 12) summoned by a sorcerer with 50 ranks of demonology (skill bonus of 150) would be able to store a maximum of 27 mana (12 + [150/10] = 27). Demons which hold more mana are also more efficient at transferring it. Demons will not return mana automatically upon being returned to their dimension.&lt;br /&gt;
&lt;br /&gt;
[[Channeling crystal]]s made via [[alchemy]] can be used by both demon and master to transfer more mana between the two.&lt;br /&gt;
&lt;br /&gt;
;&amp;lt;big&amp;gt;Guard &amp;amp; Cease &amp;lt;/big&amp;gt;&lt;br /&gt;
* {{mono|TELL MDEMON GUARD}} instructs the demon to guard the caster from pickpockets&lt;br /&gt;
* {{mono|TELL MDEMON CEASE}} instructs the demon to ceases guarding&lt;br /&gt;
&lt;br /&gt;
If the demon is in its summoner&#039;s room, they can be instructed to help notice characters attempting to [[Pickpocketing|pickpocket]] their master. Each demon, depending upon their body type, will have a particular &amp;quot;Attack Type&amp;quot; they retaliate with automatically if either the master or demon is successful in noticing the thief. The attacks of certain demons will inflict a &amp;quot;flare type&amp;quot; (i.e. disease, lightning, etc.) upon the victim, in addition to the initial damage.&lt;br /&gt;
&lt;br /&gt;
;&amp;lt;big&amp;gt;Scout &amp;lt;/big&amp;gt;&lt;br /&gt;
* {{mono|TELL MDEMON SCOUT}} instructs the demon to scout the surrounding area for characters, creatures, and other minor demons&lt;br /&gt;
&lt;br /&gt;
The demon will leave the immediate room for a short period of time, and return shortly afterwards to inform its master of the presence of all [[character]]s, [[creature]]s, and [[minor demon]]s. Some areas do not work with this command, including the [[Sorcerer Guild]]s.&lt;br /&gt;
&lt;br /&gt;
;&amp;lt;big&amp;gt;Eat &amp;lt;/big&amp;gt;&lt;br /&gt;
* {{mono|TELL MDEMON EAT {object} }}instructs the demon to consume an object&lt;br /&gt;
&lt;br /&gt;
Demons can be instructed to eat a variety of items within their reach. This can be used as disposal for various articles of trash, if a proper trash can is not available. Certain demons are particular about what they eat, though the [[igaesha]] will eat just about anything.&lt;br /&gt;
&lt;br /&gt;
Telling a demon to eat something will blow away its illusion.&lt;br /&gt;
&lt;br /&gt;
;&amp;lt;big&amp;gt;Interfere &amp;lt;/big&amp;gt;&lt;br /&gt;
* {{mono|TELL MDEMON INTERFERE}} instructs the demon to prevent the establishment of a sanctuary&lt;br /&gt;
* {{mono|TELL MDEMON BREAK}} instructs the demon to attempt to disrupt an existing sanctuary (abyran&#039;sa and imp &#039;&#039;only&#039;&#039; )&lt;br /&gt;
&lt;br /&gt;
Through its demonic powers, a demon can interfere with the creation of [[Minor Sanctuary (213)|sanctuaries]] or a [[Song of Peace (1011)]]. The success of this ability is based upon a comparison of the demonologist&#039;s [[Sorcerer Base]] and [[Sorcerous Lore, Demonology|demonology]] ranks versus the sanctuary caster&#039;s [[Major Spiritual]] and [[Spiritual Lore, Summoning|summoning]] ranks. Once instructed to interfere, a demon will continue to do so until told otherwise. Instructing a demon to interfere will always cause the [[illusion]] to fail, thus it is recommended to initiate this command prior to cloaking the demon. &lt;br /&gt;
&lt;br /&gt;
Only the [[Abyran#Mechanical Benefits and Flaws|abyran&#039;sa]] is capable of breaking existing player-created sanctuaries. Telling an abyran&#039;sa to do this takes 13 mana from the summoner, whether successful or not.  The [[Imp]] is the lone archetype capable of breaking an active [[Song of Peace (1011)]]. &lt;br /&gt;
&lt;br /&gt;
;&amp;lt;big&amp;gt;Control a web &amp;lt;/big&amp;gt;&lt;br /&gt;
* {{mono|TELL MDEMON TO CONTROL}} [WEB] instructs an arashan to take control of a [[Web (118)|web]] for its owner.&lt;br /&gt;
&lt;br /&gt;
The arashan possesses a unique ability amongst demonkind; they are capable of taking control of the minor spirits that make up an area web summoned by the [[Web (118)]] spell. Controlling a web yields two major results: &lt;br /&gt;
*the web is strengthened (gains an additional snare charge and the duration is refreshed)&lt;br /&gt;
*the web comes under the control of the arashan&#039;s summoner. &lt;br /&gt;
&lt;br /&gt;
Controlling a web costs the caster 18 mana. Controlling a web is very taxing on the arashan, thus they may only do so once every five minutes.&lt;br /&gt;
&lt;br /&gt;
;&amp;lt;big&amp;gt;Leave &amp;lt;/big&amp;gt;&lt;br /&gt;
* {{mono|TELL MDEMON LEAVE}} ends the spell duration, returning the demon to its origin&lt;br /&gt;
