<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>https://gswiki.play.net/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=PICKLE057</id>
	<title>GemStone IV Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://gswiki.play.net/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=PICKLE057"/>
	<link rel="alternate" type="text/html" href="https://gswiki.play.net/Special:Contributions/PICKLE057"/>
	<updated>2026-04-28T14:55:59Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.39.12</generator>
	<entry>
		<id>https://gswiki.play.net/index.php?title=House_Paupers&amp;diff=160156</id>
		<title>House Paupers</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=House_Paupers&amp;diff=160156"/>
		<updated>2022-01-30T22:33:45Z</updated>

		<summary type="html">&lt;p&gt;PICKLE057: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:House of paupers.jpg|right|Fortis Imbibi]]&lt;br /&gt;
&lt;br /&gt;
[[File:Paupers.png|350px|thumb|right|Old ASCII Coat of Arms]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;House Paupers&#039;&#039;&#039; is located in [[Wehnimer&#039;s Landing]], and is a member of the [[Co-operative Houses of Elanthia]]. It was established in Charlatos of 5091 by Silent Mydnyghte (Chairman), Kirc Bloodguard (Treasurer), Dextor Malthorn (Secretary), as well as members Phaedra Bleu and Karel Tasavalta.&lt;br /&gt;
&lt;br /&gt;
The founding was published in the [[Kelfour Edition volume I number X]], making &#039;&#039;&#039;House Paupers&#039;&#039;&#039; one of the three original Houses in [[Elanith]].  &lt;br /&gt;
&lt;br /&gt;
The House has annexes in all major towns and cities.&lt;br /&gt;
__TOC__ &lt;br /&gt;
&lt;br /&gt;
==Current Officers==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Warden&#039;&#039;&#039; : Tolwynn&lt;br /&gt;
* &#039;&#039;&#039;Chatalaine&#039;&#039;&#039; : Traiva&lt;br /&gt;
* &#039;&#039;&#039;Bartender&#039;&#039;&#039; :  Renstar&lt;br /&gt;
* &#039;&#039;&#039;Pub Proprietor&#039;&#039;&#039; : Nyatherra&lt;br /&gt;
* &#039;&#039;&#039;Paymaster&#039;&#039;&#039; : Maevie&lt;br /&gt;
* &#039;&#039;&#039;Enforcer&#039;&#039;&#039; : Brakian&lt;br /&gt;
* &#039;&#039;&#039;Adjutant&#039;&#039;&#039; : Rhaviel&lt;br /&gt;
&lt;br /&gt;
==Charter==&lt;br /&gt;
&lt;br /&gt;
===Statement of Purpose===&lt;br /&gt;
&lt;br /&gt;
House of Paupers has been designed as an establishment to provide entertainment, excitement, camaraderie and respect to its members.&lt;br /&gt;
&lt;br /&gt;
===Statement of Governing===&lt;br /&gt;
&lt;br /&gt;
The Officers:&lt;br /&gt;
&lt;br /&gt;
House of Paupers currently has 7 Officer positions. All Officers shall rule on all decisions of House policy in regards to the rules and physical nature of the House and its officially sponsored events.&lt;br /&gt;
&lt;br /&gt;
All decisions will be made collectively by a vote among the Board of Officers. Two thirds of all seated Officers must agree in order for an item to be considered passed. All decisions of the Board will be made a matter of public record. The Board does reserve the right to omit some or all of the details if they agree that it would reveal in-game secrets or would be inappropriate and not within the House&#039;s best interest to be revealed.&lt;br /&gt;
&lt;br /&gt;
Terms of Office:&lt;br /&gt;
&lt;br /&gt;
Each office held shall be considered at will service and may be terminated at any time by the Officer unless otherwise altered by the Board or CHE Controller.&lt;br /&gt;
&lt;br /&gt;
If any Officer fails to communicate or make appearances for 2 months in a row their position will be considered open unless prior notification and approval of the Board has been obtained.&lt;br /&gt;
&lt;br /&gt;
==Bylaws==&lt;br /&gt;
&lt;br /&gt;
===Article I - Name===&lt;br /&gt;
&lt;br /&gt;
The name of this officially recognized [[Co-operative Houses of Elanthia|Cooperative House of Elanthia]] (CHE) is the House of Paupers, hereinafter referred to as the &amp;quot;House&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===Article II - Membership Services and Benefits===&lt;br /&gt;
&lt;br /&gt;
The House offers the following benefits to its members:&lt;br /&gt;
&lt;br /&gt;
#Coat of Arms - The House Coat of Arms is available at the Engraver&#039;s Shop in Wehnimer&#039;s Landing for all whom wish to have it added to their shields or other applicable gear. This service is provided by the Engraver for a small fee as specified by the local government.&lt;br /&gt;
#Storage Facility - There will be an appropriate locker assigned to each member. These lockers may generally be accessed free of charge and are larger than those granted to an individual resident of any given town. House Annexes also provide additional locker space but the House is in no way responsible for the movement of a member&#039;s items between towns or the members&#039; ability to access them.&lt;br /&gt;
#Nodes - There are natural nodes in various locations throughout the House. These nodes are provided for the member&#039;s benefit. Currently the nodes are located in the Commons as well as at each table leading off of the Triple Chalice Bar and the Lounge.&lt;br /&gt;
#Pool and Hot Tub - There is a pool and hot tub located through the crystal arch in the Commons for the members&#039; health and enjoyment.&lt;br /&gt;
#Donation Table - There is a table in the Commons on which members may donate items for other members to use. No items from the table may be sold as they are placed there for the benefit of each other and not as a quick monetary gain.&lt;br /&gt;
#Tables - There are private tables leading off of the Triple Chalice Bar and the Lounge which have been made available for members&#039; enjoyment or privacy.&lt;br /&gt;
#Refreshment Carts - The House currently owns two different refreshment carriers which will often be set up with various food and drink and set out for the members enjoyment and indulgence. Most frequently a refreshment cart is set up inside in the Commons and a small refreshment wagon is set up outside at the Rose Garden.&lt;br /&gt;
#Fishing Pond - Located down the riverstone path is the Rose Garden where a pond welcomes both members and guests alike to cast their lines and fish to their heart&#039;s content. A crate nearby is stocked with fishing supplies that Officers can make available upon request. A small fire burns nearby for an easy cooking solution.&lt;br /&gt;
&lt;br /&gt;
===Article III - Membership Requirements and Dues===&lt;br /&gt;
&lt;br /&gt;
* Members can only belong to one CHE at a time.&lt;br /&gt;
* Members must be level 5 or above.&lt;br /&gt;
* Members must not be on an in-game trial account.&lt;br /&gt;
* Members must pay a one time initial fee of 20,000 silvers.&lt;br /&gt;
* Membership is unrestricted by race, creed, lifestyle, size, color, sex or profession.&lt;br /&gt;
&lt;br /&gt;
===Article IV - Contributions===&lt;br /&gt;
&lt;br /&gt;
Membership contributions to the House&#039;s General Funds and Endowment will be considered donations and will not entitle a member to special privileges.&lt;br /&gt;
&lt;br /&gt;
All contributions can be donated by any member or officer and will appear on the in-game financial tracking system and reported on a quarterly basis for public record.&lt;br /&gt;
&lt;br /&gt;
===Article V - House Officials===&lt;br /&gt;
&lt;br /&gt;
====Section 1 - House Officers====&lt;br /&gt;
&lt;br /&gt;
#All officer positions shall be chosen by the Board through a system of applications and interviews.&lt;br /&gt;
#An officer or candidate for officer must be a current member of the House.&lt;br /&gt;
#Term of Office is considered to be at will unless just cause is given to prematurely cease the term of the service to the House.&lt;br /&gt;
#If any officer position is left vacant, the responsibilities and duties will be assumed by the other active officers until the empty position can be filled.&lt;br /&gt;
#No new officer can be inducted to fill a vacancy without approval of the Board or by the direct instruction of the CHE Controller.&lt;br /&gt;
#Any officer may voluntarily resign at anytime. Transfer of ownership of the character of account of a current officer shall constitute immediate resignation from office.&lt;br /&gt;
#An officer may be removed from office for cause by two thirds majority vote of the House Board with additional agreement by the CHE Controller if needed. Cause for removal must meet one or more of the following requirements:&lt;br /&gt;
&lt;br /&gt;
* Failure to perform or demonstrated lack of ability to perform defined duties in the best interest of the House either through dereliction, incompetence or malfeasance.&lt;br /&gt;
* Gross misuse of House resources for illicit purposes or excessive personal gain either in real life or in game.&lt;br /&gt;
* Justified voluntary or involuntary expulsion or resignation from the House that might jeopardize the good status of the House.&lt;br /&gt;
* Direct request by the CHE Controller, or indirectly as a consequence of a permanent character/account lockout by game staff.&lt;br /&gt;
* Allowing another person to control the officer character. An exception may be made in the case of real life spouses as long as it is done with prior approval from the Board. In all cases, the officer&#039;s player shall be held responsible for all things done by anyone accessing their account. Under no circumstances may any other person perform any actions related to the House when controlling an officer character.&lt;br /&gt;
&lt;br /&gt;
====Section 2 - Officer Responsibilities====&lt;br /&gt;
&lt;br /&gt;
All House Officers have assigned tasks based on their positions and their strengths. Some tasks are shared by all while others are specific to their role. Specific roles will be detailed further in this document. On many decisions regarding the House, all officers will have an equal vote on the Board of Officers with Chairman breaking ties. These decisions include but are not limited to the following:&lt;br /&gt;
&lt;br /&gt;
#Spending of Influence Points - All officers will have an equal vote in the decision and approval of how and when to spend influence points before the Chairman submits the Quarterly Influence Report every three months to the CHE GameMaster.&lt;br /&gt;
#Expansion and Renovations - All officers will have an equal vote in the decision and approval of any and all new rooms to be added to the House, whether in the form of normal expansion or through storyline development. This also includes any renovations done to existing rooms, be it an entire re-decoration or the addition of extra items.&lt;br /&gt;
#Events - All officers will have an equal vote in the decision and approval of all events. These events include: Main House Events, Mini Events, Social Knights, Co-Sponsored Events, Festivals, etc. There is an Event Creation Form on the Paupers Wiki that can be filled out and submitted to all officers for review and approval. This also applies to all props or prizes created or designed for any specific event, including souvenirs..&lt;br /&gt;
#Food/Drink Creation - All officers will have an equal vote in the decision or creation of any additional food or drink items to be added to the House, in way of normal means or through contests or storyline development.&lt;br /&gt;
#Contests and House Votes - All officers will have an equal vote in the decision to create and execute any and all House Contests as well as House Votes. While any officer can propose a contest or vote, it will require a majority approval to be implemented.&lt;br /&gt;
#Meeting Agendas - The officer in charge of a meeting must forward their proposed agenda one week prior to the meeting for all officers to review and approve. This is to ensure maximum level of communication from the officers to the members.&lt;br /&gt;
#Changes to Bylaws - As with anything, House of Paupers needs to be able to adapt to changing times and situations. Sometimes this can require a minor amendment to the House Bylaws or in some cases a complete overhaul. Changes to the Bylaws can be proposed by any officer but require a majority vote with Chairman breaking all ties.&lt;br /&gt;
#House Storyline - It is a new goal of the officers of Paupers to try to turn the focus of the House from just being about &amp;quot;lockers&amp;quot; and attract a new kind of member or even stir up interest in current members who have had nothing to participate in previously. So it is that throughout the years storylines will be developed and implemented for all members and even non-members alike to participate in. Many of these events will include the Knights of Paupers and be open in general to allow other participants to step forward and join in the fun. However, each storyline, regardless of its length, be it a few weeks to a few months, will be a reflection of the House and therefore it is every officer&#039;s responsibility to review the proposed general outline of storyline and approve. It is to be encouraged that storylines remain open and broad in general to allow evolution based on the actions taken by those participating.&lt;br /&gt;
&lt;br /&gt;
====Section 3 - Officer Duties====&lt;br /&gt;
&lt;br /&gt;
Every House Officer will have specific tasks set up for them. This will be an ever changing section of policy as duties and tasks may change based on number of officers, the level of their individual strengths and weaknesses and the overall evolution of Paupers.&lt;br /&gt;
&lt;br /&gt;
All Officers will share the following duties:&lt;br /&gt;
&lt;br /&gt;
* Host or Witness 1 Induction a month.&lt;br /&gt;
* Organize and Execute 2 Events a year.&lt;br /&gt;
* Host 1 Members&#039; Meeting a year.&lt;br /&gt;
* Voting on House Issues.&lt;br /&gt;
* 8 Hours of in-game time a month.&lt;br /&gt;
&lt;br /&gt;
Each Officer will have specific roles that may change based on a variety of things including the number of vacant positions, extended absences or even personal preference. These duties are as follows:&lt;br /&gt;
&lt;br /&gt;
#Drafting of Quarterly Influence Reports&lt;br /&gt;
#Drafting of House Expansions and Renovations&lt;br /&gt;
#House Storyline Creation&lt;br /&gt;
#Lead of Knights of Paupers&lt;br /&gt;
#Co-Lead of Knights of Paupers&lt;br /&gt;
#House Tours&lt;br /&gt;
#House Roster and Induction Report&lt;br /&gt;
#Treasury and Expense Report&lt;br /&gt;
#Influence Report&lt;br /&gt;
#Public Announcements&lt;br /&gt;
#Members Mailing List&lt;br /&gt;
#Newsletter&lt;br /&gt;
#Contests and House Vote Management&lt;br /&gt;
&lt;br /&gt;
====Section 4 - Officer Etiquette====&lt;br /&gt;
&lt;br /&gt;
Officers of Paupers should always be the example and never the exception. Therefore not only is there a high level of respect and equality expected from all officers towards Members and Knights, but also among Officers themselves. While a variety of opinions and disagreements are encouraged they are expected to be done with a positive level of civility and tact. This applies to all levels of communication, whether it be in-game or via alternate methods such as email, forums, etc.&lt;br /&gt;
&lt;br /&gt;
Disrespectful behavior and poor conduct will not be tolerated. Any situations or instances that merit a complaint can be addressed in the following manner:&lt;br /&gt;
&lt;br /&gt;
#If a Member has an issue or complaint about a House Officer they must file it or contact another active Officer. Details will be required as well as documentation, if possible or applicable. The Officer who receives the complaint will then report it to the Chairman who will deal with the issue one on one or with the Board as a whole.&lt;br /&gt;
#If an Officer has an issue or complaint about another House Officer they must file it or contact the active Chairman. Details will be required as well as documentation, if possible or applicable. The Chair will then address the issue with the Officer either one on one or with the Board as a whole.&lt;br /&gt;
#If an Officer or Member has an issue or complaint about the active Chairman they must file or contact another active Officer who can bring the complaint before the Board or contact the CHE Controller for intervention or due process. Details will be required as well as documentation, if possible or applicable.&lt;br /&gt;
&lt;br /&gt;
Any Member or Officer who abuses the system and files unlawful complaints and is proven to be dishonest can face suspension or termination. There will be no warnings.&lt;br /&gt;
&lt;br /&gt;
===Article VI - Rules and Regulations===&lt;br /&gt;
&lt;br /&gt;
====Section 1 - General House Conduct====&lt;br /&gt;
&lt;br /&gt;
#Violence in the House will not be permitted. Any malicious actions committed on the House grounds shall be cause for permanent expulsion from the House at the discretion of the Board.&lt;br /&gt;
#There shall be no stealing on House grounds. All members are expected to treat each other courteously. First offense is punishable by a warning from the Board. Further offenses shall be cause for permanent expulsion from the House at the discretion of the Board.&lt;br /&gt;
#Items placed on the donation table in the House are for personal use and may not be sold.&lt;br /&gt;
#All House policy applies to existing or future annexes in other towns.&lt;br /&gt;
&lt;br /&gt;
