33 updated strings (RED indicates old description, GREEN indicates new description):

ID: 756^6
Decreases strength, wisdom, and intelligence. Decreases attack speed to #12%.^0
Increases casting time of detrimental spells by #1%. Decreases attack speed by #9%.^0

ID: 1371^4
This ability, when activated, increases the amount of experience you gain by 100% for 30 minutes.^0
*@%N, when activated, increases the amount of experience you gain by *@#1% for *@%Z.^0

ID: 1372^4
This ability, when activated, increases your strength, stamina, agility, dexterity, wisdom, intelligence, charisma, your resistance to magic, cold, fire, disease and poison by 1000 points and your movement speed by 65% for 15 minutes.^0
*@%N, when activated, increases your strength, stamina, agility, dexterity, wisdom, intelligence, charisma, your resistance to magic, cold, fire, disease and poison by *@#6 points, and your movement speed by *@#7% for *@%Z.^0

ID: 1373^4
This ability, when activated, summons a jester from Bristlebane's court that spreads mirth for up to 15 minutes or until you zone.
The Jester will perform one of the following acts every 30 to 60 seconds on one lucky adventurer within 150 feet:
Bristlebane's Gift - Instantly heals a target for 500000 health.

Bristlebane's Surprise - Instantly restores 500000 mana and endurance.

Bristlebane's Diminution - Shrinks the target down to 3 feet tall.

Bristlebane's Expansion - Grows the target up to 9 feet tall.

Bristlebane's Alteration - Causes the target to take the appearance of a creature found in your current zone.

Bristlebane's Cornucopia - Grants the target a stack of 10 Bristlebane's Bread or Bristlebane's Wine with the potential for the food and drink to be poisoned.
Bristlebane's Bread increases health regeneration by 10 points for 30 minutes, or reduces health regeneration by 5 if poisoned.
Bristlebane's Wine increases mana and endurance regeneration by 3 points for 30 minutes, or reduces mana and health regeneration by 3 if poisoned.

Bristlebane's Celebration - Performs a dazzling display of fireworks.

Bristlebane's Hilarity - Shares a comical joke that all are guaranteed to enjoy.^0

*@%N, when activated, summons a jester from Bristlebane's court that spreads mirth for up to 15 minutes or until you zone.
The Jester will perform one of the following acts every 30 to 60 seconds on one lucky adventurer within 150 feet:
*@*#2%N - Instantly restores *@*#2#1 health.

*@*$2%N - Instantly restores *@*$2#1 mana and endurance.

Bristlebane's Diminution - Shrinks the target down to 3 feet tall.

Bristlebane's Expansion - Grows the target up to 9 feet tall.

Bristlebane's Alteration - Causes the target to take the appearance of a creature found in your current zone.

Bristlebane's Cornucopia - Grants the target a stack of 10 Bristlebane's Bread or Bristlebane's Wine with the potential for the food and drink to be poisoned!
Bristlebane's Bread, when activated blesses the target with *@*#3%N or curses them with *@*$3%N.
Bristlebane's Wine blesses the target with *@*#4%N or curses them with *@*$4%N.

Bristlebane's Celebration - Performs a dazzling display of fireworks.

Bristlebane's Hilarity - Shares a comical joke that all are guaranteed to enjoy.^0


ID: 1374^4
This ability, when activated, summons all of your corpses and restores 100% of the lost experience from each corpse that can still be resurrected.^0
*@%N, when activated, summons all of your corpses and restores 100% of the lost experience from each corpse that can still be resurrected.^0

ID: 1375^4
This ability, when activated, summons a faithful servant that offers healing and minor buffs for up to 30 minutes or until you zone.
The servant will offer one of the following blessings every 15 to 45 seconds on one lucky adventurer within 150 feet:
Servant's Elixir - Heals 35 to 6461 (based on your level) health every 6 seconds for 24 seconds.

Servant's Clarity - Increases the target's maximum mana by 1 to 1682 points, maximum intelligence and wisdom by 1 to 126 points, and their mana regeneration by 1 to 100 points (based on your level) for 15 minutes.

Servant's Armor - Increases the target's base armor class (prior to soft cap multipliers) by 15 to 955 points (based on your level) for 15 minutes.

Servant's Haste - Increases the target's attack speed by 20 to 70% (based on your level) for 15 minutes.^0

*@%N, when activated, summons a faithful servant that casts healing and buff spells for up to 30 minutes or until you zone.
The servant will offer one of the following blessings every 15 to 45 seconds on one lucky adventurer within 150 feet:
Servant's Elixir - Heals *@*#2#1 to *@$2#1 (based on your level) health every 6 seconds for *@*#2%Z.

Servant's Clarity - Increases the target's maximum mana by *@*#3#1 to *@*$3#1 points, intelligence and wisdom by *@*#3#3 to *@*$3#3 points, and mana regeneration by *@*#3#2 to *@*$3#2 points (based on your level) for *@*#3%Z.

Servant's Armor - Increases the target's armor class by *@*#4#4 to *@*$4#4 points (based on your level) for *@*#4%Z.

Servant's Haste - Increases the target's melee speed by *@*#5#1 to *@*$5#1% (based on your level) for *@*#5%Z.^0


ID: 1376^4
This ability, when activated, instantly restores 500000 health, mana, and endurance.^0
*@%N, when activated, instantly restores *@#1 health, mana, and endurance.^0

ID: 1377^4
This ability, when activated, increases the chance your healing and damage spells will apply critically by 50% and the base damage of your critical melee attacks by 55% for 1 minute.
This ability does not stack with Glyph of Destruction.^0

*@%N, when activated, increases the chance your healing and damage spells will apply critically by *@#4% and the base damage of your melee attacks by *@#6% for *@%Z.
This ability does not stack with Glyph of Destruction.^0


ID: 4665^4
This ability, when activated, transports you to the Throne of Heroes in the Guild Lobby.^0
*@%N, when activated, transports you to the Throne of Heroes in the Guild Lobby.^0

ID: 4700^4
This ability, when activated, protects you with Armor of Experience which reduces incoming melee damage in 4 phases, each lasting up to 1 minute 30 seconds or for 10 incoming melee hits.
Armor of Experience I absorbs 100% of incoming melee damage.
Armor of Experience II absorbs 75% of incoming melee damage.
Armor of Experience III absorbs 50% of incoming melee damage.
Armor of Experience IV absorbs 25% of incoming melee damage.^0

*@%N, when activated, reduces incoming melee damage in 4 phases, each lasting for *@%L incoming melee hits or *@%Z.
*@%N absorbs *@#3% of incoming melee damage.
*@*#5%N absorbs *@*#5#3% of incoming melee damage.
*@*#5*#5%N absorbs *@*#5*#5#3% of incoming melee damage.
*@*#5*#5*#5%N absorbs *@*#5*#5*#5#3% of incoming melee damage.^0


ID: 5006^4
This ability, when activated, summons a personal tribute master that allows donations for favor or modifications to your current benefits for up to 10 minutes or until you zone.^0
*@%N, when activated, summons a personal tribute master that allows donations for favor or modifications to your current benefits for up to 10 minutes or until you zone.^0

ID: 5249^6
Increases casting time by #1%. Decreases movement rate by #2%. Decreases attack speed to #12%.^0
Increases casting time of all spells by #1%. Decreases movement rate by #2%. Decreases attack speed by #12%.^0

ID: 6885^6
Restores #1 points of health, mana, and endurance.^0
Instantly restores #1 health, mana, and endurance.^0

ID: 6886^6
Increases the chance that your damaging and healing spells will apply critically by #4% and increases your base melee damage by #6%.^0
Increases the chance your healing and damage spells will apply critically by #4% and the base damage of your melee attacks by #6%.
This ability does not stack with Glyph of Destruction.^0


ID: 7619^6
Covers you in the Armor of Experience and provides amazing protection for a short period of time.^0
Absorbs #3% of incoming melee damage up to %L hits and applies *#5%N after fading.^0

ID: 7622^6
Covers you in the Armor of Experience and provides weak protection for a short period of time.^0
Absorbs #3% of incoming melee damage up to %L hits.^0

ID: 9000^4
This ability, when activated, summons a mechanical merchant familiar that offers an array of standard spell reagents for up to 10 minutes.^0
*@%N, when activated, summons a mechanical merchant familiar that offers an array of standard spell reagents for up to 10 minutes.^0

ID: 9031^4
This ability, when activated, summons a mechanical banker familiar for up to 10 minutes.^0
*@%N, when activated, summons a mechanical banker familiar for up to 10 minutes.^0

ID: 9032^4
This ability, when activated, summons a mechanical merchant that offers augmentation distillers for up to 10 minutes or until you zone.^0
*@%N, when activated, summons a mechanical merchant that sells augmentation distillers for up to 10 minutes or until you zone.^0

ID: 9033^4
This passive ability reduces the time required between uses of your veteran's rewards by 25%.^0
This passive ability reduces the reuse time of the following abilities by 25%:
*6880%N
*6881%N
*6882%N
*6883%N
*6884%N
*6885%N
*6886%N
*9177%N
*7619%N
*16995%N
*16601%N
*21815%N
*27673%N^0


ID: 13087^6
The stress of revival leaves the body weak and weary.^0
Limits your mana and endurance to #1% of their maximum.^0

ID: 14129^4
This passive ability grants your 1-Handed melee attacks a chance (with a $1% bonus) to bless you with *#1%N which reduces your base weapon delay by *#1#1% for *#1%Z.^0
This passive ability grants your 1-Handed melee attacks a chance (with a $1% bonus) to bless you with *#1%N which reduces your base weapon delay by *#1#7% for *#1%Z.^0

ID: 17795^6
Instant Duration.^0
Calls forth a Darkpaw gnoll or changes your pet to look like one.^0

ID: 24198^6
Increases your chance to salvage tradeskill components by #1%. The effects will last for %z.^0
Increases your chance to salvage tradeskill components by #1%. The effects will last for %z. Note: Some tradeskill combines, including but not limited to Quest or Raid combines, may not activate salvage.^0

ID: 32327^6
Reduces your base weapon delay by #1%.^0
Reduces your base weapon delay by #7%.^0

ID: 38450^6
Heals @1 hit points every 6 seconds.^0
Heals #1 health every 6 seconds.^0

ID: 38463^6
Increases mana regeneration by @2.^0
Increases maximum mana by #1 points, mana regeneration by #2 points, as well as wisdom and intelligence by #3 points.^0

ID: 38475^6
Increases armor class.^0
Increases armor class by #4 points.^0

ID: 38489^6
Increases attack speed to @1% of base.^0
Increases melee attack speed by #1%.^0

ID: 46860^6
Increases your chance to salvage tradeskill components by #1%. The effects will last for %L combines or %z, whichever comes first.^0
Increases your chance to salvage tradeskill components by #1%. The effects will last for %L combines or %z, whichever comes first. Note: Some tradeskill combines, including but not limited to Quest or Raid combines, may not activate salvage.^0

ID: 47334^6
Adopt the Teir`Dal familiar and make it your own.^0
Claim the Teir`Dal item and make it your own.^0

ID: 47349^6
Adopt the Ayr`Dal familiar and make it your own.^0
Claim the Ayr`Dal item and make it your own.^0

ID: 47399^6
Adopt the Iksar familiar and make it your own.^0
Claim the Iksar item and make it your own.^0







2024 new strings found:

ID: 0^62
ANY^0

ID: 0^63
A job type that can function as any job^0

ID: 1^52
D'Vinn^0

ID: 1^53
Ambassador D'Vinn^0

ID: 1^54
Avatar^0

ID: 1^55
Agent Traits can modify an Overseer Quest's success chance. This Trait indicates an Agent's Race.^0

ID: 1^58
Wounded^0

ID: 1^59
A medium duration incapacitation primarily suffered during Plunder quests^0

ID: 1^60
^0

ID: 1^61
Neriak's ambassador to the orcs of Crushbone. Rumored to be much stronger than he allows himself to appear.^0

ID: 1^62
Marauder^0

ID: 1^63
A Fighter focused Job primarily associated with Plunder Quests^0

ID: 1^64
Fighter^0

ID: 1^65
Fighters can have either the Marauder, Spy, or Soldier Job^0

ID: 1^67
Plunder^0

ID: 2^52
Brell^0

ID: 2^53
Avatar of Brell^0

ID: 2^54
Aviak^0

ID: 2^55
Agent Traits can modify an Overseer Quest's success chance. This Trait indicates an Agent's Race.^0

ID: 2^58
Captured^0

ID: 2^59
A very long duration incapacitation primarily suffered during Stealth quests^0

ID: 2^60
Level 1 Common^0

ID: 2^61
The Duke of Below's avatar on Norrath. Has been known to appear to crafters upon completion of an exceptional item to bless the work.^0

ID: 2^62
Spy^0

ID: 2^63
A Fighter focused Job primarily associated with Stealth Quests^0

ID: 2^64
Worker^0

ID: 2^65
Workers can have either the Artisan, Harvester, or Scholar Job^0

ID: 2^67
Stealth^0

ID: 3^52
Tunare^0

ID: 3^53
Avatar of Tunare^0

ID: 3^54
Barbarian^0

ID: 3^55
Agent Traits can modify an Overseer Quest's success chance. This Trait indicates an Agent's Race.^0

ID: 3^58
Shaken^0

ID: 3^59
A very long duration incapacitation primarily suffered during Military quests^0

ID: 3^60
Level 1 Uncommon^0

ID: 3^61
The Goddess of Growth's avatar on Norrath. She is occasionally glimpsed in deep forests causing flowers to grow or healing sick or wounded animal.^0

ID: 3^62
Soldier^0

ID: 3^63
A Fighter focused Job primarily associated with Military Quests^0

ID: 3^64
Traveler^0

ID: 3^65
Travelers can have either the Diplomat, Merchant, or Explorer Job^0

ID: 3^67
Military^0

ID: 4^52
Crush^0

ID: 4^53
Emperor Crush^0

ID: 4^54
Brownie^0

ID: 4^55
Agent Traits can modify an Overseer Quest's success chance. This Trait indicates an Agent's Race.^0

ID: 4^58
Discouraged^0

ID: 4^59
A medium duration incapacitation primarily suffered during Crafting quests^0

ID: 4^60
Level 1 Rare^0

ID: 4^61
Emperor of the orcs of Crushbone. He rules the clan by cunning and his great skill in battle.^0

ID: 4^62
Artisan^0

ID: 4^63
A Worker focused Job primarily associated with Crafting Quests^0

ID: 4^67
Crafting^0

ID: 5^52
Firiona^0

ID: 5^53
Firiona Vie^0

ID: 5^54
Clockwork^0

ID: 5^55
Agent Traits can modify an Overseer Quest's success chance. This Trait indicates an Agent's Race.^0

ID: 5^58
Exhausted^0

ID: 5^59
A very long duration incapacitation primarily suffered during Harvesting quests^0

ID: 5^60
Level 1 Elite^0

ID: 5^61
Princess of Felwithe, Chosen of Tunare, and fabled adventurer. She is a hero to all of the good people of Norrath.^0

ID: 5^62
Harvester^0

ID: 5^63
A Worker focused Job primarily associated with Harvesting Quests^0

ID: 5^67
Harvesting^0

ID: 6^52
Kele^0

ID: 6^53
First Ranger Kele^0

ID: 6^54
Dark Elf^0

ID: 6^55
Agent Traits can modify an Overseer Quest's success chance. This Trait indicates an Agent's Race.^0

ID: 6^58
Discredited^0

ID: 6^59
An extremely long duration incapacitation primarily suffered during Research quests^0

ID: 6^60
Level 2 Easy^0

ID: 6^61
First defender and namesake of the wood elven city in the trees, Kelethin. During the cities foundation she was instrumental in thwarting numerous raids by the orcs of Crushbone. Centuries after her passing the rangers of Faydark's Champions continue to utilize her tactics to keep Kelethin safe.^0

ID: 6^62
Scholar^0

ID: 6^63
A Worker focused Job primarily associated with Research Quests^0

ID: 6^67
Research^0

ID: 7^52
Kazon^0

ID: 7^53
King Kazon Stormhammer^0

ID: 7^54
Dhampyre^0

ID: 7^55
Agent Traits can modify an Overseer Quest's success chance. This Trait indicates an Agent's Race.^0

ID: 7^58
Banished^0

ID: 7^59
A very long duration incapacitation primarily suffered during Diplomacy quests^0

ID: 7^60
Level 2 Common^0

ID: 7^61
King of the dwarves of Kaladim and wielder of the legendary weapon created by Brell himself, Stormhammer.^0

ID: 7^62
Diplomat^0

ID: 7^63
A Traveler focused Job primarily associated with Diplomacy Quests^0

ID: 7^67
Diplomacy^0

ID: 8^52
Tearis^0

ID: 8^53
King Tearis Thex^0

ID: 8^54
Dragon^0

ID: 8^55
Agent Traits can modify an Overseer Quest's success chance. This Trait indicates an Agent's Race.^0

ID: 8^58
Blacklisted^0

ID: 8^59
An extremely long duration incapacitation primarily suffered during Merchant quests^0

ID: 8^60
Level 2 Uncommon^0

ID: 8^61
Hereditary king of the high elves of Felwithe. Famous for his unwavering belief in his people and unquestionable moral purity.^0

ID: 8^62
Merchant^0

ID: 8^63
A Traveler focused Job primarily associated with Trade Quests^0

ID: 8^67
Trade^0

ID: 9^52
Marcia^0

ID: 9^53
Marcia Attamilgad^0

ID: 9^54
Drake^0

ID: 9^55
Agent Traits can modify an Overseer Quest's success chance. This Trait indicates an Agent's Race.^0

ID: 9^58
Missing^0

ID: 9^59
An incredibly long duration incapacitation primarily suffered during Exploration quests^0

ID: 9^60
Level 2 Rare^0

ID: 9^61
Renowned merchant, explorer, and swashbuckler. She is often referred to as the shadiest swashbuckler because of her unexplainable ability to acquire the rarest of items.^0

ID: 9^62
Explorer^0

ID: 9^63
A Traveler focused Job primarily associated with Exploration Quests^0

ID: 9^67
Exploration^0

ID: 10^52
Mayong^0

ID: 10^53
Mayong Mistmoore^0

ID: 10^54
Drakkin^0

ID: 10^55
Agent Traits can modify an Overseer Quest's success chance. This Trait indicates an Agent's Race.^0

ID: 10^58
Released^0

ID: 10^59
Released agents return to their original path so that a peerless ally may be summoned in their stead^0

ID: 10^60
Level 2 Elite^0

ID: 10^61
Ancient demigod and understood to be the source of vampirism. He has challenged Solusek Ro on his own plane in his desire for power.^0

ID: 10^67
Recruitment^0

ID: 11^52
Meldrath^0

ID: 11^53
Meldrath The Malignant^0

ID: 11^54
Drixie^0

ID: 11^55
Agent Traits can modify an Overseer Quest's success chance. This Trait indicates an Agent's Race.^0

ID: 11^58
Wounded^0

ID: 11^59
A medium duration incapacitation primarily suffered during Plunder quests^0

ID: 11^60
Level 3 Easy^0

ID: 11^61
Insane, hideous, and brilliant exile of Ak'Anon. He is infamous for his unrivaled skill in the creation of clockworks and nefarious mechanisms.^0

ID: 11^67
Recovery^0

ID: 12^52
Phinigel^0

ID: 12^53
Phinigel Autropos^0

ID: 12^54
Dwarf^0

ID: 12^55
Agent Traits can modify an Overseer Quest's success chance. This Trait indicates an Agent's Race.^0

ID: 12^58
Captured^0

ID: 12^59
A very long duration incapacitation primarily suffered during Stealth quests^0

ID: 12^60
Level 3 Common^0

ID: 12^61
The last of the kedge on Faydwer. He is rumored to have consigned his brethren to permanent undeath with a magical spell of great power.^0

ID: 12^67
Conversion^0

ID: 13^52
Anitohk^0

ID: 13^53
Anitohk the Everliving^0

ID: 13^54
Elddar^0

ID: 13^55
Agent Traits can modify an Overseer Quest's success chance. This Trait indicates an Agent's Race.^0

ID: 13^58
Shaken^0

ID: 13^59
A very long duration incapacitation primarily suffered during Military quests^0

ID: 13^60
Level 3 Uncommon^0

ID: 13^61
A horror from a lost time that dwells beneath Mistmoore Castle, few who gaze upon him live to tell the tale.^0

ID: 14^52
Barrith^0

ID: 14^53
Barrith the Brave^0

ID: 14^54
Elemental^0

ID: 14^55
Agent Traits can modify an Overseer Quest's success chance. This Trait indicates an Agent's Race.^0

ID: 14^58
Discouraged^0

ID: 14^59
A medium duration incapacitation primarily suffered during Crafting quests^0

ID: 14^60
Level 3 Rare^0

ID: 14^61
Champion of the Kaladim arena.^0

ID: 15^52
Bimbalicus^0

ID: 15^53
Bimbalicus the Soulbleeder^0

ID: 15^54
Erudite^0

ID: 15^55
Agent Traits can modify an Overseer Quest's success chance. This Trait indicates an Agent's Race.^0

ID: 15^58
Exhausted^0

ID: 15^59
A very long duration incapacitation primarily suffered during Harvesting quests^0

ID: 15^60
Level 3 Elite^0

ID: 15^61
Ill-fated necromancer doomed to become a vessel for souls of the dead.^0

ID: 16^52
Syncall^0

ID: 16^53
Butler Syncall^0

ID: 16^54
Fairy^0

ID: 16^55
Agent Traits can modify an Overseer Quest's success chance. This Trait indicates an Agent's Race.^0

ID: 16^58
Discredited^0

ID: 16^59
An extremely long duration incapacitation primarily suffered during Research quests^0

ID: 16^60
Level 4 Easy^0

ID: 16^61
One of Mayong Mistmoore's most trusted servants.^0

ID: 17^52
Devolah^0

ID: 17^53
Cavalier Devolah^0

ID: 17^54
Froglok^0

ID: 17^55
Agent Traits can modify an Overseer Quest's success chance. This Trait indicates an Agent's Race.^0

ID: 17^58
Banished^0

ID: 17^59
A very long duration incapacitation primarily suffered during Diplomacy quests^0

ID: 17^60
Level 4 Common^0

ID: 17^61
A champion of justice and slayer of the undead.^0

ID: 18^52
Dabner^0

ID: 18^53
Dabner Drednever^0

ID: 18^54
Fungus Man^0

ID: 18^55
Agent Traits can modify an Overseer Quest's success chance. This Trait indicates an Agent's Race.^0

ID: 18^58
Blacklisted^0

ID: 18^59
An extremely long duration incapacitation primarily suffered during Merchant quests^0

ID: 18^60
Level 4 Uncommon^0

ID: 18^61
One of Firiona's fearless companions. He is a compassionate and simple gnome, light of heart and jovial in spirit.^0

ID: 19^52
Galeth^0

ID: 19^53
Galeth Veredeth^0

ID: 19^54
Gargoyle^0

ID: 19^55
Agent Traits can modify an Overseer Quest's success chance. This Trait indicates an Agent's Race.^0

ID: 19^58
Missing^0

ID: 19^59
An incredibly long duration incapacitation primarily suffered during Exploration quests^0

ID: 19^60
Level 4 Rare^0

ID: 19^61
Knight of unsurpassed skill, protector of Felwithe, legend of Bloody Kithicor, mentor and father of Firiona Vie.^0

ID: 20^52
Garanel^0

ID: 20^53
Garanel Rucksif^0

ID: 20^54
Ghost^0

ID: 20^55
Agent Traits can modify an Overseer Quest's success chance. This Trait indicates an Agent's Race.^0

ID: 20^60
Level 4 Elite^0

ID: 20^61
An ancient dwarf, lost to the dredges of the deep.^0

ID: 21^52
Gearheart^0

ID: 21^53
Gearheart^0

ID: 21^54
Ghoul^0

ID: 21^55
Agent Traits can modify an Overseer Quest's success chance. This Trait indicates an Agent's Race.^0

ID: 21^58
Wounded^0

ID: 21^59
A medium duration incapacition primarily suffered during Plunder quests^0

ID: 21^60
Level 5 Easy^0

ID: 21^61
A loyal clockwork, dedicated to the protection of the faries.^0

ID: 22^52
Joren^0

ID: 22^53
Joren Nobleheart^0

ID: 22^54
Gnome^0

ID: 22^55
Agent Traits can modify an Overseer Quest's success chance. This Trait indicates an Agent's Race.^0

ID: 22^58
Captured^0

ID: 22^59
A very long duration incapacitation primarily suffered during Stealth quests^0

ID: 22^60
Level 5 Common^0

ID: 22^61
A noble defender of Felwithe and bane of the undead.^0

ID: 23^52
Chiasa^0

ID: 23^53
Lady Chiasa^0

ID: 23^54
Goblin^0

ID: 23^55
Agent Traits can modify an Overseer Quest's success chance. This Trait indicates an Agent's Race.^0

ID: 23^58
Shaken^0

ID: 23^59
A very long duration incapacitation primarily suffered during Military quests^0