&lt;br /&gt;
The demon will drop the objects which it is carrying (not including silvers or mana), and return to its valence.&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
== Uncommon Runes Used with this Spell ==&lt;br /&gt;
This list is now very incomplete with the [[Lord Vathon]] events of 2013 and 2014, and limited teachings by Lady Balthyn at EG 2019 and 2020, as well as Duskruin 2022.&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- align=center &lt;br /&gt;
!bgcolor=#cccccc|Runes&lt;br /&gt;
!bgcolor=#cccccc|Sorcerers Knowing This Rune&lt;br /&gt;
|-&lt;br /&gt;
|bgcolor=#cccccc width=135|Grik&#039;tyr-Grik&lt;br /&gt;
|Angylisis, Malisai, Niderom, Nindon, Skylai, Solmarar &lt;br /&gt;
|- &lt;br /&gt;
|bgcolor=#cccccc|Grik&#039;tyr-Imp&lt;br /&gt;
|Allereli, Berkana, Desorceri, Evyrsio, Krolnivar, Malisai, Querthose, Rumpkin &lt;br /&gt;
|- &lt;br /&gt;
|bgcolor=#cccccc|Lorae&#039;tyr-Abyran&lt;br /&gt;
|Krolnivar, Querthose, Ryynish, Stralan, Yactaevia&lt;br /&gt;
|- &lt;br /&gt;
|bgcolor=#cccccc|Lorae&#039;tyr-Abyran&#039;a&lt;br /&gt;
|Moredin, Zurrain&lt;br /&gt;
|- &lt;br /&gt;
|bgcolor=#cccccc|Lorae&#039;tyr-Abyran&#039;sa&lt;br /&gt;
|Allereli, Berkana, Cataclysmx, Dergoatean, Desorceri, Iaz, Isola, Kaldonis, Malisai, Missoni, Niderom, Querthose, Radamanthys, Silvean, Stralan, Vulterith, Walendria &lt;br /&gt;
|- &lt;br /&gt;
|bgcolor=#cccccc|Lorae&#039;tyr-Grantris&lt;br /&gt;
|Desorceri, Drigore, Kaldonis, Venrath&lt;br /&gt;
|- &lt;br /&gt;
|bgcolor=#cccccc|Lorae&#039;tyr-Igaesha&lt;br /&gt;
|Allereli, Darphin, Evyrsio, Kaldonis, Missoni, Silvean, Ulthripe&lt;br /&gt;
|- &lt;br /&gt;
|bgcolor=#cccccc|Lorae&#039;tyr-Verlok&lt;br /&gt;
|Berkana, Darksin, Delarock, Kaldonis, Krolnivar, Lahanna, Maetriks, Matthosa, Niderom, Querthose, Silvean, Nythera &lt;br /&gt;
|- &lt;br /&gt;
|bgcolor=#cccccc|Shien&#039;tyr-Aishan&lt;br /&gt;
|Delarock, Desorceri, Drigore, Dyreknor, Jameszz, Maetriks, Mianne, Niderom, Querthose, Stralan, Suntzhu, Venrath, Svatahor&lt;br /&gt;
|- &lt;br /&gt;
|bgcolor=#cccccc|Shien&#039;tyr-Shien&lt;br /&gt;
|Allereli (Darkling), Berkana, Desmonique, Drigore (Darkling), Kaldonis, Kilaya, Malisai, Matthosa, Mekthros, Missoni, Niderom (Darkling), Rontuu, Silvean (Shadowling)&lt;br /&gt;
|- &lt;br /&gt;
|bgcolor=#cccccc|Shien&#039;tyr-Arashan&lt;br /&gt;
|Allereli, Berkana, Desorceri, Drigore, Dyreknor, Maetriks, Melikor, Silvean, Xorus, Svatahor&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Resources ==&lt;br /&gt;
* [[Minor demon messaging]]&lt;br /&gt;
* [[Enchiridion Valentia]]&lt;br /&gt;
* [[The Enchiridion Valentia]] (official documentation)&lt;br /&gt;
* [[Introduction to the Enchiridion Valentia and Summoning]] (official documentation)&lt;br /&gt;
* [[/saved posts|Saved posts]]&lt;br /&gt;
* [[Commentary on Enchiridion Valentia - Lorae&#039;Tyr]]&lt;br /&gt;
* [[Rhythus Veranthe Faendryl]] (release storyline)&lt;br /&gt;
&lt;br /&gt;
[[Category:Demons]]&lt;br /&gt;
[[category: Pet Spells]]&lt;/div&gt;</summary>
		<author><name>JENNY84</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Chrismarium&amp;diff=257393</id>
		<title>Chrismarium</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Chrismarium&amp;diff=257393"/>
		<updated>2026-05-02T19:24:00Z</updated>

		<summary type="html">&lt;p&gt;JENNY84: just adding first person for push reverent&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;&amp;lt;!-- Please see Help:Item scripts page for instructions on how to properly create and format an item page.--&amp;gt;&lt;br /&gt;
A &#039;&#039;&#039;chrismarium&#039;&#039;&#039; is a clerical tool released at [[Ebon_Gate_Festival|Ebon Gate 2022]] in the store [[EHShop:Derelict_Abbey|Derelict Abbey]] and designed by [[GameMaster|GMs]] [[User:GS4-YUSRI|Yusri]] and [[User:GS4-TIVVY|Tivvy]]. [[Holy_Receptacle_(325)#Tier_4:_Chrism|Chrisms]] created with [[Holy Receptacle (325)]] can be deposited into them to store charges of the chrism effect, which reduces [[Death&#039;s Sting]] for dead characters that are resurrected or allows living characters to [[meditate]].&lt;br /&gt;
&lt;br /&gt;
Any character can store chrisms in a chrismarium and use its fluff verbs, but {{boldmono|[[POUR]]}}ing them is subject to the same restrictions as using chrism gems -- namely, it can only be used by clerics of at least level 18 with knowledge of the [[Raise Dead (318)]] spell once created.  [[F2P]] characters must have an active Resurrection Pass to use them successfully on corpses.&lt;br /&gt;
&lt;br /&gt;