Violation of any of the above stated rules may lead to judgment and punishment as determined by the Board. Involuntary expulsion requires ratification by a majority vote by the Board or direct CHE Controller intervention. Officers may seek such ratification retroactively when quick action is in the best interest of the House.&lt;br /&gt;
&lt;br /&gt;
====Section 2 - Workshop====&lt;br /&gt;
&lt;br /&gt;
#Unless directed by the Board, the workshop is to remain unlocked and accessible at all times to all House members.&lt;br /&gt;
#If a wizard member is in the process of enchanting inside the workshop, he or shay may request any non-wizards to leave the area until the proper preparations or casting is completed. At other times, all members are permitted to use the workshop.&lt;br /&gt;
#There are currently 3 keys to the House Workshop for which the Board of Officers have the sole discretion for whom can have access to lock the workshop in case of private or high end projects.&lt;br /&gt;
&lt;br /&gt;
====Section 3 - House Affairs====&lt;br /&gt;
&lt;br /&gt;
# All monies in the House accounts will be accounted for via the monthly Treasury Report and will be made public on a regular basis. The report will include the current General Funds and Endowment, the detailed expenses per each month and any deposits per each month via donations or inductions.&lt;br /&gt;
#All Influence spent will be accounted for via a quarterly Influence Report and made public on a regular basis. Some details will be left out at the Board&#039;s discretion due to upcoming surprises, secrets or internal matters, etc.&lt;br /&gt;
#A current House Roster and Induction Report will be reported on a monthly basis in order to spotlight new members.&lt;br /&gt;
#House Tours will be periodically scheduled to allow old and new members alike to get a more in-depth look at their House.&lt;br /&gt;
#Quarterly Contests and House Votes will be held in an attempt to bring fruition to member&#039;s ideas and reward them for it as well as always giving the members an opportunity to help shape the future of their House.&lt;br /&gt;
#A monthly or quarterly newsletter will be managed and distributed via the Members Mailing List. (Yahoo Group)&lt;br /&gt;
&lt;br /&gt;
===Article VII - Amendments to Charter and Bylaws===&lt;br /&gt;
&lt;br /&gt;
*Significant amends to the Charter and Bylaws may only be made if the Board has a two thirds majority vote.&lt;br /&gt;
*Minor changes to correct spelling, grammar or formatting do not need the aforementioned approval.&lt;br /&gt;
&lt;br /&gt;
==The Big Three Rules==&lt;br /&gt;
&lt;br /&gt;
We pride ourselves on the simplicity of our rules.&lt;br /&gt;
&lt;br /&gt;
Our rules are designed to maintain harmony in the house and prevent things that disrupt the peace and safety of the members, or jeopardize our status as a house. We have no interest in exploring these rules for loopholes. Nor are these rules necessarily exhaustive. Members who have trouble understanding or obeying the intent of these rules will find themselves on the street, 20K poorer, and with a much smaller locker. Some of the older, more-powerful (and often crankier) members may take an even dimmer view to having their peace disturbed when no officer is around. You&#039;ve been warned.&lt;br /&gt;
&lt;br /&gt;
===Rule One: Show Respect For One Another===&lt;br /&gt;
&lt;br /&gt;
This means no fighting, killing, stealing, or harassing in the house by either physical, magical or other means. The house is a place for members to relax and enjoy themselves - not to watch their backs constantly. It also means the house is not someplace to get around the local laws. Don&#039;t drag someone in to murder them, duel with them, or steal from them - member or not. It also means don&#039;t use the house as a means of escaping justice. Don&#039;t steal from, harass, or kill someone and then try to use the house as a shield to escape from the consequences. What you do outside the house is your business, but you must keep it outside the house, and keep the house out of it. It also means you are responsible for your guests. Don&#039;t bring someone else into the house to do things you aren&#039;t allowed to do. They will be dealt with accordingly, and you may find yourself no longer a member of our house. It also means that items put on the table in the commons are donations for the use of other members of the house. Feel free to take them for your own USE. Do not get caught selling them if you wish to remain a member of the house.&lt;br /&gt;
&lt;br /&gt;
===Rule Two: Get to Know One Another===&lt;br /&gt;
&lt;br /&gt;
There are a lot of members in this house. Some of them are the finest folks in all the lands. Many of them are more than happy to help you, and others may some day be in dire need of your help. Many of them have much the same interests as you. Do yourself a favor and get to know the other members. A couple of minutes spent in pleasantries while resting in the commons will do wonders for widening your social circle. You&#039;d be surprised how easily you&#039;ll be able to find assistance getting spells, healing, boxes picked, advice, a hunting partner, or any of a number of things if you just spend a few minutes getting to know your fellow Paupers.&lt;br /&gt;
&lt;br /&gt;
===Rule Three: Party!===&lt;br /&gt;
&lt;br /&gt;
Remember that&#039;s the purpose of our house. Relax and have fun here. Drinking is not mandatory, but it sure doesn&#039;t hurt either. We have non-alcoholic beverages for those who don&#039;t indulge. Feel free to bring in guests and organize parties, as long as you aren&#039;t disruptive.&lt;br /&gt;
&lt;br /&gt;
==How to Join?==&lt;br /&gt;
&lt;br /&gt;
House membership is open to anyone that has achieved level 5 or higher. This requirement is beyond our control, and mandated by Elanthian law. The clerk will not allow us to induct new members who are lower than level 5, no matter how close you are.&lt;br /&gt;
&lt;br /&gt;
Inductions are regularly scheduled for the third Thursday of each month at 10PM ET. We meet outside Moot Hall (Town Square East) in Wehnimer&#039;s Landing. Induction requires that you pay a one-time fee of 20,000 silvers (like the level requirement, this is non-negotiable); payment may be made by coins or note.&lt;br /&gt;
&lt;br /&gt;
If you are unable to attend a scheduled induction, contact one of the officers or [mailto:houseofpaupers@gmail.com send us a note].&lt;br /&gt;
&lt;br /&gt;
A tour is offered after inductions if time permits, or by request.&lt;br /&gt;
&lt;br /&gt;
==Map==&lt;br /&gt;
[[Image:Paupers Map.jpg|1000px|Map of Paupers]]&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
*[https://sites.google.com/site/houseofpaupers/home House of Paupers website]&lt;br /&gt;
*[[/saved posts|Saved posts]]&lt;br /&gt;
*[[/saved_posts#Knights_of_Paupers|History of the Knights of Paupers]]&lt;br /&gt;
*[http://forums.play.net/forums/GemStone%20IV/Cooperative%20Houses%20of%20Elanthia%20(CHE%60Great%20Houses)/House%20of%20Paupers/view Officials folder]&lt;br /&gt;
&lt;br /&gt;
[[Category: CHE]]&lt;/div&gt;</summary>
		<author><name>PICKLE057</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Spirit_Beast/saved_posts&amp;diff=134370</id>
		<title>Spirit Beast/saved posts</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Spirit_Beast/saved_posts&amp;diff=134370"/>
		<updated>2020-07-24T06:17:38Z</updated>

		<summary type="html">&lt;p&gt;PICKLE057: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TOC limit|2}}&lt;br /&gt;
==Primer==&lt;br /&gt;
{{saved-post&lt;br /&gt;
| category = Quests/Sagas/Events&lt;br /&gt;
| topic = Ebon Gate Festival&lt;br /&gt;
| messagenum = 6977&lt;br /&gt;
| author = GS4-AUCHAND&lt;br /&gt;
| date = 10/09/2014 11:50 PM EDT&lt;br /&gt;
| subject = Re: Ebon Gate Teaser: Spirit Beasts&lt;br /&gt;
}}&#039;&#039;&#039;Spirit Beasts: A Primer&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Spirit Beasts are the spiritual essences of creatures that have dwelled in a given locale. Enterprising players can bind them to a talisman and make them fight for you to gain levels and become more powerful. The talismans are available off-the-shelf. The work? That&#039;s on you.&lt;br /&gt;
&lt;br /&gt;
===Binding===&lt;br /&gt;
&lt;br /&gt;
In order to bind a Spirit Beast, you&#039;ll need a talisman, purchased at my shop, &#039;&#039;&#039;Ilixil&#039;s Bestiary&#039;&#039;&#039;. (You may remember Ilixil, the extremely unfortunate scientist, from that time that he got devoured by his pet shade-skinks. He got better.) More than that, you&#039;re going to need to prepare that talisman. Preparing a talisman isn&#039;t hard if you have a bit of [[Magic Item Use]] training, but the good news is that anyone can do the preparation for you. But how do you prepare a talisman?&lt;br /&gt;
&lt;br /&gt;
Blood. Lots of blood. You&#039;re going to have to go out and slaughter creatures that have blood. The stronger they are, the better the quality of their blood will be. That means that beasts from the Rift are going to provide you with some amazing quality life-liquid, and kobolds are... well, not. You can collect this blood using syringes and vials that I also sell. Noticing a trend here?&lt;br /&gt;
&lt;br /&gt;
Once you have a vial full of blood, you&#039;re going to pour it on your talisman. If you&#039;re exceptionally bad with magical items, your talisman&#039;s probably going to break at this point.****** Otherwise, you&#039;ll either succeed famously or not do so well. Good news: you can try again. You won&#039;t even need to buy a new vial!&lt;br /&gt;
&lt;br /&gt;
Now you&#039;re going to have to find a beast. The good news is that common beasts, the first type that you&#039;ll be able to bind, are everywhere. Most of the wilds around your various towns have a few different options. Every beast has its own strengths and weaknesses, which we&#039;ll go into soon enough. You can invoke your talisman anywhere to see if you can find a Spirit Beast there.&lt;br /&gt;
&lt;br /&gt;
Once you&#039;ve successfully invoked a talisman, you can attune it to a specific beast. Finally, once you&#039;re sure you&#039;ve found the beast of your dreams (or at least one that&#039;s mildly acceptable) you&#039;ll offer the talisman to the beast. Only a prepared talisman can be offered. Anyone can bind a beast, but it will definitely help a bit if you have some [[Spiritual Lore, Summoning]] skill.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;If you have low MIU your talisman CAN break and you&#039;ll lose it AND have to buy a new one and start over. It&#039;s best to have someone high level with high MIU do the pour for you.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Beast Statistics===&lt;br /&gt;
&lt;br /&gt;
Every beast has its own strengths and weaknesses, as I mentioned before. They are all competitive, but may require different tactics to be successful in battle. The traits of beasts are as follows:&lt;br /&gt;
&lt;br /&gt;
Power - The strength of a beast&#039;s attacks.&amp;lt;br&amp;gt;&lt;br /&gt;
Defense - The ability of a beast to defend itself.&amp;lt;br&amp;gt;&lt;br /&gt;
Speed - How fast a beast is.&amp;lt;br&amp;gt;&lt;br /&gt;
Insight - How well a beast can determine its opponent&#039;s tactics. This is important!&amp;lt;br&amp;gt;&lt;br /&gt;
Accuracy - The likelihood a beast is going to hit with its normal attacks.&amp;lt;br&amp;gt;&lt;br /&gt;
Health - A measure of the beast&#039;s life force.&lt;br /&gt;
&lt;br /&gt;
All of these traits also have different growth rates. A creature may start off with a lot of Power but not grow very much, or may begin with middling Insight but have a quick growth rate!&lt;br /&gt;
&lt;br /&gt;
In addition to these traits are ones that don&#039;t generally change: &lt;br /&gt;
&lt;br /&gt;
Special Attack - The type of special attack that the creature does.&lt;br /&gt;
&lt;br /&gt;
Elemental Attunement - The element that a creature is bound to. Attuned creatures will do and take more or less damage from other elementally attuned creatures depending on their attunement.&lt;br /&gt;
&lt;br /&gt;
The elements are as follows:&lt;br /&gt;
&lt;br /&gt;
Fire - weakest against Water, weak against Earth, strong against Air, strongest against Spirit&amp;lt;br&amp;gt;&lt;br /&gt;
Water - weakest against Spirit, weak against Air, strong against Earth, strongest against Fire&amp;lt;br&amp;gt;&lt;br /&gt;
Earth - weakest against Air, weak against Water, strong against Fire, strongest against Spirit&amp;lt;br&amp;gt;&lt;br /&gt;
Air - weakest against Spirit, weak against Fire, strong against Water, strongest against Earth&amp;lt;br&amp;gt;&lt;br /&gt;
Spirit - weakest against Fire, weakest against Earth, strongest against Water, strongest against Air&amp;lt;br&amp;gt;&lt;br /&gt;
Wild Magic - weakest against elements, strongest against Spirit&amp;lt;br&amp;gt;&lt;br /&gt;
Rift Armament - weakest against Spirit, strongest against elements&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Fighting===&lt;br /&gt;
&lt;br /&gt;
The entire reason you want to bind a Spirit Beast is so that you can have it fight other people&#039;s Spirit Beasts, right? So you&#039;d best get good at fighting. When you summon your beast, it&#039;s going to start attacking its opponent at will. But this isn&#039;t just a matter of strength against strength! No, sir. You need to guide your beast in order to have it do its best.&lt;br /&gt;
&lt;br /&gt;
Your creature&#039;s going to settle into a stance as soon as it begins the fight: Turtle, Wolf, Serpent, Hare, or Crane.&lt;br /&gt;
&lt;br /&gt;
Turtle is strong against Hare and Crane; is weak against Serpent and Wolf.&amp;lt;br&amp;gt;&lt;br /&gt;
Wolf is strong against Hare and Turtle; is weak against Crane and Serpent.&amp;lt;br&amp;gt;&lt;br /&gt;
Serpent is strong against Turtle and Wolf; is weak against Crane and Hare.&amp;lt;br&amp;gt;&lt;br /&gt;
Hare is strong against Serpent and Crane; is weak against Wolf and Turtle.&amp;lt;br&amp;gt;&lt;br /&gt;
Crane is strong against Wolf and Serpent; is weak against Hare and Turtle.&lt;br /&gt;
&lt;br /&gt;
Your creature&#039;s Insight may give you a glimpse at what stance your opponent&#039;s beast is in, but otherwise you&#039;re going to have to watch the fight and try to adjust your tactics accordingly. If it seems like your beast is taking a lot of damage and doing very little, you may want to switch to an opposing stance.&lt;br /&gt;
&lt;br /&gt;
Oh, but it&#039;s not as simple as that. If things are going especially bad, you can tell your creature to guard, which means that it will take much less damage at the cost of being poor at attacks. This can be a lifesaver if you&#039;re taking a pounding and need some time to figure out how to turn things around. When you&#039;re ready to go back on the offensive, tell your creature to strike.&lt;br /&gt;
&lt;br /&gt;
And then there are special attacks! Every beast has a special ability. You should only tell your beast to attack when you&#039;re certain that you&#039;re in a stance stronger than your opponent&#039;s, as special attacks are much more damaging then. They won&#039;t do much, and some won&#039;t work at all, if you&#039;re in a same or inferior stance!&lt;br /&gt;
&lt;br /&gt;
===Customizations===&lt;br /&gt;
&lt;br /&gt;
You can customize a lot about your beast! There are potions for sale in my shop that allow you to improve the traits of your beast. These can help you improve already good traits (like making a beast with a lot of Power really, really strong) or shore up ones that your beast lacks (such as enhancing the Insight on a beast that&#039;s not very aware). There&#039;s a limit on how much potions can do, but I might be convinced to do a little more for you. Wink wink, nudge nudge.&lt;br /&gt;
&lt;br /&gt;
I can also work on your beast&#039;s appearance. You want your twitchy giant rat to look like a snarling fanged rodent? I can do it. Want it to look like a snake? Probably not. I can change its basic appearance and the greater detail when you look at it while it&#039;s fighting for you. But that&#039;s not all! I can even change what its special attack looks like, within reason.&lt;br /&gt;
&lt;br /&gt;
===Onward and Upward===&lt;br /&gt;
&lt;br /&gt;
Once your first beast reaches its twentieth training (don&#039;t worry, that will take a bit) you&#039;ll be able to bind your first uncommon beast. Uncommon beasts are a bit harder to find, lurking in special locales. And once you&#039;ve gotten one of those to its twentieth train, there are rumors abounding about legendary beasts that only exist in a single place. These will obviously take some serious hunting to find, but the good news is that you have pleeeeenty of work to do before then, now, don&#039;t you?&lt;br /&gt;
&lt;br /&gt;
==Instructions==&lt;br /&gt;
{{saved-post&lt;br /&gt;
| category = Quests/Sagas/Events&lt;br /&gt;
| topic = Ebon Gate Festival&lt;br /&gt;
| messagenum = 7214&lt;br /&gt;
| author = PENNINGTONB1&lt;br /&gt;
| date = 10/18/2014 2:38 AM EDT&lt;br /&gt;
| subject = Re: Spirit Beasts Congratulations&lt;br /&gt;
}}&#039;&#039;&amp;gt;Congratulations to Sepher for binding the first ever Spirit Beast, a griffin found near Ta&#039;Illistim!&lt;br /&gt;
&lt;br /&gt;
Woo! Thanks. So far, it&#039;s been a hell of a lot of fun to play with.&lt;br /&gt;
&lt;br /&gt;
Here&#039;s a little guide with some tidbits about the beasts from Ilixil (the NPC creator).&lt;br /&gt;
&lt;br /&gt;