ID: 23^60
Level 5 Uncommon^0

ID: 23^61
An elegant lady and vile vampire.^0

ID: 24^52
Nethryn^0

ID: 24^53
Lord Nethryn the Arbitrato^0

ID: 24^54
Golem^0

ID: 24^55
Agent Traits can modify an Overseer Quest's success chance. This Trait indicates an Agent's Race.^0

ID: 24^58
Discouraged^0

ID: 24^59
A medium duration incapacition primarily suffered during Crafting quests^0

ID: 24^60
Level 5 Rare^0

ID: 24^61
A high elf of great principle, he serves the Earth Mother.^0

ID: 25^52
Lorisyn^0

ID: 25^53
Lorisyn Oakwynd^0

ID: 25^54
Half-Elf^0

ID: 25^55
Agent Traits can modify an Overseer Quest's success chance. This Trait indicates an Agent's Race.^0

ID: 25^58
Exhausted^0

ID: 25^59
A very long duration incapacitation primarily suffered during Harvesting quests^0

ID: 25^60
Level 5 Elite^0

ID: 25^61
He will be taken before his time.^0

ID: 26^52
Lyirae^0

ID: 26^53
Lyirae Oakwynd^0

ID: 26^54
Halfling^0

ID: 26^55
Agent Traits can modify an Overseer Quest's success chance. This Trait indicates an Agent's Race.^0

ID: 26^58
Discredited^0

ID: 26^59
An extremely long duration incapacitation primarily suffered during Research quests^0

ID: 26^61
Destined to live her life avenging her brother.^0

ID: 27^52
Issis^0

ID: 27^53
Maid Issis^0

ID: 27^54
High Elf^0

ID: 27^55
Agent Traits can modify an Overseer Quest's success chance. This Trait indicates an Agent's Race.^0

ID: 27^58
Banished^0

ID: 27^59
A very long duration incapacitation primarily suffered during Diplomacy quests^0

ID: 27^61
Serving Mayong Mistmoore as a mere maid, Issis is much more than that.^0

ID: 28^52
Nylianne^0

ID: 28^53
Nylianne the True^0

ID: 28^54
Human^0

ID: 28^55
Agent Traits can modify an Overseer Quest's success chance. This Trait indicates an Agent's Race.^0

ID: 28^58
Blacklisted^0

ID: 28^59
An extremely long duration incapacitation primarily suffered during Merchant quests^0

ID: 28^61
A skilled hunter, she is favored by Tunare.^0

ID: 29^52
Nyzil^0

ID: 29^53
Nyzil Bloodforge^0

ID: 29^54
Iksar^0

ID: 29^55
Agent Traits can modify an Overseer Quest's success chance. This Trait indicates an Agent's Race.^0

ID: 29^58
Missing^0

ID: 29^59
An incredibly long duration incapacitation primarily suffered during Exploration quests^0

ID: 29^61
A mighty guardian of adventures, he protects the crossroads of Butcherblock.^0

ID: 30^52
Ognit^0

ID: 30^53
Ognit Eznertob^0

ID: 30^54
Imp^0

ID: 30^55
Agent Traits can modify an Overseer Quest's success chance. This Trait indicates an Agent's Race.^0

ID: 30^61
One of Firiona's fearless companions. Perhaps too clever for his own good, Ognit will be responsible for freeing Dartain of the Dark Truth from his prison.^0

ID: 31^52
Overvolt^0

ID: 31^53
Overvolt Rigster the IV^0

ID: 31^54
Kedge^0

ID: 31^55
Agent Traits can modify an Overseer Quest's success chance. This Trait indicates an Agent's Race.^0

ID: 31^58
Wounded^0

ID: 31^59
A medium duration incapacition primarily suffered during Plunder quests^0

ID: 31^61
A merchant of great renown and catapult engineer of less renown.^0

ID: 32^52
Joleena^0

ID: 32^53
Princess Joleena^0

ID: 32^54
Kobold^0

ID: 32^55
Agent Traits can modify an Overseer Quest's success chance. This Trait indicates an Agent's Race.^0

ID: 32^58
Captured^0

ID: 32^59
A very long duration incapacitation primarily suffered during Stealth quests^0

ID: 32^61
Charming and noble princess of the faeries.^0

ID: 33^52
Reaver^0

ID: 33^53
Reaver Lebanezer^0

ID: 33^54
Mermaid^0

ID: 33^55
Agent Traits can modify an Overseer Quest's success chance. This Trait indicates an Agent's Race.^0

ID: 33^58
Shaken^0

ID: 33^59
A very long duration incapacitation primarily suffered during Military quests^0

ID: 33^61
A necromancer of some renown in Ak`Anon among Bertoxxulous' Chosen.^0

ID: 34^52
Shifty^0

ID: 34^53
Shifty Jenkins^0

ID: 34^54
Minotaur^0

ID: 34^55
Agent Traits can modify an Overseer Quest's success chance. This Trait indicates an Agent's Race.^0

ID: 34^58
Discouraged^0

ID: 34^59
A medium duration incapacition primarily suffered during Crafting quests^0

ID: 34^61
A sly bartender serving the Blackwater fishing camp.^0

ID: 35^52
Collector^0

ID: 35^53
The Collector^0

ID: 35^54
Mummy^0

ID: 35^55
Agent Traits can modify an Overseer Quest's success chance. This Trait indicates an Agent's Race.^0

ID: 35^58
Exhausted^0

ID: 35^59
A very long duration incapacitation primarily suffered during Harvesting quests^0

ID: 35^61
An aviak who collects shiny trinkets from the surrounding dead.^0

ID: 36^52
Thubr^0

ID: 36^53
Thubr Axebringer^0

ID: 36^54
Ogre^0

ID: 36^55
Agent Traits can modify an Overseer Quest's success chance. This Trait indicates an Agent's Race.^0

ID: 36^58
Discredited^0

ID: 36^59
An extremely long duration incapacitation primarily suffered during Research quests^0

ID: 36^61
One of Firiona's fearless companions. Gave up a promising carreer as a weapon smith to join the Stormguard.^0

ID: 37^52
Amber^0

ID: 37^53
Amber^0

ID: 37^54
Orc^0

ID: 37^55
Agent Traits can modify an Overseer Quest's success chance. This Trait indicates an Agent's Race.^0

ID: 37^58
Banished^0

ID: 37^59
A very long duration incapacitation primarily suffered during Diplomacy quests^0

ID: 37^61
Mother of the first half-elf. Gained the ire of her father, Valthun Woodswatcher, for the crime of loving a human in a time of war.^0

ID: 38^52
Rylisan^0

ID: 38^53
Banker Rylisan^0

ID: 38^54
Pixie^0

ID: 38^55
Agent Traits can modify an Overseer Quest's success chance. This Trait indicates an Agent's Race.^0

ID: 38^58
Blacklisted^0

ID: 38^59
An extremely long duration incapacitation primarily suffered during Merchant quests^0

ID: 38^61
Longtime worker in Felwithe's keep. Service with a smile.^0

ID: 39^52
Bilge^0

ID: 39^53
Bilge Farfathom^0

ID: 39^54
Scarecrow^0

ID: 39^55
Agent Traits can modify an Overseer Quest's success chance. This Trait indicates an Agent's Race.^0

ID: 39^58
Missing^0

ID: 39^59
An incredibly long duration incapacitation primarily suffered during Exploration quests^0

ID: 39^61
Aqua goblin shaman with fanatical devotion to a cause none but him understand.^0

ID: 40^52
Silverwind^0

ID: 40^53
Captain Silverwind^0

ID: 40^54
Shadowed Man^0

ID: 40^55
Agent Traits can modify an Overseer Quest's success chance. This Trait indicates an Agent's Race.^0

ID: 40^61
Captain of the mighty Emerald Warriors, protectors of the treetop city of Kelethin.^0

ID: 41^52
Challice^0

ID: 41^53
Challice^0

ID: 41^54
Skeleton^0

ID: 41^55
Agent Traits can modify an Overseer Quest's success chance. This Trait indicates an Agent's Race.^0

ID: 41^58
Wounded^0

ID: 41^59
A medium duration incapacition primarily suffered during Plunder quests^0

ID: 41^61
Arantir Karondor's love for her was never requited.^0

ID: 42^52
Clockwork^0

ID: 42^53
Clockwork VIIX^0

ID: 42^54
Spider^0

ID: 42^55
Agent Traits can modify an Overseer Quest's success chance. This Trait indicates an Agent's Race.^0

ID: 42^58
Captured^0

ID: 42^59
A very long duration incapacitation primarily suffered during Stealth quests^0

ID: 42^61
Can you bring the spoon to Mizzle?^0

ID: 43^52
Gearwell^0

ID: 43^53
Commander Gearwell^0

ID: 43^54
Telmiran^0

ID: 43^55
Agent Traits can modify an Overseer Quest's success chance. This Trait indicates an Agent's Race.^0

ID: 43^58
Shaken^0

ID: 43^59
A very long duration incapacitation primarily suffered during Military quests^0

ID: 43^61
One of Meldrath's most valued creations. Finds very few problems that can not be dealt with by slashing or crushing.^0

ID: 44^52
Conium^0

ID: 44^53
Conium Darkblade^0

ID: 44^54
Treant^0

ID: 44^55
Agent Traits can modify an Overseer Quest's success chance. This Trait indicates an Agent's Race.^0

ID: 44^58
Discouraged^0

ID: 44^59
A medium duration incapacition primarily suffered during Crafting quests^0

ID: 44^61
Master poisoncrafter. Loner. Rebel. You don't want to get mixed up with someone like that.^0

ID: 45^52
Corflunk^0

ID: 45^53
Corflunk^0

ID: 45^54
Troll^0

ID: 45^55
Agent Traits can modify an Overseer Quest's success chance. This Trait indicates an Agent's Race.^0

ID: 45^58
Exhausted^0

ID: 45^59
A very long duration incapacitation primarily suffered during Harvesting quests^0

ID: 45^61
Corflunk like green. Corflunk like thunk. Corflunk thunk green!^0

ID: 46^52
Dwigus^0

ID: 46^53
Dwigus Lowater^0

ID: 46^54
Unicorn^0

ID: 46^55
Agent Traits can modify an Overseer Quest's success chance. This Trait indicates an Agent's Race.^0

ID: 46^58
Discredited^0

ID: 46^59
An extremely long duration incapacitation primarily suffered during Research quests^0

ID: 46^61
Aqua goblin warrior who tracked and killed Althuryn the Constant.^0

ID: 47^52
Elia^0

ID: 47^53
Elia the Pure^0

ID: 47^54
Vah Shir^0

ID: 47^55
Agent Traits can modify an Overseer Quest's success chance. This Trait indicates an Agent's Race.^0

ID: 47^58
Banished^0

ID: 47^59
A very long duration incapacitation primarily suffered during Diplomacy quests^0

ID: 47^61
A priestess who specializes in bringing light to darkness.^0

ID: 48^52
Ennixy^0

ID: 48^53
Ennixy Frennor^0

ID: 48^54
Vampire^0

ID: 48^55
Agent Traits can modify an Overseer Quest's success chance. This Trait indicates an Agent's Race.^0

ID: 48^58
Blacklisted^0

ID: 48^59
An extremely long duration incapacitation primarily suffered during Merchant quests^0

ID: 48^61
Works with Dragoon Szorn to extend the influence of necromancy on Faydwer.^0

ID: 49^52
Equestrielle^0

ID: 49^53
Equestrielle^0

ID: 49^54
Wereorc^0

ID: 49^55
Agent Traits can modify an Overseer Quest's success chance. This Trait indicates an Agent's Race.^0

ID: 49^58
Missing^0

ID: 49^59
An incredibly long duration incapacitation primarily suffered during Exploration quests^0

ID: 49^61
Even the purest being can be corrupted.^0

ID: 50^17
Overseer Tetradrachm^0

ID: 50^18
Overseer Tetradrachms^0

ID: 50^47
Currency of the merchant a mysterious presence in the Plane of Knowledge. Obtained from overseer quests. This currency is also worth one tribute per point.^0

ID: 50^52
Estrella^0

ID: 50^53
Estrella of Gloomwater^0

ID: 50^54
Werewolf^0

ID: 50^55
Agent Traits can modify an Overseer Quest's success chance. This Trait indicates an Agent's Race.^0

ID: 50^61
Her lamentation will extract its price in blood.^0

ID: 51^52
Farios^0

ID: 51^53
Farios Elianos^0

ID: 51^54
Wood Elf^0

ID: 51^55
Agent Traits can modify an Overseer Quest's success chance. This Trait indicates an Agent's Race.^0

ID: 51^58
Wounded^0

ID: 51^59
A medium duration incapacition primarily suffered during Plunder quests^0

ID: 51^61
One of the powerful Keepers of the Art in Felwithe. Not the best person to work for, especially when he is hungry.^0

ID: 52^52
Forpar^0

ID: 52^53
Forpar Fizfla^0

ID: 52^54
Worg^0

ID: 52^55
Agent Traits can modify an Overseer Quest's success chance. This Trait indicates an Agent's Race.^0

ID: 52^58
Captured^0

ID: 52^59
A very long duration incapacitation primarily suffered during Stealth quests^0

ID: 52^61
A renowned instrument maker. Famously eccentric, even by gnomish standards.^0

ID: 53^52
Orcflayer^0

ID: 53^53
Guard Orcflayer^0

ID: 53^54
Zombie^0

ID: 53^55
Agent Traits can modify an Overseer Quest's success chance. This Trait indicates an Agent's Race.^0

ID: 53^58
Shaken^0

ID: 53^59
A very long duration incapacitation primarily suffered during Military quests^0

ID: 53^61
One of the strongest of the Emerald Warriors of Felwithe. Not very popular in Crushbone.^0

ID: 54^52
Grigano^0

ID: 54^53
Head Administrator Grigano^0

ID: 54^54
Citizen^0

ID: 54^55
Agent Traits can modify an Overseer Quest's success chance. This Trait indicates an Agent's Class.^0

ID: 54^58
Discouraged^0

ID: 54^59
A medium duration incapacition primarily suffered during Crafting quests^0

ID: 54^61
Incredibly effective problem-solver. Big believer in delegation and chain-of-command.^0

ID: 55^52
Kimble^0

ID: 55^53
Kimble Nogflop^0

ID: 55^54
Monster^0

ID: 55^55
Agent Traits can modify an Overseer Quest's success chance. This Trait indicates an Agent's Class.^0

ID: 55^58
Exhausted^0

ID: 55^59
A very long duration incapacitation primarily suffered during Harvesting quests^0

ID: 55^61
Zoo Keeper of Ak`Anon. Please do not tap on the glass.^0

ID: 56^52
Lanika^0

ID: 56^53
Lanika Shadestepper^0

ID: 56^54
Bard^0

ID: 56^55
Agent Traits can modify an Overseer Quest's success chance. This Trait indicates an Agent's Class.^0

ID: 56^58
Discredited^0

ID: 56^59
An extremely long duration incapacitation primarily suffered during Research quests^0

ID: 56^61
One of Bertoxxulous' Chosen, and a powerful necromancer.^0

ID: 57^52
Tira^0

ID: 57^53
Magus Tira^0

ID: 57^54
Beastlord^0

ID: 57^55
Agent Traits can modify an Overseer Quest's success chance. This Trait indicates an Agent's Class.^0

ID: 57^58
Banished^0

ID: 57^59
A very long duration incapacitation primarily suffered during Diplomacy quests^0

ID: 57^61
Part of the Wayfarers' Brotherhood, and able to teleport you from the Butcherblock Mountains to camps in many other locations.^0

ID: 58^52
Maukris^0

ID: 58^53
Maukris^0

ID: 58^54
Berserker^0

ID: 58^55
Agent Traits can modify an Overseer Quest's success chance. This Trait indicates an Agent's Class.^0

ID: 58^58
Blacklisted^0

ID: 58^59
An extremely long duration incapacitation primarily suffered during Merchant quests^0

ID: 58^61
One of Mayong Mistmoore's chosen servants. Collects statuettes.^0

ID: 59^52
Nybright^0

ID: 59^53
Nybright Sisters^0

ID: 59^54
Cleric^0

ID: 59^55
Agent Traits can modify an Overseer Quest's success chance. This Trait indicates an Agent's Class.^0

ID: 59^58
Missing^0

ID: 59^59
An incredibly long duration incapacitation primarily suffered during Exploration quests^0

ID: 59^61
Renegade daughters of Tandan Nybright. They all agree that their problems are his fault.^0

ID: 60^52
Gakkor^0

ID: 60^53
Overseer Gakkor Deepscar^0

ID: 60^54
Druid^0

ID: 60^55
Agent Traits can modify an Overseer Quest's success chance. This Trait indicates an Agent's Class.^0

ID: 60^61
Champion of the Kirkoten, with a punch like falling boulders.^0

ID: 61^52
Peg Leg^0

ID: 61^53
Peg Leg^0

ID: 61^54
Enchanter^0

ID: 61^55
Agent Traits can modify an Overseer Quest's success chance. This Trait indicates an Agent's Class.^0

ID: 61^61
He may be small, but he'll always have a leg up on the competition.^0

ID: 62^52
Retlon^0

ID: 62^53
Retlon Brenclog^0

ID: 62^54
Magician^0

ID: 62^55
Agent Traits can modify an Overseer Quest's success chance. This Trait indicates an Agent's Class.^0

ID: 62^61
He gets knocked down, but gets up again. You're never going to keep him down.^0

ID: 63^52
Serra^0

ID: 63^53
Serra^0

ID: 63^54
Monk^0

ID: 63^55
Agent Traits can modify an Overseer Quest's success chance. This Trait indicates an Agent's Class.^0

ID: 63^61
Victim of a tragedy. Her most prized possession is a doll her father, Baenar Swiftsong, gave her.^0

ID: 64^52
Signus^0

ID: 64^53
Signus Boran^0

ID: 64^54
Necromancer^0

ID: 64^55
Agent Traits can modify an Overseer Quest's success chance. This Trait indicates an Agent's Class.^0

ID: 64^61
Just an ordinary, normal person who doesn't know anything about those vampire attacks nearby. What a shame!^0

ID: 65^52
Donna^0

ID: 65^53
Sister Donna^0

ID: 65^54
Paladin^0

ID: 65^55
Agent Traits can modify an Overseer Quest's success chance. This Trait indicates an Agent's Class.^0

ID: 65^61
Steadfast member of Camp Valor, until....^0

ID: 66^52
Ssynthi^0

ID: 66^53
Ssynthi^0

ID: 66^54
Ranger^0

ID: 66^55
Agent Traits can modify an Overseer Quest's success chance. This Trait indicates an Agent's Class.^0

ID: 66^61
Renounced the ways of the shadows and now a Warder of Ro. Still holds a torch for his true love.^0

ID: 67^52
Tandan^0

ID: 67^53
Tandan Nybright^0

ID: 67^54
Rogue^0

ID: 67^55
Agent Traits can modify an Overseer Quest's success chance. This Trait indicates an Agent's Class.^0

ID: 67^61
Father of wayward and cutthroat daughters. Loves elven wine a little too much.^0

ID: 68^52
Prophet^0

ID: 68^53
The Prophet^0

ID: 68^54
Shadowknight^0

ID: 68^55
Agent Traits can modify an Overseer Quest's success chance. This Trait indicates an Agent's Class.^0

ID: 68^61
Every emperor needs someone who is there to tell them they're on the right path.^0

ID: 69^52
Thistle^0

ID: 69^53
Thistle Underbrush^0

ID: 69^54
Shaman^0

ID: 69^55
Agent Traits can modify an Overseer Quest's success chance. This Trait indicates an Agent's Class.^0

ID: 69^61
Small, powerful, and somehow in possession of half of the Rune of Ivy.^0

ID: 70^52
Tumpy^0

ID: 70^53
Tumpy Irontoe^0

ID: 70^54
Warrior^0

ID: 70^55
Agent Traits can modify an Overseer Quest's success chance. This Trait indicates an Agent's Class.^0

ID: 70^61
Former member of the Irontoe Brigade. Has found a second career in brewing.^0

ID: 71^52
Usbak ^0

ID: 71^53
Usbak the Old^0

ID: 71^54
Wizard^0

ID: 71^55
Agent Traits can modify an Overseer Quest's success chance. This Trait indicates an Agent's Class.^0

ID: 71^61
A master blacksmith in his time. Very attached to his favorite hammer.^0

ID: 72^52
Zarchoomi^0

ID: 72^53
Zarchoomi^0

ID: 72^54
Agile^0

ID: 72^55
Agent Traits can modify an Overseer Quest's success chance. This Trait indicates an Agent's Physical characteristics.^0

ID: 72^61
Journeyed across the Ocean of Tears to terrorize dwarves.^0

ID: 73^52
Dhampyre^0

ID: 73^53
Cloaked Dhampyre^0

ID: 73^54
Hardy^0

ID: 73^55
Agent Traits can modify an Overseer Quest's success chance. This Trait indicates an Agent's Physical characteristics.^0

ID: 73^61
One of Mayong Mistmoore's servants, but mainly notable for his cloak, not his personality.^0

ID: 74^52
Remnant^0

ID: 74^53
Cursed Remnant^0

ID: 74^54
Diminutive^0

ID: 74^55
Agent Traits can modify an Overseer Quest's success chance. This Trait indicates an Agent's Physical characteristics.^0

ID: 74^61
Cursed to wander among nightmares at the saddlery that was once its place of business.^0

ID: 75^52
Treant^0

ID: 75^53
Cursed Treant^0

ID: 75^54
Mighty^0

ID: 75^55
Agent Traits can modify an Overseer Quest's success chance. This Trait indicates an Agent's Physical characteristics.^0

ID: 75^61
Once a protector of Three Oaks Hill, now part of its corruption.^0

ID: 76^52
Courier^0

ID: 76^53
Dark Elf Courier^0

ID: 76^54
Regal^0

ID: 76^55
Agent Traits can modify an Overseer Quest's success chance. This Trait indicates an Agent's Physical characteristics.^0

ID: 76^61
Bravely infiltrating enemy territory to bring necessary supplies to his allies.^0

ID: 77^52
Usher^0

ID: 77^53
Deathly Usher^0

ID: 77^54
Rugged^0

ID: 77^55
Agent Traits can modify an Overseer Quest's success chance. This Trait indicates an Agent's Physical characteristics.^0

ID: 77^61
Happy to escort you to your doom.^0

ID: 78^52
Fire Drake^0

ID: 78^53
Elder Fire Drake^0

ID: 78^54
Attractive^0

ID: 78^55
Agent Traits can modify an Overseer Quest's success chance. This Trait indicates an Agent's Physical characteristics.^0

ID: 78^61
Employs fear, surprise, and ruthless efficiency in its fanatacal devotion to Kerafyrm.^0

ID: 79^52
Ice Drake^0

ID: 79^53
Elder Ice Drake^0

ID: 79^54
Monstrous^0

ID: 79^55
Agent Traits can modify an Overseer Quest's success chance. This Trait indicates an Agent's Physical characteristics.^0

ID: 79^61
A frozen tomb awaits those who dare to pass this defender of Kerafyrm.^0

ID: 80^52
Legionnaire^0

ID: 80^53
Exiled Legionnaire^0

ID: 80^54
Ancient^0

ID: 80^55
Agent Traits can modify an Overseer Quest's success chance. This Trait indicates an Agent's Physical characteristics.^0

ID: 80^61
Tried to do the right thing, but couldn't follow through.^0

ID: 81^52
Ghoul^0

ID: 81^53
Glyphed Ghoul^0

ID: 81^54
Exotic^0

ID: 81^55
Agent Traits can modify an Overseer Quest's success chance. This Trait indicates an Agent's Physical characteristics.^0

ID: 81^61
Defender of Castle Mistmoore. He holds a vial of vampire blood which he says protects him from magic.^0

ID: 82^52
Mermaid^0

ID: 82^53
Golden Haired Mermaid^0

ID: 82^54
Fierce^0

ID: 82^55
Agent Traits can modify an Overseer Quest's success chance. This Trait indicates an Agent's Personality characteristics.^0

ID: 82^61
Beautiful beguiler of the unaware. Loyal and beloved servant of Phinigel Autropos.^0

ID: 83^52
Minotaur^0

ID: 83^53
Minotaur Lord^0

ID: 83^54
Peaceful^0

ID: 83^55
Agent Traits can modify an Overseer Quest's success chance. This Trait indicates an Agent's Personality characteristics.^0

ID: 83^61
One of Meldrath's early defenders while he began his machinations in the Steamfont Mountains.^0

ID: 84^52
Advisor^0

ID: 84^53
Mistmoore Advisor^0

ID: 84^54
Bold^0

ID: 84^55
Agent Traits can modify an Overseer Quest's success chance. This Trait indicates an Agent's Personality characteristics.^0

ID: 84^61
Present in Mistmoore Castle to drink and to know things.^0

ID: 85^52
Arsonist^0

ID: 85^53
Orc Arsonist^0

ID: 85^54
Cautious^0

ID: 85^55
Agent Traits can modify an Overseer Quest's success chance. This Trait indicates an Agent's Personality characteristics.^0