The chrismarium aids in inventory management and changes the messaging when applying the chrism effect to one of five styles: Standard, Rude, Reverent, Riant, and Rigid. Messaging style can be selected using an amaranthine certificate from the same store. Customized chrismarium messaging is available as a rare delayed service.&lt;br /&gt;
&lt;br /&gt;
{{TOC limit|2}}&lt;br /&gt;
==Analyze==&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;You take a closer look at a brushed faenor chrismarium inlaid with ivory alyssum.&lt;br /&gt;
You analyze the faenor chrismarium and sense that the creator has provided the following information:&lt;br /&gt;
This is a chrismarium, a holy relic that stores the oil and balsam from inside a chrism gem, allowing you to stockpile multiple charges inside for later application to a corpse.  While anyone may add chrism oil to it, it may only be used by clerics to apply the chrism effect.&lt;br /&gt;
&lt;br /&gt;
It may be altered but must remain made of metal, and the noun must remain chrismarium.&lt;br /&gt;
&lt;br /&gt;
This chrismarium is at tier 1 out of 5.  A skilled merchant might be able to unlock it further.&lt;br /&gt;
It will hold a maximum of 20 charges.&lt;br /&gt;
It is currently using the &amp;quot;Standard&amp;quot; messaging style.&lt;br /&gt;
&lt;br /&gt;
You can PUSH the chrismarium with a chrism in your other hand to store it within.  This destroys the chrism and adds one charge to the chrismarium.  The charges within the chrismarium are as effective as the average of all chrism gems absorbed in this fashion.&lt;br /&gt;
&lt;br /&gt;
You can PROD the chrismarium to stop being warned about when chrism&#039;s quality would reduce the average of the chrismarium&#039;s contents.&lt;br /&gt;
These warnings only apply to the &#039;fullness&#039; of chrisms and none of their other qualities.&lt;br /&gt;
&lt;br /&gt;
You can POUR the chrismarium on a player to grant them its effects, provided you are skilled in using chrisms.  You can also POUR it on the ground, which wastes a charge but may be useful if you want to replace the contents with higher-quality chrisms.&lt;br /&gt;
&lt;br /&gt;
Unlocked verbs: PUSH, POUR, LOOK, MEASURE, RUB, PROD&lt;br /&gt;
You get no sense of whether or not the chrismarium may be further lightened.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{itemtier &amp;lt;!-- Copy/Paste x #Tier for item as needed. --&amp;gt;&lt;br /&gt;
|tier= Tier 1&amp;lt;!-- REQUIRED:  Must be entered as Tier # or Tree (Name) --&amp;gt;&lt;br /&gt;
|itemsummary= Tier 1 (off the shelf) chrismariums can store 20 chrism charges and have the verbs {{boldmono|PUSH}}, {{boldmono|POUR}}, {{boldmono|LOOK}}, {{boldmono|MEASURE}}, {{boldmono|RUB}}, and {{boldmono|PROD}}.&amp;lt;!-- Brief explanation of what this tier does, if any. --&amp;gt;&lt;br /&gt;
|analyze= &amp;lt;!-- Only necessary if there are drastic changes in ANALYZE between tiers/trees. --&amp;gt;&lt;br /&gt;
|inspect= &amp;lt;!-- ONLY to be used when an item has a custom INSPECT to it. --&amp;gt;&lt;br /&gt;
|show= &amp;lt;!-- ONLY for when an item has a hard-coded show. --&amp;gt;&lt;br /&gt;
|affinity= &amp;lt;!-- Brief explanation of affinity for that specific tier, if any.  --&amp;gt;&lt;br /&gt;
|itemverbtable= &amp;lt;!-- Answer YES if there are verbs associated with this tier.  If not, leave blank. --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{| {{verbtable}} &amp;lt;!-- REQUIRED if there are verbs for this tier.  For instructions on how to use this template, see Template:Verbtable. --&amp;gt;&lt;br /&gt;
|- {{verbtableheader}}&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width:5em;&amp;quot;|Verb&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width:5em;&amp;quot;|Style &amp;lt;!-- (Only if applicable.  Additional options would be Demeanor, Location, Climate, etc.  Essentially, modifiers to the verbs.) --&amp;gt;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|First&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Second (Only if applicable)&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Third&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot; rowspan=2|LOOK&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;|Empty&lt;br /&gt;
|&amp;lt;!-- First Person View --&amp;gt; The chrismarium is empty.&lt;br /&gt;
|&amp;lt;!-- Second Person View --&amp;gt; N/A&lt;br /&gt;
|&amp;lt;!-- Third Person View --&amp;gt; N/A&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;|Not Empty&lt;br /&gt;
|&amp;lt;!-- First Person View --&amp;gt; The ordinary cobalt liquid within the chrismarium is pure and undiluted.&lt;br /&gt;