===First step===&lt;br /&gt;
&#039;&#039;&#039;So first step: get your gear and collect blood&lt;br /&gt;
&lt;br /&gt;
You need a syringe and a vial for this part. &#039;&#039;&#039;Before you head out, PUT your vial on your syringe so that the blood has a repository to be drawn into.&#039;&#039;&#039; Next, you have to kill things and DRAW their blood. Creatures&#039; blood also has a level of quality associated with it, and the higher the level of the creature you&#039;re drawing from, the better the blood will be. Leopards in the Gyldemar Forest yielded &amp;quot;moderate&amp;quot; quality blood while war griffins in OTF yielded an &amp;quot;incredible&amp;quot; quality. The process of drawing blood is thus:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Kill the creature&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;KNEEL&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;DRAW creature WITH SYRINGE (this removes the creature as if you had looted it; you don&#039;t get treasure)&lt;br /&gt;
&lt;br /&gt;
It looks like this:&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;K&amp;gt;draw leo with syr&amp;lt;br&amp;gt;&lt;br /&gt;
You draw some of a mastodonic leopard&#039;s blood into your syringe. The leopard shrivels and decays away &amp;lt;br&amp;gt;&lt;br /&gt;
until naught but dust is left.&amp;lt;br&amp;gt;&lt;br /&gt;
Roundtime: 3 secs.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Now, &#039;&#039;&#039;you&#039;ll need to repeat this process 9 more times to completely fill your vial.&#039;&#039;&#039; You need a full vial to prepare your talisman. If you [[LOOK]] at the syringe, you can tell about how much blood you&#039;ve collected.&lt;br /&gt;
&lt;br /&gt;
*1-3 doses&lt;br /&gt;
:A small crystal vial is locked into place within the syringe. A bit of sluggish war griffin blood sloshes inside, deep red in color.&lt;br /&gt;
*4-6 doses&lt;br /&gt;
:A small crystal vial is locked into place within the syringe. It is about half full of dark red war griffin blood.&lt;br /&gt;
*7-9 doses&lt;br /&gt;
:A small crystal vial is locked into place within the syringe. The syringe is mostly full of war griffin blood.&lt;br /&gt;
*10 doses&lt;br /&gt;
:A small crystal vial is locked into place within the syringe. The syringe is full to the brim with war griffin blood, which appears to be of incredible quality.&lt;br /&gt;
&lt;br /&gt;
Note that you don&#039;t see the quality until you&#039;ve drawn a full vial&#039;s worth.&lt;br /&gt;
&lt;br /&gt;
===Second step===&lt;br /&gt;
&#039;&#039;&#039;Now that you&#039;ve got a full vial, you must UNLOCK SYRINGE to remove the vial from the syringe and then prepare your talisman by POURing the vial onto the talisman.&#039;&#039;&#039; It looks like this:&lt;br /&gt;
;Success&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&amp;gt;unlock my syr&amp;lt;br&amp;gt;&lt;br /&gt;
You carefully twist and unlock a small crystal vial from a thin silver syringe.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;pour my vial on my talis&amp;lt;br&amp;gt;&lt;br /&gt;
You pour the mastodonic leopard blood in your vial over the surface of a rippled clay talisman. A faint thrum of a sensation akin to stirring awareness answers from within the blood-drenched talisman. The blood seeps into the surface of your talisman, and a feeling of faint satisfaction wells up from within.&amp;lt;br&amp;gt;&lt;br /&gt;
The vial is now empty. [These can be reused.]&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Failure&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&amp;gt;pour my via on my tali&amp;lt;br&amp;gt;&lt;br /&gt;
You pour the triton radical blood in your vial over the surface of a painted clay talisman.  A faint thrum of a sensation akin to stirring awareness answers from within the blood-drenched talisman.  As quickly as it came, it flickers out like a dying candle, and the blood beads on the surface of the the talisman as it rejects your offering.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Major Failure (Talisman breaks)&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&amp;gt;pour my via on my tali&amp;lt;br&amp;gt;&lt;br /&gt;
You pour the troll king blood in your vial over the surface of a simple red and white orb. A faint thrum of sensation akin to stirring awareness answers from within the blood-drenched orb. Cracks form all over the surface of a simple red and white orb just seconds before it crumbles away in your hands. Perhaps you just weren&#039;t skilled enough to prepare the orb, but now, you&#039;ll never know for sure. The blood on your hands commingles with the dusty remnants of the orb as if to compound your miserable failure. You get the feeling you just aren&#039;t skilled enough to prepare the vial. &amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Third step===&lt;br /&gt;
Now your talisman is ready to take on a spirit beast, but first you have to find one. &#039;&#039;&#039;Go out into your local wilds and INVOKE TALISMAN.&#039;&#039;&#039; This will show you what beasts are around, if any. Note that you &#039;&#039;&#039;can INVOKE in a single room multiple times and the results may be different.&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Invoking looks like this:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;You focus your thoughts on a rippled clay talisman, attempting to align yourself with the spirits floes within the area, but fail to detect anything at all.&amp;lt;br&amp;gt;&lt;br /&gt;
Roundtime: 15 sec.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
And again for different results:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;You focus your thoughts on a rippled clay talisman, attempting to align yourself with the spirits floes within the area, and a wash of foreign sensation floods your mind.&lt;br /&gt;
&lt;br /&gt;
You detect the presence of a common griffin spirit.&amp;lt;br&amp;gt;&lt;br /&gt;
You sense the presence of at least one spirit whose nature you cannot discern.&amp;lt;br&amp;gt;&lt;br /&gt;
Roundtime: 15 sec.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Fourth step===&lt;br /&gt;
Found something you like? Great. &#039;&#039;&#039;Now you have to ATTUNE TALISMAN to bring the spirit beast within the reach of your talisman so you can offer it.&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
That looks like:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;You tighten your grip on a rippled clay talisman, willing it to attune to the presence of the griffin spirit lingering in the area.&amp;lt;br&amp;gt;&lt;br /&gt;
Roundtime: 2 sec.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Fifth step===&lt;br /&gt;
&#039;&#039;&#039;And finally, you OFFER TALISMAN to bind the beast to your talisman.&#039;&#039;&#039; I managed a couple failures on this and was told that one is major and one is minor, so I&#039;ll show those two as well as the success messaging.  It is highly recommended to KNEEL before OFFERing.&lt;br /&gt;
&lt;br /&gt;
Minor failure:&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;You hold out your clay talisman and reach out with your mind, calling to the kiramon spirit lingering in the area. Sudden warmth draws your attention to your hands, where beads of blood begin welling from the surface of your talisman. A stray thought causes you to lose your focus, and the blood seeps back into the talisman.&amp;lt;br&amp;gt;&lt;br /&gt;
Roundtime: 14 sec.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Major failure (I had to reapply blood to the talisman after this):&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;You hold out your clay talisman and reach out with your mind, calling to the kiramon spirit lingering in the area. Sudden warmth draws your attention to your hands, where beads of blood begin welling from the surface of your talisman. The blood rises in a cloud of sanguine mist that evaporates into the air, and you sense that the spirit you are trying to summon is little pleased with your offering.&amp;lt;br&amp;gt;&lt;br /&gt;
Roundtime: 20 sec.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Success:&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;You hold out your clay talisman and reach out with your mind, calling to the kiramon spirit lingering in the area. Sudden warmth draws your attention to your hands, where beads of blood begin welling from the surface of your talisman. The blood rises in a cloud of sanguine mist that illuminates a shrouded form hanging in the air before you. The spirit drifts closer to a charred clay talisman, its outline glowing as it nears. Golden light spills from the surface of the talisman, consuming the spirit. A thrill of satisfaction echoes up your arm and through your body.&amp;lt;br&amp;gt;&lt;br /&gt;
Roundtime: 18 sec.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
And that&#039;s it. Now you&#039;ve got a spirit beast to fight with. If you look at your talisman, you should see something like this:&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;It&#039;s clay talisman that binds the spirits of the dead. What more do you want?&lt;br /&gt;
&lt;br /&gt;
A rippled clay talisman is currently attuned to a spectral griffin of 1 train.&lt;br /&gt;
&lt;br /&gt;
Its Power is moderate and will grow quickly.&amp;lt;br&amp;gt;&lt;br /&gt;
Its Defense is low and will grow slowly.&amp;lt;br&amp;gt;&lt;br /&gt;
Its Speed is moderate and will grow quickly.&amp;lt;br&amp;gt;&lt;br /&gt;
Its Insight is moderate and will grow at a measured pace.&amp;lt;br&amp;gt;&lt;br /&gt;
Its Accuracy is moderate and will grow at a measured pace.&amp;lt;br&amp;gt;&lt;br /&gt;
Its Health is moderate and will grow slowly.&lt;br /&gt;
&lt;br /&gt;
It is attuned to the element of air.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Enhancing and battling===&lt;br /&gt;
&#039;&#039;&#039;At this point, you may also enhance your spirit beast with the flacons sold in the same shop you bought you talismans at.&#039;&#039;&#039; Each spirit beast can be enhanced a maximum of 20 times, and as of now there is no way to undo what you enhance, so be careful.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;To make your beast fight, you have to POINT TALISMAN AT character and they must do the same to you. This initiates a match.&lt;br /&gt;
&lt;br /&gt;
The commands you can give your spirit beast once the battle has started look are: ATTACK, GUARD, STRIKE, and SWITCH.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:Attack: This uses your creatures special move. You must store up energy (this is automatically gained as your beast progresses through the fight) to use this move.&lt;br /&gt;
&lt;br /&gt;
:Guard: Basically a defensive stance. You can use it to give you extra time to figure out how you want to fight your enemy.&lt;br /&gt;
&lt;br /&gt;
:Strike: An offensive stance. Your beast will automatically continue it&#039;s basic attack in this mode.&lt;br /&gt;
&lt;br /&gt;
:Switch: You can alternate between five different stance -- Turtle, Wolf, Serpent, Hare, or Crane -- each with their own merit. I&#039;ll leave this for everyone to figure out, since I barely have it figure out myself.&lt;br /&gt;
&lt;br /&gt;
Finally, Ilixil came out and battled with us as well as answered some questions. Here are some of the things he said spirit beasts (he was volunteering information based on what was happening during fights, and just in general, so there&#039;s not really any discernible order for each piece of information; I&#039;ll make notes where I think they&#039;re necessary):&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;Ilixil says, &amp;quot;I should mention that legendary beasts have unique abilities.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Re: Casilla asked how soon you can use the beasts again after you&#039;ve lost/completed a match&amp;lt;br&amp;gt;&lt;br /&gt;
Ilixil says, &amp;quot;You can use them immediately again.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Ilixil says, &amp;quot;You&#039;ll have to get a common to twenty trains, bind an uncommon, get it to twenty trains, and then get a legendary.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Ilixil says, &amp;quot;I&#039;ll probably craft a potion that will allow you to remove bad pours.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Ilixil says, &amp;quot;Because... it would be a shame to have to get rid of your talisman and train a whole new beast because of a poor choice.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Ilixil says, &amp;quot;When that time comes, I&#039;ll be customizing beasts in various ways.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Re: someone was making suggestions for beasts:&amp;lt;br&amp;gt;&lt;br /&gt;
Ilixil says, &amp;quot;If there are beasts that the talismans cannot yet sense, I am always open to suggestions.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Re: the talismans&amp;lt;br&amp;gt;&lt;br /&gt;
Ilixil says, &amp;quot;I will say that these are magicked to detect the spiritual floes around all of the major towns, so far.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Ilixil says, &amp;quot;I believe you might find a silverback near Icemule.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Casilla asks, &amp;quot;Do spirits switch stances on their own if their insight is high enough?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Speaking to Casilla, Ilixil says, &amp;quot;They do not.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Speaking to Casilla, Ilixil says, &amp;quot;That is, however, an intriguing suggestion.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Re: beast enhancive potions&amp;lt;br&amp;gt;&lt;br /&gt;
Laelithonel asks, &amp;quot;So common spirit only needs one dose of a certain potion?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Speaking to Laelithonel, Ilixil says, &amp;quot;The potions are not necessary. They merely allow you more control over your beast&#039;s strengths and weaknesses.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Japhrimel asks, &amp;quot;If we get a spirit can we remove it? or would we need a new talisman?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Speaking to Japhrimel, Ilixil says, &amp;quot;There is no way to remove a spirit currently, I&#039;m afraid. Some of my future plans...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Ilixil says, &amp;quot;Well.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Ilixil says, &amp;quot;Future plans are future plans.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Ilixil chuckles.&lt;br /&gt;
&lt;br /&gt;
Ilixil says, &amp;quot;At any rate, I would rather enjoy it if there were a way to reimburse people for putting effort into training a spirit they decide they do not want.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Re: someone sancted&amp;lt;br&amp;gt;&lt;br /&gt;
Ilixil says, &amp;quot;They will not, by the way, fight in places that are sanctuaries.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Speaking quietly to Ilixil, Demyse says, &amp;quot;Have thoughts turned inward for future experimentings? As in some of the most powerful creatures in this world aren&#039;t beasts or animal.. but those which stand as adventurers of Elanthia.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Speaking to Demyse, Ilixil says, &amp;quot;Some of the creatures are not beasts.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Speaking to Ilixil, Riend says, &amp;quot;You can customize the look of your creature, if I recall correctly. Is this option fairly open or must it remain the same type of creature it was to begin with?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Ilixil says, &amp;quot;It&#039;ll have to remain roughly similar to that creature.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Ilixil says, &amp;quot;A rat will have to remain some sort of rodent.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Ilixil says, &amp;quot;I&#039;m more likely to be all right with it if it&#039;s merely a cosmetic change.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Ilixil says, &amp;quot;There is a Sheruvian legendary beast, I know.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Ilixil says, &amp;quot;She...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Ilixil says, &amp;quot;...is unpleasant.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Ilixil says, &amp;quot;Now, in addition to standard tactics...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Ilixil says, &amp;quot;...elemental attunement can definitely change a fight.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Ilixil says, &amp;quot;That&#039;s not something that you can change about your beast, mind.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Casilla asks, &amp;quot;Do I have to attune it? Does it find an element on its own?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Speaking to Casilla, Ilixil says, &amp;quot;Attunements are indelible.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
You say, &amp;quot;They&#039;re innate to the creatures, if they have one.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Casilla says, &amp;quot;So this guy [kiramon] is just neutral.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Ilixil nods at Casilla.&lt;br /&gt;
&lt;br /&gt;