ID: 85^61
Preemptively ruining elven lands before they're able to ruin his.^0

ID: 86^52
Chief^0

ID: 86^53
Orc Chief^0

ID: 86^54
Benevolent^0

ID: 86^55
Agent Traits can modify an Overseer Quest's success chance. This Trait indicates an Agent's Personality characteristics.^0

ID: 86^61
Emperor Crush has entrusted this orc to lead the invasion deeper into the Faydark forest.^0

ID: 87^52
Taskmaster^0

ID: 87^53
Orc Taskmaster^0

ID: 87^54
Malicious^0

ID: 87^55
Agent Traits can modify an Overseer Quest's success chance. This Trait indicates an Agent's Personality characteristics.^0

ID: 87^61
Placed as an overseer over the captives of the Crushbone Orcs. Wears a brass earring as a symbol of power.^0

ID: 88^52
Trainer^0

ID: 88^53
Orc Trainer^0

ID: 88^54
Heroic^0

ID: 88^55
Agent Traits can modify an Overseer Quest's success chance. This Trait indicates an Agent's Personality characteristics.^0

ID: 88^61
The shiny brass shield signifies that this orc centurion is of a high importance.^0

ID: 89^52
Warlord^0

ID: 89^53
Orc Warlord^0

ID: 89^54
Extravagant^0

ID: 89^55
Agent Traits can modify an Overseer Quest's success chance. This Trait indicates an Agent's Personality characteristics.^0

ID: 89^61
Famous among the Crushbone orcs for having earned the Bracers of Battle.^0

ID: 90^52
Priest^0

ID: 90^53
Priest of Discord^0

ID: 90^54
Frivolous^0

ID: 90^55
Agent Traits can modify an Overseer Quest's success chance. This Trait indicates an Agent's Personality characteristics.^0

ID: 90^61
Worshippers of the chaotic forces that oppose order in Norrath. They claim terrible knowledge of events no one else knows. Don't give them anything you aren't okay with losing.^0

ID: 91^52
Priest^0

ID: 91^53
Priest of Najena^0

ID: 91^54
Shrewd^0

ID: 91^55
Agent Traits can modify an Overseer Quest's success chance. This Trait indicates an Agent's Personality characteristics.^0

ID: 91^61
Something terrible befell this jailor when he travelled to Faydwer.^0

ID: 92^52
Magus^0

ID: 92^53
Reclusive Ghoul Magus^0

ID: 92^54
Gnoll^0

ID: 92^55
Agent Traits can modify an Overseer Quest's success chance. This Trait indicates an Agent's Race.^0

ID: 92^61
In life, a knowledgeable researcher. In undeath, a powerful enemy.^0

ID: 93^52
Shadowman^0

ID: 93^53
Shadowman Leader^0

ID: 93^61
Mysterious ally of the ghouls in Kithicor Forest.^0

ID: 94^52
Shadowmane^0

ID: 94^53
Shadowmane Warrior^0

ID: 94^61
Cursed with lycanthropy themselves, but sworn enemy of the Bloodmoon wereorcs.^0

ID: 95^52
Prophet^0

ID: 95^53
Teir'Dal Prophet^0

ID: 95^61
Travels as part of Priestess Llandra's party, invading the Faydark.^0

ID: 96^52
Elemental^0

ID: 96^53
Trapped Elemental^0

ID: 96^61
One of the elementals employed in the creation of Crystallos.^0

ID: 97^52
Acolyte^0

ID: 97^53
Acolyte of Brell^0

ID: 97^61
A young dwarf early on the path of devotion to Brell under the guidance of Gunlok Jure.^0

ID: 98^52
Advocate^0

ID: 98^53
Advocate of Brell^0

ID: 98^61
Working to spread the influence of Brell through prayer and a small amount of smiting.^0

ID: 99^52
Engineer^0

ID: 99^53
Ak'Anon Engineer^0

ID: 99^61
Incredibly knowledgeable about the intricacies of Ak'Anon's inner workings.^0

ID: 100^52
Guard^0

ID: 100^53
Ak'Anon Guard^0

ID: 100^56
Common Conversion^0

ID: 100^57
Stronger allies must be found if balance is to prevail. By returning agents to their original path a peerless new ally may be sought to continue the fight.^0

ID: 100^61
Employed to address problems that are too complex for the clockwork guards to handle.^0

ID: 100^68
The echos of our former allies reverberates through the aether and a new Agent hears their call...^0

ID: 100^69
Stronger allies must be found if balance is to prevail. By returning agents to their original path a peerless new ally may be sought to continue the fight.^0

ID: 101^52
Lookout^0

ID: 101^53
Bandit Lookout^0

ID: 101^56
Uncommon Conversion^0

ID: 101^57
Stronger allies must be found if balance is to prevail. By returning agents to their original path a peerless new ally may be sought to continue the fight.^0

ID: 101^61
An invader in the Faydark forest. Picked to be a lookout for their keen eyesight, or possibly because they couldn't be trusted with anything more complex.^0

ID: 101^68
The echos of our former allies reverberates through the aether and a new Agent hears their call...^0

ID: 101^69
Stronger allies must be found if balance is to prevail. By returning agents to their original path a peerless new ally may be sought to continue the fight.^0

ID: 102^52
Skeleton^0

ID: 102^53
Barbed Bone Skeleton^0

ID: 102^56
Rare Conversion^0

ID: 102^57
Stronger allies must be found if balance is to prevail. By returning agents to their original path a peerless new ally may be sought to continue the fight.^0

ID: 102^61
The calcified barbs coating this undead creature make it dangerous to attack.^0

ID: 102^68
The echos of our former allies reverberates through the aether and a new Agent hears their call...^0

ID: 102^69
Stronger allies must be found if balance is to prevail. By returning agents to their original path a peerless new ally may be sought to continue the fight.^0

ID: 103^52
Scarecrow^0

ID: 103^53
Blighted Scarecrow^0

ID: 103^56
The First Recruitment: Ak'Anon^0

ID: 103^57
With our new ally an opportunity to recruit more agents has appeared. Her heroic presence should inspire the gnomes of Ak'Anon to join the cause.

Click [Select Agent] to add [Equestrielle] to the [Quest Party]. Then click [Start Quest!].^0

ID: 103^61
Owwwwwwww!^0

ID: 103^68
Many gnomes and other denizens of Ak'Anon have joined the cause!^0

ID: 103^69
With our new ally an opportunity to recruit more agents has appeared. Her heroic presence should inspire the gnomes of Ak'Anon to join the cause.

Click [Select Agent] to add [Equestrielle] to the [Quest Party]. Then click [Start Quest!].^0

ID: 104^52
Elemental^0

ID: 104^53
Captive Elemental^0

ID: 104^56
The First Recruitment: Felwithe^0

ID: 104^57
With our new ally an opportunity to recruit more agents has appeared. Her regal stature should inspire the high elves of Felwithe to join the cause.

Click [Select Agent] to add [Equestrielle] to the [Quest Party]. Then click [Start Quest!].^0

ID: 104^61
A trapped fire elemental. They have eternity for their flame to set them free.^0

ID: 104^68
Many high elves and other denizens of Felwithe have joined the cause!^0

ID: 104^69
With our new ally an opportunity to recruit more agents has appeared. Her regal stature should inspire the high elves of Felwithe to join the cause.

Click [Select Agent] to add [Equestrielle] to the [Quest Party]. Then click [Start Quest!].^0

ID: 105^52
Clockwork^0

ID: 105^53
Cargo Clockwork^0

ID: 105^56
The First Recruitment: Kaladim^0

ID: 105^57
With our new ally an opportunity to recruit more agents has appeared. Her warrior's spirit should inspire the dwarves of Kaladim to join the cause.

Click [Select Agent] to add [Equestrielle] to the [Quest Party]. Then click [Start Quest!].^0

ID: 105^61
This unit requires maintenance.^0

ID: 105^68
Many dwarves and other denizens of Kaladim have joined the cause!^0

ID: 105^69
With our new ally an opportunity to recruit more agents has appeared. Her warrior's spirit should inspire the dwarves of Kaladim to join the cause.

Click [Select Agent] to add [Equestrielle] to the [Quest Party]. Then click [Start Quest!].^0

ID: 106^52
Cliffdiver^0

ID: 106^53
Cauldron Cliffdiver^0

ID: 106^56
The First Recruitment: Kelethin^0

ID: 106^57
With our new ally an opportunity to recruit more agents has appeared. Her natural affinity should inspire the wood elves of Kelethin to join the cause.

Click [Select Agent] to add [Equestrielle] to the [Quest Party]. Then click [Start Quest!].^0

ID: 106^61
It isn't strictly necessary to dive from the heights they do, but it is more thrilling.^0

ID: 106^68
Many wood elves and other denizens of Kelethin have joined the cause!^0

ID: 106^69
With our new ally an opportunity to recruit more agents has appeared. Her natural affinity should inspire the wood elves of Kelethin to join the cause.

Click [Select Agent] to add [Equestrielle] to the [Quest Party]. Then click [Start Quest!].^0

ID: 107^52
Merchant^0

ID: 107^53
Cauldron Merchant^0

ID: 107^56
The Overseer Rises^0

ID: 107^57
A ripple of Discord passes through Greater Faydark, disrupting what should be a moment of peace. An orcish warband that should not exist is on the move. But where Discord appears so too can Order. And even unlikely allies can become agents of balance under the right conditions.

Click [Select Agent] to add the [Faydark Bandit] to the [Quest Party]. Then click [Start Quest!].^0

ID: 107^61
The area is a bit more dangerous, but what a view!^0

ID: 107^68
Kelethin is saved! But the Faydark Bandit has been captured. Fortunately, a new ally has joined the fight.

Click [Collect Reward!] to complete this Quest and gain a new agent.^0

ID: 107^69
A ripple of Discord passes through Greater Faydark, disrupting what should be a moment of peace. An orcish warband that should not exist is on the move. But where Discord appears so too can Order. And even unlikely allies can become agents of balance under the right conditions.

Click [Select Agent] to add the [Faydark Bandit] to the [Quest Party]. Then click [Start Quest!].^0

ID: 108^52
Carver^0

ID: 108^53
Coral Carver^0

ID: 108^56
The First Recovery^0

ID: 108^57
The struggle continues. Our unlikely ally, the Faydark Bandit, is now a prisoner of Crushbone! Perhaps a clever agent like the Kelethin Lorist can orchestrate a jail break and bring an end to this disruption?

Click [Select Agent] to add the [Kelethin Lorist] to the [Quest Party]. Then click [Start Quest!].^0

ID: 108^61
Careful tender of an undersea garden.^0

ID: 108^68
Balance is restored at last! But the struggle between Order and Discord continues and can rise again, anywhere, and in any time...

Click [Collect Reward!] to complete this Quest and gain a new agent.^0

ID: 108^69
The struggle continues. Our unlikely ally, the Faydark Bandit, is now a prisoner of Crushbone! Perhaps a clever agent like the Kelethin Lorist can orchestrate a jail break and bring an end to this disruption?

Click [Select Agent] to add the [Kelethin Lorist] to the [Quest Party]. Then click [Start Quest!].^0

ID: 109^52
Ghoul^0

ID: 109^53
Crypt Ghoul^0

ID: 109^56
The First Conversion^0

ID: 109^57
Stronger allies must be found if balance is to prevail, and those that have already fought deserve a rest. By returning agents to their original path a peerless new ally may be sought to continue the fight.

Add the [Faydark Bandit], the [Forest Gatherer], and the [Kelethin Lorist] to the [Quest Party]. Then click [Start Quest!].^0

ID: 109^61
Reanimated from the ancient Elddar, pressed into service against their descendants.^0

ID: 109^68
The echos of our former allies reverberates through the aether. But only one agent hears their call... Equestrielle, a legend out of time!

Click [Collect Reward!] to complete this Quest and gain a new agent.^0

ID: 109^69
Stronger allies must be found if balance is to prevail, and those that have already fought deserve a rest. By returning agents to their original path a peerless new ally may be sought to continue the fight.

Add the [Faydark Bandit], the [Forest Gatherer], and the [Kelethin Lorist] to the [Quest Party]. Then click [Start Quest!].^0

ID: 110^52
Trader^0

ID: 110^53
Crystallos Stone Trader^0

ID: 110^61
Bravely venturing into dangerous territory for the chance at great wealth.^0

ID: 111^52
Poisoner^0

ID: 111^53
Dark Reflection Poisoner^0

ID: 111^61
The power of the Dark Reflection is alluring and dangerous.^0

ID: 112^52
Entrancer^0

ID: 112^53
Darkvine Entrancer^0

ID: 112^61
By the time you notice him, he's already in your mind.^0

ID: 113^52
Thistle^0

ID: 113^53
Darkvine Thistle^0

ID: 113^61
Heals her allies, curses her enemies, trusts only the spirit world.^0

ID: 114^52
Shadereaper^0

ID: 114^53
Darkvine Shadereaper^0

ID: 114^61
Bigger enemies are just easier to hit.^0

ID: 115^52
Harbinger^0

ID: 115^53
Deathly Harbinger^0

ID: 115^61
Do not underestimate the might of Mistmoore!^0

ID: 116^52
Decomposer^0

ID: 116^53
Deathspore Decomposer^0

ID: 116^61
Creates life from death. Also creates death.^0

ID: 117^52
Healer^0

ID: 117^53
Deep Muse Healer^0

ID: 117^61
We're not losing another one. Not on my watch.^0

ID: 118^52
Cook^0

ID: 118^53
Drangol Cook^0

ID: 118^61
Can make a meal out of anything. Fiercely protects the rest of the Drangol clan.^0

ID: 119^52
Blacksmith^0

ID: 119^53
Dwarven Blacksmith^0

ID: 119^61
A day at the forge is hot, messy, dangerous, and draining. He wouldn't have it any other way.^0

ID: 120^52
Lorekeeper^0

ID: 120^53
Dwarven Lorekeeper^0

ID: 120^61
Tirelessly records the events of the day in the hopes that they will prove useful in the future.^0

ID: 121^52
Seller^0

ID: 121^53
Dwarven Trinket Seller^0

ID: 121^61
Has a seemingly endless supply of knicknacks to fulfill your every desire.^0

ID: 122^52
Wander^0

ID: 122^53
Eldritch Wanderer^0

ID: 122^61
Will happily explore in peace, or set fire to anyone in their way.^0

ID: 123^52
Emissary^0

ID: 123^53
Emissary of Crystallos^0

ID: 123^61
Sometimes the easiest way to defeat an enemy is to convince them that you aren't enemies.^0

ID: 124^52
Skeleton^0

ID: 124^53
Enraged Dwarf Skeleton^0

ID: 124^61
Incredibly angry at all living things, even by undead standards.^0

ID: 125^52
Courtier^0

ID: 125^53
Faerie Courtier^0

ID: 125^61
I'm sure the guards will handle it. Have you tried this cake?^0

ID: 126^52
Guard^0

ID: 126^53
Faerie Guard^0

ID: 126^61
Defending a very small settlement from very large threats.^0

ID: 127^52
Royal Guard^0

ID: 127^53
Faerie Royal Guard^0

ID: 127^61
Only the noblest Fae fighters are entrusted with the defense of the Royal Court.^0

ID: 128^52
Troublemaker^0

ID: 128^53
Faerie Troublemaker^0

ID: 128^61
One being's mischief is another being's tragedy.^0

ID: 129^52
Noble^0

ID: 129^53
Fallen Noble^0

ID: 129^61
Once a noble in a powerful house, now lost and denounced, soon to meet an even more gruesome end.^0

ID: 130^52
Bandit^0

ID: 130^53
Faydark Bandit^0

ID: 130^61
Turned from member of a lawful society to one that preys on that society.^0

ID: 131^52
Refuge^0

ID: 131^53
Firstlight Refugee^0

ID: 131^61
Trying to make their way in a new land full of danger.^0

ID: 132^52
Gatherer^0

ID: 132^53
Forest Gatherer^0

ID: 132^61
Carefully balances taking what is needed for Kelethin with leaving what belongs to the great Faydark forest.^0

ID: 133^52
Limnologist^0

ID: 133^53
Free Diving Limnologist^0

ID: 133^61
Willing to risk life, limb, and breath to discover the ancient secrets of the Kedge. Very protective of a stash of fish scales.^0

ID: 134^52
Grunts^0

ID: 134^53
Goblin Grunts^0

ID: 134^61
Basic training consists of being handed a weapon and told which end goes in your hand and which end goes in the enemy, but it's something, and a grunt has had it.^0

ID: 135^52
Mapmaker^0

ID: 135^53
Goblin Mapmaker^0

ID: 135^61
One of the few goblins with a sense of location in the world at large.^0

ID: 136^52
Guardian^0

ID: 136^53
Guardian of the Keep^0

ID: 136^61
Ancient elemental defending the last of the Kedge.^0

ID: 137^52
Ice Drake^0

ID: 137^53
Ice Drake^0

ID: 137^61
This enchanted warrior stays ever vigilant.^0

ID: 138^52
Wanderer^0

ID: 138^53
Inquisitive Wanderer^0

ID: 138^61
Walking throughout Faydwer, righting wrongs, solving mysteries, defending the weak, and looking for the other half of a mysterious amulet.^0

ID: 139^52
Dealer^0

ID: 139^53
Junk Dealer^0

ID: 139^61
Ready to strangle the next person who visits looking for 'some gears, about this big.'^0

ID: 140^52
Guard^0

ID: 140^53
Kaladim Guard^0

ID: 140^61
For the glory of Kaladim, have at thee!^0

ID: 141^52
Guard^0

ID: 141^53
Kelethin Guard^0

ID: 141^61
For the protection of all Feir'Dal, there shall be no mercy for your kind!^0

ID: 142^52
Herbalist^0

ID: 142^53
Kelethin Herbalist^0

ID: 142^61
Can create a vast array of useful compounds from the riotous growth surrounding Kelethin.^0

ID: 143^52
Lorist^0

ID: 143^53
Kelethin Lorist^0

ID: 143^61
Sings the songs of her people, that the lessons from the past should never be forgotten.^0

ID: 144^52
Druid^0

ID: 144^53
Kirathas Druid^0

ID: 144^61
An Elddar druid tasked with defense of her village.^0

ID: 145^52
Villager^0

ID: 145^53
Kirathas Villager^0

ID: 145^61
An Elddar villager in conflict with invaders from the Blackwater fishing camp.^0

ID: 146^52
Changeling^0

ID: 146^53
Masked Changeling^0

ID: 146^61
Far more effective than the unmasked ones.^0

ID: 147^52
Decapitator^0

ID: 147^53
Nightrage Decapitator^0

ID: 147^61
Known mainly for one thing. Fortunately they enjoy it.^0

ID: 148^52
Narcissist^0

ID: 148^53
Nightrage Narcissist^0

ID: 148^61
Do NOT spill wine on the cloak. It will not end well for you.^0

ID: 149^52
Scavenger^0

ID: 149^53
Nightwalker Scavenger^0

ID: 149^61
Braves the cursed lands surrounding the outpost to gather needed food and supplies.^0

ID: 150^52
Emissary^0

ID: 150^53
Orc Emissary^0

ID: 150^61
Unlike other orcs, this one will consider talking rather than stabbing. It does still enjoy the stabbing.^0

ID: 151^52
Legionnaire^0

ID: 151^53
Orc Legionnaire^0

ID: 151^61
When you draw the ire of Emperor Crush, you will meet the troops of the Legion.^0

ID: 152^52
Scoutmaster^0

ID: 152^53
Orc Scoutmaster^0

ID: 152^61
One of the fastest orc scouts. Stole something valuable from Sarialiyn Tranquilsong of the Song Weavers of Kelethin.^0

ID: 153^52
Slavers^0

ID: 153^53
Orc Slavers^0

ID: 153^61
Death! Death to all who oppose the Crushbone orcs!^0

ID: 154^52
Jongleur^0

ID: 154^53
Pixie Jongleur^0

ID: 154^61
Has a mysterious connection to the Jaggedpine.^0

ID: 155^52
Trickster^0

ID: 155^53
Pixie Trickster^0

ID: 155^61
Playful. Deadly.^0

ID: 156^52
Clockwork^0

ID: 156^53
Rogue Clockwork^0

ID: 156^61
A clockwork that has been long since abandaned by its creator.^0

ID: 157^52
Diver^0

ID: 157^53
Scavenge Diver^0

ID: 157^61
Has found wealth, but not enough to stop diving...^0

ID: 158^52
Scourer^0

ID: 158^53
Scion Grave Scourer^0

ID: 158^61
Grotesque that was created to scare off intruders, and later animated to attend to the problem more directly.^0

ID: 159^52
Servant^0

ID: 159^53
Servant of the Ancients^0

ID: 159^61
Animated centuries ago to do the bidding of dragonkind.^0

ID: 160^52
Scrivener^0

ID: 160^53
Shadowy Scrivener^0

ID: 160^61
There's a surprising amount of paperwork in a vampire-infested castle.^0

ID: 161^52
Specialist^0

ID: 161^53
Siege Specialist^0

ID: 161^61
Will use any advantage to pop up somewhere unexpected.^0

ID: 162^52
Acolyte^0

ID: 162^53
Sleeper's Acolyte^0

ID: 162^61
Seeks power in employing opposing forces for the same goal.^0

ID: 163^52
Gargoyle^0

ID: 163^53
Sneering Gargoyle^0

ID: 163^61
A smiling stone statue with a gaze that strikes fear into adventurers.^0

ID: 164^52
Seductress^0

ID: 164^53
Soul Seductress^0

ID: 164^61
Whatever she wants is going to cost you dearly.^0

ID: 165^52
Trader^0

ID: 165^53
Steam Trader^0

ID: 165^61
This is a very interesting find, indeed! Let me contact my ring specialist.^0

ID: 166^52
Zealot^0

ID: 166^53
Steam Zealot^0

ID: 166^61
Be immersed in the Steam, and cleansed of your impurities.^0

ID: 167^52
Hunter^0

ID: 167^53
Steamwork Hunter^0

ID: 167^61
Created to track down trouble in tight spaces.^0

ID: 168^52
Mender^0

ID: 168^53
Steamwork Mender^0

ID: 168^61
Don't ask where all those spare parts came from.^0

ID: 169^52
Trooper^0

ID: 169^53
Steamwork Shock Trooper^0

ID: 169^61
Whirr... Click! Click! Whirr....^0

ID: 170^52
Dead^0

ID: 170^53
Tormented Dead^0

ID: 170^61
Eternally cursed to wander the same pathways.^0

ID: 171^52
Embalmer^0

ID: 171^53
Trueborn Embalmer^0

ID: 171^61
Preserves the dead for their later service to the Trueborn.^0

ID: 172^52
Scout^0

ID: 172^53
Tunarian Scout^0

ID: 172^61
Servant of Tunare, defender of the shores.^0

ID: 173^52
Barkeep^0

ID: 173^53
Undead Barkeep^0

ID: 173^61
Who ordered the shots with teeth?^0

ID: 174^52
Skeleton^0

ID: 174^53
Undertow Skeleton^0

ID: 174^61
Wanders the Cauldron's shores, happy to drag the foolhardy to their bubbling doom.^0

ID: 175^52
Noble^0

ID: 175^53
Unrest Noble^0

ID: 175^61
Once entrusted with a glass key to inner chambers of the Estate of Rest, now cursed to unrest for all eternity.^0

ID: 176^52
Worg^0

ID: 176^53
Vicious Worg^0

ID: 176^61
Strikes with stunning speed, then retreats to the mists to wait for the next victim.^0

ID: 177^52
Greenblood^0

ID: 177^53
Wandering Greenblood^0

ID: 177^61
Fueled by an endless lust for violence, this Ogre Berserker spends his days looking for a good fight.^0

ID: 178^52
Minstrel^0

ID: 178^53
Wandering Minstrel^0

ID: 178^61
A minstrel who wanders all over Faydwer singing the ballads of Faydark's Chosen.^0

ID: 179^52
Tinker^0

ID: 179^53
Wandering Tinker^0

ID: 179^61
A skilled Tinker who spends his days clinking and clanging throughout Norrath to peddle his wares.^0

ID: 180^52
Werewolf^0

ID: 180^53
Werewolf Gypsy^0

ID: 180^61
A blood filled pact on a full moon spells disaster for traveling merchants.^0

ID: 181^52
Fippy^0

ID: 181^53
Fippy Darkpaw^0

ID: 181^61
Dauntless hero of the Darkpaw gnolls. His hatred of the humans of Qeynos for their assaults on his clan drive him to never give up on his revenge.^0