|&amp;lt;!-- Second Person View --&amp;gt; N/A&lt;br /&gt;
|&amp;lt;!-- Third Person View --&amp;gt; N/A&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot; rowspan=2|MEASURE&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;|Empty&lt;br /&gt;
|&amp;lt;!-- First Person View --&amp;gt; You begin to carefully measure your platinum chrismarium only to find it devoid of contents.&lt;br /&gt;
|&amp;lt;!-- Second Person View --&amp;gt; N/A&lt;br /&gt;
|&amp;lt;!-- Third Person View --&amp;gt; N/A&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;|Not Empty&lt;br /&gt;
|&amp;lt;!-- First Person View --&amp;gt; You carefully measure your platinum chrismarium and find that the ordinary cobalt liquid within should allow for 20 applications.&amp;lt;br /&amp;gt;The mixture within is pure and undiluted.&lt;br /&gt;
|&amp;lt;!-- Second Person View --&amp;gt; N/A&lt;br /&gt;
|&amp;lt;!-- Third Person View --&amp;gt; N/A&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot; rowspan=6|POUR (dead)&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;|Empty&lt;br /&gt;
|&amp;lt;!-- First Person View --&amp;gt; You lift the lid of your chrismarium to begin the chrism rite, but a quick glance inside reveals you are out of chrism oil.&lt;br /&gt;
|&amp;lt;!-- Second Person View --&amp;gt; {{addmetext}}&lt;br /&gt;
|&amp;lt;!-- Third Person View --&amp;gt; XXX lifts the lid of her platinum chrismarium, then shuts it with a discouraged look upon her face.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;|Standard&lt;br /&gt;
|&amp;lt;!-- First Person View --&amp;gt; {{addmetext}}&lt;br /&gt;
|&amp;lt;!-- Second Person View --&amp;gt; {{addmetext}}&lt;br /&gt;
|&amp;lt;!-- Third Person View --&amp;gt; Tipping her &#039;&#039;sample chrismarium&#039;&#039; slightly over YYY, XXX allows a few droplets of cobalt chrism oil to fall on her corpse.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;|Rude&lt;br /&gt;
|&amp;lt;!-- First Person View --&amp;gt; {{addmetext}}&lt;br /&gt;
|&amp;lt;!-- Second Person View --&amp;gt; {{addmetext}}&lt;br /&gt;
|&amp;lt;!-- Third Person View --&amp;gt; Lifting the lid on her rose gold chrismarium, XXX dips a few fingers in and, with an idle flick of her wrist in YYY&#039;s general direction, splatters her with chrism oil.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;|Reverent&lt;br /&gt;
|&amp;lt;!-- First Person View --&amp;gt; {{addmetext}}&lt;br /&gt;
|&amp;lt;!-- Second Person View --&amp;gt; {{addmetext}}&lt;br /&gt;
|&amp;lt;!-- Third Person View --&amp;gt; XXX kneels briefly beside YYY, tilting her &#039;&#039;sample chrismarium&#039;&#039; to pour chrism oil onto her fingertips before anointing each of her eyelids with the aromatic mixture while whispering a quiet prayer to &#039;&#039;Marlu&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;|Riant&lt;br /&gt;
|&amp;lt;!-- First Person View --&amp;gt; {{addmetext}}&lt;br /&gt;
|&amp;lt;!-- Second Person View --&amp;gt; {{addmetext}}&lt;br /&gt;
|&amp;lt;!-- Third Person View --&amp;gt; With a sunny smile, XXX raises her &#039;&#039;sample chrismarium&#039;&#039; above YYY and pours chrism oil down the length of her body, mumbling something about the fine mess she has gotten herself into.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;|Rigid&lt;br /&gt;
|&amp;lt;!-- First Person View --&amp;gt; {{addmetext}}&lt;br /&gt;
|&amp;lt;!-- Second Person View --&amp;gt; {{addmetext}}&lt;br /&gt;
|&amp;lt;!-- Third Person View --&amp;gt; With parsimonious movements and an air of precision, XXX angles her &#039;&#039;sample chrismarium&#039;&#039; to decant a smidgen of chrism oil onto YYY&#039;s corpse.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot; rowspan=6|POUR (alive)&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;|Empty&lt;br /&gt;
|&amp;lt;!-- First Person View --&amp;gt; You lift the lid of your chrismarium to begin the chrism rite, but a quick glance inside reveals you are out of chrism oil.&lt;br /&gt;
|&amp;lt;!-- Second Person View --&amp;gt; {{addmetext}}&lt;br /&gt;
|&amp;lt;!-- Third Person View --&amp;gt; XXX lifts the lid of her platinum chrismarium, then shuts it with a discouraged look upon her face.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;|Standard&lt;br /&gt;
|&amp;lt;!-- First Person View --&amp;gt; {{addmetext}}&lt;br /&gt;
|&amp;lt;!-- Second Person View --&amp;gt; {{addmetext}}&lt;br /&gt;