Ilixil says, &amp;quot;So, it&#039;s worth noting that again, it can be a hindrance or a help.&amp;quot;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
And done! Someone post this stuff on kp.org, would ya? Thanks! (editor&#039;s note: you&#039;re welcome, subheadings added by me)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;gt;The commands you can give your spirit beast once the battle has started look are: ATTACK, GUARD, STRIKE, and SWITCH. -Me&lt;br /&gt;
&lt;br /&gt;
Oh, and you &#039;&#039;&#039;TELL&#039;&#039;&#039; it to do these things.&lt;br /&gt;
&lt;br /&gt;
Kind of important.&lt;br /&gt;
&lt;br /&gt;
~Brian, Sepher&#039;s player&lt;br /&gt;
==Q&amp;amp;A 1==&lt;br /&gt;
{{saved-post&lt;br /&gt;
| category = Quests/Sagas/Events&lt;br /&gt;
| topic = Ebon Gate Festival&lt;br /&gt;
| messagenum = 6991&lt;br /&gt;
| author = GS4-AUCHAND&lt;br /&gt;
| date = 10/10/2014 2:13 PM EDT&lt;br /&gt;
| subject = Re: Ebon Gate Teaser: Spirit Beasts&lt;br /&gt;
}}&#039;&#039;How many different spirit beasts are there totally; including common, uncommon and legendary? We need to know how many pokeba... erm talismans to buy to collect them all.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
There are currently 107 Spirit Beasts. Of those, 39 are common, 16 are uncommon, and 52 are legendary. If you want to be a Pokem--er, Battle Pet--er, Spirit Beast master, well... that would take quite a bit of time. Each talisman holds three Spirit Beasts: one common, one uncommon, and one rare. You have to reach max level with the common to bind an uncommon, and max level with the uncommon to bind a rare. Yeah, I know the numbers are a little skewed if legendary beasts make up a plurality of the system. This is because legendary beasts are found in individual rooms. Uncommon beasts are found in parts of areas (and no, not giving hints!) Common beasts are realm-wide except in towns.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Are there kobolds with katanas?&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
No, but if you&#039;re clever, you can use the system to find out exactly what happens when a kobold attempts to use advanced armor and weaponry. It&#039;s... not pretty. I&#039;m only half-joking here.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;What is the benefit of having high quality blood?&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
It makes offering a talisman to a beast a bit easier.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Off the shelf. Since there will be possibly some folks who cannot take all their characters to EG, is it possible to pick up talismans at EG to give to another character?&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Yup!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Creature types. Does the talisman picked up affect the creature that can be summoned with it? So far, I&#039;ve seen rat and roa&#039;ter - will there be a list of creatures (common/uncommon) that we can find, or is that now an in-game puzzle and left to discovery?&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
As an immediate next project, I&#039;m thinking about doing some sort of enchiridion (let&#039;s not call it a Pokedex) for people who&#039;d like to collect information on beast locations. Finding all the common beasts should be relatively easy, as you can step outside a town and start attuning. Common beasts are available in the surroundings of Wehnimer&#039;s, Kharam Dzu, Solhaven, River&#039;s Rest, Icemule Trace, Zul Logoth, Pinefar, Ta&#039;Vaalor, and Ta&#039;Illistim.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Or, will this merchant come back in a month or so after we&#039;ve had time to tinker?&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
I intend to make customization for the talismans broadly available. I&#039;ll probably restrict modification of the beasts themselves (i.e. special attacks, custom look descriptions) to me for a bit, as they&#039;re a little tough to do at the moment.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;How will one know relative statistics of spirit creature, in order to best make use of stances and/or strategies?&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This is a good question. In testing, I found that a high-power, low-intuition creature like a [[roa&#039;ter]] could definitely get its butt kicked by even a low-health, speedy creature like a rat if played well. Insight is kind of a fun stat. But yeah, currently you can look at your talisman to get a readout of relative stats. Like this:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;look talis&#039;&#039;&amp;lt;BR&amp;gt;&lt;br /&gt;
A simple clay talisman is currently attuned to a spectral thrak of 1 train.&lt;br /&gt;
&lt;br /&gt;
Its Power is high.&amp;lt;BR&amp;gt;&lt;br /&gt;
Its Defense is low.&amp;lt;BR&amp;gt;&lt;br /&gt;
Its Speed is low.&amp;lt;BR&amp;gt;&lt;br /&gt;
Its Insight is moderate.&amp;lt;BR&amp;gt;&lt;br /&gt;
Its Accuracy is moderate.&amp;lt;BR&amp;gt;&lt;br /&gt;
Its Health is moderate.&lt;br /&gt;
&lt;br /&gt;
Its Power will grow slowly.&amp;lt;BR&amp;gt;&lt;br /&gt;
Its Defense will grow quickly.&amp;lt;BR&amp;gt;&lt;br /&gt;
Its Speed will grow at a moderate pace.&amp;lt;BR&amp;gt;&lt;br /&gt;
Its Insight will grow at a moderate pace.&amp;lt;BR&amp;gt;&lt;br /&gt;
Its Accuracy will grow at a moderate pace.&amp;lt;BR&amp;gt;&lt;br /&gt;
Its Health will grow at a moderate pace.&lt;br /&gt;
&lt;br /&gt;
Its Insight has been enhanced by 1 points.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;5) Potions for the spirit beast are temporary or permanent additions to creature&#039;s statistics?&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Permanent. There&#039;s not currently a potion for clearing stat additions, but I&#039;m thinking that&#039;ll be useful to have.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;6) Binding common/uncommon. If I have a 20th level common rat spirit, that will enable my talisman to attract an uncommon creature (which, I assume, will be as powerful as a 20th level common rat spirit?). So.. the talisman can store multiple creatures.. or do the spirit creatures trade places?&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The talismans hold three creatures, one of each tier. It&#039;s an unlock system, basically. And yeah, it&#039;s automatic.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Homelands&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Darn, I missed a tick in not making this system like M:TG. Think of all the silver it would have brought in if your beast choice was random on purchase? I didn&#039;t do that because I&#039;m not a jerk. Well, I am, but not on that level. Right?&lt;br /&gt;
&lt;br /&gt;
==Spirit Beasts 2.1==&lt;br /&gt;
{{saved-post&lt;br /&gt;
| category = Game Design Discussions&lt;br /&gt;
| topic = Spirit Beasts&lt;br /&gt;
| messagenum = 56&lt;br /&gt;
| author = GS4-AUCHAND&lt;br /&gt;
| date = 03/14/2015 03:23 PM EDT&lt;br /&gt;
| subject = Spirit Beasts 2.1: Arenas!&lt;br /&gt;
}}&amp;lt;i&amp;gt;Editor&#039;s note: &#039;&#039;&#039;[[Talondown Arena]]&#039;&#039;&#039; information appears on that page. Only Spirit Beast system info here.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Armaments, beast experience potions, and common and uncommon Spirit Beast enhancements are all available for purchase or winning at the Talondown Arena!&lt;br /&gt;
&lt;br /&gt;
Max Speed bonus now allows your beast to attack once every 7 seconds, up from 5. This was to compensate for the overwhelming speed of high-level fights, which were becoming a hindrance to strategizing even for experienced players. Speed ranks have been adjusted accordingly.&lt;br /&gt;
&lt;br /&gt;
To positively readjust the value of Speed, extremely high levels of Speed now qualify beasts for the &amp;quot;Blinding Speed&amp;quot; buff, which begins as a passive 3% boost to attack avoidance and climbs from there.&lt;br /&gt;
&lt;br /&gt;
Accuracy has now been considerably improved. Base special attack damage has been reduced slightly, but it is now boosted by Accuracy. Beasts with average levels of Accuracy should see no noticeable damage change, but those with high Accuracy will see more damage out of their special attacks. Furthermore, Accuracy now provides a chance to do more--but still reduced--damage while guarding.&lt;br /&gt;
&lt;br /&gt;
Experience &#039;til next is now shown on Spirit Beast talismans!&lt;br /&gt;
&lt;br /&gt;
==Spirit Beasts 2.0==&lt;br /&gt;
{{saved-post&lt;br /&gt;
| category = Game Design Discussions&lt;br /&gt;
| topic = Spirit Beasts&lt;br /&gt;
| messagenum = 15&lt;br /&gt;
| author = GS4-AUCHAND&lt;br /&gt;
| date = 03/06/2015 07:16 PM EST&lt;br /&gt;
| subject = Spirit Beasts 2.0 Release&lt;br /&gt;
}}Some avid players of Spirit Beasts have noticed changes to their talismans today. There are quite a few updates as part of the 2.0 release, but the most pertinent one&#039;s you&#039;ll be seeing right now are:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Clearer Info&#039;&#039;&#039; - Numerical values now exist for all Spirit Beast stats, accompanied by rough values appropriate for in-character discussion.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Combat&#039;&#039;&#039; - It&#039;s been rebalanced around recent fight tracking to even out the gaps between certain overperforming and underperforming spirit beasts.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Spirit Beast Armaments&#039;&#039;&#039; - You&#039;ll now be able to collect and use armaments for your Spirit Beasts. These come in three different levels: Lesser, Sturdy, and Potent armaments. More powerful armaments can do things like allow your beast access to new skills; all armaments will modify its stats in new and interesting ways. PUT armaments in your talisman to add them, DISARM the talisman to remove them.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Level-matching&#039;&#039;&#039; - You can now FLIP your talisman and it will level match for lower-level beasts. Beasts will gain experience according to their actual levels, meaning that experienced Spirit Beast gladiators can help their friends gain experience more quickly.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Fight Notifications&#039;&#039;&#039; - RUBbing your talisman while it&#039;s worn will now tune you in to receive fight notifications as they happen across Elanthia.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;New Spirit Beast Elements&#039;&#039;&#039; - Wild Magic (strong against spirit, weak against elements) and Rift Armament (strong against elements, weak against spirit).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;New Spirit Beast Special Abilities&#039;&#039;&#039; - Frailty (weak against criticals), Troll&#039;s Tenacity (has a chance to struggle for life), and Leech (has a chance to drain health on normal attacks), all acquired through equipment.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Replacement Potions&#039;&#039;&#039; - Tired of your Spirit Beast? No problem! They can now be modified with replacement potions, which will trade out your existing beast with another of the same rarity level. All mechanical enhancements will be maintained. All physical customizations are removed by these.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Classes&#039;&#039;&#039; - Beasts are now sorted into classes: Humanoids, Beasts, Elementals, Arthropods, and Aberrations. This is ultra-important for armaments!&lt;br /&gt;
&lt;br /&gt;
Auchand&lt;br /&gt;
&lt;br /&gt;
==Oct 2014 Updates==&lt;br /&gt;
{{saved-post&lt;br /&gt;
| category = Quests/Sagas/Events&lt;br /&gt;
| topic = Ebon Gate Festival&lt;br /&gt;
| messagenum = 6969&lt;br /&gt;
| author = GS4-AUCHAND&lt;br /&gt;
| date = 10/19/2014 12:29 AM EDT&lt;br /&gt;
| subject = Spirit Beasts Updates&lt;br /&gt;
}}I&#039;m starting a running thread for any improvements to the Spirit Beasts system that will be coming out over the next few days, as players find bugs and quirks.&lt;br /&gt;
&lt;br /&gt;
The following fixes and updates have been rolled out for Spirit Beasts:&lt;br /&gt;
&lt;br /&gt;
* Blood vials should now be POURable without a target to remove any blood that&#039;s in them&lt;br /&gt;
* Last names should no longer be appearing as part of the stance checks&lt;br /&gt;
* Potions to clear enhancements are now available in Ilixil&#039;s Bestiary&lt;br /&gt;
* Improved the granularity of stat descriptions in the LOOK of talismans&lt;br /&gt;
* Level-based stat growth is now reflected in the LOOK of talismans&lt;br /&gt;
* Fixed a typo in air elemental vs. elemental messaging&lt;br /&gt;
&lt;br /&gt;
A note on creature stats:&lt;br /&gt;
&lt;br /&gt;
I&#039;ve gotten a few questions emailed to me about how Spirit Beasts are statted. For the most part, the stat descriptions available from your creatures&#039; talismans should be sufficient to determine its strengths and weaknesses, but in the interest of satisfying hungry minds, I&#039;ll spill the following. All Spirit Beasts begin with base level 1 stats ranging from 90 to 140 points, and can have stat growth levels from 1 to 4 points per level. In a talisman&#039;s LOOK, the (base stat + (stat growth * level)) is presented as a rough estimate of the stat, using the following criteria:&lt;br /&gt;
&lt;br /&gt;
:Pathetic: Under 100&lt;br /&gt;
:Low: 100 to 115&lt;br /&gt;
:Moderate: 115 to 130&lt;br /&gt;
:Above Average: 130 to 145&lt;br /&gt;
:High: 145 to 160&lt;br /&gt;
:Very High: 160 to 175&lt;br /&gt;
:Extraordinary: 175 to 190&lt;br /&gt;
:Monumental: 190 to 210&lt;br /&gt;
:Godlike: 210+ &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Common&#039;&#039;&#039; Spirit Beasts have base level 1 stats ranging from 90 to 130 and have a growth potential from 1 to 3 points per level. This means that, at maximum, a common spirit beast with a fully potion-enhanced stat, maximum stat growth, and with a 130 base stat can achieve a 170, or &amp;quot;very high&amp;quot; rating for that stat. They have a stat pool of 635 points and a growth pool of 12 points. This means that when I was statting them out, I had that number of points to play with, with the stipulations that the stat numbers did not go above 130 or under 90, and the stat growth did not go over 3 or under 1.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Uncommon&#039;&#039;&#039; Spirit Beasts have a stat pool of 645 points and a growth pool of 14 points. They have a stat range from 90-140 and a growth range of 1-4 points. In addition, some (but not all) of them have access to unique abilities instead of the common ones.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Legendary&#039;&#039;&#039; Spirit Beasts have a stat pool of 655 points and a growth pool of 16 points. They have a stat range from 90-140 and a growth range of 1-4 points, but they all have unique special abilities like Sympathy, Bleed, Airwall, Bone Shield, and more cool stuff. Doing the math, a legendary beast&#039;s maximum enhanced stat could reach 220 provided that they started at 140 and had a growth potential of 4.&lt;br /&gt;
&lt;br /&gt;
Enhanced stats are not counted in the LOOK of your Spirit Beast talisman.&lt;br /&gt;
&lt;br /&gt;
A note on leveling beasts:&lt;br /&gt;
&lt;br /&gt;
There are diminishing experience returns for playing the same player multiple times in a row in order to discourage scripting. Spreading the wealth is a good idea.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Auchand&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{saved-post&lt;br /&gt;
| category = Quests/Sagas/Events&lt;br /&gt;
| topic = Ebon Gate Festival&lt;br /&gt;
| messagenum = 7323&lt;br /&gt;
| author = GS4-AUCHAND&lt;br /&gt;
| date = 10/20/2014 5:37 AM EDT&lt;br /&gt;
| subject = Re: Spirit Beasts Updates&lt;br /&gt;
}}Some more updates:&lt;br /&gt;
* Fixed a problem with stance information getting unset (this was causing people to see their last names or garbage information in place of stances; please email me at gs4-auchand@play.net if this persists!)&lt;br /&gt;
* Insight now provides a chance to auto-switch to counter your opponent&lt;br /&gt;
* Slightly raised the value of Defense&lt;br /&gt;
* Slightly increased penalty for being in the wrong stance when attacking&lt;br /&gt;
* Horses can now be bound in the Shadow Lands&lt;br /&gt;
* Two beasts can now be bound in Cysaegir&lt;br /&gt;
* Roltons now use the &#039;Stampede&#039; special attack instead of &#039;False Security&#039;&lt;br /&gt;
* Cinder Wasps now have access to the &#039;Stinging Swarm&#039; special attack instead of &#039;Sky Rend&#039;&lt;br /&gt;
* Foxes can now be bound in Pinefar&lt;br /&gt;
* Hounds can now be bound in Solhaven&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Auchand&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{saved-post&lt;br /&gt;
| category = Quests/Sagas/Events&lt;br /&gt;
| topic = Ebon Gate Festival&lt;br /&gt;
| messagenum = 7356&lt;br /&gt;
| author = GS4-AUCHAND&lt;br /&gt;
| date = 10/20/2014 8:40 PM EDT&lt;br /&gt;
| subject = Re: Spirit Beasts Updates&lt;br /&gt;
}}* Adjustments have been made to how both Insight and Speed benefits are calculated, improving both stats because they were undervalued versus creatures of corresponding Defense or Power.&lt;br /&gt;