ID: 200^56
Recruit Fighters^0

ID: 200^57
There is an opportunity to gain influence over a useful agent.^0

ID: 200^68
The agent will now heed the Overseer's advice.^0

ID: 200^69
The agent remains uninfluenced.^0

ID: 201^56
Recruit Fighters^0

ID: 201^57
There is an opportunity to gain influence over a useful agent.^0

ID: 201^68
The agent will now heed the Overseer's advice.^0

ID: 201^69
The agent remains uninfluenced.^0

ID: 202^56
Recruit Workers^0

ID: 202^57
There is an opportunity to gain influence over a useful agent.^0

ID: 202^68
The agent will now heed the Overseer's advice.^0

ID: 202^69
The agent remains uninfluenced.^0

ID: 203^56
Recruit Workers^0

ID: 203^57
There is an opportunity to gain influence over a useful agent.^0

ID: 203^68
The agent will now heed the Overseer's advice.^0

ID: 203^69
The agent remains uninfluenced.^0

ID: 204^56
Recruit Travelers^0

ID: 204^57
There is an opportunity to gain influence over a useful agent.^0

ID: 204^68
The agent will now heed the Overseer's advice.^0

ID: 204^69
The agent remains uninfluenced.^0

ID: 205^56
Recruit Travelers^0

ID: 205^57
There is an opportunity to gain influence over a useful agent.^0

ID: 205^68
The agent will now heed the Overseer's advice.^0

ID: 205^69
The agent remains uninfluenced.^0

ID: 206^56
Recruit Fighters^0

ID: 206^57
There is an opportunity to gain influence over a useful agent.^0

ID: 206^68
The agent will now heed the Overseer's advice.^0

ID: 206^69
The agent remains uninfluenced.^0

ID: 207^56
Recruit Fighters^0

ID: 207^57
There is an opportunity to gain influence over a useful agent.^0

ID: 207^68
The agent will now heed the Overseer's advice.^0

ID: 207^69
The agent remains uninfluenced.^0

ID: 208^56
Recruit Workers^0

ID: 208^57
There is an opportunity to gain influence over a useful agent.^0

ID: 208^68
The agent will now heed the Overseer's advice.^0

ID: 208^69
The agent remains uninfluenced.^0

ID: 209^56
Recruit Workers^0

ID: 209^57
There is an opportunity to gain influence over a useful agent.^0

ID: 209^68
The agent will now heed the Overseer's advice.^0

ID: 209^69
The agent remains uninfluenced.^0

ID: 210^56
Recruit Travelers^0

ID: 210^57
There is an opportunity to gain influence over a useful agent.^0

ID: 210^68
The agent will now heed the Overseer's advice.^0

ID: 210^69
The agent remains uninfluenced.^0

ID: 211^56
Recruit Travelers^0

ID: 211^57
There is an opportunity to gain influence over a useful agent.^0

ID: 211^68
The agent will now heed the Overseer's advice.^0

ID: 211^69
The agent remains uninfluenced.^0

ID: 212^56
Recruit Fighters^0

ID: 212^57
There is an opportunity to gain influence over a useful agent.^0

ID: 212^68
The agent will now heed the Overseer's advice.^0

ID: 212^69
The agent remains uninfluenced.^0

ID: 213^56
Recruit Fighters^0

ID: 213^57
There is an opportunity to gain influence over a useful agent.^0

ID: 213^68
The agent will now heed the Overseer's advice.^0

ID: 213^69
The agent remains uninfluenced.^0

ID: 214^56
Recruit Workers^0

ID: 214^57
There is an opportunity to gain influence over a useful agent.^0

ID: 214^68
The agent will now heed the Overseer's advice.^0

ID: 214^69
The agent remains uninfluenced.^0

ID: 215^56
Recruit Workers^0

ID: 215^57
There is an opportunity to gain influence over a useful agent.^0

ID: 215^68
The agent will now heed the Overseer's advice.^0

ID: 215^69
The agent remains uninfluenced.^0

ID: 216^56
Recruit Travelers^0

ID: 216^57
There is an opportunity to gain influence over a useful agent.^0

ID: 216^68
The agent will now heed the Overseer's advice.^0

ID: 216^69
The agent remains uninfluenced.^0

ID: 217^56
Recruit Travelers^0

ID: 217^57
There is an opportunity to gain influence over a useful agent.^0

ID: 217^68
The agent will now heed the Overseer's advice.^0

ID: 217^69
The agent remains uninfluenced.^0

ID: 218^56
Recruit Fighters^0

ID: 218^57
There is an opportunity to gain influence over a useful agent.^0

ID: 218^68
The agent will now heed the Overseer's advice.^0

ID: 218^69
The agent remains uninfluenced.^0

ID: 219^56
Recruit Fighters^0

ID: 219^57
There is an opportunity to gain influence over a useful agent.^0

ID: 219^68
The agent will now heed the Overseer's advice.^0

ID: 219^69
The agent remains uninfluenced.^0

ID: 220^56
Recruit Workers^0

ID: 220^57
There is an opportunity to gain influence over a useful agent.^0

ID: 220^68
The agent will now heed the Overseer's advice.^0

ID: 220^69
The agent remains uninfluenced.^0

ID: 221^56
Recruit Workers^0

ID: 221^57
There is an opportunity to gain influence over a useful agent.^0

ID: 221^68
The agent will now heed the Overseer's advice.^0

ID: 221^69
The agent remains uninfluenced.^0

ID: 222^56
Recruit Travelers^0

ID: 222^57
There is an opportunity to gain influence over a useful agent.^0

ID: 222^68
The agent will now heed the Overseer's advice.^0

ID: 222^69
The agent remains uninfluenced.^0

ID: 223^56
Recruit Travelers^0

ID: 223^57
There is an opportunity to gain influence over a useful agent.^0

ID: 223^68
The agent will now heed the Overseer's advice.^0

ID: 223^69
The agent remains uninfluenced.^0

ID: 300^56
Recover a Wounded Agent^0

ID: 300^57
Recover a Wounded Agent^0

ID: 300^68
Recover a Wounded Agent^0

ID: 300^69
Recover a Wounded Agent^0

ID: 301^56
Recover a Captured Agent^0

ID: 301^57
Recover a Captured Agent^0

ID: 301^68
Recover a Captured Agent^0

ID: 301^69
Recover a Captured Agent^0

ID: 302^56
Recover a Shaken Agent^0

ID: 302^57
Recover a Shaken Agent^0

ID: 302^68
Recover a Shaken Agent^0

ID: 302^69
Recover a Shaken Agent^0

ID: 303^56
Recover a Discouraged Agent^0

ID: 303^57
Recover a Discouraged Agent^0

ID: 303^68
Recover a Discouraged Agent^0

ID: 303^69
Recover a Discouraged Agent^0

ID: 304^56
Recover an Exhausted Agent^0

ID: 304^57
Recover an Exhausted Agent^0

ID: 304^68
Recover an Exhausted Agent^0

ID: 304^69
Recover an Exhausted Agent^0

ID: 305^56
Recover a Discredited Agent^0

ID: 305^57
Recover a Discredited Agent^0

ID: 305^68
Recover a Discredited Agent^0

ID: 305^69
Recover a Discredited Agent^0

ID: 306^56
Recover a Banished Agent^0

ID: 306^57
Recover a Banished Agent^0

ID: 306^68
Recover a Banished Agent^0

ID: 306^69
Recover a Banished Agent^0

ID: 307^56
Recover a Blacklisted Agent^0

ID: 307^57
Recover a Blacklisted Agent^0

ID: 307^68
Recover a Blacklisted Agent^0

ID: 307^69
Recover a Blacklisted Agent^0

ID: 308^56
Recover a Missing Agent^0

ID: 308^57
Recover a Missing Agent^0

ID: 308^68
Recover a Missing Agent^0

ID: 308^69
Recover a Missing Agent^0

ID: 309^56
Recover a Wounded Agent^0

ID: 309^57
Recover a Wounded Agent^0

ID: 309^68
Recover a Wounded Agent^0

ID: 309^69
Recover a Wounded Agent^0

ID: 310^56
Recover a Captured Agent^0

ID: 310^57
Recover a Captured Agent^0

ID: 310^68
Recover a Captured Agent^0

ID: 310^69
Recover a Captured Agent^0

ID: 311^56
Recover a Shaken Agent^0

ID: 311^57
Recover a Shaken Agent^0

ID: 311^68
Recover a Shaken Agent^0

ID: 311^69
Recover a Shaken Agent^0

ID: 312^56
Recover a Discouraged Agent^0

ID: 312^57
Recover a Discouraged Agent^0

ID: 312^68
Recover a Discouraged Agent^0

ID: 312^69
Recover a Discouraged Agent^0

ID: 313^56
Recover an Exhausted Agent^0

ID: 313^57
Recover an Exhausted Agent^0

ID: 313^68
Recover an Exhausted Agent^0

ID: 313^69
Recover an Exhausted Agent^0

ID: 314^56
Recover a Discredited Agent^0

ID: 314^57
Recover a Discredited Agent^0

ID: 314^68
Recover a Discredited Agent^0

ID: 314^69
Recover a Discredited Agent^0

ID: 315^56
Recover a Banished Agent^0

ID: 315^57
Recover a Banished Agent^0

ID: 315^68
Recover a Banished Agent^0

ID: 315^69
Recover a Banished Agent^0

ID: 316^56
Recover a Blacklisted Agent^0

ID: 316^57
Recover a Blacklisted Agent^0

ID: 316^68
Recover a Blacklisted Agent^0

ID: 316^69
Recover a Blacklisted Agent^0

ID: 317^56
Recover a Missing Agent^0

ID: 317^57
Recover a Missing Agent^0

ID: 317^68
Recover a Missing Agent^0

ID: 317^69
Recover a Missing Agent^0

ID: 318^56
Recover a Wounded Agent^0

ID: 318^57
Recover a Wounded Agent^0

ID: 318^68
Recover a Wounded Agent^0

ID: 318^69
Recover a Wounded Agent^0

ID: 319^56
Recover a Captured Agent^0

ID: 319^57
Recover a Captured Agent^0

ID: 319^68
Recover a Captured Agent^0

ID: 319^69
Recover a Captured Agent^0

ID: 320^56
Recover a Shaken Agent^0

ID: 320^57
Recover a Shaken Agent^0

ID: 320^68
Recover a Shaken Agent^0

ID: 320^69
Recover a Shaken Agent^0

ID: 321^56
Recover a Discouraged Agent^0

ID: 321^57
Recover a Discouraged Agent^0

ID: 321^68
Recover a Discouraged Agent^0

ID: 321^69
Recover a Discouraged Agent^0

ID: 322^56
Recover an Exhausted Agent^0

ID: 322^57
Recover an Exhausted Agent^0

ID: 322^68
Recover an Exhausted Agent^0

ID: 322^69
Recover an Exhausted Agent^0

ID: 323^56
Recover a Discredited Agent^0

ID: 323^57
Recover a Discredited Agent^0

ID: 323^68
Recover a Discredited Agent^0

ID: 323^69
Recover a Discredited Agent^0

ID: 324^56
Recover a Banished Agent^0

ID: 324^57
Recover a Banished Agent^0

ID: 324^68
Recover a Banished Agent^0

ID: 324^69
Recover a Banished Agent^0

ID: 325^56
Recover a Blacklisted Agent^0

ID: 325^57
Recover a Blacklisted Agent^0

ID: 325^68
Recover a Blacklisted Agent^0

ID: 325^69
Recover a Blacklisted Agent^0

ID: 326^56
Recover a Missing Agent^0

ID: 326^57
Recover a Missing Agent^0

ID: 326^68
Recover a Missing Agent^0

ID: 326^69
Recover a Missing Agent^0

ID: 327^56
Recover a Wounded Agent^0

ID: 327^57
Recover a Wounded Agent^0

ID: 327^68
Recover a Wounded Agent^0

ID: 327^69
Recover a Wounded Agent^0

ID: 328^56
Recover a Captured Agent^0

ID: 328^57
Recover a Captured Agent^0

ID: 328^68
Recover a Captured Agent^0

ID: 328^69
Recover a Captured Agent^0

ID: 329^56
Recover a Shaken Agent^0

ID: 329^57
Recover a Shaken Agent^0

ID: 329^68
Recover a Shaken Agent^0

ID: 329^69
Recover a Shaken Agent^0

ID: 330^56
Recover a Discouraged Agent^0

ID: 330^57
Recover a Discouraged Agent^0

ID: 330^68
Recover a Discouraged Agent^0

ID: 330^69
Recover a Discouraged Agent^0

ID: 331^56
Recover an Exhausted Agent^0

ID: 331^57
Recover an Exhausted Agent^0

ID: 331^68
Recover an Exhausted Agent^0

ID: 331^69
Recover an Exhausted Agent^0

ID: 332^56
Recover a Discredited Agent^0

ID: 332^57
Recover a Discredited Agent^0

ID: 332^68
Recover a Discredited Agent^0

ID: 332^69
Recover a Discredited Agent^0

ID: 333^56
Recover a Banished Agent^0

ID: 333^57
Recover a Banished Agent^0

ID: 333^68
Recover a Banished Agent^0

ID: 333^69
Recover a Banished Agent^0

ID: 334^56
Recover a Blacklisted Agent^0

ID: 334^57
Recover a Blacklisted Agent^0

ID: 334^68
Recover a Blacklisted Agent^0

ID: 334^69
Recover a Blacklisted Agent^0

ID: 335^56
Recover a Missing Agent^0

ID: 335^57
Recover a Missing Agent^0

ID: 335^68
Recover a Missing Agent^0

ID: 335^69
Recover a Missing Agent^0

ID: 400^56
Prey on the Predators^0

ID: 400^57
Adventurers have been upsetting the balance between the creatures of the mountains. They have been killing the top predators for monetary rewards, uncaring if doing so harms the natural balance. If someone or some thing were able to discourage this behavior, perhaps with some real fireworks, things might return to normal.^0

ID: 400^68
It is highly unlikely that anyone will be hunting in that area of the mountains for a while now.^0

ID: 400^69
The adventurers proved unwilling to yield.^0

ID: 401^56
Pluck the Pups^0

ID: 401^57
There is no end to the rivalry between animal breeders on Faydwer. Perhaps the most competitive are the wolf breeders. Rumor has it that the orcs of Crushbone have even started trying their hands at it. It seems that they have even had success. There is great potential should someone acquire their newest pups.^0

ID: 401^68
The pups were a handful, but by selling them to other breeders the competition will be even greater and drive them to better things.^0

ID: 401^69
The pups were far too boisterous to keep quiet and in hand.^0

ID: 402^56
Guard the Goods^0

ID: 402^57
Merchants are always hiring competent folks to guard their cargo as the move it to and from Ak'Anon.^0

ID: 402^68
The cargo arrived safe. It even arrived early. That cargo could make a difference in the lives of those who receive it.^0

ID: 402^69
The cargo was taken, and merchant is now in danger of losing their business.^0

ID: 403^56
Best in Show^0

ID: 403^57
The Kaladim craft fair starts soon. The prizes for the best in each category are better than ever this year.^0

ID: 403^68
Winning that prize will mean an increase in respect and opportunities.^0

ID: 403^69
First prize as just out of reach.^0

ID: 404^56
Fuel the Forge^0

ID: 404^57
Kaladim is always in need of metals for their forges.^0

ID: 404^68
The forges continue to blaze, and the smiths continue to work.^0

ID: 404^69
Metals have become very hard to purchase lately, and the demand was not met.^0

ID: 405^56
How was the Cauldron Made?^0

ID: 405^57
Scholars have always thought that Dagnor's Cauldron was not created by forces of nature. An expedition just returned with several interesting rock samples and are seeking an expert in stone lore to assist their research.^0

ID: 405^68
Research indicates that some magical force was used to create the crater called Dagnor's Cauldron.^0

ID: 405^69
The dangers of the cauldron proved too harsh and there was not enough time to learn anything.^0

ID: 406^56
Dark Delivery^0

ID: 406^57
A messenger is requested to deliver a package to the temple of Tunare in Felwithe. Discretion is required.^0

ID: 406^68
Upon delivery, the package began to fume, and some form of unhealthy-looking cloud spewed from within.^0

ID: 406^69
The package was inspected and found to be dangerous. It was confiscated and the messenger punished.^0

ID: 407^56
Any Profit is Good Profit^0

ID: 407^57
An orc legionnaire has been seeking supplies for the orcs of Crushbone. This is unusual, orcs usually take rather than buy.^0

ID: 407^68
The legionnaire actually paid for the supplies and no fighting ensued.^0

ID: 407^69
The orcs refused to pay and took the supplies by force.^0

ID: 408^56
Pillar Pictographs^0

ID: 408^57
There appears to be a shrine of some sort with pictures on it buried in the forest. However, the gnome that discovered the thing cannot find it again. This gnome is very nervous and might need special handling.^0

ID: 408^68
The gnome, despite being very clever, was very bad at navigation. In the end, however, he was reunited with his strange lost shrine.^0

ID: 408^69
The shrine remains lost.^0

ID: 409^56
Corflunk and Zarchoomi^0

ID: 409^57
They've wreaked havoc in Butcherblock for the last time! Someone needs to convince them that the Butcherblock mountains is no place for an ogre to find prey. An extravagant show of force might be useful here.^0

ID: 409^68
A rough combat and much shouting forced the ogres out of the mountains, though they will surely return.^0

ID: 409^69
The ogres were unphased by the show of force. Laughter was their response.^0

ID: 410^56
Goblin Watch^0

ID: 410^57
Reports of the aquatic goblins that live in the Cauldron indicate that they might be planning something. Goblins have been sneaking out into the Butcherblock Mountains. Disaster might be averted if someone could keep an eye on these scouts and prevent them from accomplishing whatever their goals are.^0

ID: 410^68
The aqua goblins were doing their own scouting. It wasn't too hard to keep tabs on them, since they are a bit awkward out of the water.^0

ID: 410^69
It remains unclear what, if anything, the goblins are planning.^0

ID: 411^56
Dock Work^0

ID: 411^57
People have been disappearing from the docks in the butcherblock mountains. The port authority needs mercenaries to protect the area until things get safer again.^0

ID: 411^68
Several days of diligence and watchfulness appear to have kept travelers safe and discouraged whatever was causing the trouble.^0

ID: 411^69
People continue to go missing.^0

ID: 412^56
Brew for the Day^0

ID: 412^57
Kaladim's great brew day festival is soon. If someone can brew something special and win the beer brewing contest will earn a prize and some small amount of fame.^0

ID: 412^68
The winner not only gained a small cash prize, but cheers from the extremely drunken crowd.^0

ID: 412^69
There were far too many great brews and, perhaps, some prejudice for last year's winner.^0

ID: 413^56
Healing Hunt^0

ID: 413^57
It is becoming harder to find rare healing herbs in Greater Faydark. The healers in Felwithe are in ever-growing need of them.^0

ID: 413^68
The healers will be able to help a lot of people with those herbs.^0

ID: 413^69
The herbs could just not be found.^0

ID: 414^56
Strange Parts^0

ID: 414^57
Strange clockwork parts are showing up for sale in markets in Ak'Anon and Kaladim. Someone clever might be able to figure out their use and sell that information for a good profit.^0

ID: 414^68
The parts were indeed unusual. They were very old and were clearly part of an older clockwork design.^0

ID: 414^69
The purpose of the parts remains unclear.^0

ID: 415^56
Treat with the Ghoul Magi^0

ID: 415^57
Darker diplomatic channels are whispering that there is a ghoul in the Estate of Unrest desperately seeking some special materials for some ritual. Connections made with such a creature could prove useful when others are not.^0

ID: 415^68
The ghoul will indeed make a useful contact. Knowing something about the ritual it was trying to perform might also be useful.^0

ID: 415^69
The ghoul proved to be less talkative and more aggressive than expected.^0

ID: 416^56
Strings that Bind^0

ID: 416^57
While most rangers in Kelethin make their bow strings from animal guts, some like to include a thin, strong metal wire in the cord wrapping to make them less likely to break when the need is most desperate. This wire is made by artisans in Kaladim and sells for a good profit in the forests of Faydark.^0

ID: 416^68
Not only will the elves be better prepared, but the contacts made will be useful.^0

ID: 416^69
The dwarven artisans seem unwilling to sell anything at a reasonable price.^0

ID: 417^56
Rats in the Works^0

ID: 417^57
Some visiting gnome let his pet rat escape a few months ago. Now Kaladim is starting to become infested with the pests. Someone needs to hunt them down.^0

ID: 417^68
Kaladim is a little safer and a lot cleaner now.^0

ID: 417^69
The rats were far too well-hidden and clever to be exterminated.^0

ID: 418^56
Collecting Crushbone Belts^0

ID: 418^57
The rangers of Felwithe have a standing reward for anyone that can turn in the belts worn by the Crushbone orcs. They always note those that put in the effort and deliver large numbers of belts.^0

ID: 418^68
The reward was not insignificant, and the rangers have taken note of the effort.^0

ID: 418^69
The orcs were fierce and traveling in numbers too great to be assaulted.^0

ID: 419^56
Neither Snow nor Rain...^0

ID: 419^57
There are always messages to deliver.^0

ID: 419^68
Many were grateful for news and letters from loved ones.^0

ID: 419^69
It turns out the too much rain, snow, and monster attacks will stop the mail.^0

ID: 420^56
Guard for the Day^0

ID: 420^57
Brew day is coming, and the dwarves need competent guards to watch over things while all they drink themselves into a stupor.^0

ID: 420^68
There were no incidents at the festival. At least none that caused any permanent harm.^0

ID: 420^69
The festival turned into a massive drunken brawl.^0

ID: 421^56
Singing for Your Dinner^0

ID: 421^57
One of the taverns in Kelethin is hosting a limerick contest. The winner gets some cash, but more importantly they will be a little more famous.^0

ID: 421^68
Fame is fleeting, but that limerick may live forever.^0

ID: 421^69
One poet knew the room too well and played to their desires. It was a forgone conclusion that they would win.^0

ID: 422^56
Bringing the Beets^0

ID: 422^57
Hunting for food is one of the many tasks of the rangers of Kelethin. They are always grateful when someone can bring them game and free them up for other tasks.^0

ID: 422^68
A few rangers were able to intercept an orc ambush because they were not needed to hunt.^0

ID: 422^69
Game and edible plants are scarce right now.^0

ID: 423^56
Copy Cat^0

ID: 423^57
An unidentified entity is seeking someone that can speak and write high elvish at a native skill level to assist with a task that requires a steady hand and the ability to keep quiet.^0

ID: 423^68
The forgery was very good. The message was clearly meant to replace a message that was intercepted.^0

ID: 423^69
The forgery just wasn't good enough and did not fool whoever it was meant to fool.^0

ID: 424^56
Ever So Charming^0

ID: 424^57
A gnome tinker has been overwhelmed with an irrational fear of his own creations. He has been cowering in his bedroom, unable to leave and certainly unable to get back to work. The world would be lessened if this mad genius were unable to continue his explorations into making something out of nothing.^0

ID: 424^68
It took a lot of convincing and several soft clockwork spider toys, but the tinker has returned to society.^0

ID: 424^69
The gnome could not be persuaded to leave his home. Many pots and vases were thrown.^0

ID: 425^56
Side Business^0

ID: 425^57
There is a lot of shady business to be done on Faydwer. At any given time, there are small boats putting ashore delivering all sorts of contraband items. An aggressive trader can get great deals with the not-so-subtle use of threats.^0

ID: 425^68
A little bribery and a few threats have opened new opportunities.^0

ID: 425^69
The targets could not be intimidated nor bribed.^0

ID: 426^56
Drunken Gnome Race^0

ID: 426^57
Nobody really knows why this happens, but every year Ak'Anon hosts a race across Faydwer. Participants are required to wear very little and not only survive but post a fast time. While a silly and minor event, winners tend to get noticed.^0

ID: 426^68
While successful, the notoriety gained might not be the type desired.^0

ID: 426^69
It seems pretty likely that the winner cheated, though it could not be proven.^0

ID: 427^56
Off With Their Heads^0

ID: 427^57
The elves of Kelethin are always offering bounties on the heads of their enemies, the Crushbone orcs. But not only have the orcs been more active, therefore easier to find and hunt, but the elves are offering an increased bounty on their heads.^0

ID: 427^68
Enough orcs have been slain to reduce the threat that they may have posed.^0

ID: 427^69
The increased number of orcs only meant that they were traveling in larger number and were too difficult to defeat.^0

ID: 428^56
Join the Dance^0

ID: 428^57
A special event is happening in the estate. Some form of musical magic is going to happen that will undoubtedly result in some negative consequences for the living. The ritual is in the form of sheet music. A clever person with the right dance moves could create an opportunity to steal that sheet music.^0

ID: 428^68
The ritual was prevented. The music proved to be a way to imbue the undead with increased speed. It could only be successfully used in a place like the Estate of Unrest.^0

ID: 428^69
It proved impossible to get into the house at all. Flight was the only way to survive.^0

ID: 429^56
Secure the Shipment^0

ID: 429^57
A secretive "collector" needs someone to protect a shipment from Ak'Anon to Corathus Creep. This shipment includes specialized ore and gems that can attract the notice of elementals and those that command them.^0

ID: 429^68
Elementals did indeed prove to be attracted to the shipment, but it was delivered safely.^0

ID: 429^69
The elementals showed up in unprecedented numbers. Whatever the cargo was, they took it with them when they left.^0

ID: 430^56
I Guess This is Growing Up^0

ID: 430^57
There is a connection between people that often cannot be ignored. Those connections make people who they are and binds them through the future and past. There is an iksar pining away in Cabilis because he is unable to make that connection.^0