|&amp;lt;!-- Third Person View --&amp;gt; Tipping her &#039;&#039;sample chrismarium&#039;&#039; slightly over YYY&#039;s palm, XXX pours some cobalt chrism oil into her hand, gently massaging it into her skin with her thumb.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;|Rude&lt;br /&gt;
|&amp;lt;!-- First Person View --&amp;gt; {{addmetext}}&lt;br /&gt;
|&amp;lt;!-- Second Person View --&amp;gt; {{addmetext}}&lt;br /&gt;
|&amp;lt;!-- Third Person View --&amp;gt; Lifting the lid on her rose gold chrismarium, XXX dips a few fingers in and, with an idle flick of her wrist in YYY&#039;s general direction, splatters some chrism oil upon YYY, who recoils slightly.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;|Reverent&lt;br /&gt;
|&amp;lt;!-- First Person View --&amp;gt; {{addmetext}}&lt;br /&gt;
|&amp;lt;!-- Second Person View --&amp;gt; {{addmetext}}&lt;br /&gt;
|&amp;lt;!-- Third Person View --&amp;gt; Moving to YYY&#039;s side, XXX tilts her &#039;&#039;sample chrismarium&#039;&#039; to pour chrism oil onto her fingertips before anointing each of YYY&#039;s cheeks with the aromatic mixture as she murmurs a quiet blessing on behalf of &#039;&#039;Marlu&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;|Riant&lt;br /&gt;
|&amp;lt;!-- First Person View --&amp;gt; {{addmetext}}&lt;br /&gt;
|&amp;lt;!-- Second Person View --&amp;gt; {{addmetext}}&lt;br /&gt;
|&amp;lt;!-- Third Person View --&amp;gt; With a sunny smile, XXX raises her &#039;&#039;sample chrismarium&#039;&#039; above YYY&#039;s cupped hands and pours chrism oil into them, proclaiming cheerfully, &amp;quot;Hope this helps!&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;|Rigid&lt;br /&gt;
|&amp;lt;!-- First Person View --&amp;gt; {{addmetext}}&lt;br /&gt;
|&amp;lt;!-- Second Person View --&amp;gt; {{addmetext}}&lt;br /&gt;
|&amp;lt;!-- Third Person View --&amp;gt; With parsimonious movements and an air of precision, XXX angles her &#039;&#039;sample chrismarium&#039;&#039; to decant a smidgen of chrism oil onto YYY&#039;s hands.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;|PROD&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;| &lt;br /&gt;
|&amp;lt;!-- First Person View --&amp;gt; [You will now/no longer be prompted before an action that would dilute your chrismarium.]&lt;br /&gt;
|&amp;lt;!-- Second Person View --&amp;gt; N/A&lt;br /&gt;
|&amp;lt;!-- Third Person View --&amp;gt; N/A&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot; rowspan=5|PUSH&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;|Standard&lt;br /&gt;
|&amp;lt;!-- First Person View --&amp;gt; {{addmetext}}&lt;br /&gt;
|&amp;lt;!-- Second Person View --&amp;gt; N/A&lt;br /&gt;
|&amp;lt;!-- Third Person View --&amp;gt; XXX opens her &#039;&#039;sample chrismarium&#039;&#039; and taps her &#039;&#039;uncut diamond&#039;&#039; against its rim, breaking it and emptying it into the reservoir of the chrismarium.  The &#039;&#039;uncut diamond&#039;&#039; crumbles in her hand, and she shakes off the dust.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;|Rude&lt;br /&gt;
|&amp;lt;!-- First Person View --&amp;gt; {{addmetext}}&lt;br /&gt;
|&amp;lt;!-- Second Person View --&amp;gt; N/A&lt;br /&gt;
|&amp;lt;!-- Third Person View --&amp;gt;  XXX wedges an uncut diamond beneath the lid of her rose gold chrismarium, smashing it with the heel of her palm and allowing its contents to drip inside before brushing away the powdery fragments of diamond.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;|Reverent&lt;br /&gt;
|&amp;lt;!-- First Person View --&amp;gt; Gently lifting the lid of your white vaalin chrismarium, you break open a note-shaped emerald, allowing the holy liniment inside to empty into its chamber with a few words of consecration in the name of Charl.  The emerald disintegrates, the dust slipping between your fingers.&lt;br /&gt;
|&amp;lt;!-- Second Person View --&amp;gt; N/A&lt;br /&gt;
|&amp;lt;!-- Third Person View --&amp;gt; Gently lifting the lid of her &#039;&#039;sample chrismarium&#039;&#039;, XXX breaks open &#039;&#039;an uncut diamond&#039;&#039;, allowing the holy liniment inside to empty into its chamber with a solemn benediction in the name of &#039;&#039;Marlu&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;|Riant&lt;br /&gt;
|&amp;lt;!-- First Person View --&amp;gt; {{addmetext}}&lt;br /&gt;
|&amp;lt;!-- Second Person View --&amp;gt; N/A&lt;br /&gt;
|&amp;lt;!-- Third Person View --&amp;gt; XXX opens her &#039;&#039;sample chrismarium&#039;&#039; and cracks &#039;&#039;an uncut diamond&#039;&#039; over it like an egg, allowing the amalgam inside to trickle within.  The &#039;&#039;uncut diamond&#039;&#039; dissolves in her hand, the remains carried off by an errant breeze.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;|Rigid&lt;br /&gt;