* Ebon Gate creatures added! Swamp witches, mire wights, giant mantises, and skeletal warriors are now available on the Ebon Gate grounds.&lt;br /&gt;
* Owls have been added to Pinefar.&lt;br /&gt;
* Manticores have been added to Wehnimer&#039;s Landing.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Auchand&#039;&#039;&#039;&lt;br /&gt;
{{saved-post&lt;br /&gt;
| category = Quests/Sagas/Events&lt;br /&gt;
| topic = Ebon Gate Festival&lt;br /&gt;
| messagenum = 7356&lt;br /&gt;
| author = GS4-AUCHAND&lt;br /&gt;
| date = 10/20/2014 8:40 PM EDT&lt;br /&gt;
| subject = Re: Spirit Beasts Updates&lt;br /&gt;
}}* Wolves are now Timber Wolves.&lt;br /&gt;
* Timber Wolves and Wolfshades have access to the new &amp;quot;We Are Pack&amp;quot; special ability instead of &amp;quot;Bestial Fury.&amp;quot;&lt;br /&gt;
* Hyenas and Jackals added to the Broken Lands.&lt;br /&gt;
* Spirit Beasts can now be bound on Four Winds Isle: snapping turtles, great tortoises, capuchin monkeys, and seagulls.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Auchand&#039;&#039;&#039;&lt;br /&gt;
{{saved-post&lt;br /&gt;
| category = Quests/Sagas/Events&lt;br /&gt;
| topic = Ebon Gate Festival&lt;br /&gt;
| messagenum = 7444&lt;br /&gt;
| author = GS4-AUCHAND&lt;br /&gt;
| date = 10/22/2014 12:30 AM EDT&lt;br /&gt;
| subject = Re: Spirit Beasts Updates&lt;br /&gt;
}}&amp;gt;do we need more blood for each tier as we go along (tier being common to uncommon to legendary) (the one I dont mind finding out on my own)&lt;br /&gt;
&lt;br /&gt;
Nope. Same amount of blood. Don&#039;t let someone unskilled with MIU handle the pour, though, as they can still break!&lt;br /&gt;
&lt;br /&gt;
&amp;gt;do they all share the same original enhancements since we just pour the flacons on the talisman itself? (The main question I have since I want to be sure I buy more flacons if that is the case)&lt;br /&gt;
&lt;br /&gt;
Enhancements are stored separately. The ones for sale at EG only work on common spirit beasts.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;The potions sound like an excellent general alchemy item to me.&lt;br /&gt;
&lt;br /&gt;
I agree. I don&#039;t have any sway over the alchemy system, but I&#039;ll suggest it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;gt;Are the talismans destroyed sometimes on failure? Should I grab a few for the future? &lt;br /&gt;
&lt;br /&gt;
&amp;gt;No, they aren&#039;t destroyed.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The only time a talisman can be destroyed is if someone with insufficient MIU pours blood on it&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;gt;1. Does losing still progress them? If not, can it, at least a little?&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
I don&#039;t plan on incentivizing losing at this time. I might eventually. They seem to be gaining levels fast enough already.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;gt;2. Is it weighted by level? So if my level 10 rolton beats a level 1 mantis, do I get much less progression for it, and vice versa?&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
It is weighted by level. The good news is that reverse weighting is true as well, so if you defeat a beast that&#039;s much higher in level, you&#039;ll get more exp.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;gt;Also could we PLEASE declare the locations of the legendary spirit beasts an in game puzzle/secret and keep it off the boards?&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
I would like that as well. Due to the incredible difficulty of finding them, I think I may release a compendium that gives rough clues, but we&#039;ll see how hard finding the Uncommon Beasts is for more people.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;gt;I am guessing that Rift beasts would fall in the uncommon or rare type categories&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
There aren&#039;t any beasts in the Rift, but I imagine there will be.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Auchand&#039;&#039;&#039;&lt;br /&gt;
{{saved-post&lt;br /&gt;
| category = Quests/Sagas/Events&lt;br /&gt;
| topic = Ebon Gate Festival&lt;br /&gt;
| messagenum = 7461&lt;br /&gt;
| author = GS4-AUCHAND&lt;br /&gt;
| date = 10/22/2014 12:17 PM EDT&lt;br /&gt;
| subject = Re: Spirit Beasts Updates&lt;br /&gt;
}}* Spirit Battles are now allowed in sanctuaries, but not sanctuaries that are in town.&lt;br /&gt;
* Spirit Battles are now allowed in town.&lt;br /&gt;
* Fixed an issue that was causing artificially long levels. Like, really long. All experience gained will still count toward your leveling progress.&lt;br /&gt;
* Updated the LOOK on talismans to include customization information about Spirit Beasts.&lt;br /&gt;
* To make the Guard and Strike duality more useful, Guard and Strike commands are no longer visible to one&#039;s opponents. In addition, guarding will now restore a small percentage of your beast&#039;s health per attacking turn. The bonus for defending and penalty to attacking while guarding have both been increased slightly. As a note, Guard and Strike only affect standard attacks.&lt;br /&gt;
* Added a check to POURing vials and potions that requires that the recipient item be held in your other hand.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Auchand&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{saved-post&lt;br /&gt;
| category = Quests/Sagas/Events&lt;br /&gt;
| topic = Ebon Gate Festival&lt;br /&gt;
| messagenum = 7602&lt;br /&gt;
| author = GS4-AUCHAND&lt;br /&gt;
| date = 10/25/2014 2:10 AM EDT&lt;br /&gt;
| subject = Re: Spirit Beasts Updates&lt;br /&gt;
}}Catscratch Fever Update!&lt;br /&gt;
* The new &amp;quot;Catscratch Fever&amp;quot; special ability is applied to all common and uncommon cats.&lt;br /&gt;
* Added alleycats around Solhaven, snowcats around Icemule, bobcats in Ta&#039;Vaalor.&lt;br /&gt;
* Added two uncommon cats--a warcat and a tomcat.&lt;br /&gt;
* Added one legendary cat, a very special warcat.&lt;br /&gt;
* Added seven new uncommon beasts.&lt;br /&gt;
* Adjusted the look of talismans, especially when customized.&lt;br /&gt;
* Made it easier to find common beasts using INVOKE. Uncommon and legendaries still have a significant chance not to show and may require a multiple checks in the same room or area.&lt;br /&gt;
* A few beasts have gained/lost/changed elemental alignment to be more in-line with original guidelines (i.e. most (but not all) flying creatures are attuned to air.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Auchand&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Teaser==&lt;br /&gt;
{{saved-post&lt;br /&gt;
| category = Quests/Sagas/Events&lt;br /&gt;
| topic = Ebon Gate Festival&lt;br /&gt;
| messagenum = 6969&lt;br /&gt;
| author = GS4-AUCHAND&lt;br /&gt;
| date = 10/09/2014 10:11 PM EDT&lt;br /&gt;
| subject = Ebon Gate Teaser: Spirit Beasts&lt;br /&gt;
}}&amp;gt;invoke talisman&amp;lt;br&amp;gt;&lt;br /&gt;
You focus your thoughts on a small glass talisman, attempting to align yourself with the spirits floes within the area, and a wash of foreign sensation floods your mind.&amp;lt;br&amp;gt;&lt;br /&gt;
You detect the presence of a common rat spirit.&amp;lt;br&amp;gt;&lt;br /&gt;
Roundtime: 15 sec.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;attune talisman&amp;lt;br&amp;gt;&lt;br /&gt;
You tighten your grip on a small glass talisman, willing it to attune to the presence of the rat spirit lingering in the area.&amp;lt;br&amp;gt;&lt;br /&gt;
Roundtime: 2 sec.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;offer talisman&amp;lt;br&amp;gt;&lt;br /&gt;
You hold out your clay talisman and reach out with your mind, calling to the rat spirit lingering in the area. Sudden warmth draws your attention to your hands, where beads of blood begin welling from the surface of your talisman. The blood rises in a cloud of sanguine mist that illuminates a shrouded form hanging in the air before you. The spirit drifts closer to a simple clay talisman, its outline glowing as it nears. Golden light spills from the surface of the talisman, consuming the spirit. A thrill of satisfaction echoes up your arm and through your body.&amp;lt;br&amp;gt;&lt;br /&gt;
Roundtime: 17 sec.&lt;br /&gt;
&lt;br /&gt;
Why, it&#039;s almost like I should try and challenge someone else with one of these spirits!&lt;br /&gt;
&lt;br /&gt;
&amp;gt;point talisman at paidreg&amp;lt;br&amp;gt;&lt;br /&gt;
You challenge Paidreg to a Spirit Battle, offering your 1st train rat up against his 1st train roa&#039;ter! (Paidreg has 45 seconds to respond by POINTing his clay talisman back at you.)&lt;br /&gt;
&lt;br /&gt;
Paidreg accepts your challenge to a Spirit Battle!&lt;br /&gt;
&lt;br /&gt;
You raise your clay talisman skyward and call out to the spirit dwelling within. The ephemeral spirit of a twitchy giant rat erupts forth in a blaze of energy and begins advancing on Paidreg, who counters a moment later by thrusting his clay talisman toward you. The spectral form of a plump red roa&#039;ter crackles into existence, rising to defend him!&amp;lt;br&amp;gt;&lt;br /&gt;
The battle will begin in 10 seconds.&lt;br /&gt;
&lt;br /&gt;
The spirits begin to clash with one another!&lt;br /&gt;
&lt;br /&gt;
Your giant rat snaps at Paidreg&#039;s red roa&#039;ter!&amp;lt;br&amp;gt; &lt;br /&gt;
A weak strike! &amp;lt;br&amp;gt;&lt;br /&gt;
...13 damage!&amp;lt;br&amp;gt;&lt;br /&gt;
A twitchy giant rat gathers a bit of energy from fighting.&lt;br /&gt;
&lt;br /&gt;
What do you folks think? Want to know more?&lt;/div&gt;</summary>
		<author><name>PICKLE057</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=House_Paupers&amp;diff=85938</id>
		<title>House Paupers</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=House_Paupers&amp;diff=85938"/>
		<updated>2017-01-01T13:15:56Z</updated>

		<summary type="html">&lt;p&gt;PICKLE057: /* Current Officers */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:House of paupers.jpg|right|Fortis Imbibi]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;House Paupers&#039;&#039;&#039; is located in [[Wehnimer&#039;s Landing]], and is a member of the [[Co-operative Houses of Elanthia]]. It was established in Charlatos of 5091 by Silent Mydnyghte (Chairman), Kirc Bloodguard (Treasurer), Dextor Malthorn (Secretary), as well as members Phaedra Bleu and Karel Tasavalta.&lt;br /&gt;
&lt;br /&gt;
The founding was published in the [[Kelfour Edition volume I number X]], making &#039;&#039;&#039;House Paupers&#039;&#039;&#039; one of the three original Houses in [[Elanith]].  &lt;br /&gt;
&lt;br /&gt;
The House has annexes in all major towns and cities.&lt;br /&gt;
__TOC__ &lt;br /&gt;
&lt;br /&gt;
==Current Officers==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Warden&#039;&#039;&#039; : Tolwynn&lt;br /&gt;
* &#039;&#039;&#039;Chatalaine&#039;&#039;&#039; : Traiva&lt;br /&gt;
* &#039;&#039;&#039;Bartender&#039;&#039;&#039; : Thondalar&lt;br /&gt;
* &#039;&#039;&#039;Pub Proprietor&#039;&#039;&#039; : Nyatherra&lt;br /&gt;
* &#039;&#039;&#039;Enforcer&#039;&#039;&#039; : Brakian&lt;br /&gt;
* &#039;&#039;&#039;Adjutant&#039;&#039;&#039; : Nolofinwe&lt;br /&gt;
* &#039;&#039;&#039;Paymaster&#039;&#039;&#039; : Xecnephias&lt;br /&gt;
* &#039;&#039;&#039;None&#039;&#039;&#039;:NONE&lt;br /&gt;
&lt;br /&gt;
==Charter==&lt;br /&gt;
&lt;br /&gt;
===Statement of Purpose===&lt;br /&gt;
&lt;br /&gt;
House of Paupers has been designed as an establishment to provide entertainment, excitement, camaraderie and respect to its members.&lt;br /&gt;
&lt;br /&gt;
===Statement of Governing===&lt;br /&gt;
&lt;br /&gt;
The Officers:&lt;br /&gt;
&lt;br /&gt;
House of Paupers currently has 7 Officer positions. All Officers shall rule on all decisions of House policy in regards to the rules and physical nature of the House and its officially sponsored events.&lt;br /&gt;
&lt;br /&gt;
All decisions will be made collectively by a vote among the Board of Officers. Two thirds of all seated Officers must agree in order for an item to be considered passed. All decisions of the Board will be made a matter of public record. The Board does reserve the right to omit some or all of the details if they agree that it would reveal in-game secrets or would be inappropriate and not within the House&#039;s best interest to be revealed.&lt;br /&gt;
&lt;br /&gt;
Terms of Office:&lt;br /&gt;
&lt;br /&gt;
Each office held shall be considered at will service and may be terminated at any time by the Officer unless otherwise altered by the Board or CHE Controller.&lt;br /&gt;
&lt;br /&gt;
If any Officer fails to communicate or make appearances for 2 months in a row their position will be considered open unless prior notification and approval of the Board has been obtained.&lt;br /&gt;
&lt;br /&gt;
==Bylaws==&lt;br /&gt;
&lt;br /&gt;
===Article I - Name===&lt;br /&gt;
&lt;br /&gt;
The name of this officially recognized [[Co-operative Houses of Elanthia|Cooperative House of Elanthia]] (CHE) is the House of Paupers, hereinafter referred to as the &amp;quot;House&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===Article II - Membership Services and Benefits===&lt;br /&gt;
&lt;br /&gt;
The House offers the following benefits to its members:&lt;br /&gt;
&lt;br /&gt;
#Coat of Arms - The House Coat of Arms is available at the Engraver&#039;s Shop in Wehnimer&#039;s Landing for all whom wish to have it added to their shields or other applicable gear. This service is provided by the Engraver for a small fee as specified by the local government.&lt;br /&gt;
#Storage Facility - There will be an appropriate locker assigned to each member. These lockers may generally be accessed free of charge and are larger than those granted to an individual resident of any given town. House Annexes also provide additional locker space but the House is in no way responsible for the movement of a member&#039;s items between towns or the members&#039; ability to access them.&lt;br /&gt;
#Nodes - There are natural nodes in various locations throughout the House. These nodes are provided for the member&#039;s benefit. Currently the nodes are located in the Commons as well as at each table leading off of the Triple Chalice Bar and the Lounge.&lt;br /&gt;
#Pool and Hot Tub - There is a pool and hot tub located through the crystal arch in the Commons for the members&#039; health and enjoyment.&lt;br /&gt;
#Donation Table - There is a table in the Commons on which members may donate items for other members to use. No items from the table may be sold as they are placed there for the benefit of each other and not as a quick monetary gain.&lt;br /&gt;
#Tables - There are private tables leading off of the Triple Chalice Bar and the Lounge which have been made available for members&#039; enjoyment or privacy.&lt;br /&gt;
#Refreshment Carts - The House currently owns two different refreshment carriers which will often be set up with various food and drink and set out for the members enjoyment and indulgence. Most frequently a refreshment cart is set up inside in the Commons and a small refreshment wagon is set up outside at the Rose Garden.&lt;br /&gt;
#Fishing Pond - Located down the riverstone path is the Rose Garden where a pond welcomes both members and guests alike to cast their lines and fish to their heart&#039;s content. A crate nearby is stocked with fishing supplies that Officers can make available upon request. A small fire burns nearby for an easy cooking solution.&lt;br /&gt;
&lt;br /&gt;
===Article III - Membership Requirements and Dues===&lt;br /&gt;
&lt;br /&gt;
* Members can only belong to one CHE at a time.&lt;br /&gt;
* Members must be level 5 or above.&lt;br /&gt;
* Members must not be on an in-game trial account.&lt;br /&gt;
* Members must pay a one time initial fee of 20,000 silvers.&lt;br /&gt;
* Membership is unrestricted by race, creed, lifestyle, size, color, sex or profession.&lt;br /&gt;
&lt;br /&gt;
===Article IV - Contributions===&lt;br /&gt;
&lt;br /&gt;
Membership contributions to the House&#039;s General Funds and Endowment will be considered donations and will not entitle a member to special privileges.&lt;br /&gt;
&lt;br /&gt;
All contributions can be donated by any member or officer and will appear on the in-game financial tracking system and reported on a quarterly basis for public record.&lt;br /&gt;
&lt;br /&gt;
===Article V - House Officials===&lt;br /&gt;
&lt;br /&gt;
====Section 1 - House Officers====&lt;br /&gt;
&lt;br /&gt;
#All officer positions shall be chosen by the Board through a system of applications and interviews.&lt;br /&gt;
#An officer or candidate for officer must be a current member of the House.&lt;br /&gt;
#Term of Office is considered to be at will unless just cause is given to prematurely cease the term of the service to the House.&lt;br /&gt;
#If any officer position is left vacant, the responsibilities and duties will be assumed by the other active officers until the empty position can be filled.&lt;br /&gt;
#No new officer can be inducted to fill a vacancy without approval of the Board or by the direct instruction of the CHE Controller.&lt;br /&gt;
#Any officer may voluntarily resign at anytime. Transfer of ownership of the character of account of a current officer shall constitute immediate resignation from office.&lt;br /&gt;