ID: 430^68
A connection was made. How durable it will be has yet to be discovered.^0

ID: 430^69
The iksar remains sad and pathetic.^0

ID: 431^56
Gather Garlic^0

ID: 431^57
Prices the on herbs used to make any number of real or fake vampire repellents are skyrocketing on the butcherblock market. Anyone that can gather these can make a good profit if they know what they are doing.^0

ID: 431^68
Several of the people supplied with a repellent claim that they were saved from a certain death.^0

ID: 431^69
Someone else must have recognized the demand and harvested most of the herbs.^0

ID: 432^56
Map the Depths^0

ID: 432^57
Countless hunters and heroes have been lost exploring Kedge Keep. Any number of those could have been saved if only they had a good map.^0

ID: 432^68
The map is as accurate as possible and may save many lives.^0

ID: 432^69
The keep proved to be far too dangerous to map in an useful way.^0

ID: 433^56
Love Letter^0

ID: 433^57
A ranger in the Kelethin guild seeks a performer for a special mission. They want someone to charm their way into the palace in Felwithe to give a performance and deliver a note to his beloved, a high-ranking member of the court.^0

ID: 433^68
The performance was acceptable, and the message was delivered. The recipient, however, seemed more surprised than happy upon reading it.^0

ID: 433^69
The performance was not well received, and the ranger's beloved left the hall before it was completed.^0

ID: 434^56
Delicate Delivery^0

ID: 434^57
There are rumors of a special spice made by a pixie that resides somewhere in the forest. This creature is apparently very skittish and hard to approach. Any ostentatious display or visible weapons will cause her to remain hidden. A simple, straightforward approach might allow someone to make a bargain with this creature.^0

ID: 434^68
The elusive pixie provided the spice and gaining her trust will certainly be useful in the future.^0

ID: 434^69
The pixie was glimpsed but could not be enticed to come out of hiding.^0

ID: 435^56
Beyond the Cave^0

ID: 435^57
One enterprising schoolteacher in Kaladim is looking for an experienced guide. He wants to teach his students about the outside world, an education that many dwarves do not receive until much later in life.^0

ID: 435^68
The trip was successful, and the teacher plans to do more in the near future.^0

ID: 435^69
More than one of the children was lost for several hours. There was so much concern over them that no learning happened.^0

ID: 436^56
Smash the Crypts^0

ID: 436^57
Vampire lore says that they can only survive the daytime if they hide in their coffins or crypts. A truly brave soul could discover the truth of this and possibly make the world a little safer.^0

ID: 436^68
The truth is that they can survive just fine outside their crypts. Success can be gauged by surviving the experience and returning with the knowledge.^0

ID: 436^69
Not only do vampires not need to hide in their coffins during the day, but they are fiercely protective of their books.^0

ID: 437^56
Deep Rumblings^0

ID: 437^57
Rumblings have been heard deep in the mountains of Steamfont. All the rats and spiders are fleeing the area and destroying anything in their path. Because there seem to be an endless number of the dangerous pests, King Ak'Anon is desperate to learn what the source of the shaking and rumbling is for the sake of his people.^0

ID: 437^68
The shaking is coming from deep in a cave system in the Steamfont Mountains. A more militant force will be needed to learn more.^0

ID: 437^69
It just wasn't possible to get past all the creatures fleeing the caves. They were panicked and very, very aggressive.^0

ID: 438^56
Rolling Bath^0

ID: 438^57
An experienced soldier is needed to protect an emissary from Phinigel. Patience will be required in assisting the mermaid in her travels, for her needs are great and the method of her conveyance is unusual.^0

ID: 438^68
The mermaid arrived safely in Kaladim. What happens from there will be interesting at least.^0

ID: 438^69
There were too many issues with the strange contraption that kept the mermaid wet and safe. She had to return to the sea before she arrived at her destination.^0

ID: 439^56
Gift Wrapping^0

ID: 439^57
Adventurers are planning yet another excursion into the Estate of Unrest. Their plans, however, are different than usual. They seek to recover an ancient corpse before it can be made into an undead. They could use the help of a weaver or someone with similar skills to help preserve the body, since it might be someone special.^0

ID: 439^68
The body was extracted. What the adventurers will do with it now is unknown at this time.^0

ID: 439^69
The body was not still dead and was not interested in being wrapped and taken away.^0

ID: 440^56
Infection Cure^0

ID: 440^57
An elderly priest of Tunare was found wandering the woods of Greater Faydark. When he was returned, he had some sort of hideous infection. The temple of Tunare has healing herbs that they think will help him, but the need someone to find samples of from the source of the infection and craft a cure.^0

ID: 440^68
The infection was cured, but the old elf will have permanent scarring. The source of the infection is still unknown.^0

ID: 440^69
The infection was tenacious and the old man too frail. He was honored with a fine funeral.^0

ID: 441^56
What They Do In The Shadows^0

ID: 441^57
A collector of dangerous artifacts is seeking a brave scholar to examine a collection of items taken from various shadowed men and determine what they do and what they are worth. It is possible that some of the secrets of the mysterious creatures could be solved, but the risk is very great.^0

ID: 441^68
Some of the items were cursed, but that was discovered before they were touched. It seems that things held by shadowed men might slowly become cursed.^0

ID: 441^69
The items proved to be too well disguised to decipher.^0

ID: 442^56
Charmed, I'm Sure^0

ID: 442^57
It is said that all the world's secrets end up at the bottom of the sea. If someone could impress a mermaid, she might reveal some of those secrets.^0

ID: 442^68
The mermaid was pleased, but she had no real secrets to reveal.^0

ID: 442^69
The mermaid was offended and fled after shouting several phrases that could not be understood but sounded very much like curses.^0

ID: 443^56
Freedom isn't free^0

ID: 443^57
An opportunist might be able to convince the orcs in Crushbone to sell some of their slaves. One of those slaves may be a missing traveler from Antonica of some importance. There might be profit in rescuing this very important person, even if all the slaves have to be bought at once.^0

ID: 443^68
The important traveler was rescued, and the others returned to their homes.^0

ID: 443^69
The orcs laughed at the idea of selling their slaves, and then attacked.^0

ID: 444^56
Castle Cartography^0

ID: 444^57
Scholars and adventurers have always sought an accurate map of the castle. This is a seemingly impossible task, and so could earn an explorer a lot of respect. And platinum.^0

ID: 444^68
The map was made and is reasonable accurate and mostly complete.^0

ID: 444^69
The castle proved far too dangerous to map.^0

ID: 445^56
Scratch and Dent^0

ID: 445^57
Merchants can sometimes have rivalries more destructive than soldiers. In order to discredit a rival, Marcia Attamilgad wants someone to find and assault a one of their caravans. She does not want the goods destroyed, but just damaged to send a message.^0

ID: 445^68
The caravan was carrying food and supplies meant for an expedition planned for deep in the caverns under Castle Mistmoore. They were damaged, and that expedition was cancelled.^0

ID: 445^69
The caravan guards proved to be too strong.^0

ID: 446^56
Show of Force^0

ID: 446^57
The orcs are gathering for war. The sounds of their battle cries can be heard at great distance and echo through the forest. Kelethin is not ready for such an assault. It might be possible to cause the orcs to have second thoughts if someone were to sneak into Crushbone and cause a tremendous amount of mayhem.^0

ID: 446^68
Flags were burning and slaves running free. The orcs were kept busy for quite some time cleaning up the mess.^0

ID: 446^69
The orcs were unflappable. Many of them simply ignored the disruption.^0

ID: 447^56
Bar the Way^0

ID: 447^57
Adventurers have been taking a toll on the residents of the castle. Allowing the castle to fall could cause a chain of effects that might be devastating. A strong and scary defender might reduce the incursions and give the residents a chance to recover.^0

ID: 447^68
Quite a few adventurers fled the castle before even entering. The residents never knew they were at risk.^0

ID: 447^69
The adventurers could not be stopped.^0

ID: 448^56
Favor for Phinigel^0

ID: 448^57
The last living kedge has accepted a request to parley with the high elves of Felwithe. The Koada'Dal really want to impress the kedge and are looking for something exceptional to give to him.^0

ID: 448^68
The Koada'Dal gave the emissary a sculpture made of the purest water held together by magic. It was beautiful and pleased the emissary very much.^0

ID: 448^69
The item proved to be slightly offensive to the Kedge.^0

ID: 449^56
Glowing Pearls^0

ID: 449^57
Only the strong and brave can survive long enough to gather these.^0

ID: 449^68
It was challenging, but a wealth of pearls were recovered.^0

ID: 449^69
The pearls were too well guarded.^0

ID: 450^56
Colors of the Chroma^0

ID: 450^57
Al'Kabor is looking for information about how, exactly, a prismatic dragon is possible. He is looking for someone that can perhaps travel into Crystallos and gather information and samples. He will not explain why he wants this knowledge.^0

ID: 450^68
A few vials and scales were delivered to the Erudite wizard. He paid for the work with a grunt and a dismissive wave of his hand.^0

ID: 450^69
The dragons and their kin were not only too dangerous, but too fastidious to yield any useful samples.^0

ID: 451^56
Flying Frenzy^0

ID: 451^57
Hordes of dragonkin have been gathering outside Crystallos. They seem frenzied and swoop down and kill on anyone or anything that gets too close. Killing them could cause greater trouble in the form of retaliation from the dragons. Someone needs to find out why these creatures are so frantic.^0

ID: 451^68
One of the drakes was willing to discuss their issues. It was discovered that there is an "argument" going on between two of the elder dragons in Crystallos and their servants have fled only to begin fighting each other in defense of their masters. The dragonkin returned to Crystallos only a few hours later.^0

ID: 451^69
The dragonkin were not interested in discussing their internal issues. Instead they preferred to take out their aggressions on nosey outsiders.^0

ID: 452^56
Once or Twice in a Lifetime^0

ID: 452^57
Satisfying the desires of the royalty of any group is a challenge. Doing so for the leadership in the Fortress Mechanotus is even more challenging. The gains in wealth and power, however, for anyone that can gain access to provide goods to the fortress could be well worth the risk.^0

ID: 452^68
It turns out that the "royalty" in the fortress are really the mechanics. Conversations with them proved that everyone answers to their needs because without them the residents begin to break down. An agreement was made to supply them with metals and wires. Both sides were pleased.^0

ID: 452^69
The gnomes in the fortress were just too paranoid. Not only could a deal not be made, but they drove the merchant from the fortress with a lot of violence.^0

ID: 453^56
Pray to Prexus^0

ID: 453^57
There are surely temples to The Ocean Lord in the depths of Kedge Keep. Considering that the kedge were probably directly created by Prexus, they must know more about the god and his worship than anyone. The layout of their temples, the appearance of their statues, and just about anything else about their worship could be of use to those trying to appease the god's wrath.^0

ID: 453^68
The darkness was complete in the depth of the sea. It was only the parts of the temple that still radiated magic that could be clearly made out. Luckily, those were exactly the parts of the temple that provided the most useful insight.^0

ID: 453^69
If there were any temples, they were not discovered. There were too many places that were impossible to reach.^0

ID: 500^56
The Only Good Spider...^0

ID: 500^57
The number spiders in the forests of Faydark has been increasing dramatically. Hunters and gatherers are hindered in doing their work. It is time that someone killed Queen Nasheeji to put a stop to this.^0

ID: 500^68
Queen Nasheeji was difficult to kill. However, she did have a hoard of wealth accumulated among the corpses of her victims.^0

ID: 500^69
The spiders were more numerous than expected and their poison far more dangerous than it should have been.^0

ID: 501^56
Got to Pick a Lock or Two^0

ID: 501^57
Someone clever could help adventurers greatly by picking and then disabling the locks on doors in and under the house.^0

ID: 501^68
The doors will be unlocked for a while, but the butler will certainly replace the locks before too long.^0

ID: 501^69
Not only were there a lot of guardians in the way, but someone seemed to be repairing and re-locking things very quickly.^0

ID: 502^56
Confront the Gang^0

ID: 502^57
A small gang of wood and half elves is rumored to be demanding silver from merchants for the privilege of not having their shops smashed up. For some reason the local guards have done nothing to stop them.^0

ID: 502^68
It turns out that the protection racket was being run by a small group of guards. They have been turned in and punished severely.^0

ID: 502^69
The gang was very well armed and equipped. Their threats were very real and violence came easy to them.^0

ID: 503^56
Fancy Feast^0

ID: 503^57
Some druids have rescued some animals from the cruel fate of becoming a meal. These animals were meant to be part of a food festival. Sometimes there is more joy in the meal than loss at how it was created. The festival organizers seek someone to recover their lost fauna.^0

ID: 503^68
The festival was held, if a little late. The food appears to have been well received by everyone, except the druids.^0

ID: 503^69
Most of the potential meals were never captured and the festival was ruined.^0

ID: 504^56
Leather, Feathers, and Steel^0

ID: 504^57
The demand for weapons of all sorts has increased in Faydark. Weapon and armor smiths, as well as bowyers and leatherworkers, are all looking for raw materials for their craft.^0

ID: 504^68
The demand had been met for now. The elves are anticipating a large-scale assault from Crushbone within the next few days.^0

ID: 504^69
Others anticipated the increased demand and scavenged most of the desired items already.^0

ID: 505^56
Farstone Out^0

ID: 505^57
For a while now the Wayfarer's Brotherhood has kept the method for creating Farstone secret. They are easy enough to get ahold of, but so far nobody has been able to recreate them.^0

ID: 505^68
The secret of the creation of Farstone has been revealed. Many the materials needed are only found in extreme locations that the Wayfarer's Brotherhood is known to travel.^0

ID: 505^69
The secret remains undiscovered and the samples have been ruined.^0

ID: 506^56
Ritual of Death^0

ID: 506^57
An adventurer claims to have found a dead messenger carrying news that Eirod Haerod has acquired a ritual that could raise powerful undead. This could lead to disaster if the House of the Dead were to get their hands on this ritual. If someone could convince Eirod that they were a messenger sent by the House of the Dead, they could abscond with the ritual.^0

ID: 506^68
A fake but believable ritual was delivered to Eirod. The real ritual remains in the possession of the courier.^0

ID: 506^69
The fake ritual was too easily discovered for what it was. Eirod now seeks the original and many people are at risk.^0

ID: 507^56
Anelia's Ales^0

ID: 507^57
A merchant in Felwithe has come up with a very unique ale that people can't stop talking about. It appears that it requires special ingredients. She is looking for a contact that can deliver these ingredients on a regular basis. If someone could negotiate a deal to exchange ale for ingredients, someone could improve their business and status.^0

ID: 507^68
A fair exchange was made. Both entities will be able to make this ale and have agreed to not directly compete with each other.^0

ID: 507^69
The ale-maker refused all entreaties and insists on keeping his creation to himself, despite how this will limit its availability.^0

ID: 508^56
Wisdom Lost^0

ID: 508^57
One of the elderly priests of Tunare has apparently wandered off. His wisdom will be sorely missed by the temple and the elves of Felwithe if he is not returned.^0

ID: 508^68
The priest was found, but he had been infected with a horrible disease.^0

ID: 508^69
The priest has not been found and is assumed dead after so much time.^0

ID: 509^56
Light in the Darkness^0

ID: 509^57
The orcs that patrol the forest have found a way to shield their fires and torches. The elves will be at a massive disadvantage in their ongoing fight against the orcs if someone doesn't hunt one of them down, kill it, and bring the torch to Kelethin so that it can be examined.^0

ID: 509^68
A torch was recovered. Research on the magic behind it is still needed.^0

ID: 509^69
The orcs were trickier than expected and were in cahoots with some skeletal allies. Their ability to see in the dark proved insurmountable. They will continue to be a danger to everyone in the forest.^0

ID: 510^56
Orc Tracks^0

ID: 510^57
The scouts of Kelethin have heard rumors of increased activity in Crushbone. They are looking for anyone that can help them track their movements and warn the city if an attack seems eminent.^0

ID: 510^68
The orcs were indeed planning a large attack. Warning was given to Kelethin and they were able to attack the orc supplies and prevent the raid.^0

ID: 510^69
The orcs were too alert and the ways of entry into their caves were too well guarded.^0

ID: 511^56
Brawl for the Day^0

ID: 511^57
Kaladim is hosting a tournament (more of a brawl, really) for brew day. A worthy champion has an opportunity to win a little fame and fortune.^0

ID: 511^68
The winner spent several days with the dwarven healers. Luckily much of dwarven healing involve drinking a lot of alcohol.^0

ID: 511^69
There were a few dwarves that were not too drunk and had skill enough to defeat those that were only a little drunk. The winner, however, was very, very drink and thus unpredictable.^0

ID: 512^56
Clever Toys^0

ID: 512^57
Wealthy citizens in Kaladim have been looking for new toys to keep their children busy and happy. They are looking toys that are unique and specifically built for smaller children.^0

ID: 512^68
The toys were well received. The crafter even learned a little about how to make toys that they had never considered before.^0

ID: 512^69
The toys just did not appeal to the youngsters. A few even broke almost immediately upon encountering the children. The crafter was not prepared for the skill that children have for destruction. They did like the box that they came in, though.^0

ID: 513^56
Treetop Troubles^0

ID: 513^57
Pixies have been stealing things form travelers. Many of these travelers are powerful and dangerous. Threats have been delivered to Kelethin and Felwithe about the trouble in their forests. Luckily, pixies don't steal things with any purpose and often hide them in the treetops when they get bored with them. The challenge will be scaring them away in order to retrieve what they have stolen.^0

ID: 513^68
A few dozen shiny trinkets were returned to their owners and the pixies will be reluctant to steal from travelers for a little while at least.^0

ID: 513^69
The pixies stole gems and daggers from those sent to drive them away. This sent the wrong message to the little pests and they have become even more aggressive in their plundering.^0

ID: 514^56
Who Was Buried Here?^0

ID: 514^57
Find out more about Tiffany and Nate, the tombstones in the graveyard. There is a mystery here and solving it could provide insight into the lord of the Castle.^0

ID: 514^68
Tiffany and Nate were brother and sister. Tiffany met her dead trying to rescue her younger brother from the clutches of a neophyte vampire. They were very young and showed such bravery and heart that they were honored with adjacent plots on the castle grounds.^0

ID: 514^69
There were no records of these two to be found, especially without knowing their family names.^0

ID: 515^56
Tactical Error^0

ID: 515^57
A recent, unsanctioned, training exercise undertaken by a few Felwithe guards has gone wrong. The Feir'Dal claim that one of the Koada'Dal attacked a ranger. The guard claims that it was a mock attack made to prove that some weird attack strategy would work. The two groups are finding it hard to resolve the issue and the Koada'Dal guard remains locked up. They are looking for an arbitrator.^0

ID: 515^68
The laws are very clear, and the high elf will not be freed. A potential death sentence has been dropped and he will get a chance to prove his side of the story.^0

ID: 515^69
The Feir'Dal were incensed that anyone would question their right to defend their rangers. Things will not go well for the prisoner now. A beating was given as he was taken from the meeting room.^0

ID: 516^56
Power Play^0

ID: 516^57
A secretive "collector" is looking for a magical power source that has just been developed by the gnomes of the Eldritch Collective. Luckily a clever person might just be able to purchase one and resell it at a reasonable profit.^0

ID: 516^68
The collector never appeared. The glowing stone was given to a courier behind an inn in the middle of the night. Payment was received.^0

ID: 516^69
The gnome was unwilling to give up the item. She claimed that it was already sold.^0

ID: 517^56
Clockworks for Cash^0

ID: 517^57
Treasure hunters have been streaming into a hitherto unknown cave system deep in the Steamfont Mountains seeking treasure. Very few have returned, but those that have report interesting and unusual clockworks roaming about, all of them deranged and deadly. Information about the layout and dangers of those caves would change things.^0

ID: 517^68
The caves appeared to be mostly natural. However, in the deeper levels the walls of the cave have been smoothed. It is here that most of the odd clockworks were found.^0

ID: 517^69
The strange clockworks were far more numerous than expected and it proved impossible to explore the caves.^0

ID: 518^56
Bloody Ears^0

ID: 518^57
Vampires have been making forays into parts of butcherblock that they would normally avoid. This is dangerous to everyone and Kaladim is offering a reward for vampire ears.^0

ID: 518^68
There were indeed an unusual number of vampires roaming into the mountains. They seemed to be searching for something, but none would speak about what it was. Many ears were taken.^0

ID: 518^69
There may have been vampires, there may not have been vampires. None were seen and no ears collected.^0

ID: 519^56
Catch the Couriers^0

ID: 519^57
An unusual number of riders have been leaving Felwithe and heading to different locations across Faydwer. An unnamed entity is paying well to know what message these couriers are carrying.^0

ID: 519^68
The message was written in old Koada'Dal. To deliver it to the buyer required leaving it in a hidden spot in the woods. Payment arrived via courier the next night.^0

ID: 519^69
The couriers were well trained and experienced. Their horses were extremely swift, and none could be caught.^0

ID: 520^56
Creeping Corruption^0

ID: 520^57
Minions of Bertoxxulous have been seen skulking about in Greater Faydark. The temple of Tunare is certain that they are up to no good.^0

ID: 520^68
Several hooded figures with a foul smell were killed. Their bodies were far too foul to touch, much less bury. Weapons had to be boiled after each encounter.^0

ID: 520^69
The stench of them alone was hazardous and their skills at magic terrifying. They could not be defeated, and many left the encounter sick and diseased.^0

ID: 521^56
Who Is What?^0

ID: 521^57
The Ak'Anon guards are seeking a way to distinguish clockworks that are functioning properly from those that have gone rogue. They are looking for a clear, attractive, and highly visible attachment that they can add to functional clockworks.^0

ID: 521^68
The artist created a functional and attractive symbol that can be easily attached to most clockworks. However, it didn't take long for the rogues to start stealing those symbols and wearing them.^0

ID: 521^69
The items created simply did not stay attached to active clockworks, leading to several functional models being taken for rogues and dismantled, violently.^0

ID: 522^56
Cauldron Lilies^0

ID: 522^57
Healers in Kaladim are experimenting with a water plant called Cauldron Lily. It is easily distinguished because the pad curls up on the edges making the plant look like a bowl or pot. It can only be found in Dagnor's Cauldron and so is difficult to gather. They think it might aid with the curing of poisons and are anxious to get any of these plants that they can.^0

ID: 522^68
The lilies were indeed useful in creating a very effective poison cure. Unfortunately, the side effects were very unpleasant.^0

ID: 522^69
The lilies were too sparse to gather enough to be of any use. If there were more, they were too hard to find with all the nasty things in the area.^0

ID: 523^56
Toys for Teaching^0

ID: 523^57
A wealthy noble is looking for a way to impress his stepson. This is an opportunity for a creative mind to help influence a future leader.^0

ID: 523^68
The boy was pleased, and the father did not recognize any subversive material.^0

ID: 523^69
The boy just did not like anything offered to him.^0

ID: 524^56
Talk About Trade^0

ID: 524^57
King Ak'Anon wants to get a peek into whatever it is that Meldrath might be up to in his crazy fortress. In order to get a spy inside he is proposing a trade talk with the lunatic gnome.^0

ID: 524^68
Despite being a ruse, the trade talks went well. It was also discovered that Meldrath was traveling at the time and not currently likely to be planning anything dangerous.^0

ID: 524^69
Meldrath sent a contingent of minotaurs to meet the trade party. Minotaurs are not good at trading, they are good at killing.^0

ID: 525^56
Mana Sale^0

ID: 525^57
Rumor has it that someone is highly motivated to sell a manastone. There is profit to be had reselling the stone for anyone that can locate the seller and purchase it at a very low price.^0

ID: 525^68
The seller was afraid of being attacked if anyone were to learn of his lucky find. He sold the manastone for much less than its real value.^0

ID: 525^69
The seller claimed that they had already sold it, though they clearly were not willing to accept a fair price. No deal could be made.^0

ID: 526^56
Elf Gone Wild^0

ID: 526^57
The guards of Kaladim are trying to locate and capture a high elf that assaulted several merchants in Kaladim then fled. The elf was tall, blonde, and wearing armor. He carried a mace and used that mace during the assault.^0

ID: 526^68
The high elf was a cleric apparently suffering from some sort of dementia brought about by a curse or disease that was released in Felwithe recently.^0

ID: 526^69
The high elf was too crafty and could not be located, though evidence of his existence was found.^0

ID: 527^56
Money for Minotaurs^0

ID: 527^57
Gnome spies have discovered that the minotaurs in their caves in the Steamfont Mountains have been gathering supplies and weapons. This can only mean bad things for the gnomes of Ak'Anon, and their short-term solution is to find people to reduce their numbers.^0

ID: 527^68
Many minotaurs were defeated, though they proved to be more dangerous than expected. They had armor and weapons of a better quality than they should.^0

ID: 527^69
The minotaurs were not only well supplied but traveled in large numbers. They were too fearsome to defeat in any meaningful way.^0

ID: 528^56
No Rest for the Wicked^0

ID: 528^57
The undead are just as prone to intrigue as their living counterparts. Anyone that can keep tabs on the plotting of the nobles will be in a good place to react to whatever those plans might be.^0