|&amp;lt;!-- First Person View --&amp;gt; {{addmetext}}&lt;br /&gt;
|&amp;lt;!-- Second Person View --&amp;gt; N/A&lt;br /&gt;
|&amp;lt;!-- Third Person View --&amp;gt; Grasping &#039;&#039;an uncut diamond&#039;&#039;, XXX tucks it beneath the lid of her &#039;&#039;sample chrismarium&#039;&#039;, crushing the diamond and liberating its contents before removing her hand and shaking off the remnants.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;|POUR (on ground)&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;|&lt;br /&gt;
|&amp;lt;!-- First Person View --&amp;gt; You lift the lid of your chrismarium and pour a small quantity of chrism oil on the ground/floor.  The oil quickly evaporates.&lt;br /&gt;
|&amp;lt;!-- Second Person View --&amp;gt; N/A&lt;br /&gt;
|&amp;lt;!-- Third Person View --&amp;gt; XXX lifts the lid of his/her chrismarium and pours a small quantity of chrism oil on the ground/floor.  The oil quickly evaporates.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;|RUB&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;|&lt;br /&gt;
|&amp;lt;!-- First Person View --&amp;gt; You vigorously rub at the platinum surface of your chrismarium with your thumb, removing a speck of dried oil marring it and returning it to a nearly reflective sheen.&lt;br /&gt;
|&amp;lt;!-- Second Person View --&amp;gt; N/A&lt;br /&gt;
|&amp;lt;!-- Third Person View --&amp;gt; XXX rubs at the platinum surface of her chrismarium vigorously with her thumb.&lt;br /&gt;
|}&lt;br /&gt;
{{itemtier &amp;lt;!-- Copy/Paste x #Tier for item as needed. --&amp;gt;&lt;br /&gt;
|tier= Tier 2 &amp;lt;!-- REQUIRED:  Must be entered as Tier # or Tree (Name) --&amp;gt;&lt;br /&gt;
|itemsummary= Tier 2 chrismariums can store 40 charges and add {{boldmono|PONDER}}.&lt;br /&gt;
|analyze= &amp;lt;!-- Only necessary if there are drastic changes in ANALYZE between tiers/trees. --&amp;gt;&lt;br /&gt;
|inspect= &amp;lt;!-- ONLY to be used when an item has a custom INSPECT to it. --&amp;gt;&lt;br /&gt;
|show= &amp;lt;!-- ONLY for when an item has a hard-coded show. --&amp;gt;&lt;br /&gt;
|affinity= &amp;lt;!-- Brief explanation of affinity for that specific tier, if any.  --&amp;gt;&lt;br /&gt;
|itemverbtable= &amp;lt;!-- Answer YES if there are verbs associated with this tier.  If not, leave blank. --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{| {{verbtable}} &amp;lt;!-- REQUIRED if there are verbs for this tier.  For instructions on how to use this template, see Template:Verbtable. --&amp;gt;&lt;br /&gt;
|- {{verbtableheader}}&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width:5em;&amp;quot;|Verb&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|First&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Third&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;|PONDER&lt;br /&gt;
|&amp;lt;!-- First Person View --&amp;gt; You elevate your rose gold chrismarium to eye level, contemplating the myriad souls now at peace because of your beneficence.&lt;br /&gt;
|&amp;lt;!-- Third Person View --&amp;gt; XXX elevates her rose gold chrismarium to her eye level, her physiognomy one of deep contemplation.&lt;br /&gt;
|}&lt;br /&gt;
{{itemtier &amp;lt;!-- Copy/Paste x #Tier for item as needed. --&amp;gt;&lt;br /&gt;
|tier= Tier 3&amp;lt;!-- REQUIRED:  Must be entered as Tier # or Tree (Name) --&amp;gt;&lt;br /&gt;
|itemsummary= Tier 3 chrismariums can store 60 chrism charges and add {{boldmono|TILT}}.&lt;br /&gt;
|analyze= &amp;lt;!-- Only necessary if there are drastic changes in ANALYZE between tiers/trees. --&amp;gt;&lt;br /&gt;
|inspect= &amp;lt;!-- ONLY to be used when an item has a custom INSPECT to it. --&amp;gt;&lt;br /&gt;
|show= &amp;lt;!-- ONLY for when an item has a hard-coded show. --&amp;gt;&lt;br /&gt;
|affinity= &amp;lt;!-- Brief explanation of affinity for that specific tier, if any.  --&amp;gt;&lt;br /&gt;
|itemverbtable= &amp;lt;!-- Answer YES if there are verbs associated with this tier.  If not, leave blank. --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{| {{verbtable}} &amp;lt;!-- REQUIRED if there are verbs for this tier.  For instructions on how to use this template, see Template:Verbtable. --&amp;gt;&lt;br /&gt;
|- {{verbtableheader}}&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width:5em;&amp;quot;|Verb&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|First&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Third&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;|TILT&lt;br /&gt;