#An officer may be removed from office for cause by two thirds majority vote of the House Board with additional agreement by the CHE Controller if needed. Cause for removal must meet one or more of the following requirements:&lt;br /&gt;
&lt;br /&gt;
* Failure to perform or demonstrated lack of ability to perform defined duties in the best interest of the House either through dereliction, incompetence or malfeasance.&lt;br /&gt;
* Gross misuse of House resources for illicit purposes or excessive personal gain either in real life or in game.&lt;br /&gt;
* Justified voluntary or involuntary expulsion or resignation from the House that might jeopardize the good status of the House.&lt;br /&gt;
* Direct request by the CHE Controller, or indirectly as a consequence of a permanent character/account lockout by game staff.&lt;br /&gt;
* Allowing another person to control the officer character. An exception may be made in the case of real life spouses as long as it is done with prior approval from the Board. In all cases, the officer&#039;s player shall be held responsible for all things done by anyone accessing their account. Under no circumstances may any other person perform any actions related to the House when controlling an officer character.&lt;br /&gt;
&lt;br /&gt;
====Section 2 - Officer Responsibilities====&lt;br /&gt;
&lt;br /&gt;
All House Officers have assigned tasks based on their positions and their strengths. Some tasks are shared by all while others are specific to their role. Specific roles will be detailed further in this document. On many decisions regarding the House, all officers will have an equal vote on the Board of Officers with Chairman breaking ties. These decisions include but are not limited to the following:&lt;br /&gt;
&lt;br /&gt;
#Spending of Influence Points - All officers will have an equal vote in the decision and approval of how and when to spend influence points before the Chairman submits the Quarterly Influence Report every three months to the CHE GameMaster.&lt;br /&gt;
#Expansion and Renovations - All officers will have an equal vote in the decision and approval of any and all new rooms to be added to the House, whether in the form of normal expansion or through storyline development. This also includes any renovations done to existing rooms, be it an entire re-decoration or the addition of extra items.&lt;br /&gt;
#Events - All officers will have an equal vote in the decision and approval of all events. These events include: Main House Events, Mini Events, Social Knights, Co-Sponsored Events, Festivals, etc. There is an Event Creation Form on the Paupers Wiki that can be filled out and submitted to all officers for review and approval. This also applies to all props or prizes created or designed for any specific event, including souvenirs..&lt;br /&gt;
#Food/Drink Creation - All officers will have an equal vote in the decision or creation of any additional food or drink items to be added to the House, in way of normal means or through contests or storyline development.&lt;br /&gt;
#Contests and House Votes - All officers will have an equal vote in the decision to create and execute any and all House Contests as well as House Votes. While any officer can propose a contest or vote, it will require a majority approval to be implemented.&lt;br /&gt;
#Meeting Agendas - The officer in charge of a meeting must forward their proposed agenda one week prior to the meeting for all officers to review and approve. This is to ensure maximum level of communication from the officers to the members.&lt;br /&gt;
#Changes to Bylaws - As with anything, House of Paupers needs to be able to adapt to changing times and situations. Sometimes this can require a minor amendment to the House Bylaws or in some cases a complete overhaul. Changes to the Bylaws can be proposed by any officer but require a majority vote with Chairman breaking all ties.&lt;br /&gt;
#House Storyline - It is a new goal of the officers of Paupers to try to turn the focus of the House from just being about &amp;quot;lockers&amp;quot; and attract a new kind of member or even stir up interest in current members who have had nothing to participate in previously. So it is that throughout the years storylines will be developed and implemented for all members and even non-members alike to participate in. Many of these events will include the Knights of Paupers and be open in general to allow other participants to step forward and join in the fun. However, each storyline, regardless of its length, be it a few weeks to a few months, will be a reflection of the House and therefore it is every officer&#039;s responsibility to review the proposed general outline of storyline and approve. It is to be encouraged that storylines remain open and broad in general to allow evolution based on the actions taken by those participating.&lt;br /&gt;
&lt;br /&gt;
====Section 3 - Officer Duties====&lt;br /&gt;
&lt;br /&gt;
Every House Officer will have specific tasks set up for them. This will be an ever changing section of policy as duties and tasks may change based on number of officers, the level of their individual strengths and weaknesses and the overall evolution of Paupers.&lt;br /&gt;
&lt;br /&gt;
All Officers will share the following duties:&lt;br /&gt;
&lt;br /&gt;
* Host or Witness 1 Induction a month.&lt;br /&gt;
* Organize and Execute 2 Events a year.&lt;br /&gt;
* Host 1 Members&#039; Meeting a year.&lt;br /&gt;
* Voting on House Issues.&lt;br /&gt;
* 8 Hours of in-game time a month.&lt;br /&gt;
&lt;br /&gt;
Each Officer will have specific roles that may change based on a variety of things including the number of vacant positions, extended absences or even personal preference. These duties are as follows:&lt;br /&gt;
&lt;br /&gt;
#Drafting of Quarterly Influence Reports&lt;br /&gt;
#Drafting of House Expansions and Renovations&lt;br /&gt;
#House Storyline Creation&lt;br /&gt;
#Lead of Knights of Paupers&lt;br /&gt;
#Co-Lead of Knights of Paupers&lt;br /&gt;
#House Tours&lt;br /&gt;
#House Roster and Induction Report&lt;br /&gt;
#Treasury and Expense Report&lt;br /&gt;
#Influence Report&lt;br /&gt;
#Public Announcements&lt;br /&gt;
#Members Mailing List&lt;br /&gt;
#Newsletter&lt;br /&gt;
#Contests and House Vote Management&lt;br /&gt;
&lt;br /&gt;
====Section 4 - Officer Etiquette====&lt;br /&gt;
&lt;br /&gt;
Officers of Paupers should always be the example and never the exception. Therefore not only is there a high level of respect and equality expected from all officers towards Members and Knights, but also among Officers themselves. While a variety of opinions and disagreements are encouraged they are expected to be done with a positive level of civility and tact. This applies to all levels of communication, whether it be in-game or via alternate methods such as email, forums, etc.&lt;br /&gt;
&lt;br /&gt;
Disrespectful behavior and poor conduct will not be tolerated. Any situations or instances that merit a complaint can be addressed in the following manner:&lt;br /&gt;
&lt;br /&gt;
#If a Member has an issue or complaint about a House Officer they must file it or contact another active Officer. Details will be required as well as documentation, if possible or applicable. The Officer who receives the complaint will then report it to the Chairman who will deal with the issue one on one or with the Board as a whole.&lt;br /&gt;
#If an Officer has an issue or complaint about another House Officer they must file it or contact the active Chairman. Details will be required as well as documentation, if possible or applicable. The Chair will then address the issue with the Officer either one on one or with the Board as a whole.&lt;br /&gt;
#If an Officer or Member has an issue or complaint about the active Chairman they must file or contact another active Officer who can bring the complaint before the Board or contact the CHE Controller for intervention or due process. Details will be required as well as documentation, if possible or applicable.&lt;br /&gt;
&lt;br /&gt;
Any Member or Officer who abuses the system and files unlawful complaints and is proven to be dishonest can face suspension or termination. There will be no warnings.&lt;br /&gt;
&lt;br /&gt;
===Article VI - Rules and Regulations===&lt;br /&gt;
&lt;br /&gt;
====Section 1 - General House Conduct====&lt;br /&gt;
&lt;br /&gt;
#Violence in the House will not be permitted. Any malicious actions committed on the House grounds shall be cause for permanent expulsion from the House at the discretion of the Board.&lt;br /&gt;
#There shall be no stealing on House grounds. All members are expected to treat each other courteously. First offense is punishable by a warning from the Board. Further offenses shall be cause for permanent expulsion from the House at the discretion of the Board.&lt;br /&gt;
#Items placed on the donation table in the House are for personal use and may not be sold.&lt;br /&gt;
#All House policy applies to existing or future annexes in other towns.&lt;br /&gt;
&lt;br /&gt;
Violation of any of the above stated rules may lead to judgment and punishment as determined by the Board. Involuntary expulsion requires ratification by a majority vote by the Board or direct CHE Controller intervention. Officers may seek such ratification retroactively when quick action is in the best interest of the House.&lt;br /&gt;
&lt;br /&gt;
====Section 2 - Workshop====&lt;br /&gt;
&lt;br /&gt;
#Unless directed by the Board, the workshop is to remain unlocked and accessible at all times to all House members.&lt;br /&gt;
#If a wizard member is in the process of enchanting inside the workshop, he or shay may request any non-wizards to leave the area until the proper preparations or casting is completed. At other times, all members are permitted to use the workshop.&lt;br /&gt;
#There are currently 3 keys to the House Workshop for which the Board of Officers have the sole discretion for whom can have access to lock the workshop in case of private or high end projects.&lt;br /&gt;
&lt;br /&gt;
====Section 3 - House Affairs====&lt;br /&gt;
&lt;br /&gt;
# All monies in the House accounts will be accounted for via the monthly Treasury Report and will be made public on a regular basis. The report will include the current General Funds and Endowment, the detailed expenses per each month and any deposits per each month via donations or inductions.&lt;br /&gt;
#All Influence spent will be accounted for via a quarterly Influence Report and made public on a regular basis. Some details will be left out at the Board&#039;s discretion due to upcoming surprises, secrets or internal matters, etc.&lt;br /&gt;
#A current House Roster and Induction Report will be reported on a monthly basis in order to spotlight new members.&lt;br /&gt;
#House Tours will be periodically scheduled to allow old and new members alike to get a more in-depth look at their House.&lt;br /&gt;
#Quarterly Contests and House Votes will be held in an attempt to bring fruition to member&#039;s ideas and reward them for it as well as always giving the members an opportunity to help shape the future of their House.&lt;br /&gt;
#A monthly or quarterly newsletter will be managed and distributed via the Members Mailing List. (Yahoo Group)&lt;br /&gt;
&lt;br /&gt;
===Article VII - Amendments to Charter and Bylaws===&lt;br /&gt;
&lt;br /&gt;
*Significant amends to the Charter and Bylaws may only be made if the Board has a two thirds majority vote.&lt;br /&gt;
*Minor changes to correct spelling, grammar or formatting do not need the aforementioned approval.&lt;br /&gt;
&lt;br /&gt;
==The Big Three Rules==&lt;br /&gt;
&lt;br /&gt;
We pride ourselves on the simplicity of our rules.&lt;br /&gt;
&lt;br /&gt;
Our rules are designed to maintain harmony in the house and prevent things that disrupt the peace and safety of the members, or jeopardize our status as a house. We have no interest in exploring these rules for loopholes. Nor are these rules necessarily exhaustive. Members who have trouble understanding or obeying the intent of these rules will find themselves on the street, 20K poorer, and with a much smaller locker. Some of the older, more-powerful (and often crankier) members may take an even dimmer view to having their peace disturbed when no officer is around. You&#039;ve been warned.&lt;br /&gt;
&lt;br /&gt;
===Rule One: Show Respect For One Another===&lt;br /&gt;
&lt;br /&gt;
This means no fighting, killing, stealing, or harassing in the house by either physical, magical or other means. The house is a place for members to relax and enjoy themselves - not to watch their backs constantly. It also means the house is not someplace to get around the local laws. Don&#039;t drag someone in to murder them, duel with them, or steal from them - member or not. It also means don&#039;t use the house as a means of escaping justice. Don&#039;t steal from, harass, or kill someone and then try to use the house as a shield to escape from the consequences. What you do outside the house is your business, but you must keep it outside the house, and keep the house out of it. It also means you are responsible for your guests. Don&#039;t bring someone else into the house to do things you aren&#039;t allowed to do. They will be dealt with accordingly, and you may find yourself no longer a member of our house. It also means that items put on the table in the commons are donations for the use of other members of the house. Feel free to take them for your own USE. Do not get caught selling them if you wish to remain a member of the house.&lt;br /&gt;
&lt;br /&gt;
===Rule Two: Get to Know One Another===&lt;br /&gt;
&lt;br /&gt;
There are a lot of members in this house. Some of them are the finest folks in all the lands. Many of them are more than happy to help you, and others may some day be in dire need of your help. Many of them have much the same interests as you. Do yourself a favor and get to know the other members. A couple of minutes spent in pleasantries while resting in the commons will do wonders for widening your social circle. You&#039;d be surprised how easily you&#039;ll be able to find assistance getting spells, healing, boxes picked, advice, a hunting partner, or any of a number of things if you just spend a few minutes getting to know your fellow Paupers.&lt;br /&gt;
&lt;br /&gt;
===Rule Three: Party!===&lt;br /&gt;
&lt;br /&gt;
Remember that&#039;s the purpose of our house. Relax and have fun here. Drinking is not mandatory, but it sure doesn&#039;t hurt either. We have non-alcoholic beverages for those who don&#039;t indulge. Feel free to bring in guests and organize parties, as long as you aren&#039;t disruptive.&lt;br /&gt;
&lt;br /&gt;
==How to Join?==&lt;br /&gt;
&lt;br /&gt;
House membership is open to anyone that has achieved the fifth training or higher. This requirement is beyond our control, and mandated by Elanthian law. The clerk will not allow us to induct new members who are younger than their fifth training, no matter how close you are.&lt;br /&gt;
&lt;br /&gt;
To join you need to meet the minimum requirements and participate in one of our regularly scheduled inductions. We meet outside of Moot Hall (TSE) in Wehnimer&#039;s Landing. Induction requires that you pay a one time fee of 20,000 silver coins. This is mandated by Elanthian law, and is not negotiable. The clerk will not accept notes, and so you must carry silver coins in order to be inducted. After the induction we conduct an optional house tour for new members.&lt;br /&gt;
&lt;br /&gt;
==Map==&lt;br /&gt;
[[Image:Paupers Map.jpg|1000px|Map of Paupers]]&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
*[[History of the Knights of Paupers (saved post)|History of the Knights of Paupers]]&lt;br /&gt;
*[http://www.houseofpaupers.com/ Website for House of Paupers]&lt;br /&gt;
*[http://forums.play.net/forums/GemStone%20IV/Cooperative%20Houses%20of%20Elanthia%20(CHE%60Great%20Houses)/House%20of%20Paupers/view Officials folder]&lt;br /&gt;
&lt;br /&gt;
[[Category: CHE]]&lt;/div&gt;</summary>
		<author><name>PICKLE057</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=House_Paupers&amp;diff=85312</id>
		<title>House Paupers</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=House_Paupers&amp;diff=85312"/>
		<updated>2016-12-10T07:40:19Z</updated>

		<summary type="html">&lt;p&gt;PICKLE057: /* Section 1 - House Officers */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:House of paupers.jpg|right|Fortis Imbibi]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;House Paupers&#039;&#039;&#039; is located in [[Wehnimer&#039;s Landing]], and is a member of the [[Co-operative Houses of Elanthia]]. It was established in Charlatos of 5091 by Silent Mydnyghte (Chairman), Kirc Bloodguard (Treasurer), Dextor Malthorn (Secretary), as well as members Phaedra Bleu and Karel Tasavalta.&lt;br /&gt;
&lt;br /&gt;
The founding was published in the [[Kelfour Edition volume I number X]], making &#039;&#039;&#039;House Paupers&#039;&#039;&#039; one of the three original Houses in [[Elanith]].  &lt;br /&gt;
&lt;br /&gt;
The House has annexes in all major towns and cities.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
__TOC__ &lt;br /&gt;
&lt;br /&gt;
=Current Officers=&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Warden&#039;&#039;&#039; : Tolwynn&lt;br /&gt;
* &#039;&#039;&#039;Chatalaine&#039;&#039;&#039; : Traiva&lt;br /&gt;
* &#039;&#039;&#039;Bartender&#039;&#039;&#039; : Thondalar&lt;br /&gt;