ID: 528^68
The nobles of Unrest are a lot more like living nobles than expected. They are so busy fighting with each other that they are unable to plan any mischief to deliver to mortals.^0

ID: 528^69
It was just too hard to penetrate their schemes without being discovered.^0

ID: 529^56
Teaching Tricks^0

ID: 529^57
The Koada'Dal are great soldiers and scholars, but a faction of the guard feels that they are too timid, too defensive. They are looking for an experienced warrior with a more aggressive attitude to train them in skills they cannot learn in Felwithe.^0

ID: 529^68
The high elves had difficulty learning to fight dirty, but they are very good tacticians, and so learned enough to be dangerous.^0

ID: 529^69
The high elves just could not be underhanded enough to fight dirty. They understood the idea intellectually, but just could not perform when needed.^0

ID: 530^56
Silver Edged^0

ID: 530^57
Few crafters can create a weapon with silver blades that holds up to the kind of combat they are built for. If these weapons were more available and reliable the influence of the undead might be reduced.^0

ID: 530^68
The weapons were well received and will do a very good job reducing the risk of werewolves and undead.^0

ID: 530^69
The weapons proved to be too fragile in combat. At least the silver could be recovered and used by a more competent smith.^0

ID: 531^56
Morning Dew^0

ID: 531^57
Morning Dew is a popular ingredient for many things, many of them alcoholic. But finding the golden liquid is a challenge and can often require driving faeries and other forest guardians away or forcing them to give up the Morning Dew they have already gathered. All of this makes Morning Dew a valuable and desired resource.^0

ID: 531^68
The faeries were not pleased, but a good amount of Morning Dew was collected.^0

ID: 531^69
The faeries were far too aggressive and hard to deal with, making gathering the dew too difficult.^0

ID: 532^56
Out on a Limb^0

ID: 532^57
Strange fungus is growing in the forest of Faydark. There are concerns that this fungus could be dangerous to trees or even people. Research on this fungus is needed, but samples have never been brought to a scholar to examine. It is fragile and falls apart when removed from the tree. Also, it only grows on the thinnest and highest of branches, and not too many scholars like to climb trees.^0

ID: 532^68
Research proved that the fungus was not harmful. It also appears to have very little value. It is edible but tastes like fetid water.^0

ID: 532^69
Every sample gathered turned to dust and were of no use for research.^0

ID: 533^56
Leverage^0

ID: 533^57
A clever diplomat uses every angle they can find to achieve their ends. Emperor Crush has, so far, rejected every attempt at negotiation with the wood elves. There must be something other than the skeletons of elves in his closet. Learn that secret so that it can be used later.^0

ID: 533^68
It turns out that, unexpectedly, Crush is allergic to some of the grains used in dwarven ale.^0

ID: 533^69
Nothing could be learned about the Emperor that did not just make him seem more dangerous that he already was.^0

ID: 534^56
One Fish, Blue Fish^0

ID: 534^57
An adventurer has found a fish that he claims has never been seen before. It is a large, round, blue thing with huge eyes. The adventurer is keeping the fish in his helmet, where it will not survive long. He offers a large commission for whoever gets him the best price before his prize expires.^0

ID: 534^68
The fish was not a new type, but an infected Cauldron Trout. It turns out that the disease was unique and was of interest to one of the very few druids that work with fish.^0

ID: 534^69
The fish didn't live long enough to be delivered and the druid that showed interest in a living fish was not interested in a dead one.^0

ID: 535^56
Kedge Rock^0

ID: 535^57
There is a rumor of an island in Timorous Deep that rises from the water only during violent storms. The location of this mysterious island has value to map makers and sailors. Find the island called Kedge Rock.^0

ID: 535^68
The island turned out to be a massive turtle.^0

ID: 535^69
The island could not be found.^0

ID: 536^56
Put Out the Lights^0

ID: 536^57
Crushbone orcs are using necromantic magic to move through the forests at night. They use torches made from undead skin and bones. They anoint their eyes with some sort of oil derived from the fluids of undead. The light can only be seen by undead or those anointed with the necromantic oil. The rangers need help removing any and all undead from the area to reduce the orc's access to their bodies.^0

ID: 536^68
Between the orcs and those trying to stop them, there are almost no undead wandering the forests of Faydark at this time. They will certainly return.^0

ID: 536^69
The orcs were patrolling the forests in the area where undead were known to exist and getting past them with their much-improved ability to see in the dark proved impossible.^0

ID: 537^56
Source of Corruption^0

ID: 537^57
Concerns about the influence of Bertoxxulous growing in Greater Faydark have reached a peak. It is clear that there is a focal point to the influence, and the temple of Tunare is offering a reward to anyone that can infiltrate that part of the forest and find the source.^0

ID: 537^68
In one of the deepest, darkest parts of the forest there is a treant rooted in a glade. The treant is clearly infected. It infects anything that comes near, and those infected protect the Treant.^0

ID: 537^69
The disease and rot near the source of the influence was too potent to survive.^0

ID: 538^56
Warding the Woods^0

ID: 538^57
The wood elves are on high alert. Their soldiers are working extra shifts to ensure the safety of their people. This includes inspecting travelers to make sure they are not enemies in disguise. They also have extra patrols working in the woods. This has made them shorthanded. They are seeking experienced guards to help them.^0

ID: 538^68
The peace was kept, and the wood elves believe that whatever threat they feared has passed.^0

ID: 538^69
Several intruders were allowed in past the guards and caused harm to citizens of Felwithe.^0

ID: 539^56
Simulate the Stormhammer^0

ID: 539^57
There is a commission for someone to replicate an ancient dwarven weapon called Kazon's Stormhammer. They want it for a display, so wish it to appear authentic as possible, including replicating its magical aura.^0

ID: 539^68
The replica was perfect, including the magical aura. The buyer remained hidden and took possession of the item via courier.^0

ID: 539^69
The weapon was just too hard to replicate. It was made, after all, by ancient dwarven smiths.^0

ID: 540^56
One Kobolds Garbage...^0

ID: 540^57
The kobolds that live in the Steamfont Mountains keep everything they find on their victims. Their lairs, caves, and tents are littered with this junk. In among that junk there should be some treasures.^0

ID: 540^68
Unfortunately, kobolds are also pretty indiscriminate about where they relieve themselves. Valuables were found, but they needed a lot of cleaning before sale.^0

ID: 540^69
The kobolds were unbelievable ferocious in defense of their garbage and little could be gathered.^0

ID: 541^56
Rune and Ruins^0

ID: 541^57
A dwarven child out on a field trip into the valleys of the Butcherblock Mountains discovered a cave that seems to be unexplored. The child used some clay to make an impression of a marking just inside the cave before her teacher pulled her out and admonished her. Nobody in Kaladim knows what the rune means and are looking for a clever scholar to figure it out and explore the cave.^0

ID: 541^68
The rune is a representation of the world machine, the device that Brell created that keeps Norrath working properly. It was used to help keep holy places safe and functioning properly.^0

ID: 541^69
The rune remains a mystery.^0

ID: 542^56
Words from the Deep^0

ID: 542^57
Rumor has it that a creature from the deep seas has approached several fishermen, but none of them understood her. She was shy and wary, never approaching boats with too many people on board. The reports are not clear about what sort of creature she is. She could be a mermaid, siren, or maybe a monster under an illusion. It would be valuable to find this creature and figure out what she wants.^0

ID: 542^68
The creature was a merman. He was not on any particular mission, he just wanted to learn about land creatures and their lives. He will probably speak with others of his kind about what he learned and a reputation among them may be earned.^0

ID: 542^69
The creature fled every time an attempt was made to approach.^0

ID: 543^56
Goods for the Commoners^0

ID: 543^57
The citizenry of Kaladim are reluctant to change, which makes selling them the newest gnomish devices, no matter how much it will improve their lives, very challenging. There is an untapped market there for the right merchant.^0

ID: 543^68
Some inroads were made. Some trust was developed with the dwarves, opening up future potential.^0

ID: 543^69
A lot of iron doors were closed in anger and no dwarves were convinced that newer is better.^0

ID: 544^56
Hedge Your Bets^0

ID: 544^57
Norrath's heroes are intent on breaching the Estate of Unrest frequently have issues passing the hedge maze. Lives might be saved if someone were to map that maze.^0

ID: 544^68
The map was precise and will save many lives.^0

ID: 544^69
The maze proved too complex to map.^0

ID: 545^56
On the Dark Side^0

ID: 545^57
In a rare show of trust, the Crushbone orcs are recruiting mercenaries to assist them on raids against the wood elves and their tree city. It is not safe to go alone. It seems like a good idea to provide them with a competent and complete assault force.^0

ID: 545^68
Only a couple orcs forgot who their friends were and had to be killed. The raid was fairly successful and the orcish blood lust has been sated for a while.^0

ID: 545^69
The raid was a disaster. The orcs were disorganized and often forgot who their allies were.^0

ID: 546^56
Tracking the Troops^0

ID: 546^57
An unnamed party would like someone to gather information about the disposition of guards in Kaladim. They will pay well for a detailed map and guard schedule.^0

ID: 546^68
A courier arrived to pick up the report and maps. Payment was made with no words spoken.^0

ID: 546^69
The tunnels were crowded and the dwarven guards too alert. It wasn't possible to delve deep enough into the city to get useful information.^0

ID: 547^56
Bleeding Purple^0

ID: 547^57
The Feir'Dal are hiring mercenaries to drive back the Crushbone orcs. They have been unusually aggressive lately and seem extraordinarily well equipped. Bringing a party with all the expected skills will improve the pay rate.^0

ID: 547^68
The battle was hard fought, but the elves were successful in pushing the orcs back into Crushbone. Examining their equipment revealed that they were made by various smiths, but not by orc smiths.^0

ID: 547^69
The forces allied with the elves were not strong enough. While the assault was turned back, losses were too great to consider the defense effective.^0

ID: 548^56
Darkblade's Wasp Poison^0

ID: 548^57
Wasp poison is not the exclusive territory of Conium Darkblade, but to recreate that recipe or one like it is a dangerous endeavor.^0

ID: 548^68
Gathering the ingredients was challenging. A steady hand served to prevent accidents. The poison was created, for what use remains to be seen.^0

ID: 548^69
Accidental contact with the ingredients caused spasms and loss of most of the gathered items.^0

ID: 549^56
Bags of Malachite^0

ID: 549^57
Malachite is an important resource for spell casters of all sorts, but it can be very difficult and dangerous to acquire.^0

ID: 549^68
Most of the malachite was scavenged by scaring slave miners and making them drop their bags.^0

ID: 549^69
The slaves were too terrified of repercussions to surrender their hard-won gemstones. They cried out for the guards so often that it became impossible to remain in the mines.^0

ID: 550^56
Seeing Stars^0

ID: 550^57
There is a faint new light in the night sky. Is it an omen? Is it a danger? Answers could be found using the observatory outside Ak'Anon.^0

ID: 550^68
The light was faint and indistinct even with the use of the observatory. It did, however, seem like it might be in the shape of a dragon.^0

ID: 550^69
The cloud layer was too heavy and there were too many incidents of sleeping on the job for any real observations to be made. It didn't help that monsters would sometimes wander into the observatory either.^0

ID: 551^56
Deal With The Ghoul Magi^0

ID: 551^57
Despite being dead, the Ghoul Magi in the Estate of Unrest knows of magic that only a creature connected so closely to necromancy could invent. Of course, such magic often requires living subjects that are hard to find in that house of the undead. It might be possible to make a profitable trade if someone were willing.^0

ID: 551^68
A deal was struck and a connection between the ghoul and a very unscrupulous "merchant".^0

ID: 551^69
The ghoul was just tricking people to coming to him so that he did not need to hunt for victims to use in his experiments.^0

ID: 552^56
Pixie Dust^0

ID: 552^57
Pixies are notoriously treacherous to deal with. They refuse to stop being mischievous and harmful even while making trades. Opportunities to even begin negotiations with these creatures are rare. But their Pixie Dust is important to many people, for things as diverse as beer and enchanter magic.^0

ID: 552^68
It may be several days before the faerie fire fades, but the trade was successful.^0

ID: 552^69
The pixies pretended to be interested in a trade while stealing from the party. When caught, they attacked while flitting out of reach. They were eventually driven off.^0

ID: 553^56
Explore Mistmoore's Catacombs^0

ID: 553^57
There appear to be caverns under the Estate of Unrest. Knowledge about exactly what is going on down there and how the caves are laid out could be very useful.^0

ID: 553^68
The place was full of vampires and other nasty things, but the map was made and is reasonably accurate.^0

ID: 553^69
The caverns were overflowing with undead and vampires. It was impossible to survive in there, much less explore.^0

ID: 554^56
War is Good^0

ID: 554^57
War is brewing. The Crushbone orcs have gathered and are hiring mercenaries to fight alongside them. Treasure should be available from the corpses of either side. This is a risky venture, since orcs can't be trusted and may turn on their allies should things go badly. Or, frankly, if things go well.^0

ID: 554^68
The orcs did indeed turn on their mercenaries after the battle was won. But they were prepared and managed to escape with a fair amount of loot.^0

ID: 554^69
The orcs turned on the mercenaries the moment they arrived. It seems that they were not planning a raid at all, but an ambush of the people they called for help.^0

ID: 555^56
Get Gearheart's Goods^0

ID: 555^57
Rumors have it that Gearheart has stumbled upon a magical music box and will not allow anyone near it. How could any curious creature not want to borrow it for themselves?^0

ID: 555^68
The music box plays a tune often heard in Rivervale but has no magical properties. Even so, it will be a treasured possession.^0

ID: 555^69
The rumors were true, but Gearheart had impenetrable defenses prepared to keep his new treasure safe.^0

ID: 556^56
Guard the Bard^0

ID: 556^57
Escorting an important personage is mostly about looking scary. Skill rarely matters. But there is a bard that wants both. He seems to have a very high opinion of himself and believes that he will be swarmed by admirers and possibly assaulted by their husbands.^0

ID: 556^68
The task was uneventful. Few even came to listen to the bard sing. Considering his voice this was no surprise.^0

ID: 556^69
The guards were not scary enough. The bard was attacked and severely injured.^0

ID: 557^56
Sing For A King^0

ID: 557^57
The Koada'Dal are having a feast to celebrate the king's birthday. They are looking for performers that can bring a unique experience for a man that has heard just about every tale or song. Earning the king's respect will earn the respect of his court and all of Felwithe.^0

ID: 557^68
The performance was very well received and will be remembered for years to come.^0

ID: 557^69
The king was offended for reasons that only the king understands.^0

ID: 558^56
Gentle Touch^0

ID: 558^57
Aviaks are jumpy and aggressive creatures. Gathering their feathers often requires killing them. But this reduces their population, making those feathers even harder to acquire. It is possible, however, to gather their cast-off feathers if the one doing the gathering can remain calm and not appear to be a predator.^0

ID: 558^68
Only a few aviaks needed to be wounded and driven away. Several bags of feathers were acquired.^0

ID: 558^69
The entire flock were sent into a flurry of activity. Many peck and claw injuries were acquired, but no feathers.^0

ID: 559^56
Who was Garanel Rucksif?^0

ID: 559^57
There is a mystery behind the life and death of Garanel Rucksif. He currently "lives" in the old Estate of Unrest as a ghost. But how is it that a dwarf finds himself a ghost bound to that weird house? How did he die? Someone may have to go and speak with him to learn the details.^0

ID: 559^68
It was hard to get the ghost to tell the tale. Not only was he reluctant, but he is quite mad. When this all began, he was a living dwarf. He murdered a priest of Quellious and his family in the temple to Quellious in the house. The goddess cursed him to this ghostly state for his deeds. He will forever suffer the pain that he brought to that family. This, of course, drove him even more insane.^0

ID: 559^69
It didn't seem possible to break through the madness to speak to the dwarf beneath. After several attempts the ghost's screams attracted too much attention and flight was the only option, and even that was difficult.^0

ID: 560^56
A Big Stick^0

ID: 560^57
Sometimes a conversation must begin with a beating. There is an ogre wandering around the Butcherblock Mountains challenging anyone she comes across to prove their worth so that she can deliver her message. It will take a special negotiator to learn the secret she holds.^0

ID: 560^68
The ogre was sent by her shaman to attune for her failure as a warrior. In the name of Rallos Zek she was to take on all challengers until defeated. It was expected that her defeat would mean her death, but it did not. She has no idea where to go next and remains a variable on the fate of the future.^0

ID: 560^69
The ogre was very strong and very stubborn. She would only speak if beaten by one opponent, and so would not speak because she was not defeated.^0

ID: 561^56
Deadly Blade Oil^0

ID: 561^57
Miners Guild 628 is trying to get into the business of selling their, um, secret blade oil. This is a great opportunity for the right merchant, but it comes with a lot of risk.^0

ID: 561^68
A pipeline now exists between the Miners Guild and their potential customers in the seedier parts of the world.^0

ID: 561^69
The guild was too greedy and too dangerous to come to an agreement with. It was challenging finding a way to get out of the deal, since the guild did not want their secret revealed.^0

ID: 562^56
Pop Up Shop^0

ID: 562^57
A wealthy merchant would like to establish a small shop in the rougher part of the Butcherblock mountains. This shop would be designed to serve adventurers. The merchant needs help deciding the best location, keeping the shop safe until it is established, and perhaps negotiating with the dwarven merchants who might be unhappy with another competitor.^0

ID: 562^68
The shop was established, and others hired to protect it over the long term.^0

ID: 562^69
Not only were the dwarves of Kaladim unwilling to give any official approval or assistance to help, it seemed that the monsters of the area were strongly opposed to the idea as well.^0

ID: 600^56
Knife In The Back^0

ID: 600^57
Balkor the Knife, an orcwere that resides in Bloodmoon Keep, has begun wandering Faydwer on nights of the full moon. He is a deadly killer and could end the life of someone important. Find your way into the keep and put a stop to his wandering.^0

ID: 600^68
Balkor was not in the keep but was wandering the Loping Plains. The battle was fierce and grewsome. Balkor proved too swift and escaped, but it is certain that he will not venture outside Bloodmoon Keep for a long time.^0

ID: 600^69
Balkor was too strong and crafty. His speed was hard to deal with and most blows did little harm to him. He drove back the intruders and then sent wargs to hunt them down.^0

ID: 601^56
Ancient Tomes from Ancient Tombs^0

ID: 601^57
When you are an undead you like to have something to read while resting in your coffin. Many of those books are immensely valuable to collectors, researchers, and other such people. It should be possible to acquire some of these tomes if someone is careful enough.^0

ID: 601^68
Being careful prevented disaster when it was discovered that some of the undead rest in their coffins during the evenings as well. However, the issue was dealt with and the books were acquired.^0

ID: 601^69
The undead seemed to be having some sort of book club meeting. They were gathered around in a dark room and caught the intruders unaware. A lot of screaming and running occurred.^0

ID: 602^56
Walk In The Woods^0

ID: 602^57
People travelling through the forests of Faydark are often assaulted by the predators. Orcs, brownies, pixies, and all kinds of animals will attack travelers on sight. Some of these people are important and should be protected.^0

ID: 602^68
After several attempts, a sort of caravan was established. Every day at dawn it leaves with all that wish to travel along. The numbers along with a few hired guards have been keeping travelers safe.^0

ID: 602^69
Unfortunately, there were too many individual groups going out in too many directions. Only a few could be protected at a time, and they refused to go out of their way to travel together.^0

ID: 603^56
It's Made Of What?^0

ID: 603^57
The protectors of Kelethin tend to be forced to eat their meals on the job. Providing them with something sweet will lighten their mood. Make some brownies for them.^0

ID: 603^68
It turns out they are made of brownies. No wonder the little people are so angry all the time.^0

ID: 603^69
The brownies would not cooperate. None could be coaxed or forced into the mixing bowl.^0

ID: 604^56
Berries for Feathers^0

ID: 604^57
There is a rare bird that lives quietly in the forests of Faydark. These simple looking brown chickadees have a little bit of magic that causes their feathers to turn a bright green when they eat enough rare and valuable Vineclinger Berries. These are only found on Kunark. The feathers are important for making many magical items.^0

ID: 604^68
Acquiring the berries was as hard as finding and feeding the skittish birds. When they have eaten enough berries, however, they shed their existing feathers and quickly grow new ones. A few days later the magical feathers fall out and they slowly regrow their natural brown ones. Why this happens in still unexplained. Who discovered the weird interaction also remains unexplained.^0

ID: 604^69
The chickadees were scarce, and those that were discovered were to skittish to accept food, even their favorite berries.^0

ID: 605^56
Bones to Pick^0

ID: 605^57
There are the bones of a massive creature in the Steamfont Mountains. Knowing their origin would be useful to historians for sure, but also to those that enjoy using bones for art or perhaps nefarious magic.^0

ID: 605^68
The lack of bones to indicate that it had wings suggests that it is not a dragon, though it very much looks like one in most other respects. The only possible conclusion is that it was an exceptionally large wurm of a type that no longer lives.^0

ID: 605^69
It wasn't possible to determine what the creature was for certain.^0

ID: 606^56
Tame the Tiny^0

ID: 606^57
The brownies of Faydark have become infuriated over some slight. This is not an uncommon thing for them, getting infuriated is second nature for them. Someone that won't intimidate them needs to calm things down.^0

ID: 606^68
It seems that, once again, someone was trying to bake brownies into some sort of cake treat named after them. They were calmed and no longer rampage all over the forest, but that will certainly not last long.^0

ID: 606^69
The brownies were inconsolable. They attacked relentlessly and would not listen to any form of reason.^0

ID: 607^56
Goods for the Guests^0

ID: 607^57
The Fortress Mechanotus houses a surprisingly large number of non-clockwork creatures as residents. Visitors that almost never leave, ambassadors that almost never leave... people like that. There is a niche market for the sale of soft goods like clothes and bedding. Of course, most merchants never leave either.^0

ID: 607^68
A trade agreement was made that included a large percentage for the cleaning staff who are critical for getting the goods into the fortress. Many "visitors" will sleep better at night, if they sleep at all.^0

ID: 607^69
The clockworks of the fortress refused any entreaties for entry, often with great violence. The gnomes clearly were interested in what was offered but could not find a way to get a meeting to happen.^0

ID: 608^56
Hunter Lost^0

ID: 608^57
A hunting party returned to Kaladim missing one member. The hunters found a fair amount of blood splattered against a rock but were unable to locate their missing friend. They are also unsure who the blood belongs to but suspect the worst.^0

ID: 608^68
The hunter was found trapped in a tree while an injured bear tried to push it over. The bear was driven away, and the hunter returned home.^0

ID: 608^69
The hunter was found in a tree, having bled out from injuries. A bear was seen leaving the area when the hunter was found.^0

ID: 609^56
Cavern Crawl^0

ID: 609^57
The catacombs under Castle Mistmoore appear to be older that the castle itself. They must contain ancient secrets and treasures that cannot be learned anywhere else.^0

ID: 609^68
In the deepest caves there exists a small shrine covered in blood and gold. It is unclear what god it is dedicated to. The only symbolism was that the alter appeared to be carved in the shape of a squat spider, though it was hard to be sure considering the age and wear of the stone.^0

ID: 609^69
It wasn't possible to get into the deeper parts of the cave. There were just too many monsters guarding the places where interesting secrets might be hidden.^0

ID: 610^56
Chalice Caper^0

ID: 610^57
A secretive "collector" is paying well if someone can acquire a sacred chalice from the temple of Tunare in Felwithe.^0

ID: 610^68
The chalice was clearly magical and held a place of honor in the church. The collector required it to be sealed in an iron box and delivered to a courier for payment to be made.^0

ID: 610^69
The chalice was well guarded, both physically and magically. It wasn't possible to acquire it.^0

ID: 611^56
Tinker's Travel^0

ID: 611^57
Gnomes are often too inquisitive for their own good. Tinkers and researchers become engrossed in their work and wander too far from the city gates and get themselves in trouble. Many don't return. Ak'Anon's guards have trouble stopping these wanderers and could use help protecting them. These are usually the greatest gnomish minds and losing them to such incautious activity is a preventable shame.^0

ID: 611^68
There was no effective way to prevent the inquisitive from wandering into danger, so they had to be guarded. Several were saved from certain death, often from just falling off cliffs or into holes.^0

ID: 611^69
There were too many wandering gnomes to protect. Several were lost to spiders, minotaurs, and holes in the ground.^0

ID: 612^56
Choker Craft^0

ID: 612^57
A secretive "collector" is paying well for a master craft necklace. It must be made from enchanted Brellium, set with Boneflow Stone, and infused with Primordial Dynastic Radiance. An odd request, but worth the effort for the profit.^0

ID: 612^68
A courier picked up the item and payment was received.^0

ID: 612^69
After all the effort spent to find all the items needed to make the necklace, there was the slightest flaw in one of the links and the items was not accepted.^0

ID: 613^56
Shades of Night^0

ID: 613^57
Nightshade only grows underground and must be harvested when the moon is full. The magical nature of the plant causes it to take on an aspect of the creature that harvests it. It is this nature that makes nightshade interesting to spell casters.^0