|&amp;lt;!-- First Person View --&amp;gt; You gently tilt your rose gold chrismarium in a swirling motion, the cobalt liquid inside sloshing softly against its interior.&lt;br /&gt;
|&amp;lt;!-- Third Person View --&amp;gt; XXX tilts her rose gold chrismarium in a gently swirling motion.&lt;br /&gt;
|}&lt;br /&gt;
{{itemtier &amp;lt;!-- Copy/Paste x #Tier for item as needed. --&amp;gt;&lt;br /&gt;
|tier= Tier 4&amp;lt;!-- REQUIRED:  Must be entered as Tier # or Tree (Name) --&amp;gt;&lt;br /&gt;
|itemsummary= Tier 4 chrismariums can store 80 chrism charges and add {{boldmono|RAISE}}.&lt;br /&gt;
|analyze= &amp;lt;!-- Only necessary if there are drastic changes in ANALYZE between tiers/trees. --&amp;gt;&lt;br /&gt;
|inspect= &amp;lt;!-- ONLY to be used when an item has a custom INSPECT to it. --&amp;gt;&lt;br /&gt;
|show= &amp;lt;!-- ONLY for when an item has a hard-coded show. --&amp;gt;&lt;br /&gt;
|affinity= &amp;lt;!-- Brief explanation of affinity for that specific tier, if any.  --&amp;gt;&lt;br /&gt;
|itemverbtable= &amp;lt;!-- Answer YES if there are verbs associated with this tier.  If not, leave blank. --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{| {{verbtable}} &amp;lt;!-- REQUIRED if there are verbs for this tier.  For instructions on how to use this template, see Template:Verbtable. --&amp;gt;&lt;br /&gt;
|- {{verbtableheader}}&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width:5em;&amp;quot;|Verb&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|First&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Third&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;|RAISE&lt;br /&gt;
|&amp;lt;!-- First Person View --&amp;gt; You raise the lid on your rose gold chrismarium, closing your moss green eyes before releasing a protracted, meditative exhale over the contents within.  The camphoraceous scent of balsam pervades the area briefly, evanescing as you nestle the lid atop the chrismarium once more.&lt;br /&gt;
|&amp;lt;!-- Third Person View --&amp;gt; XXX raises the lid of her rose gold chrismarium, closing her moss green eyes before releasing a protracted exhale over the contents within.  The camphoraceous scent of balsam pervades the area briefly, evanescing as XXX nestles the lid atop her chrismarium once more.&lt;br /&gt;
|}&lt;br /&gt;
{{itemtier &amp;lt;!-- Copy/Paste x #Tier for item as needed. --&amp;gt;&lt;br /&gt;
|tier= Tier 5&amp;lt;!-- REQUIRED:  Must be entered as Tier # or Tree (Name) --&amp;gt;&lt;br /&gt;
|itemsummary= Tier 5 chrismariums are auction quality and not available as an off the shelf upgrade. They (presumably) would store 100 chrism charges and add additional verbs.&lt;br /&gt;
|analyze= &amp;lt;!-- Only necessary if there are drastic changes in ANALYZE between tiers/trees. --&amp;gt;&lt;br /&gt;
|inspect= &amp;lt;!-- ONLY to be used when an item has a custom INSPECT to it. --&amp;gt;&lt;br /&gt;
|show= &amp;lt;!-- ONLY for when an item has a hard-coded show. --&amp;gt;&lt;br /&gt;
|affinity= &amp;lt;!-- Brief explanation of affinity for that specific tier, if any.  --&amp;gt;&lt;br /&gt;
|itemverbtable= &amp;lt;!-- Answer YES if there are verbs associated with this tier.  If not, leave blank. --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Additional Information==&lt;br /&gt;
&lt;br /&gt;
===Chrism Quality===&lt;br /&gt;
Chrismariums maintain a running average of chrisms they have stored -- both in terms of experience retention (determined by [[Spiritual Lore, Blessings]]) and recuperation time (determined by the value of the gem prior to being converted to a chrism.)  If you add a 90% full chrism worth 6000 silver and a 100% full chrism worth 8000 silver to an empty chrismarium, you will end up with two charges both equivalent to using a 95% full chrism valued at 7000 silver.&lt;br /&gt;
&lt;br /&gt;
You will be prompted for confirmation if storing a chrism would reduce experience retention below the current average unless you have disabled this prompt using the {{boldmono|PROD}} verb.  There is no confirmation if the average value would decrease.&lt;br /&gt;
&lt;br /&gt;
If you {{boldmono|MEASURE}} a chrismarium, you will receive information about the current chrism quality.  Quality information related to the average value (recuperation time) is the same as chrisms.  Experience retention messaging matches chrisms as follows:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable alternating&amp;quot;&lt;br /&gt;
!scope=&amp;quot;col&amp;quot;|Chrism&lt;br /&gt;