* &#039;&#039;&#039;Pub Proprietor&#039;&#039;&#039; : Nyatherra&lt;br /&gt;
* &#039;&#039;&#039;Enforcer&#039;&#039;&#039; : Brakian&lt;br /&gt;
* &#039;&#039;&#039;Adjutant&#039;&#039;&#039; : Nolofinwe&lt;br /&gt;
* &#039;&#039;&#039;Paymaster&#039;&#039;&#039; : NONE&lt;br /&gt;
* &#039;&#039;&#039;None&#039;&#039;&#039; : Xecnephias&lt;br /&gt;
&lt;br /&gt;
=Charter=&lt;br /&gt;
&lt;br /&gt;
==Statement of Purpose==&lt;br /&gt;
&lt;br /&gt;
House of Paupers has been designed as an establishment to provide entertainment, excitement, camaraderie and respect to its members.&lt;br /&gt;
&lt;br /&gt;
==Statement of Governing==&lt;br /&gt;
&lt;br /&gt;
The Officers:&lt;br /&gt;
&lt;br /&gt;
House of Paupers currently has 7 Officer positions. All Officers shall rule on all decisions of House policy in regards to the rules and physical nature of the House and its officially sponsored events.&lt;br /&gt;
&lt;br /&gt;
All decisions will be made collectively by a vote among the Board of Officers. Two thirds of all seated Officers must agree in order for an item to be considered passed. All decisions of the Board will be made a matter of public record. The Board does reserve the right to omit some or all of the details if they agree that it would reveal in-game secrets or would be inappropriate and not within the House&#039;s best interest to be revealed.&lt;br /&gt;
&lt;br /&gt;
Terms of Office:&lt;br /&gt;
&lt;br /&gt;
Each office held shall be considered at will service and may be terminated at any time by the Officer unless otherwise altered by the Board or CHE Controller.&lt;br /&gt;
&lt;br /&gt;
If any Officer fails to communicate or make appearances for 2 months in a row their position will be considered open unless prior notification and approval of the Board has been obtained.&lt;br /&gt;
&lt;br /&gt;
=Bylaws=&lt;br /&gt;
&lt;br /&gt;
==Article I - Name==&lt;br /&gt;
&lt;br /&gt;
The name of this officially recognized [[Co-operative Houses of Elanthia|Cooperative House of Elanthia]] (CHE) is the House of Paupers, hereinafter referred to as the &amp;quot;House&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==Article II - Membership Services and Benefits==&lt;br /&gt;
&lt;br /&gt;
The House offers the following benefits to its members:&lt;br /&gt;
&lt;br /&gt;
#Coat of Arms - The House Coat of Arms is available at the Engraver&#039;s Shop in Wehnimer&#039;s Landing for all whom wish to have it added to their shields or other applicable gear. This service is provided by the Engraver for a small fee as specified by the local government.&lt;br /&gt;
#Storage Facility - There will be an appropriate locker assigned to each member. These lockers may generally be accessed free of charge and are larger than those granted to an individual resident of any given town. House Annexes also provide additional locker space but the House is in no way responsible for the movement of a member&#039;s items between towns or the members&#039; ability to access them.&lt;br /&gt;
#Nodes - There are natural nodes in various locations throughout the House. These nodes are provided for the member&#039;s benefit. Currently the nodes are located in the Commons as well as at each table leading off of the Triple Chalice Bar and the Lounge.&lt;br /&gt;
#Pool and Hot Tub - There is a pool and hot tub located through the crystal arch in the Commons for the members&#039; health and enjoyment.&lt;br /&gt;
#Donation Table - There is a table in the Commons on which members may donate items for other members to use. No items from the table may be sold as they are placed there for the benefit of each other and not as a quick monetary gain.&lt;br /&gt;
#Tables - There are private tables leading off of the Triple Chalice Bar and the Lounge which have been made available for members&#039; enjoyment or privacy.&lt;br /&gt;
#Refreshment Carts - The House currently owns two different refreshment carriers which will often be set up with various food and drink and set out for the members enjoyment and indulgence. Most frequently a refreshment cart is set up inside in the Commons and a small refreshment wagon is set up outside at the Rose Garden.&lt;br /&gt;
#Fishing Pond - Located down the riverstone path is the Rose Garden where a pond welcomes both members and guests alike to cast their lines and fish to their heart&#039;s content. A crate nearby is stocked with fishing supplies that Officers can make available upon request. A small fire burns nearby for an easy cooking solution.&lt;br /&gt;
&lt;br /&gt;
==Article III - Membership Requirements and Dues==&lt;br /&gt;
&lt;br /&gt;
* Members can only belong to one CHE at a time.&lt;br /&gt;
* Members must be level 5 or above.&lt;br /&gt;
* Members must not be on an in-game trial account.&lt;br /&gt;
* Members must pay a one time initial fee of 20,000 silvers.&lt;br /&gt;
* Membership is unrestricted by race, creed, lifestyle, size, color, sex or profession.&lt;br /&gt;
&lt;br /&gt;
==Article IV - Contributions==&lt;br /&gt;
&lt;br /&gt;
Membership contributions to the House&#039;s General Funds and Endowment will be considered donations and will not entitle a member to special privileges.&lt;br /&gt;
&lt;br /&gt;
All contributions can be donated by any member or officer and will appear on the in-game financial tracking system and reported on a quarterly basis for public record.&lt;br /&gt;
&lt;br /&gt;
==Article V - House Officials==&lt;br /&gt;
&lt;br /&gt;
===Section 1 - House Officers===&lt;br /&gt;
&lt;br /&gt;
#All officer positions shall be chosen by the Board through a system of applications and interviews.&lt;br /&gt;
#An officer or candidate for officer must be a current member of the House.&lt;br /&gt;
#Term of Office is considered to be at will unless just cause is given to prematurely cease the term of the service to the House.&lt;br /&gt;
#If any officer position is left vacant, the responsibilities and duties will be assumed by the other active officers until the empty position can be filled.&lt;br /&gt;
#No new officer can be inducted to fill a vacancy without approval of the Board or by the direct instruction of the CHE Controller.&lt;br /&gt;
#Any officer may voluntarily resign at anytime. Transfer of ownership of the character of account of a current officer shall constitute immediate resignation from office.&lt;br /&gt;
#An officer may be removed from office for cause by two thirds majority vote of the House Board with additional agreement by the CHE Controller if needed. Cause for removal must meet one or more of the following requirements:&lt;br /&gt;
&lt;br /&gt;
* Failure to perform or demonstrated lack of ability to perform defined duties in the best interest of the House either through dereliction, incompetence or malfeasance.&lt;br /&gt;
* Gross misuse of House resources for illicit purposes or excessive personal gain either in real life or in game.&lt;br /&gt;
* Justified voluntary or involuntary expulsion or resignation from the House that might jeopardize the good status of the House.&lt;br /&gt;
* Direct request by the CHE Controller, or indirectly as a consequence of a permanent character/account lockout by game staff.&lt;br /&gt;
* Allowing another person to control the officer character. An exception may be made in the case of real life spouses as long as it is done with prior approval from the Board. In all cases, the officer&#039;s player shall be held responsible for all things done by anyone accessing their account. Under no circumstances may any other person perform any actions related to the House when controlling an officer character.&lt;br /&gt;
&lt;br /&gt;
===Section 2 - Officer Responsibilities===&lt;br /&gt;
&lt;br /&gt;
All House Officers have assigned tasks based on their positions and their strengths. Some tasks are shared by all while others are specific to their role. Specific roles will be detailed further in this document. On many decisions regarding the House, all officers will have an equal vote on the Board of Officers with Chairman breaking ties. These decisions include but are not limited to the following:&lt;br /&gt;
&lt;br /&gt;
#Spending of Influence Points - All officers will have an equal vote in the decision and approval of how and when to spend influence points before the Chairman submits the Quarterly Influence Report every three months to the CHE GameMaster.&lt;br /&gt;
#Expansion and Renovations - All officers will have an equal vote in the decision and approval of any and all new rooms to be added to the House, whether in the form of normal expansion or through storyline development. This also includes any renovations done to existing rooms, be it an entire re-decoration or the addition of extra items.&lt;br /&gt;
#Events - All officers will have an equal vote in the decision and approval of all events. These events include: Main House Events, Mini Events, Social Knights, Co-Sponsored Events, Festivals, etc. There is an Event Creation Form on the Paupers Wiki that can be filled out and submitted to all officers for review and approval. This also applies to all props or prizes created or designed for any specific event, including souvenirs..&lt;br /&gt;
#Food/Drink Creation - All officers will have an equal vote in the decision or creation of any additional food or drink items to be added to the House, in way of normal means or through contests or storyline development.&lt;br /&gt;
#Contests and House Votes - All officers will have an equal vote in the decision to create and execute any and all House Contests as well as House Votes. While any officer can propose a contest or vote, it will require a majority approval to be implemented.&lt;br /&gt;
#Meeting Agendas - The officer in charge of a meeting must forward their proposed agenda one week prior to the meeting for all officers to review and approve. This is to ensure maximum level of communication from the officers to the members.&lt;br /&gt;
#Changes to Bylaws - As with anything, House of Paupers needs to be able to adapt to changing times and situations. Sometimes this can require a minor amendment to the House Bylaws or in some cases a complete overhaul. Changes to the Bylaws can be proposed by any officer but require a majority vote with Chairman breaking all ties.&lt;br /&gt;
#House Storyline - It is a new goal of the officers of Paupers to try to turn the focus of the House from just being about &amp;quot;lockers&amp;quot; and attract a new kind of member or even stir up interest in current members who have had nothing to participate in previously. So it is that throughout the years storylines will be developed and implemented for all members and even non-members alike to participate in. Many of these events will include the Knights of Paupers and be open in general to allow other participants to step forward and join in the fun. However, each storyline, regardless of its length, be it a few weeks to a few months, will be a reflection of the House and therefore it is every officer&#039;s responsibility to review the proposed general outline of storyline and approve. It is to be encouraged that storylines remain open and broad in general to allow evolution based on the actions taken by those participating.&lt;br /&gt;
&lt;br /&gt;
===Section 3 - Officer Duties===&lt;br /&gt;
&lt;br /&gt;
Every House Officer will have specific tasks set up for them. This will be an ever changing section of policy as duties and tasks may change based on number of officers, the level of their individual strengths and weaknesses and the overall evolution of Paupers.&lt;br /&gt;
&lt;br /&gt;
All Officers will share the following duties:&lt;br /&gt;
&lt;br /&gt;
* Host or Witness 1 Induction a month.&lt;br /&gt;
* Organize and Execute 2 Events a year.&lt;br /&gt;
* Host 1 Members&#039; Meeting a year.&lt;br /&gt;
* Voting on House Issues.&lt;br /&gt;
* 8 Hours of in-game time a month.&lt;br /&gt;
&lt;br /&gt;
Each Officer will have specific roles that may change based on a variety of things including the number of vacant positions, extended absences or even personal preference. These duties are as follows:&lt;br /&gt;
&lt;br /&gt;
#Drafting of Quarterly Influence Reports&lt;br /&gt;
#Drafting of House Expansions and Renovations&lt;br /&gt;
#House Storyline Creation&lt;br /&gt;
#Lead of Knights of Paupers&lt;br /&gt;
#Co-Lead of Knights of Paupers&lt;br /&gt;
#House Tours&lt;br /&gt;
#House Roster and Induction Report&lt;br /&gt;
#Treasury and Expense Report&lt;br /&gt;
#Influence Report&lt;br /&gt;
#Public Announcements&lt;br /&gt;
#Members Mailing List&lt;br /&gt;
#Newsletter&lt;br /&gt;
#Contests and House Vote Management&lt;br /&gt;
&lt;br /&gt;
===Section 4 - Officer Etiquette===&lt;br /&gt;
&lt;br /&gt;
Officers of Paupers should always be the example and never the exception. Therefore not only is there a high level of respect and equality expected from all officers towards Members and Knights, but also among Officers themselves. While a variety of opinions and disagreements are encouraged they are expected to be done with a positive level of civility and tact. This applies to all levels of communication, whether it be in-game or via alternate methods such as email, forums, etc.&lt;br /&gt;
&lt;br /&gt;
Disrespectful behavior and poor conduct will not be tolerated. Any situations or instances that merit a complaint can be addressed in the following manner:&lt;br /&gt;
&lt;br /&gt;
#If a Member has an issue or complaint about a House Officer they must file it or contact another active Officer. Details will be required as well as documentation, if possible or applicable. The Officer who receives the complaint will then report it to the Chairman who will deal with the issue one on one or with the Board as a whole.&lt;br /&gt;
#If an Officer has an issue or complaint about another House Officer they must file it or contact the active Chairman. Details will be required as well as documentation, if possible or applicable. The Chair will then address the issue with the Officer either one on one or with the Board as a whole.&lt;br /&gt;
#If an Officer or Member has an issue or complaint about the active Chairman they must file or contact another active Officer who can bring the complaint before the Board or contact the CHE Controller for intervention or due process. Details will be required as well as documentation, if possible or applicable.&lt;br /&gt;
&lt;br /&gt;
Any Member or Officer who abuses the system and files unlawful complaints and is proven to be dishonest can face suspension or termination. There will be no warnings.&lt;br /&gt;
&lt;br /&gt;
==Article VI - Rules and Regulations==&lt;br /&gt;
&lt;br /&gt;
===Section 1 - General House Conduct===&lt;br /&gt;
&lt;br /&gt;
#Violence in the House will not be permitted. Any malicious actions committed on the House grounds shall be cause for permanent expulsion from the House at the discretion of the Board.&lt;br /&gt;
#There shall be no stealing on House grounds. All members are expected to treat each other courteously. First offense is punishable by a warning from the Board. Further offenses shall be cause for permanent expulsion from the House at the discretion of the Board.&lt;br /&gt;
#Items placed on the donation table in the House are for personal use and may not be sold.&lt;br /&gt;
#All House policy applies to existing or future annexes in other towns.&lt;br /&gt;
&lt;br /&gt;
Violation of any of the above stated rules may lead to judgment and punishment as determined by the Board. Involuntary expulsion requires ratification by a majority vote by the Board or direct CHE Controller intervention. Officers may seek such ratification retroactively when quick action is in the best interest of the House.&lt;br /&gt;
&lt;br /&gt;
===Section 2 - Workshop===&lt;br /&gt;
&lt;br /&gt;
#Unless directed by the Board, the workshop is to remain unlocked and accessible at all times to all House members.&lt;br /&gt;
#If a wizard member is in the process of enchanting inside the workshop, he or shay may request any non-wizards to leave the area until the proper preparations or casting is completed. At other times, all members are permitted to use the workshop.&lt;br /&gt;
#There are currently 3 keys to the House Workshop for which the Board of Officers have the sole discretion for whom can have access to lock the workshop in case of private or high end projects.&lt;br /&gt;
&lt;br /&gt;
===Section 3 - House Affairs===&lt;br /&gt;
&lt;br /&gt;
# All monies in the House accounts will be accounted for via the monthly Treasury Report and will be made public on a regular basis. The report will include the current General Funds and Endowment, the detailed expenses per each month and any deposits per each month via donations or inductions.&lt;br /&gt;
#All Influence spent will be accounted for via a quarterly Influence Report and made public on a regular basis. Some details will be left out at the Board&#039;s discretion due to upcoming surprises, secrets or internal matters, etc.&lt;br /&gt;
#A current House Roster and Induction Report will be reported on a monthly basis in order to spotlight new members.&lt;br /&gt;
#House Tours will be periodically scheduled to allow old and new members alike to get a more in-depth look at their House.&lt;br /&gt;
#Quarterly Contests and House Votes will be held in an attempt to bring fruition to member&#039;s ideas and reward them for it as well as always giving the members an opportunity to help shape the future of their House.&lt;br /&gt;