ID: 613^68
One gnome wizard was so excited to receive the nightshade she paid twice what was asked.^0

ID: 613^69
The catacombs were too hard to traverse safely, and it was past midnight when the nightshade was found, and so were worthless to harvest.^0

ID: 614^56
Dark Writings^0

ID: 614^57
Explorers have been finding ancient writings on the walls. The information is fragmented, and they have not been able to piece together what it is about. The fact that the undead in the caves are aggressive and deadly isn't helping. Putting together the disparate runes and finding the missing information could lead to a great discovery.^0

ID: 614^68
After much digging and battling, most of the writings were discovered. They appear to be in a very old but twisted form of the Elddar language. They appear to be the ramblings of a lunatic praising themselves and their own power.^0

ID: 614^69
Because of the dangerous monsters lurking in the catacombs it wasn't possible to find enough of the runes to discover what they mean.^0

ID: 615^56
Dark Talks^0

ID: 615^57
A party of Teir'Dal has asked for sanctuary in Kelethin. They claim to be in danger for the radical idea that maybe not all other races need to be destroyed. They are being held at arrow point near one of the elevators and the guards are ready to end the standoff. It is possible that these dark elves are not lying for some nefarious reason and hearing what they have to say might change things.^0

ID: 615^68
The Teir'Dal were not granted sanctuary in Kelethin but have been allowed to remain in their camp under the city on the forest floor. Talks will continue.^0

ID: 615^69
The wood elves refused to accept that any dark elf could be anything but hateful. Several of them were killed and the rest were driven away.^0

ID: 616^56
Terrible Trinkets^0

ID: 616^57
Some unscrupulous person has been selling fake magical trinket to the unwary. This snake oil salesperson is not only cheating people but putting them at risk. Some have been injured climbing a tree when their levitation amulet failed to actually levitate them. These sorts of people give a bad name to all merchants. They also hire thugs to protect them. Someone should expose this bandit.^0

ID: 616^68
It was not too challenging to prove that the items were fake. The hard part was distributing the information to the unwary. However, the task was completed, and the merchant has since retired and gone into hiding.^0

ID: 616^69
Somehow the snake oil salesman convinced the crowd that he was in the right and his accusers were causing any failure in the products they sold. The accusers were chased out of town before their heads stopped spinning.^0

ID: 617^56
The Power of Persistence^0

ID: 617^57
Bandits in the forests of Faydark are persistent and clever. If found by a force they cannot defeat they simply fade into the trees and scamper off. Eventually hunting parties have to return home due to hunger and exhaustion. They need someone with the persistence and strength to follow them to their primary hideout.^0

ID: 617^68
The hideout was located and destroyed. Several bandits were arrested.^0

ID: 617^69
The bandits picked off their pursuers, injuring them and slowing the entire group. They lost themselves in the forest and could not be found.^0

ID: 618^56
Shock and Awe^0

ID: 618^57
There is a wealthy merchant that travels with trained bears as guardians for his wagons. Armored bears are nothing to fool around with. However, it might be possible to scare them off and take the loot from the wagons with no resistance.^0

ID: 618^68
The bears were routed. Without his menagerie the merchant quickly surrendered his goods.^0

ID: 618^69
It turns out that bears, especially trained and underfed bears, do not scare easily. Also, they really like to bite people.^0

ID: 619^56
Party Crashing^0

ID: 619^57
There is a rumor that some very valuable items will be on display at some sort of vampire party in Castle Mistmoore. Considering the number of powerful creatures that will be there, assaulting the place to get to the treasure seems impossible. There are, however, other ways to get into the castle and gain access to the treasures.^0

ID: 619^68
Some of the valuables had to be abandoned because they were actually dangerous to anyone holding them. The others, however, proved to be of great value.^0

ID: 619^69
Vampires are very hard to trick and even harder to steal from. Hands were caught in various cookie jars and things got nasty from there.^0

ID: 620^56
Petty Fun^0

ID: 620^57
Petty aggressions, minor thefts or insults, between the Koada'Dal and the Feir'Dal have grown since a Felwithe guard attacked a Kelethin ranger. One Feir'Dal even served a Teir'Dal delicacy at a Koada'Dal festival. Considering the ingredients, it was lucky no real violence erupted. This creates a chance for enterprising folk that can offer protection from, or deliver, such petty assaults.^0

ID: 620^68
Preventing these attacks only required vigilance and a shrewd eye. There was clearly no intent to do permanent harm and any resistance would turn a miscreant away from their plan.^0

ID: 620^69
Things spiraled out of hand and seemed to be unstoppable. Petty violence became less and less petty and more and more violent. Things did not go well.^0

ID: 621^56
Exotic Foods^0

ID: 621^57
The Koada'Dal are having a food festival. By order of the king this festival will only feature food items that are not commonly found in Felwithe. Prizes will be given to those with the best dishes.^0

ID: 621^68
The exotic dish was well received. Many were too spicy, many too dull. The winner was just right.^0

ID: 621^69
It seems that high elves don't like exotic food as much as they thought. Very few were even tasted by the haughty elves.^0

ID: 622^56
Gathering Ghosts^0

ID: 622^57
A request from Castle Mistmoore has been circulating. It seems that someone is seeking trapped ghosts. Apparently, they can snort them like snuff and gain something from them, either power or memories.^0

ID: 622^68
It was just as difficult to deliver the trapped souls as it was to gather them.^0

ID: 622^69
Ghosts are very hard to trap and resent the attempt quite violently. Despite being intangible, they can cause a great deal of harm when angered.^0

ID: 623^56
Haste Makes Waste^0

ID: 623^57
A prominent gnome researcher has claimed that the sun is slowing down in its movement about Norrath. Nobody has been able to prove or disprove this claim because of the time required to do so. Most are ignoring the him as foolish, but a patient observer might be able to discover the truth. If it is true, some great magic might be at work.^0

ID: 623^68
After many days of observation and research into old records it is clear that the movement of the sun has not changed.^0

ID: 623^69
There was a moment of panic when the sun seemed to be rushing toward Norrath. Someone screamed and started shouting at Solusek Ro. People nearby heard the shouts and reacted as expected. More shouting happened and a lot of panic ensued. By the time it was realized that the optics had been misadjusted it was too late.^0

ID: 624^56
Trade for Tot^0

ID: 624^57
A force of orcs has taken an important high elven child as a hostage. They are willing to return him if the elves produce enough platinum and magical items. The elves are willing to make the trade but fear that there will be trickery and seek assistance.^0

ID: 624^68
Surprisingly the exchange went well, and the child was not harmed.^0

ID: 624^69
The orcs were not pleased with the offered ransom and grew angry. They flew into a rage and attacked. A few of them retreated with the child, who has not been seen since. No other offers of ransom have arrived.^0

ID: 625^56
False Hope^0

ID: 625^57
There has been a rise in minor accidents in Felwithe due to some sort of brownie curse. People are tripping and falling from non-lethal heights, stomach flu is rampant, and other such minor but unpleasant things. The people are seeking protective items. It probably doesn't matter much if they actually work.^0

ID: 625^68
Sales were brisk, but the phenomenon that drove them was short-lived.^0

ID: 625^69
A lot of money was spent acquiring items for sale, but some old priest came along and offered free curative spells that, even if they did not remove the curse, convinced people that they were safe.^0

ID: 626^56
Sailor's Delight^0

ID: 626^57
A merchant is looking for a shipwreck. It was her father's ship and, according to the merchant, was carrying very valuable cargo. Not only is their wealth to be had, but it might be possible to put the merchant's father to rest.^0

ID: 626^68
The treasure was only moderate, but well enough worth the effort. A skull was found near the ship's wheel and this was believed to be the merchant's father.^0

ID: 626^69
The wreck could not be found. The merchant seemed understandably dejected and was seriously considering selling her ship and retiring.^0

ID: 627^56
Revenge with a Side of Plunder^0

ID: 627^57
General Jyleel is responsible for the death of hundreds of Crushbone orcs, either personally or through his paladins. The orcs are looking for revenge. They are also looking for a chance to raze the city and plunder its riches.^0

ID: 627^68
A few clever orcs lead the assault but were discovered. They did manage to use this to the advantage of the mission and cause a distraction. The general took a severe wound that may prove to be mortal. Several beautiful pieces of jewelry and art were recovered and distributed.^0

ID: 627^69
The high elves appear to have been ready for the assault. It might be the fact that orcs aren't good at being quiet for long periods of time. There was a fierce battle and casualties on both sides, but the general was unscathed.^0

ID: 628^56
Grave Robbery^0

ID: 628^57
Dewis Caneal is doing some complicated necromantic research and is looking for some very particular corpses, those of dead vampires.^0

ID: 628^68
Gathering these corpses required a combination of tactics. Sometimes following adventures yielded good results and sometimes just digging them up was the most efficient.^0

ID: 628^69
Vampires that are actually dead are not found lying about. And those that are still moving about are very difficult to kill. Some epic battles happened when the plan to just steal some bodies turned out poorly.^0

ID: 629^56
Dire Consequences^0

ID: 629^57
Dire wolves have been attacking travelers with abandon. There may be some sort of disease driving them to be so reckless, or some sort of orcish magic. Whatever the cause, travelers need to be protected if they are going to make it through the forests of Faydark alive.^0

ID: 629^68
The wolves were relentless and dangerous, but eventually they were driven away. The cause of their unusual aggression was not determined.^0

ID: 629^69
There seemed to be an endless amount of unbelievably aggressive dire wolves. The wolves were the ones that drove away their enemies and remain dangerous to all travelers in the forest.^0

ID: 630^56
Font of Hope^0

ID: 630^57
King Tearis Thex has commissioned a fabulous new water feature for his city. He is accepting submissions from any artist but has stated that only the most elaborate and exciting work of art will be accepted.^0

ID: 630^68
A new art installation has been put up in Felwithe to be enjoyed by current and future generations.^0

ID: 630^69
The water turned to ice, which could have been interesting if the installation was designed with that in mind. After only a few minutes the entire thing collapsed under the weight of the ice, throwing shards of ice everywhere. The king was not pleased.^0

ID: 631^56
Scraps for the Poor^0

ID: 631^57
The Koada'Dal are often unwittingly wasteful. They hold grand feasts and parties without thought of what happens to all the leftover food. There are some people that could be saved from starvation with those scraps. It will take a delicate touch to acquire that food without offending the high elves.^0

ID: 631^68
Families in need were served meals beyond their expectations. A plan was set up to continue delivery of these scraps to the needy. How long the high elves keep up this practice is unclear.^0

ID: 631^69
The Koada'Dal were insulted by the assumption that they are wasteful. Guards were summoned and the rude visitors were escorted all the way out of the Faydark entirely.^0

ID: 632^56
On the Shoulders^0

ID: 632^57
Not all breakthroughs are the result of diligent work and scrupulous effort, sometimes it is stolen from those that put in that work and effort. A gnome in the Eldritch Collective has found a way to speed up turning ingredients into potions that should work on nearly any recipe. If someone could get their hands on that research other breakthroughs could be found based on that those methods.^0

ID: 632^68
The research has been acquired.^0

ID: 632^69
It turns out that after a thorough search the research could not be found.^0

ID: 633^56
Forced Resolution^0

ID: 633^57
There is an ongoing rivalry between two dwarven clans that has recently escalated to violence. This could ruin both families if the authorities are forced to get involved. Unofficially the guards are seeking someone to put an end to this in whatever way necessary.^0

ID: 633^68
One of the clan leaders was tricked into challenging the other to a battle in the arena. Since both leaders are elderly, the battle epitomized the foolishness of the entire feud. After several minutes of weak flailing the two fell exhausted to the arena floor. The feud was forgotten as the old dwarves were fanned and given beer to recover.^0

ID: 633^69
No records could be found that went far enough back. They probably exist, but there were several very angry dwarves guarding the oldest sections of the archives. Neither diplomacy nor violence could convince them to leave.^0

ID: 634^56
Talking Tinker^0

ID: 634^57
Dealing with gnomish tinkers can be a long, tedious task. It can also produce a profitable relationship. They can be very free with their information when carefully guided. Rylin Coil is just such a tinker. Someone that can charm him now will gain in the long run.^0

ID: 634^68
The effort paid off immediately, if only in the form of a long evening of drinking. Rylin will speak so long as the partying continues.^0

ID: 634^69
Rylin is odd, even for a gnome. He would only talk when very drunk but was very hard to understand while slurring his words. What few words came out clear didn't seem to relate to the topic under discussion in any way.^0

ID: 635^56
Unwarranted^0

ID: 635^57
Goblins have managed to establish a warren near one of the most travelled paths through the Butcherblock Mountains. It will take a special person to be willing to crawl in there and explore the depths of those warrens.^0

ID: 635^68
The warrens were uncomfortably narrow, but luckily not too extensive.^0

ID: 635^69
Some of the passages were just too narrow and unstable to pass. The goblins must be very brave or very frightened to use those tunnels to escape pursuit.^0

ID: 636^56
Gold Gathering^0

ID: 636^57
A secretive "collector" is looking to obtain a rare gold threaded tunic. One of the owners of such a tunic is apparently taking a trip from Kaladim to somewhere on Antonica. This might provide an opportunity to acquire this item, should anyone wish to do so.^0

ID: 636^68
The battle against the dwarven caravan guards was fierce, but ultimately the tunic was acquired. A courier arrived shortly after the battle with payment and took the tunic.^0

ID: 636^69
The dwarves, uncharacteristically, had hired a few spell casters to help guard their caravan. They proved to be more than the attackers could deal with.^0

ID: 637^56
Clockwork Caves^0

ID: 637^57
Adventurers entering the minotaur caves in the Steamfont Mountains encountered not only minotaurs, but clockworks. Both had interesting and horrible new weapons. Something unusual and probably nefarious is going on in those caves. The authorities in Ak'Anon are desperate to discover why all of this is happening.^0

ID: 637^68
The weapons are all rusted and of a very ancient design. It appears that they were acquired from somewhere deep in the mountain caves.^0

ID: 637^69
The minotaurs and clockworks traveled together and in rather large groups. Attempts to get what was needed met with disaster.^0

ID: 638^56
Timorous Deep Ones^0

ID: 638^57
Monsters are rising from the Timorous Deep and threatening fishing villages all along the coast. Nobody seems to know what they are, only that they feast on just about any flesh they can find. Heroes are desperately needed to help protect these villages.^0

ID: 638^68
The creatures were some horrible mash up of octopus and crab. Tentacles with claws on them, hard shell over malleable body. Very unpleasant.^0

ID: 638^69
The creatures were some horrible mash up of octopus and crab. Tentacles with claws on them, hard shell over malleable body. Very unpleasant.^0

ID: 639^56
Elven Wine^0

ID: 639^57
Dwarven ale is a special thing and challenging to make well. There are wealthy people on Antonica that will pay well for casks. If someone wanted to make friends in high places, delivering them ale is a good way to do it.^0

ID: 639^68
A new flavor of very expensive dwarven ale is now available in small quantities to those with the right connections.^0

ID: 639^69
The journey proved to be too perilous. Much of the cargo was lost at sea and the rest was simply confiscated by the guards of Freeport.^0

ID: 640^56
Where the Bodies are Buried^0

ID: 640^57
If one is willing to steal from the dead, there are places where valuable and even powerful things can be found.^0

ID: 640^68
After moving an unacceptable amount of fetid soil, a few very interesting items were acquired. Most were sold, but a few were worth keeping and having examined by experts.^0

ID: 640^69
Some of the dead are not as passive as a thief would like. Their sudden rising from the ground and violent protestations proved to be too much.^0

ID: 641^56
Cause of the Curse^0

ID: 641^57
A curse has been unleashed in Felwithe! Many of the citizens have been affected with a subtle form of insanity that causes them to become delusional. Priests appear to be most strongly affected. A few have even gotten into fights with visitors, usually dwarves. The clerics of Tunare are desperate to find someone that can help them cure this curse or at least identify its cause.^0

ID: 641^68
The cause was a package delivered by a mysterious courier. The curse had all the hallmarks of dark elven magic. The cure was difficult to fashion but proved effective.^0

ID: 641^69
The curse was too complicated and strange to decipher. No cure was found, and many deaths occurred as a result before the curse ran its course.^0

ID: 642^56
Speak with the Undead^0

ID: 642^57
Several groups are seeking adventurers (foolish ones) that are willing to try to negotiate with the leaders of the undead in the Estate of Unrest. They want the incursions of undead to stop and fear that they lack the military might to stop them the traditional way.^0

ID: 642^68
Many concessions were required, but the undead have been sated, at least for a while.^0

ID: 642^69
Not only will the undead continue to assault the living, but they seemed angered by the pride of the living to assume they had the right to continue living. More and more undead pour from the estate than ever before.^0

ID: 643^56
Caravan^0

ID: 643^57
A couple of smaller merchants are trying to organize a caravan so they can travel more safely. They plan to leave from Kaladim and travel all the way to Qeynos. They are looking for a more experienced trader to lead them.^0

ID: 643^68
The trip was uneventful and profitable. Allies were made.^0

ID: 643^69
The merchants argued. Some split off, feeling that they had provided more in the way of guards than the others and that they were bearing too much of the cost. The remaining merchants really didn't stand a chance after that.^0

ID: 644^56
Circus is in Town^0

ID: 644^57
An unusual gnome has built what he calls a circus and wants to take it to interesting places. She is looking for people to help guide her and protect her. Someone with other... qualities, could help in other ways once the circus has set up in a location.^0

ID: 644^68
It turns out that what seemed unusual on Faydwer was not so special on Antonica. The circus slowly ran out of money and folded when most of the employees simply wandered away. Returning the giant spiders to the forest was the most challenging part of the entire endeavor.^0

ID: 644^69
After the elephant escaped and destroyed the town square and the rarest snake in the rare snake exhibit managed to bite several customers, the circus folded, and the gnome went back to inventing flavors of candy.^0

ID: 645^56
Negotiate with Steel^0

ID: 645^57
The undead have started to take over the Butcherblock Mountains. People are becoming desperate. Travel at night is a death sentence for any but the most powerful. Authorities in the area are looking for heroes that can get into the Estate of Unrest and defeat the leadership of the undead with the hope that this will reduce the incursions.^0

ID: 645^68
Heads rolled. The undead will require some time to recover from the blow that was dealt to them.^0

ID: 645^69
The undead seemed to have taken the effort to push them back as a challenge. They prowl the night in even greater numbers than before.^0

ID: 646^56
Steal the Stormhammer^0

ID: 646^57
There has been a quiet request for someone to permanently borrow the ancient hammer wielded by the dwarven hero Kazon Stormhammer from Kaladim. They will provide a detailed map and guard schedule, as well as a replica to swap for the real item. It is suggested that this would best be accomplished during the brew day festival.^0

ID: 646^68
The swap was made, and the mythical hammer acquired. A strange courier appeared only minutes after the hammer was liberated to trade the item for the reward.^0

ID: 646^69
Not only were the dwarves very alert and skilled with their hammers and axes, but the Stormhammer itself resisted the attempt to steal it. Several people were electrocuted by the hammer when they touched it.^0

ID: 647^56
Aggressively Passive^0

ID: 647^57
A holy priestess of Quellious from Qeynos has taken a vow to travel across Faydwer to teach people the way of Quellious and heal those in need. Her passive nature, however, does not preclude the need for someone to protect her from harm, and the church is seeking locals that will dedicate themselves to do just that, but without resorting to unnecessary violence.^0

ID: 647^68
Violence could not be avoided. The church of Quellious, however, does not believe in pure pacifism. Some battles must be fought. The priestess turned out to be very good at cracking heads with her staff. All the dangers that could not be avoided were handled with the careful use of force.^0

ID: 647^69
The bodyguards were forced to kill a few goblin attackers to protect the priestess. She felt that killing those poor creatures was excessive and fired her protectors on the spot.^0

ID: 648^56
Bone Sculpture^0

ID: 648^57
A quiet request has been circulating for a very unusual art installation. A priest of Najena is looking for a new way to prove his dedication and wants to make it out of things that are readily available and appropriate for their setting. Blood and bones for Najena.^0

ID: 648^68
The installation was well received by the client. It did, however, require the artist to burn their clothing after the work was done.^0

ID: 648^69
The animation spell that was used on the art piece was a little too strong. It was clear that the client was not pleased when the thing got up and started to attack them.^0

ID: 649^56
Gathering Gears^0

ID: 649^57
Every so often the huge clockwork spider called Octa the Collector breaks down, spewing the things that it has gathered across the rusty steel plates of the fortress. Some of these parts are unique designs created by Meldrath himself that could be very useful to tinkers in Ak'Anon.^0

ID: 649^68
Octa's breakdown resulted in a spectacular explosion of parts and sparks. In the confusion it was not too hard to gather up the detritus and escape.^0

ID: 649^69
Octa's inevitable breakdown attracted a lot of scavengers. So many that there were no easy opportunities to gather useful things. Instead, risks had to be taken, the result of which was also inevitable.^0

ID: 650^56
Hammerbreaker^0

ID: 650^57
A question of heritage has come up in Kaladim. One of the youngest members of the Hammerbreaker family claims that he is descended from an ancient Stormhammer. He even claims that their family name derives from Stormhammer, having been created after a portion of the family broke off due to a feud with the head of the family. It could be a lot of effort to prove the truth of the matter.^0

ID: 650^68
After recovering some stolen records that were buried with one of the Hammerbreaker elders a few decades ago, it became clear that the claim was false. The name Hammerbreaker was earned when the clan founder crushed an orc buy cleaving through its hammer and its skull in one swing.^0

ID: 650^69
The history of the two clans is too muddled to decipher. All that could be found were indications that some records were stolen or destroyed decades ago, making it impossible to follow the family tree.^0

ID: 651^56
Sewing Dissent^0

ID: 651^57
The spiders of Faydwer are being eliminated. Not by adventurers, but by harvesters seeking silk. They inevitably kill any spider that tries to defend itself from their incursions. If this continues not only will the forest suffer, but a source of spider silk may be forever lost. It might be time for a disruption of the tailors of Kelethin and Felwithe by starting a destructive feud between them.^0

ID: 651^68
It turns out that tailors are hard to bring to anger. But once they do get angry, they can be very destructive. The fire caused by one of them over the rumor of a very nasty insult burned for several hours.^0

ID: 651^69
The tailors were just too unflappable. Their tendency to work together made them immune to attempts to sew dissent among them. They even host sewing circles to teach people how to sew and find potential apprentices.^0

ID: 652^56
Put on a Show^0

ID: 652^57
A cache of weapons has been discovered and can be obtained at a good price. But there is a rumor that they are cursed, which is why they are so cheap. Anyone that purchases them will need to prove that they are not cursed by using them. A show of skill would also help the sale.^0

ID: 652^68
Buyers were impressed with the display and convinced that the weapons were not cursed when they did not kill the wielder. Some, however, probably were cursed in some minor way.^0

ID: 652^69
The weapons were indeed cursed. Extremely so. Not only could they not be sold, but some of them could not be removed from those that picked them up. Perhaps the silver lining is that no one else is stuck with them.^0

ID: 653^56
Drums in the Dark^0

ID: 653^57
A rune of power was discovered in a cave in the Butcherblock Mountains. The rune was one of ancient dwarven origin and it represents the world machine, the magical device that Brell built to run Norrath. Adventurers entering the cave heard what sounded like drums in the very deepest part of the cave complex they discovered within. Brave heroes are needed to discover the origin of this sound.^0

ID: 653^68
At the very deepest part of the cave system was an ancient auditorium. A ghostly dwarf drummed a beat. There were creatures lurking in the darkness.^0

ID: 653^69
The cave echoes made homing in on the sound impossible. Several wrong turns lead to dangerous encounters with various horrible monsters, and the source of the sound was not discovered.^0

ID: 654^56
Stop it at the Source^0

ID: 654^57
Powerful minions of Bertoxxulous have been seen in Greater Faydark. They are too strong for the elven rangers of Kelethin and the paladins of Felwithe to deal with. If they continue to spread their diseases all the forests of Faydark might be destroyed. The only way to prevent this ill fate is to destroy the dark treant that is the source of their power.^0

ID: 654^68
The treant was rooted and could not move. It was, however, guarded by dozens of diseased forest creatures. After the battle the treant was burned and the disease faded from the forest.^0

ID: 654^69
The combination of disease and infected wildlife as just too strong to overcome.^0

ID: 655^56
Prison Break!^0

ID: 655^57
A few Koada'Dal guards have been quietly inquiring after someone or some group that can break someone out of a locked room in Kelethin. The guards on this prisoner will be alert and touchy, so special care will need to be taken. They insist that no permanent harm should be done to anyone during this raid.^0

ID: 655^68
The prison break was a success and no harm was done to anyone. There will, however, be fallout.^0

ID: 655^69
Too many slip ups led to a brawl with a guard, which alerted others. Soon enough it was a route as all of Kelethin seemed to be aroused to the intruders.^0