!scope=&amp;quot;col&amp;quot;|Chrismarium&lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; | half full&lt;br /&gt;
| diluted to half strength&lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; | more than half full&lt;br /&gt;
| diluted to more than half strength&lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; | three quarters full&lt;br /&gt;
| somewhat diluted&lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; | almost full&lt;br /&gt;
| slightly diluted&lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; | full&lt;br /&gt;
| pure and undiluted&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
You can {{boldmono|POUR}} a chrismarium on the ground to discard a charge of it.  This can be useful if you have diluted the contents of it and want to get it back to a pristine state to add full chrisms to it.&lt;br /&gt;
&lt;br /&gt;
See [[chrism]]s for more details on these attributes.&lt;br /&gt;
&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.  OPTIONAL: If an item is feature altering or crafting, as well, please enter &amp;quot;Feature altering&amp;quot; or &amp;quot;crafting&amp;quot; below this line for &amp;quot;type2=&amp;quot; --&amp;gt;&lt;br /&gt;
|itemclass= Accessory&amp;lt;!-- REQUIRED: Valid options are: Armor, Weapon, Shield, Clothing, Accessory, Container, Creatures (Pets/Mounts), or Miscellaneous.  If more than one classification, additional lines can be added with &amp;quot;itemclass2=&amp;quot; &amp;amp; &amp;quot;itemclass3=&amp;quot; --&amp;gt;&lt;br /&gt;
|itemclass2= &lt;br /&gt;
|itemtype= &amp;lt;!-- REQUIRED: What items can this apply to.  Up to 8 can be specified by setting &amp;quot;itemtype2&amp;quot; - &amp;quot;itemtype8&amp;quot;. --&amp;gt;&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 at the end of this particular template. --&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 by setting &amp;quot;feature2=&amp;quot; - &amp;quot;feature8=&amp;quot;. --&amp;gt;&lt;br /&gt;
|customize= &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= &amp;lt;!-- OPTIONAL:  This area is REQUIRED if customization is indicated.  Up to 5 customizations can be entered with &amp;quot;custom2=&amp;quot; - &amp;quot;custom5=&amp;quot;. If the messaging is alterable, simply enter &amp;quot;Verb&amp;quot;.--&amp;gt;&lt;br /&gt;
|origmerch= &amp;lt;!-- OPTIONAL: This area is for indicating the original release merchant name, if known. If released as a quest item, please enter &amp;quot;Quest&amp;quot; ONLY.  Otherwise, leave blank.--&amp;gt;&lt;br /&gt;
|releasevenue= Evermore Hollow &amp;lt;!-- OPTIONAL: This area is for indicating the original release venue only, if known. If not, leave blank. --&amp;gt;&lt;br /&gt;
|releaseyear= 2022 &amp;lt;!-- OPTIONAL: This area is for indicating the original release year only, if known. If not, leave blank. --&amp;gt;&lt;br /&gt;
|questitem= &amp;lt;!-- OPTIONAL: Enter &amp;quot;Yes&amp;quot; if the item&#039;s release was part of a quest/storyline.  If no, 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= 5 &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= &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;, &amp;quot;Certificate&amp;quot;, or &amp;quot;Quest&amp;quot; ONLY. If more than one, enter at unlock2.--&amp;gt;&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;
|corrscript= &amp;lt;!-- OPTIONAL: This area is for indicating if an item has scripts that correspond with it, specifically, they are scripts that work separately AND together in one way or another (i.e. Bloodrunes and MoonShard Pendants).  Additional slots can be added with &amp;quot;corrscript2=&amp;quot; - &amp;quot;corrscript5&amp;quot;= --&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= &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;
|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 with &amp;quot;spell2=&amp;quot; - &amp;quot;spell4=&amp;quot;. Example to enter: Call Familiar (920). If no, leave blank. --&amp;gt;&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= &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= LOOK&lt;br /&gt;
|verb2= MEASURE&lt;br /&gt;
|verb3= PONDER&lt;br /&gt;
|verb4= PROD&lt;br /&gt;
|verb5= POUR&lt;br /&gt;
|verb6= PUSH&lt;br /&gt;
|verb7= RAISE&lt;br /&gt;
|verb8= RUB&lt;br /&gt;
|verb9= TILT&amp;lt;!-- Verbs MUST be capitalized when entered. Up to 28 verbs can be added with &amp;quot;verb2=&amp;quot; - &amp;quot;verb28=&amp;quot;.  Verbs should be listed in alphabetical order, not by tier.--&amp;gt;&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>JENNY84</name></author>
	</entry>
</feed>