#A monthly or quarterly newsletter will be managed and distributed via the Members Mailing List. (Yahoo Group)&lt;br /&gt;
&lt;br /&gt;
==Article VII - Amendments to Charter and Bylaws==&lt;br /&gt;
&lt;br /&gt;
*Significant amends to the Charter and Bylaws may only be made if the Board has a two thirds majority vote.&lt;br /&gt;
*Minor changes to correct spelling, grammar or formatting do not need the aforementioned approval.&lt;br /&gt;
&lt;br /&gt;
=The Big Three Rules=&lt;br /&gt;
&lt;br /&gt;
We pride ourselves on the simplicity of our rules.&lt;br /&gt;
&lt;br /&gt;
Our rules are designed to maintain harmony in the house and prevent things that disrupt the peace and safety of the members, or jeopardize our status as a house. We have no interest in exploring these rules for loopholes. Nor are these rules necessarily exhaustive. Members who have trouble understanding or obeying the intent of these rules will find themselves on the street, 20K poorer, and with a much smaller locker. Some of the older, more-powerful (and often crankier) members may take an even dimmer view to having their peace disturbed when no officer is around. You&#039;ve been warned.&lt;br /&gt;
&lt;br /&gt;
==Rule One: Show Respect For One Another==&lt;br /&gt;
&lt;br /&gt;
This means no fighting, killing, stealing, or harrassing in the house by either physical, magical or other means. The house is a place for members to relax and enjoy themselves - not to watch their backs constantly. It also means the house is not someplace to get around the local laws. Don&#039;t drag someone in to murder them, duel with them, or steal from them - member or not. It also means don&#039;t use the house as a means of escaping justice. Don&#039;t steal from, harrass, or kill someone and then try to use the house as a shield to escape from the consequences. What you do outside the house is your business, but you must keep it outside the house, and keep the house out of it. It also means you are responsible for your guests. Don&#039;t bring someone else into the house to do things you aren&#039;t allowed to do. They will be dealt with accordingly, and you may find yourself no longer a member of our house. It also means that items put on the table in the commons are donations for the use of other members of the house. Feel free to take them for your own USE. Do not get caught selling them if you wish to remain a member of the house.&lt;br /&gt;
&lt;br /&gt;
==Rule Two: Get to Know One Another==&lt;br /&gt;
&lt;br /&gt;
There are a lot of members in this house. Some of them are the finest folks in all the lands. Many of them are more than happy to help you, and others may some day be in dire need of your help. Many of them have much the same interests as you. Do yourself a favor and get to know the other members. A couple of minutes spent in pleasantries while resting in the commons will do wonders for widening your social circle. You&#039;d be surprised how easily you&#039;ll be able to find assistance getting spells, healing, boxes picked, advice, a hunting partner, or any of a number of things if you just spend a few minutes getting to know your fellow Paupers.&lt;br /&gt;
&lt;br /&gt;
==Rule Three: Party!==&lt;br /&gt;
&lt;br /&gt;
Remember that&#039;s the purpose of our house. Relax and have fun here. Drinking is not mandatory, but it sure doen&#039;t hurt either. We have non-alcoholic beverages for those who don&#039;t indulge. Feel free to bring in guests and organize parties, as long as you aren&#039;t disruptive.&lt;br /&gt;
&lt;br /&gt;
=How to Join?=&lt;br /&gt;
&lt;br /&gt;
House membership is open to anyone that has achieved the fifth training or higher. This requirement is beyond our control, and mandated by Elanthian law. The clerk will not allow us to induct new members who are younger than their fifth training, no matter how close you are.&lt;br /&gt;
&lt;br /&gt;
To join you need to meet the minimum requirements and participate in one of our regularly scheduled inductions. We meet outside of Moot Hall (TSE) in Wehnimer&#039;s Landing. Induction requires that you pay a one time fee of 20,000 silver coins. This is mandated by Elanthian law, and is not negotiable. The clerk will not accept notes, and so you must carry silver coins in order to be inducted. After the induction we conduct an optional house tour for new members.&lt;br /&gt;
&lt;br /&gt;
==Map==&lt;br /&gt;
[[Image:Paupers Map.jpg|1000px|Map of Paupers]]&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
*[[History of the Knights of Paupers (saved post)|History of the Knights of Paupers]]&lt;br /&gt;
*[http://www.houseofpaupers.com/ Website for House of Paupers]&lt;br /&gt;
*[http://forums.play.net/forums/GemStone%20IV/Cooperative%20Houses%20of%20Elanthia%20(CHE%60Great%20Houses)/House%20of%20Paupers/view Officials folder]&lt;br /&gt;
&lt;br /&gt;
[[Category: CHE]]&lt;/div&gt;</summary>
		<author><name>PICKLE057</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Hand_of_the_Arkati&amp;diff=85010</id>
		<title>Hand of the Arkati</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Hand_of_the_Arkati&amp;diff=85010"/>
		<updated>2016-11-26T13:01:20Z</updated>

		<summary type="html">&lt;p&gt;PICKLE057: /* Current Officers */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Hand of the Arkati fills a widely identified gap of a capped presence across Elanthia. The Hand seeks to offer a society specifically dedicated to the hunting of the strongest foes available in a quick, efficient and effective manner. This organization will offer a venue to Capped Individuals to hunt collaboratively.&lt;br /&gt;
&lt;br /&gt;
==Membership Requirements==&lt;br /&gt;
In order to be eligible for membership, the individual must be level 100, demonstrate a general aptitude in abilities, be in good social standing with the community; The reputation of the members of this alliance is paramount to the success of the organization. Upon establishment of the event schedules, membership will only be awarded to participants after participation in a successful event in the MHO. If there is a failed event, the member may still be awarded membership if the failure was not due to the individual&#039;s performance and proper attitude was displayed.&lt;br /&gt;
&lt;br /&gt;
==Why is this different?==&lt;br /&gt;
Well, the focus of this MHO is specifically Capped Hunting. With the warcamping expeditions I led under House Paupers considered incredibly successful by the GMs with decent turnout, and with the upcoming release of Reim, I wanted to add an more formalized framework in place to support capped hunting.&lt;br /&gt;
&lt;br /&gt;
==So, Why join?==&lt;br /&gt;
If you have absolutely no interest in group hunting, than I cannot offer anything overwhelmingly sufficient to overcome that disregard.&lt;br /&gt;
&lt;br /&gt;
However, within the MHO structure, once enough time has elapsed, we will be capable of having prize closet items, which can contain minor enhancive jewelry. Nothing too special, but my vision is to utilize the MHO prize closet to reward members&#039; participation in events. I plan on tracking the entire roster&#039;s attendance at every event. There will be absolutely 0 attendance requirements, only attendance incentives, and I will continue to try to push the prize structure to it&#039;s full capacity for our members. This is the closest thing to a WOW guild that Gemstone will support, but without the drama over specific drops/points/attendance requirements.&lt;br /&gt;
&lt;br /&gt;
If group hunting sounds fun, if you want to put those side-by-side ranks to use, then this is for you.&lt;br /&gt;
&lt;br /&gt;
==Attendance Requirements==&lt;br /&gt;
None... but you won&#039;t get those shiney whatnots I&#039;ll eventually be able to distribute... and there&#039;s absolutely no way that you&#039;d ever be having as much fun as our members attending events!&lt;br /&gt;
&lt;br /&gt;
==Current Officers==&lt;br /&gt;
*Whirlin&lt;br /&gt;
*Siierra&lt;br /&gt;
*Aurach&lt;br /&gt;
&lt;br /&gt;
==Events, Rules, Distribution, other stuff==&lt;br /&gt;
&lt;br /&gt;
===Loot Distribution===&lt;br /&gt;
In general, looting responsibilities will fall under officer responsibility.  An officer may delegate looting responsibilities to a dualboxed, secondary character to alleviate encumbrance on primary characters if necessary.  That individual/mule is responsible for the looting and segregation of loot as a result of the event.  Careful not to intermingle the drops!&lt;br /&gt;
&lt;br /&gt;
===Silvers===&lt;br /&gt;
Split among participants.  A one-participant cut (rounded based on officer&#039;s discretion) will be put towards the MHO funds for official scheduled events.&lt;br /&gt;
&lt;br /&gt;
===Gems===&lt;br /&gt;
Gems will be sold... Preferably by the individual with the highest racial bonus / trading modifier.&lt;br /&gt;
&lt;br /&gt;
===Wands, Statues, Crystals===&lt;br /&gt;
Statues will be charged and used in subsequent gatherings.&amp;lt;br&amp;gt;&lt;br /&gt;
Wands and crystals will be duplicated and sold for silvers for distribution.&lt;br /&gt;
&lt;br /&gt;
===Enhancives===&lt;br /&gt;
Here&#039;s where things get fun!&amp;lt;br&amp;gt;&lt;br /&gt;
Enhancive distribution is determined by the nature of the drop.  If each participant has the ability to spawn his/her own &#039;boss&#039; creature, then no splitting is required, and each individual obtains 100% of the loot associated with his/her individual spawn.  If the drops are a result of a shared (single) boss for all participants and/or from &#039;trash&#039; mobs, the Enhancives will be a discussion among participants.  There are three potential outcomes:&lt;br /&gt;
*1.  Sold to Pawnshop&lt;br /&gt;
**All Silvers distributed normally, per above.&lt;br /&gt;
*2.  Sold to participant&lt;br /&gt;
**10% cut to MHO, rest split amung participants.&lt;br /&gt;
**I keep detailed records of this crap... please don&#039;t buy from the event if the item is not planned for personal use.  If you later wish to sell the item, I would appreciate coming back to the MHO for sale/distribution to the proper participants (less initial internal sale price).  This kind of goes hand in hand with respect and being upstounding citizens as being paramount to this organization&#039;s success.&lt;br /&gt;
*3.  Sold on PC/Auction&lt;br /&gt;
**Officer responsible for overseeing auction, 10% cut to MHO, rest split among participants&lt;br /&gt;
**Payable at next attended event and/or when found in game.&lt;br /&gt;
&lt;br /&gt;
===Reim===&lt;br /&gt;
Follows normal loot distribution mechanics.  One officers will loot (running a loot boost), all gems will be sold, all silvers split.&amp;lt;br&amp;gt;&lt;br /&gt;
Bosses in Reim can be fought individually, resulting in each participant obtaining his/her own loot from the boss that is not split/sold.&lt;br /&gt;
Worthwhile enhancives found on trash mobs (appraises over 35k with bonuses that would fetch more than 35k on the open market) will be sold and split.&lt;br /&gt;
&lt;br /&gt;
===Warcamps===&lt;br /&gt;
Follows normal loot distribution mechanics.  One officers will loot (running a loot boost), all gems will be sold, all silvers split.&amp;lt;br&amp;gt;&lt;br /&gt;
Boxes from warcamping chests are individual, resulting in each participant getting full rein of his/her box/boxfound items.&lt;br /&gt;
Worthwhile enhancives found on tash mobs (appraises over 35k with bonuses that would fetch more than 35k on the open market) will be sold and split.&lt;br /&gt;
&lt;br /&gt;
==Roster==&lt;br /&gt;
Roster and attendance documentation available upon request to Whirlin!&lt;br /&gt;
&lt;br /&gt;
[[Category:Meeting Hall Organizations]]&lt;/div&gt;</summary>
		<author><name>PICKLE057</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Meeting_Hall_Organization&amp;diff=85009</id>
		<title>Meeting Hall Organization</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Meeting_Hall_Organization&amp;diff=85009"/>
		<updated>2016-11-26T08:53:02Z</updated>

		<summary type="html">&lt;p&gt;PICKLE057: /* Notable Groups */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A &#039;&#039;&#039;Meeting Hall Organization&#039;&#039;&#039; (&amp;quot;MHO&amp;quot;) is an organization run by the players of GemStone IV.  Any group with a defined purpose which is open to new members and engages in activities which involve the greater community is eligible to form an MHO.&lt;br /&gt;
&lt;br /&gt;
MHOs are run out of a Town Meeting Hall, which provides a location for member groups to meet as well as services that aid in the running of events and activities. Each Hall contains several reservable meeting rooms, a place to rent services such as food carts and themed tents, a shop to purchase unique group insignia and other supplies, and a private tavern. The Hall also allows groups to issue news items and event announcements. Some services are available immediately upon joining, others become available after time and demonstrated community involvement.&lt;br /&gt;
&lt;br /&gt;
{{TOC limit}}&lt;br /&gt;
&lt;br /&gt;
==Current MHOs==&lt;br /&gt;
This is an incomplete list of current MHOs and their status by town:&lt;br /&gt;
=== [[Icemule Trace]] MHOs ===&lt;br /&gt;
====Notable Groups====&lt;br /&gt;
* [[Hand of the Arkati]]&lt;br /&gt;
&lt;br /&gt;
* [[Beautifully Awkward Elanthians]]&lt;br /&gt;
&lt;br /&gt;
=== [[Solhaven]] MHOs ===&lt;br /&gt;
====Prominent Groups====&lt;br /&gt;
* [[Order of the Azure Sun|The Order of the Azure Sun]]&lt;br /&gt;
* [[The Haven Emergency Resource Team]]&lt;br /&gt;
* [[The Coterie of the Swan]]&lt;br /&gt;
* [[The Gypsy Troupe]]&lt;br /&gt;
&lt;br /&gt;
=== [[Ta&#039;Illistim]] MHOs ===&lt;br /&gt;
====Notable Groups====&lt;br /&gt;
*[[Ilyan Syndicate]]&lt;br /&gt;
*[[Order of the Sphere and Scythe]]&lt;br /&gt;
&lt;br /&gt;
====Prominent Groups====&lt;br /&gt;
* [[The Ardenai Temple Knights]]&lt;br /&gt;
* [[Alliance of High Elven Society]]&lt;br /&gt;
* [[The Looking Glass]]&lt;br /&gt;
&lt;br /&gt;
====Distinguished Groups====&lt;br /&gt;
* [[Stormwild Hall]]&lt;br /&gt;
&lt;br /&gt;
=== [[Ta&#039;Vaalor]] MHOs ===&lt;br /&gt;
====Notable Groups====&lt;br /&gt;
* [[The Wyvern&#039;s Honor]]&lt;br /&gt;
&lt;br /&gt;
====Prominent Groups====&lt;br /&gt;
* [[The Eahnor Assembly]]&lt;br /&gt;
&lt;br /&gt;
====Distinguished Groups====&lt;br /&gt;
* [[Inner Sanctum]]&lt;br /&gt;
* [[Ta&#039;Vaalorian Outfiters]]&lt;br /&gt;
&lt;br /&gt;
=== [[Wehnimer&#039;s Landing]] MHOs ===&lt;br /&gt;
* [[Order of the Silver Gryphon]]&lt;br /&gt;
* [[The Drakes Vanguard]]&lt;br /&gt;
* [[House Daingneach Onoir]]&lt;br /&gt;
* [[The Black Wolves]]&lt;br /&gt;
* [[The Faendryl Enclave]]&lt;br /&gt;
* [[Greater Elanthian Merchant Society|The Greater Elanthian Merchant Society]] &lt;br /&gt;
* [[Ord an Dragan]]&lt;br /&gt;
* [[Clan Snar]]&lt;br /&gt;
* [[The Black Hand Trading Co.]]&lt;br /&gt;
* [[The Legions of B.A.C.O.N.]]&lt;br /&gt;
* [[The Pirate Guild]]&lt;br /&gt;
* [[Yllyc Simisiri]]&lt;br /&gt;
* [[Clan Jakarta]]&lt;br /&gt;
* [[The Dire Wolf Clan]]&lt;br /&gt;
* [[The Dae&#039;Randir]]&lt;br /&gt;
* [[The Landing Defense Irregulars]]&lt;br /&gt;
* [[Moonshine Manor]]&lt;br /&gt;
* [[Elanthian Elegance]]&lt;br /&gt;
* [[The Pit Vipers]]&lt;br /&gt;
&lt;br /&gt;
=== [[Zul Logoth]] MHO ===&lt;br /&gt;
==== Prominent Group ====&lt;br /&gt;
* [[The Blackstone Trading Company of Zul Logoth]]&lt;br /&gt;
&lt;br /&gt;
==Current Platinum MHOs==&lt;br /&gt;
This is an incomplete list of current MHOs in the Platinum Instance:&lt;br /&gt;
* [[The Aardvarks]]&lt;br /&gt;
* [[The Outfitters]]&lt;br /&gt;
* [[The Carnival]]&lt;br /&gt;
&lt;br /&gt;
==Locations==&lt;br /&gt;
The Town Meeting Halls are located:&lt;br /&gt;
*[[Wehnimer&#039;s Landing]]: a low stone gate on Penna Street&lt;br /&gt;
*[[Solhaven]]: a gravel pathway leading to a pillared portico on Limpet Trail&lt;br /&gt;
*[[Icemule Trace]]: a cobblestone walkway on the West Road&lt;br /&gt;
*[[River&#039;s Rest]]: a cobblestone path leading to a well-tended orchard in Targon&#039;s Square&lt;br /&gt;
*[[Ta&#039;Illistim]]: a large wrought-iron gate on Mzaarine Wey&lt;br /&gt;
*[[Ta&#039;Vaalor]]: a tree-lined path on Amaranth Wey&lt;br /&gt;
*[[Kharam Dzu]]: an obsidian archway on Glaes street&lt;br /&gt;
*[[Zul Logoth]]: a long rolaren path in the Marcasite Tunnel&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
*[[MHO merchant services (saved post)]]&lt;br /&gt;
*The official MHO guide can be found at https://sites.google.com/site/gs4mho/home&lt;br /&gt;
*[http://forums.play.net/forums/GemStone%20IV/Meeting%20Hall%20Organizations%20(MHOs)/view Officials - Main Folder]&lt;br /&gt;
:*[http://forums.play.net/forums/GemStone%20IV/Meeting%20Hall%20Organizations%20(MHOs)/Announcements/view Announcements]&lt;br /&gt;
:*[http://forums.play.net/forums/GemStone%20IV/Meeting%20Hall%20Organizations%20(MHOs)/General%20Discussion/view General Discussion]&lt;br /&gt;
:*[http://forums.play.net/forums/GemStone%20IV/Meeting%20Hall%20Organizations%20(MHOs)/New%20MHO%20Discussions,%20Intros,%20and%20Events/view New MHO Discussions, Intros, and Events]&lt;br /&gt;
&lt;br /&gt;
[[Category:Meeting Hall Organizations| ]]&lt;br /&gt;
[[Category: New Player]]&lt;/div&gt;</summary>
		<author><name>PICKLE057</name></author>
	</entry>
</feed>