ID: 656^56
Lich's End^0

ID: 656^57
A powerful lich has been assisting the Crushbone orcs. It has power over light and darkness as well as being able to raise and control the undead. The creature's lair has been found and an ointment has been created to assist seeing in its magical darkness. All that is needed are brave adventurers to dive into the lich's lair and destroy it.^0

ID: 656^68
The battle seemed endless, but eventually the lich was defeated.^0

ID: 656^69
The lich was creating undead from the orcs that fell and seemed to grow stronger as the battle raged and more creatures died. In the end the attackers had to flee or be completely destroyed and become part of the problem themselves.^0

ID: 657^56
Display of Lights^0

ID: 657^57
A powerful member of the Kelethin hierarchy wants to put on a special show for her husband's birthday. She wants faerie lights and music. Of course, putting those lights in the thin uppermost branches will be a tricky thing.^0

ID: 657^68
Falling injuries were avoided and a beautiful light show was enjoyed by all of Kelethin.^0

ID: 657^69
Not only did the artist fall from the trees several times, but when the show began the upper branches caught fire. It will be a long time before the artist will be welcome in Kelethin again.^0

ID: 658^56
Ripest Fruit^0

ID: 658^57
There is a rare fruit called Faerie Dragon Fruit. It grows only under circumstances that no one fully understands. It is believed that they are invisible until ready to pass on their seeds. It takes an experienced forester to find and gather them.^0

ID: 658^68
The fruits were excitedly purchased by a halflings traveling to Faydwer just to gather just such exotic fruits.^0

ID: 658^69
The fruit proved too hard to locate. Invisible indeed!^0

ID: 659^56
Power of Water^0

ID: 659^57
There are reports of strange waterspouts appearing in Dagnor's Cauldron. They might be caused by elementals, though none have been seen. They might be created by some new form of magic by the aqua goblins. Discovering the cause could lead to a breakthrough either in elemental summoning or water magic.^0

ID: 659^68
The waterspouts were the result of aqua goblins trying to summon water elementals but failing.^0

ID: 659^69
The waterspouts caused several party members to be swept into the cauldron where they were attacked by hordes of aquatic goblins. The whole effort was a mess, and everyone went home wet and wounded.^0

ID: 660^56
Show of Strength^0

ID: 660^57
The orcs of Crushbone live under the expectation that the strongest rule. Emperor Crush has been the strongest of the clan for many years, and none have challenged him. If a challenger could be convinced to rise and fight the emperor pressure on the elves would be reduced for a while. The trick is finding someone stupid enough to make the attempt.^0

ID: 660^68
The battle between the challenger and the emperor was dramatic and spilled into the watching crowds. Dozens of orcs were killed during the ensuing brawl. Crush killed the challenger but emerged with a broken arm.^0

ID: 660^69
Crush crushed the challenger's skull less than a minute into the fight. The orcs were so disappointed that they spent a lot of their free time after the fight kicking the loser's corpse.^0

ID: 661^56
War Profiteer^0

ID: 661^57
What started as an undead incursion into butcherblock has become something like an all-out war. There will there be great demand for weapons, armor, and healing supplies. There should also be chances to acquire goods from those that no longer need them. A clever person could make a profit while preventing a potential war that could endanger Kaladim itself.^0

ID: 661^68
The undead were eventually driven back, but at great cost to the adventurers and dwarven guards. And at great profit for others.^0

ID: 661^69
The battle was so intense that there were few opportunities for non-combatants to enter the field. With many of the defenders rising to fight against their former friends, it proved very dangerous to even get near them to look for anything of value.^0

ID: 662^56
A Treasure Map^0

ID: 662^57
A pirate's treasure map? Really? Well, this one seems as legitimate as a treasure map could be, and the source is a respectable adventurer. Maybe there is something of value to be found.^0

ID: 662^68
The lost treasure of a Blacksail pirate whose ship was lost during a storm that might have been summoned by Karana himself.^0

ID: 662^69
Either the map was a fake or it was just too complicated to follow properly. A lot of time was wasted, and money expended for no return.^0

ID: 739^56
Scary Schematic^0

ID: 739^57
Someone has created a schematic for some new kind of clockwork device. The first person to build one could advance clockworks dramatically, assuming that they don't kill themselves in the process.^0

ID: 739^68
The device was just an elaborate and inefficient cleaning device.^0

ID: 739^69
The device was a poorly designed steam container. It exploded when filled.^0

ID: 745^56
Stalking Elves^0

ID: 745^57
A small and dangerous band of powerful high elves has been stalking dwarves throughout the mountains of butcherblock. The captain of the Kaladim guards is looking for someone that can put an end to these assaults. The fate of the high elven marauders is of no concern to the dwarves.^0

ID: 745^68
A couple of the elves had to be killed. The others eventually surrendered. They claim that they were getting revenge for dwarven crimes. It seemed clear that they were suffering from some sort of delusion.^0

ID: 745^69
The elves were too strong, bolstered by some sort of feverish anger.^0

ID: 746^56
Blood Red^0

ID: 746^57
A secretive "collector" is looking for someone to acquire a magical ruby from the Estate of Unrest. They warn that touching the jewel would be dangerous, gloves are suggested. The request notes that killing residents is of no concern, just deliver the jewel. The owner of the ruby may have planted fakes, so be certain that you have the right one.^0

ID: 746^68
The jewel glowed with a dark red light. Just being near it made people nervous. The undead were extremely angry when they noticed it was gone. It was fortuitous that a courier came to collect it shortly after it was liberated.^0

ID: 746^69
The undead guarding the gem seemed to be empowered by its presence. It just didn't prove possible to reach it past the see of bones and rotting flesh.^0

ID: 753^56
Dive the Deep^0

ID: 753^57
Rumors of an underwater ruin off the coast of the Loping Plains have surfaced. This might be just the imagination of bored sailors, but they claim that the ruins can be seen as dark shadows from the surface. Someone with the proper skills and reckless lack of concern for their own safety could be enriched by finding and exploring these ruins, if they exist.^0

ID: 753^68
The ruin turned out to be a shipwreck. Luckily this ship was carrying a good amount of saleable goods and interesting artifacts.^0

ID: 753^69
It appears that either the ruins moved, the location given was false, or there never was a ruin at all. Whichever it is, a lot of time and effort was wasted.^0

ID: 754^56
Stop the Stormhammer^0

ID: 754^57
It is summer and rain and sleet are blowing throughout butcherblock. This has made travel and trade with Kaladim just about impossible, and resources in the city have recently been depleted for some big party. The leadership of Kaladim are looking for someone that can find the source of this clearly magical disturbance and stop it before Kaladim becomes too vulnerable to attack.^0

ID: 754^68
A drachnid was behind the destruction. She was using the magic of a dwarven hammer to summon storms. Some of the energy of the storms was being funneled into a gem. The hammer was recovered when the drachnid was eventually killed, but the gem was whisked away by a gargoyle before it could be recovered.^0

ID: 754^69
A lair was discovered covered in webs and filled with spiders and drachnid. Their defenses and poisons were just too much to defeat. After several weeks the storms stopped, though many lives were lost, and much damage was done.^0

ID: 755^56
Eliminate Debt^0

ID: 755^57
Tension between the dwarves of Kaladim and the elves of Felwithe is high. So high that some are preparing for a war. Others seem to be encouraging it. There are a few dwarves that could be kept from complete ruin if someone were to find a way into the heart of Felwithe and destroy some documents used to track debts owed to Kaladim through trade and aid.^0

ID: 755^68
The specific records were impossible to distinguish from the piles of other papers, so the entire building had to be burned.^0

ID: 755^69
Not only were the records not destroyed, but when the high elves realized what the intruders were after they decided to demand immediate payment of all dwarven debts.^0

ID: 756^56
Heartbeat of the World^0

ID: 756^57
An ancient auditorium was discovered in the Butcherblock Mountains. It appears to be a place of worship. Corrupted earth elementals are trying to destroy this shrine. Only the spirit of an ancient dwarf has kept them from destroying the temple by constantly drumming. Heroes are needed to protect the temple and take over drumming before the spirit fades and the temple is lost forever.^0

ID: 756^68
The elementals were thwarted with much effort. The dwarven ghost gave a bow before fading away, his task complete.^0

ID: 756^69
The elementals overwhelmed the defenders. The ancient spirit guardian was overwhelmed with magical attacks and dispersed. The temple was destroyed.^0

ID: 845^56
Crypt Collection^0

ID: 845^57
A secretive "collector" has discovered an ancient dwarven crypt in the Butcherblock Mountains. It is guarded by holy spirits of dwarven soldiers. Rumor has it that an extremely powerful dwarven relic is buried with whatever royalty was entombed there.^0

ID: 845^68
The dwarven spirits were powerful but could not defend the crypt. One of the crypts contained the bones of a very old dwarven corpse and a ring with the seal of Kaladim. It was clearly magic. Upon leaving the crypt a courier arrived to take the ring in exchange for the expected reward.^0

ID: 845^69
The dwarven spirits took control of the living that were invading their resting place. They used the strength of the invaders to defeat them. Only leaving the crypt would force the spirits out.^0

ID: 847^56
Defending the Ancients^0

ID: 847^57
Deep in the forest of Faydwer are some of the oldest trees on Norrath. These trees are precious to the elves and their loss would devastate the forest life. Knowing this, a force of hateful dark elves has invaded the forest with the intent of destroying these ancient trees. Defending these trees would prevent a lot of suffering.^0

ID: 847^68
Clearly the dark elves were not expecting to be discovered until their assault was over. They did, however, take more pleasure in attacking the defenders than the trees. They were driven back, but both sides suffered losses.^0

ID: 847^69
The trees suffered greatly when the defenders were forced to flee. The forest may never recover.^0

ID: 849^56
Finding Fish^0

ID: 849^57
Some animals have magical properties, and so are sought after. Some have pretty fur or feathers, and so are hunted. Some have meat that taste good, and so are eaten. The Wayunder Perch has all of these properties. It also swims in a dangerous part of the world. There are need of the magic, scales, and meat of this fish.^0

ID: 849^68
The season was right, but the danger was high. However, enough of the perch were caught to be worth the effort.^0

ID: 849^69
There were a lot of deadly predators taking advantage of the spawning. They proved too dangerous to get past and too ravenous to leave enough fish to make it worth the effort.^0

ID: 850^56
Mechamatic Mechanic^0

ID: 850^57
The Mechamatic Guardian has gone haywire. This is not news; it has been a bit broken for a long time. But lately it has changed its path and stomping on encampments and buildings. Getting inside the thing and fixing whatever has gone wrong will not only prevent several deaths each day but could yield useful information about how the thing works.^0

ID: 850^68
The Guardian's activity was changed when a mender clockwork attempted to fix a broken pipe. It ended up re-routing the steam which caused the Mechamatic Guardian to change its behavior. This information wasn't very useful, but other schematics collected from the corpse of the mender were.^0

ID: 850^69
Not only was the problem not fixed, it was made worse. Several buildings were smashed, and people died before the regular menders figured out how to repair the Guardian.^0

ID: 851^56
Karkoten Aid^0

ID: 851^57
It is rare that anyone has sympathy for a minotaur. But those protecting the fortress they call Karkoten are at risk of being completely destroyed. Orcwere attack them at night, gnomes harass them during the day. Their loss would allow the orcwere to range even further and could have a cascading effect.^0

ID: 851^68
It turns out that it is possible to negotiate with were creatures, though a show of strength was necessary to even get the conversation started. They could not be convinced to cease their attacks, but they were convinced that the minotaurs had a new ally that would be dangerous to confront, and have chosen to find other prey, for now.^0

ID: 851^69
The orcwere could not be convinced to hold back on their attacks. They were unconvinced and unimpressed. They chose to try to kill the heroes instead.^0

ID: 852^56
Iksar Artifacts^0

ID: 852^57
There is a merchant in Timorous Deep that has been able to acquire some very rare items from Kunark. He is, however, an extremely greedy and competitive gnome. He will require something unusual in trade for his wares.^0

ID: 852^68
Xiblin Fizzlebik asked for things that were beyond his reach and required more skill than any merchant should have. Stealth, murder, and several other unpleasant things were required, but unique and powerful items were obtained.^0

ID: 852^69
What the merchant was asking for was unreasonable, and despite a lot of effort and risk those requests could not be met.^0

ID: 853^56
Know Thy Enemy^0

ID: 853^57
It has become clear that the orcs of Crushbone are in league with a necromancer of great and unusual power. The rangers would like help discovering the origin of this necromantic assistance and putting an end to that source. If possible, find out how the magic the necromancer used to help the orcs was accomplished.^0

ID: 853^68
A lich was seen speaking with some orc scouts. The lich gave them torches in exchange for what appeared to be still animate skeletons.^0

ID: 853^69
Every attempt to track them was hindered by undead or orc ambushes. Fatigue and injury built up and it just wasn't possible to continue. The orcs were clearly aware of the presence of intruders and were going to be impossible to find.^0

ID: 854^56
Shut it Down^0

ID: 854^57
A great clockwork device of unknown origin and purpose has been discovered buried under a rock fall in the Steamfont mountains. It is active and slowly digging its way free of the rubble that has trapped it for an untold number of years. King Ak'Anon is looking for anyone that can learn what its purpose is, then turn it off. Be warned there are a lot of unhinged clockworks between here and there.^0

ID: 854^68
The massive clockwork was some sort of ancient digging machine. It was serviced by many ancient clockworks that had apparently managed to get it working again after decades of burial.^0

ID: 854^69
The enormous clockwork freed itself before the heroes could reach it. The massive clockwork dug its way free and rampaged through the Steamfont Mountains. It crushed everything in its path and eventually started digging into Ak'Anon. It destroyed much of the city before the entire might of the gnomes managed to stop it. If only it had been prevented from getting free in the first place.^0

ID: 855^56
Secrets Are Power^0

ID: 855^57
Dragons have a depth of knowledge that others can't comprehend. When these creatures gather there is an opportunity to learn a great deal. Some of the elder dragons are gathering in Crystallos for reasons that are unknown. Discovering those reasons and being able to listen in on the conversations of beings that may have been hatched before the first elf was created, could prove invaluable.^0

ID: 855^68
There were moments of danger and some of the lesser dragonkin have been sent to their graves, but a lot of knowledge was gathered. A little bit of treasure found its way into some pockets as well.^0

ID: 855^69
The intruders were discovered. Despite their skill and preparedness, they could not hold their own against the might of so many dragons.^0

ID: 856^56
Home Safe^0

ID: 856^57
The orcs of Crushbone have gathered in force. They will be assaulting the elves in numbers that have never been seen before. They are well armed and have the assistance of a number of spell casters of all sorts. Their assault will be brutal, but the battle will be short. If they are not stopped quickly with overwhelming violence, they will certainly destroy most of the elves in the forest.^0

ID: 856^68
The orcs were forced to retreat, but the losses on both sides were great.^0

ID: 856^69
Kelethin is on fire. The damage done to the trees and buildings will take a decade to repair. The damage to the citizens and defenders will last forever.^0

ID: 857^56
Master Class^0

ID: 857^57
The true sign of a master crafter is the ability to teach others well enough to eventually become masters themselves. There is need of just such a teacher for those that do not belong to any city or agency that offers good teachers. Founding such a place on Faydwer, one that teaches all the skills from all the trades, would grant a crafter influence over a generation or more of talented people.^0

ID: 857^68
There were challenges to the new school from all angles. Every existing guild in every city on Faydwer tried to prevent its founding. Some of these were willing to use violence and vandalism to that end. The school opening was quiet, but only attracted truly dedicated student, those willing risk the wrath of the established guilds, guilds that they would need to work with in the future.^0

ID: 857^69
Rivals spread rumors. The rumors took hold. At first it was just difficult to find students. After a few weeks someone lit the building on fire. Later undead assaulted the building. It became increasingly difficult to keep the buildings standing and just about impossible to keep the students safe.^0

ID: 858^56
Fish Food^0

ID: 858^57
There is no doubt that the aquatic residents of Kedge Keep are endowed with magical power. Venturing into the lair of last Kedge is fraught with danger but gathering the roe of the many types of fish that reside there could be very useful.^0

ID: 858^68
The creatures were understandably protective of their eggs. Swarms of fish and their other aquatic allies were defeated or avoided, but the effort was successful.^0

ID: 858^69
The intrusion into the keep did not go unnoticed by Phinigel. He drove the interlopers from his home with unrelenting pressure.^0

ID: 859^56
Pull One Thread^0

ID: 859^57
The greatest mysteries can often be unraveled by pulling on a single thread. Even the strongest armor is held together by thinner, lighter material. The Bloodstained Tunic gains its power in part from the blood it bears. But it is stitched together with what appear to be simple threads. The creation of that thread required more magical power and skill than the creation of the tunic as a whole.^0

ID: 859^68
Discovering the truth behind what appears to be a simple thread required several dangerous trips into vampire infested places and seeking out the few necromancers that create items of magic. The threads were created from the intestines of vampires. They must be spun into strings while the vampire is alive. Casting the final magic requires the use of mummy dust and ancient rituals.^0

ID: 859^69
The thread snapped. While seeking crafters that might know the secret the heroes offended a necromancer. While the old creature did not respond immediately, he did send an army of undead to attack those that angered him. He also warned his fellows that there were people trying to learn their secrets and none would speak to heroes at all.^0

ID: 860^56
Disaster Delayed^0

ID: 860^57
War happens on the infinite planes much as it does on Norrath. Such wars, however, affect both realms. Armies of ogres, orcs, and goblins are gathering all over Norrath. Spies have overheard a lot of talk among these armies about regaining their power by succeeding where their weak and stupid ancestors failed. If a war on the planes can be avoided, everyone benefits.^0

ID: 860^68
Heroes traveled to the seat of Rallos Zek's power and, through trials of strength and skill, an audience with the Warlord was obtained. The god was responding to some minor slight, clearly seeking and excuse to ply his trade on his peers. Careful conversation at the risk of brutal death convinced Rallos to bide his time for a better opportunity.^0

ID: 860^69
The heroes intruded upon the warlord in his keep while he was planning the destruction of another god. He laughed at their pitiful arguments and attempts to convince him to change his mind. Tallon and Vallon escorted the fools out, threating to sick Sullon on them if they should resist.^0

ID: 861^56
Only With Great Risk...^0

ID: 861^57
Mayong Mistmoore is a collector of powerful magic items. It is less well known that he sometimes trades for those items. Vampires across Norrath are seeking something but not finding it. If someone could force one of the elder vampires to reveal what they seek and then acquire that item, they could then deal with Mayong directly and obtain just about anything they desire.^0

ID: 861^68
The item sought was a unique and stunning statue depicting Erollisi Marr. It holds her blessing and may have been stolen from one of her temples. Mayong, once his defenders were persuaded to leave, was very generous in his offer for the statue.^0

ID: 861^69
After overcoming great peril an item was found, but it turns out to be the wrong item. Mayong was angered by the disturbance and the offer of something that he considered useless. He sent some of his most powerful minions to teach the intruders a lesson.^0

ID: 862^56
Sheppard the Storm^0

ID: 862^57
Rain clouds cover the continent of Faydwer. Dark clouds have persisted for weeks. Rain pours down and lightning showers the continent. The source of this overwhelming assault can only be the Rainkeeper. Something or someone has greatly offended Karana. His anger will need to be sated. It will require skill, experience, bravery, and endurance to find and defeat a foe that can anger the Storm Lord.^0

ID: 862^68
A group of Storm Sheppards were exploring Faydwer. They established a small shrine to the Rainkeeper deep in the Butcherblock Mountains. Agents of Bertoxulous crept into the shrine and summoned an Avatar of Disease. The sheppards and their few worshippers, turning them into hideous beasts spewing disease. The storms stopped when the sheppards and their flock were cured, and their temple restored.^0

ID: 862^69
The reason for the torrential rain could not be discovered and there was no appeasing the Rainkeeper. Floods swept through the Butcherbock Mountains. Lightning smashed into buildings and shattered trees. If the rain had not been so intense fires would have broken out all over the foothills.^0

ID: 6881^6
Increases your strength, stamina, agility, dexterity, wisdom, intelligence, charisma, your resistance to magic, cold, fire, disease and poison by #6 points, and your movement speed by #7%.^0

ID: 6882^6
Summons a jester from Bristlebane's court that spreads mirth for up to 15 minutes or until you zone.
The Jester will perform one of the following acts every 30 to 60 seconds on one lucky adventurer within 150 feet:
*#2%N - Instantly restores *#2#1 health.

*$2%N - Instantly restores *$2#1 mana and endurance.

Bristlebane's Diminution - Shrinks the target down to 3 feet tall.

Bristlebane's Expansion - Grows the target up to 9 feet tall.

Bristlebane's Alteration - Causes the target to take the appearance of a creature found in your current zone.

Bristlebane's Cornucopia - Grants the target a stack of 10 Bristlebane's Bread or Bristlebane's Wine with the potential for the food and drink to be poisoned!
Bristlebane's Bread, when activated blesses the target with *#3%N or curses them with *$3%N.
Bristlebane's Wine blesses the target with *#4%N or curses them with *$4%N.

Bristlebane's Celebration - Performs a dazzling display of fireworks.

Bristlebane's Hilarity - Shares a comical joke that all are guaranteed to enjoy.^0

ID: 6883^6
Summons all of your corpses and restores 100% of the lost experience from each corpse that can still be resurrected.^0

ID: 6884^6
Summons a faithful servant that casts healing and buff spells for up to 30 minutes or until you zone.
The servant will offer one of the following blessings every 15 to 45 seconds on one lucky adventurer within 150 feet:
Servant's Elixir - Heals *#2#1 to $2#1 (based on your level) health every 6 seconds for *#2%Z.

Servant's Clarity - Increases the target's maximum mana by *#3#1 to *$3#1 points, intelligence and wisdom by *#3#3 to *$3#3 points, and mana regeneration by *#3#2 to *$3#2 points (based on your level) for *#3%Z.

Servant's Armor - Increases the target's armor class by *#4#4 to *$4#4 points (based on your level) for *#4%Z.

Servant's Haste - Increases the target's melee speed by *#5#1 to *$5#1% (based on your level) for *#5%Z.^0

ID: 6896^6
Instantly restores #1 health.^0

ID: 6897^6
Instantly restores #1 mana and endurance.^0

ID: 9177^6
Transports you to the Throne of Heroes in the Guild Lobby.^0

ID: 16601^6
Summons a mechanical banker familiar.^0

ID: 16995^6
Summons a mechanical merchant familiar that offers an array of standard spell reagents.^0

ID: 21815^6
Summons a mechanical merchant that sells augmentation distillers for up to 10 minutes or until you zone.^0

ID: 27673^6
Summons a personal tribute master that allows donations for favor or modifications to your current benefits for up to 10 minutes or until you zone.^0

ID: 42096^6
Summons a Darkpaw destrier mount.^0

ID: 42097^6
Cloaks you in a shimmering illusion that makes you appear to be a Darkpaw gnoll.^0

ID: 42098^6
Calls forth a Darkpaw gnoll or changes your pet to look like one.^0

ID: 46600^6
Cloaks you in a shimmering illusion that makes you appear to be an Elddar elf.^0

ID: 46601^6
Cloaks you in a shimmering illusion that makes you appear to be an Elddar elf of the opposite gender.^0

ID: 46602^6
Cloaks you in a shimmering illusion that makes you appear to be a corroded clockwork.^0

ID: 58297^6
Places a blessing on yourself which will cause you to automatically attempt to stun your target with *$1%N and heal your group with *$1*%R%N whenever another caster's heals (between levels #5 and #6) land on you. This blessing will fade after %z or after you have attempted %L stuns.^0

ID: 58298^6
Places a blessing on yourself which will cause you to automatically attempt to stun your target with *$1%N and heal your group with *$1*%R%N whenever another caster's heals (between levels #5 and #6) land on you. This blessing will fade after %z or after you have attempted %L stuns.^0

ID: 58299^6
Places a blessing on yourself which will cause you to automatically attempt to stun your target with *$1%N and heal your group with *$1*%R%N whenever another caster's heals (between levels #5 and #6) land on you. This blessing will fade after %z or after you have attempted %L stuns.^0

ID: 58300^6
Stuns a target up to level @1 for up to 3 seconds, imparts an additional #2 hatred for you, and reflects *%R%N to heal your group.^0

ID: 58301^6
Stuns a target up to level @1 for up to 3 seconds, imparts an additional #2 hatred for you, and reflects *%R%N to heal your group.^0

ID: 58302^6
Stuns a target up to level @1 for up to 3 seconds, imparts an additional #2 hatred for you, and reflects *%R%N to heal your group.^0

ID: 58303^6
Heals your group for up to @1 hit points.^0

ID: 58304^6
Heals your group for up to @1 hit points.^0

ID: 58305^6
Heals your group for up to @1 hit points.^0

ID: 105983^43
Calls forth a Darkpaw gnoll or changes your pet to look like one.^0

ID: 105989^43
Take a nourishing bite of Fancy Feast! Heals a random amount of health between #1 and @1 points.^0

ID: 105990^43
Cloaks you with a protective hug from mom. A blessed rune protects you from up to #1 damage.^0